Hokuto No Doom disclaimer :

"Hokuto No Doom" mixes universes of "DOOM" and "HOKUTO NO KEN" :
- has no commercial target and could radically NOT BE SOLD.
- is NOT affiliate / licenced by ID Software, NSP, Hara, Buronson, COAMIX.
- is a respecfull fan tribute to all the listed authors.

Details :
Realisation of ‘Hokuto No Doom’ is a respectfull fan tribute and non commercial project developped between 3 countries (France, Belgium, USA) websites from October 2006 till 2nd September 2007 (Tetsuo Hara birthday). Additionnal works runned till 7/7/2008 (Tribute to 7 scars / 7 stars, on 25th anniversary year).

Engines used to develop the game are DOS V1.666 and WIN95 V1.9.
Result is a commonly named "TC" (Total Conversion) of DOOM.

Characters of ‘Hokuto No Ken’ were respectfully took from the original TV animation designed using the episodes #1 till #22 (manga #1 & #2).

This reduced help file had been generated by crossing Id Software’s DOOM95 ‘HLP’ file content and Hank Leukart’s DOOM FAQ v5.8.

Additionnal details :
Target of this file is to allow DOOM gamers/mappers to better recognize the visual changes (switches, keys, weapons, power-ups) in the "Hokuto No Doom" WAD and to clarify the different development aspects.


FREQUENTLY ASKED QUESTIONS :

Who created the universes of DOOM and of HOKUTO NO KEN ?
How could I support their work ?

What is the story of the game ?
Who are the caracters in the game ?
What are the weapons and technics available ?
What are the items available ?
How is the environment after the nuclear war ?
How could I activate the mechanisms ?
How coud I cheat to survive longer ?
How could I play my own music ?
Why creating this game in 2007 on a so old game platform ?
Who created this amazing adaptation ?
What are the complete technical details ?

ANSWERS TO QUESTIONS:

INTRODUCTION

Who created the universes of DOOM and of HOKUTO NO KEN ?
Original authors
DOOM by ID SOFTWARE
Programmers :
- John Carmack
- John Romero
- Dave Taylor

Artists :
- Adrian Carmack
- Kevin Cloud
Designer :
- Sandy Petersen

Biz :
- Jay Wilbur

Software support :
- Shawn Green
- American Mc Gee
Additionnal support :
- Sound code : Paul Radek
- Music/FX : Robert Prince

Special thanks to :
- Gregor Punchatz
HOKUTO NO KEN
Artist :
- Tetsuo Hara

Scenarist :
- Buronson
TV adaptation :
- Toei Animation
Music :
- KODOMO Band
Any other question ?... simply click the button


How could I support their work ?
OFFICIAL WEBSITES
As this game is non commercial and based on different characters.
If you appreciate this game and its universe, you can buy those official creator mangas, comics, DVDs, videogames, T-Shirts and other official supports.


ID Software Website : http://www.idsoftware.com
ID Store : http://www.idsoftware.com/store

HARA TETSUO Website :
TOEI ANIMATION Website : http://www.toei-anim.co.jp


KENSHIRO : "You're already buying their official work !"

SHIN : "Buy their official work or I'll kidnap your girlfriend !"

Any other question ?... simply click the button


THE GAME

What is the story of the game ?

          
After beeing surrended by a nuclear war in 199X, many people try to survive in a world in ruins were the law of the stronger is the only way.
In this period, SHIN, a karate master kidnapped brutaly your girlfriend YURIA and let you 7 scars


You KENSHIRO, survived your injuries and filled with anger and courage fight all SHIN lieutnants to get her back.
Any other question ?... simply click the button


Who are the caracters in the game ?
Main caracters

KENSHIRO :
63th heir of the Hokuto Shinken karate school, try to save YURIA from SHIN.
 
YURIA :
KENSHIRO’s fiancee kidnapped by SHIN.
Friends
 
RIN :
Gives you a yellow key to open locked doors.
 
BAT :
Gives you a red key to open locked doors.
 
VILLAGE CHIEF :
Gives you a blue key to open locked doors.
 
JOHNNY THE GROCER :
Gives you 100% extra energy bonus.
Enemies Resistance ("A ticket to hell" mode)
Fist Iron bar Nunchaku Kick Tenha Kassatsu

ZEED : (weapon : axe)
A Z-666 tattoo on his head shows that is the chief of a villians tribe
3 hits
3 hits
3 hits
1 hit
1 hit

SPADE : (weapon : arbalest)
Steel grains to innocent pesants.
3 hits
3 hits
3 hits
1 hit
1 hit

HEART : (technic : fat body)
A brutal fat man that doesn't support to see his blood.
15 hits
15 hits
15 hits
2 hit
1 hit

GOLAN : (weapon : boomerang)
Mad Colonel of an army.
6 hits
6 hits
6 hits
1 hit
1 hit

JOKER : (technic : teleport)
The best lieutnant of SHIN. Rebirth the deaths in the most difficult game mode.
-
-
-
-
-
Boss


SHIN : (technic : flying kick)
The master of karate who kidnapped YURIA.
100 hits
100 hits
100 hits
15 hit
5 hits
Any other question ?... simply click the button


What are the weapons and technics available ?
Technics and weapons

"Classic"
1 "Classic" - FIST :
Never use unless you have Berserk (see cheat code section).
This is really cool, but not as good as the 100 HITS.

