Doom II Playthrough (Game Boy Player Capture) - Part 1
This is part 1 of my 100% playthrough of Doom II for the Game Boy Advance. This is not an emulator. This footage was recorded directly from my GameCube using my Game Boy Player with progressive scan mode enabled (you'll need the GameCube's component cables to do this and your model of GameCube must support component out as well). I'm playing on Nightmare! difficulty.
Following up on my playthrough of Doom for the Game Boy Advance, here's the sequel: Doom II. Unlike the first Doom, Doom II was only released on a single Nintendo system: the Game Boy Advance. Doom II was also ported to the handheld by a different developer than the first game (Torus Games). However, this port is largely similar to the PC version, unlike the GBA port of the first Doom.
In this playthrough I'm obtaining 100% items, enemies and secrets - at least in theory. Just like the first GBA Doom, there are some important bugs to note regarding 100% completion. First, if any of the enemies kill each other in a level, those deaths will not count toward your kill rate at the end. So at the end of most of the stages you'll see my tallies showing less than 100% kills, even though there are no enemies left.
Second, health packs count toward the item completion rate, but you cannot pick up health packs if you're already at max health. So once again, you'll see me completing levels without showing a 100% item tally at the end simply because I was unable to pick up all the health packs.
Third, the Industrial Zone and Chasm levels were split into two maps each in this port, but the completion rate counter was not modified to reflect this, so it's actually impossible to achieve a 100% rate at the end of those levels.
These bugs are a little bit annoying since I'm trying to show a 100% playthrough, but overall, they don't really matter. Once again, I'm using a GameCube controller because it makes circle-strafing a little easier and is just more comfortable for my hands. However, the controls are a bit crappy in this port, so my aim isn't all that great. The frame rate also fluctuates quite a bit, which hurts the controls.
These levels were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Here are the time stamps for specific missions:
Level 1: Entryway - 0:46
Level 2: Underhalls - 4:30
Level 3: The Gantlet - 10:51
Level 4: The Focus - 16:59
Level 5: The Waste Tunnels - 22:44
Level 6: The Crusher - 33:59
Level 7: Dead Simple - 46:57
Level 8: Tricks and Traps - 51:08
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
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