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Doom 64 for Nintendo 64
Doom 64 for Nintendo 64 is a first-person shooter in which, as a lone marine, you once again face demons. You search space installations and ominous buildings, collect weapons and try to reach each level's exit. Differently coloured keys, hidden switches and moving platforms determine how you advance. Opening a door may trigger an ambush at the same time. You therefore watch not only what is directly in front of you, but also routes that change behind you.
The shotgun, chaingun, rocket launcher and energy weapons each call for different ranges and ammunition supplies. Rockets can damage you at close range; drawing a group of demons apart creates room to move. The map helps you recognise previously visited corridors, but does not pause the action. Secrets reward investigating walls and side paths with supplies or hidden areas. Dark colours, threatening sounds and rooms that suddenly change make exploration an important part of every fight.
Doom 64 is strictly a single-player game. After completing a level, you receive a password that lets you continue later with your achieved progress and equipment. An optional Controller Pak makes storing this information easier. This is the original Nintendo 64 adventure from 1997, with its own levels and controls. The Lost Levels and adjustments from the later re-release are not part of this cartridge.
Region and language
Our Nintendo 64 games are PAL editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
With Doom 64 for Nintendo 64, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.
The history of Doom 64
Midway developed Doom 64 under id Software's supervision and released it for Nintendo 64 in 1997. Despite the name, it was not a direct conversion of the original PC game. The team created new levels, updated the visuals and gave the journey its own dark atmosphere. The familiar weapons and demons provided the starting point, but the layout of rooms and the events you trigger along the way made this a separate adventure within the series.
In a developer interview, programmer Aaron Seeler explained that his earlier work on Doom for PlayStation provided technical preparation for Nintendo 64. Designers Tim Heydelaar and Randy Estrella described how they played each other's levels daily and improved them with testers. Environments could change through in-game events: passages opened, traps became active and new enemies appeared. This gave familiar combat rules a different relationship with exploring a space.
Aubrey Hodges created the music and sounds. He built on his atmospheric work for the PlayStation release, with sounds that can seem to come from the environment itself. Rather than merely putting a beat beneath the action, that soundscape increases uncertainty during exploration. A later re-release added new content, but this Nintendo 64 cartridge preserves the original solo journey without those additional chapters.
Similar games for Nintendo 64
GoldenEye 007 and Doom 64 let you shoot from your character's viewpoint and collect ammunition on Nintendo 64. GoldenEye turns a location into an espionage assignment with objectives and people you sometimes need to protect. Doom 64 builds its route around keys, switches and demons. Reconsidering a familiar door there usually means looking for access or a secret, rather than working through a briefing.
Perfect Dark likewise offers a futuristic arsenal on Nintendo 64, but connects it to Joanna's assignments, equipment and a conspiracy. Doom 64 mainly asks you to survive enemies and understand a level's structure. The difference is also apparent outside the campaign: Perfect Dark has local cooperation and multiplayer battles; Doom 64 focuses all its attention on one player and their route through the environment.
The World Is Not Enough combines firearms with photography, computers and protecting people on Nintendo 64. Doom 64 leaves out that espionage work, making passages, supplies and ambushes determine progress. Both ask you to examine a room first, but for different reasons: Bond seeks the correct action for his assignment, while the marine seeks a safe route past demons and locked doors.
Jet Force Gemini shares shooting non-human opponents and seeking routes through hostile areas on Nintendo 64. It shows three heroes from behind and ties progress to their abilities and rescuing Tribals. Doom 64 keeps the camera with the marine and divides his journey into separate levels. Whereas Jet Force Gemini rewards returning with another character, Doom more often calls for a hidden switch.
Super Mario 64 has a very different tone on Nintendo 64, but it likewise rewards examining walls, platforms and side routes carefully. Mario uses jumps and climbing to reach a star. In Doom 64, keys and activated mechanisms determine which passage opens, while enemies put pressure on your route. The shared element is spatial curiosity; the movements, dangers and goals differ greatly.