1 "Extended" - 100 HITS :
Good for tight corners. Perfect to defeat HEART.
This is probably the best weapon for non-shooting enemies.

"100 HITS"
2 - IRON BAR :
Average weapon.
Does damage to ZEED and SPADE, but the kick is preferred.
Only to be used when in dire need of ammo.
3 - KICK : +
This is probably the best all around technic.
Use this much of the time as it is very powerful.
Its only problem is that its rapid hitting is not very fast.
Very useful in "mazes" where enemies are very close but not in large amounts.
4 - NUNCHAKU : +
This weapon takes a fair amount of time to kill enemies.
Good for a lot of enemies in a row.
Also very useful for GOLAN because the nunchaku can keep him from throwing his boomerangs.
5 - TENHA KASSATSU : +
Good for occasional long shots at many enemies in one place.
Be careful, however, this weapon can hurt you as well if the aura bursts at close range.
Very useful in DeathMatch mode. :)
Any other question ?... simply click the button


What are the items available ?
ARMOR : +1 bonus / 100% / 200%
ENERGY : +1 bonus / 10% / 25% / +100% bonus

MAP : Complete stage map

ARTIFACTS : A box full of punch and kick

ARTIFACTS : Motorbike goggles

ARTIFACTS : Lava protection suit
ARTIFACTS : Invisible moves (Muso Tensei)
Any other question ?... simply click the button


How is the environment after the nuclear war ?

Some parts of the HOKUTO NO DOOM environment can be more dangerous than the villians you'll face. Areas containing exploding barrels or lava fields should be approached with caution.

EXPLODING BARRELS:
Scattered around the base are drums containing some volatile substance. If your shots hit one of these barrels, it's kablooey time! It might take several bullets to set off a barrel, but a single blast of any of the other weapons usually does the trick.

LAVA :
Many of the areas contain pools of lava that will damage you if you walk through them. If it looks fluid, beware!
Any other question ?... simply click the button


How could I activate the mechanisms ?

As the game plays in a world were technology was almost destroyed, electricty is no more active so consequently to keep the architecture of the original DOOM game active, they were subsituted by hydraulic and mechanic parts (These objects all have many different appearances)

LION HEADS, HANDLES or PRESSURE VALVES :

When you successfully operate a mecanism, it will change in some way (lights up, flips a handle, etc.) If a mecanism does not change after a couple of tries, it is probably assigned to do a task that cannot yet be accomplished.

DOORS :

Some doors have security locks, and require you to have a color key to open them. Other locked doors are operated by a mecanism on a nearby wall. Rather than walking up to the door, you'll need to operate the mechanism.

HIDDEN DOORS :
Some doors are hidden. Many of these can be opened by finding a mecanism. In some cases you just need to walk up to the wall and press the Use Key. If you've found a secret door, it will open for you. There are clues that reveal a secret door
a wall that's shifted down or a different color, a flashing light on a wall, etc.

ELEVATORS :

You'll see platforms that raise and lower. Some platforms operate continuously, while others must be activated. Some of them sense your proximity and lower automatically. Others have a nearby mechanism. Those without a mechanism can usually be operated by walking up to the platform and pressing the Use Key

TELEPORTERS :
Teleporter can be identified by a star symbol on the floor beneath them. To use a teleporter, walk over the symbol and JOKER will bring you to another place.
Any other question ?... simply click the button


How coud I cheat to survive longer ?

Here is a list of the cheat codes from DOOM. During play, just type the codes in with the keyboard. You need not hit ENTER after the code.
After entering, a message should be displayed at the top of the screen telling which cheat mode was activated.

idbehold : Displays menu (followed by S, V, I, R, A, or L for choice)
S = Strength (Berserk)
V = Invulnerability
I = Invisible moves (Muso Tensei)
A = Full Automap
R = Lava protection suit
L = Motorbike goggles

idchoppers : Gives you the 100 hits
iddqd (azerty : iddad) : Hokuto invulnerability (no time limit)
iddt : Toggles Automap between normal, full, and full with objects (enter when in Automap mode)
idkfa (azerty : idkfq) : All technics and hits (full hits, 200% armor, all technics & keys)
idspispopd : No clipping (you can walk through walls)
Any other question ?... simply click the button


How coud I play my own music ?

