


Unlike Doom, the game offers user-controllable turn sensitivity. Weapon sway is also implemented in a different fashion.Ĭontrol in Doom II for GBA feels somewhat different from its predecessor strafing and moving back are slower in particular. Screen effects such as getting or picking up invulnerability or radiation suit powerups function much closer to the PC original than they do in the predecessor furthermore, the game uses equivalent screen effects to the PC version when taking damage from damaging floors, whereas the predecessor lacked them altogether in this case. The fonts used in the game are generally much more faithful to the original PC version than the ones used in Doom for GBA. The demon has its original death sound, health potions and armor bonuses give only 1% versus 2%, and the original PC status bar is used, albeit rescaled for the 240x160 resolution. All items are also present, including the previously absent light amplification visor and the blur artifact. The option to toggle between dynamic and static lighting is not included.Īll maps and monsters are present, including the Wolfenstein 3D secret maps and Wolfenstein SS enemy. Compared to Doom for GBA, this solution results in less faraway aliasing at the cost of a strong loss in texture detail.

To conserve performance, the engine always employs an aggressive mip-mapping technique on textures. When selecting Nightmare! skill level the game does render wall textures with double-width pixels as well, likely in order to lessen performance drops due to larger enemy numbers. As a result, player weapon sprites and map screen rendering in particular appear significantly more detailed. While its predecessor carries over double-width pixel rendering from the Jaguar (equivalent to low detail mode in the DOS version), Doom II for GBA only uses double-width pixels on geometry edges, ceilings and floor textures. Despite this, some of the mechanics and assets used are closer to the original PC version than they were in Doom for GBA. Since the original Doom engine was not used for this game, all content and mechanics had to be converted to the Southpaw Engine. Reduced wall texture detail when playing in Nightmare! skill level.