Some midi themes didn't respect the first chapter of Hokuto No Ken, also some people are midi files allergic.
Midi music is a game restriction and all midis in the game are the best ones from the internet, but you can easily play your own CD or music files.

Simply play your music, then launch the game.
In the game go in "options" menu and set "sound volume" "music volume" to 0 (left side of the bar).
You can also increase or decrease the SFX volume with the second bar to mix the different audio sounds together.

Another method is to use PRBOOM engines that includes MP3 support for each level in its configuration file.
Any other question ?... simply click the button


TECHNICAL DETAILS

Why creating this game in 2007 on a so old game platform ?

2007 is the year of the north star bear constellation (7 stars to draw a seven in the sky).

A game of the nineties to receive a comic of the same period, as most of Kenshiro TV viewers were now 30 years old, there would have some ‘nostalgia’ to play with good old games.
Hokuto No Doom offers to play as never all official released game done, you simply are Kenshiro in Doom tridimensional universe.

Choice to use Doom engine was due to the fact that this game offers certainly in the recent era of videogames the most modified, patched, changed game ever made.
Consequently many tools were available to realise this job as it was impossible with the reduce capacity of engineering to create a complete new game.

Furthermore, its reduce engine size and a basis of only 9 levels makes the game fit compressed on few Mb and be able to respect the original floppy disks packing size.
Any other question ?... simply click the button


Who created this amazing adaptation ?

PROJECT MANAGEMENT : http://www.icemanpage.com

DESIGN & TESTS : http://www.icemanpage.com
HISTORICAL SUPPORT : http://www.hokutolegacy.com
TECHNICAL SUPPORT : http://www.doomwadstation.com
ONLINE SUPPORT : http://www.secteur-lambda.org
MERCHANDISING SUPPORT : http://www.anime-fantasy.fr
Any other question ?... simply click the button


What are the complete technical details ?

Duration of original project :
PC version : From October 2006 till 2nd September 2007 (estimated worktime : 1200 hours)

STAFF & special thanks (by alphabetical order) :
The "Hokuto No Doom" development team, over 30 people, listed on the credits page and trailer

Abis - Alree - ]ASTS[ - Beaneator - BGMLV - Big Slaughter - Bluemystyk - Dani3 - [DB] - [dp]Phoenix - Dr Raichi - Emilealpi - Eros - Hades - Iceman57 - Ironmugen - Izmoo - Kain - Karmaggeddon - Keops - Klyridol - Lhaz - MauriceMike - MW9 - [n00b] - Nandin - Noals - Saku00 - [sec-r]Showa - SelfDestructBoy - Sematary - Shiini - [SL] - [SL]Fred - [SL]Yetimothee - Taz - The Ubbergeek - Tiger Lili - VzzzV - [WH]Wilou84

Additionnal works :
- Media : Youtube WIP development channel : 10/2006 - 07/2008. / WATCH IT
- Media : Hokuto No Doom Teaser : 10/2007 - 11/2007.
- Bug fixing : PC version multiplayer fixing : 09/2007 - 10/2007.
- Event : PC Online contest : From 7th November 2007 till 7th December 2007, 7 prizes to win.
- New version : PSP version by Alree : 12/2007.
- Bug fixing : PSP version fixing : 06/2008 - 07/2008.
- Media : Hokuto No Doom Trailer : 01/2008 - 06/2008. / WATCH IT
- New version : DS version by Abis : 06/2008 - 07/2008.
- New version : NOKIA version by VzzzV : 06/2008 - 07/2008.
- Media : MIDI Ringtones by Stefan "SDB" Hauschildt : 05/2008 - 07/2008.
- Media : Complete sources publication : 06/2008 - 07/2008.
- Patch : DEH/BEX : Texts & Melee weapons by Kimo Xvirus 07/2008.

DOOM WAD files working source :
V1.666 DOS ; WIN95 V1.9
Demos were re-recorded on a V1.666 to be compliant with both versions.

HOKUTO NO KEN sources :
After buying the 6 first official French DVD’s, proceeded screen captures.

Caracter modeling source :
KEN-OH/RAOH 15cm action figure.
SAINT SEYIA Pisces golden night action figure, took in photography dressed with paper clothes to respect caracters colors.

Development machines :
- 486, DX2 66Mhz, MS DOS 6.22, 20 Mb RAM, SBPRO compatible, 14" screen
- Pentium 4 centrino, 1.8 Ghz, Windows XP SP2, 1Gb RAM, integrated soundchip, 15.4" screen

Estimated version compatibility :
If your machine OS is older than 1998, you could easily use both version.
If your machine OS is newer than 1998, use Windows version.

IDENTIFIED BUGS
- ‘WIN’HND had been tested WINDOWS VISTA and Microsoft Direct Sound issue had been fixed on by including an additionnal driver ‘dplay.dll’ directly in the archive.
- Screen blinks due to keypress shortcut, simply press twice the ‘escape’ key and continue your game.
- DOS and WINDOWS savegames are not compatible, you need to use respective versions.
- If computer has an ugly display on 320x400 and 640x400 modes, prefer 320x240 and 640x480 ones to solve issue.
- Some computer may have an increased volume on MIDI music, so you need to manually increase WAVE ones.
- The "100 fists" weapon cuts the sounds of "action" and "jump", once this weapon is selected, sounds are uncomplete.

TWILIGHT ZONE
- Located a double entry of texture SW18_7, this is the only one that is twice in the game, made not work DMGRAPH correctly.
- Light system is used at 50% (i.e. when you're near of a window or behind a huge wall the light is in reality different while in the game it's often an ambient light).
Consequently complete review of all levels including amazing lighting effects and gradient lights.
- 20% of textures are not used or visible in the game, so they were substituted by a single pixel image in order to reduce the archive of 300Kb.

Used DOOM tools to create the game :
- DMGRAPH (by Bill Neisius)
- DMAUD (by Bill Neisius)
- DMMUSIC (by Bill Neisius)
- MIDI2MUS (by Id Software)
- DTEDIT (by Dylan Hicks)
- DOOMBUILDER (by Pascal vd Heiden) : Website
- XWE (by Csabo) : Website

Used emulators to test the game :
- DOSBOX (by the DOSBOX crew) : Website
DOSBOX offers to have complete sound emulation on non compliant Windows machines. Simply press F11 and F12 to set game speed.

Textures sources :
- http://www.davegh.com
- http://www.cgtextures.com
- http://www.grsites.com/textures
- http://www.mayang.com/textures
- http://www.louvre.fr
- http://www.desmoinesartcenter.org/

SFX sources :
- http://www.therecordist.com

Midi songs sources :
Level 1 : "Ai wo torimodose" - Unknown artist
Level 2 : "Semari kuru kiba" - Unknown artist
Level 3 : "Ken il guerriero" (Italian version) MIDI by Mr.Zap & Fegg
Level 4 : "Heart of madness" MIDI by Stefan "SDB" Hauschildt
Level 5 : "Tough boy" MIDI by Gabrio "KBL" Secco
Level 6 : "Silent survivor" - Unknown artist
Level 7 : "CR Hokuto No Ken" / Hokuto No Ken fighting "Title Screen" - Unknown artist
Level 8 : "Ai wo torimodose" instrumental version MIDI by WinJammer Demo
Level 9 : "Silent survivor" - Unknown artist
Interstage map : "Yuria wo eien ni" - Unknow artist
Ending : "Purple Eyes" (1986 movie ending) MIDI by Stefan "SDB" Hauschildt

Fonts sources :
- http://www.dafont.com/fr
- http://www.typografski.de - DESTROY Font by Heinrich Lischka
- http://www.larabiefont.com - CRETINO Font by Ray Larabie
- http://www.blambot.com/ - MANGA TEMPLE Font by Nate Piekos

Power-ups sources and special animated effects :
- http://www.fightersgeneration.com

Paintings details :

- Jacques-Louis DAVID
"Le Serment des Horaces", 1784.


- Hubert ROBERT
"Grande Galerie du Louvre en Ruines", 1796.


- Jacques-Louis DAVID
"Le Sacre de l'Empereur", 1805-1807.


- Theodore GERICAULT
"Le Radeau de la Meduse", 1819.


- Eugene DELACROIX
"La Barque de Dante", 1822.


- Eugene DELACROIX
"La Liberte guidant le peuple", 1830.


- Francis BACON
"Study after Velazquez's Portrait of Pope Innocent X", 1953

Sources :
All paintings from Paris Louvre museum, except Pope from Des Moines Art Center.
Any other question ?... simply click the button



POST SCRIPTUM Special notes :

INTERVIEW : 3 QUESTIONS TO JOHN ROMERO DURING THE PROJECT

Q1 : Why are so much unused sprites and textures resources in your original WADs ?
A1: If there were unused sprites and textures in the final release it was probably because we didn't run a redundancy check program on all the data.
Lots of games have extra data in them but I don't think we had a lot of extra in our WAD.

Q2 : Could you explain why you didn't use all capacity of the engine, in example as unused progressive lighting effects in corridors ?
A2: It was a ton of work to concept, create, iterate, refine, etc. the entire game in only a one year time period.
We did as much as we could with the time we had and if we had continued developing the game for another year who knows how much better it could have been?
We stopped when the game seemed perfect.
Looking back, there's always things you didn't know while you were in the middle of development just as we never thought about rocket-jumping while making Quake.

Q3 : Could you explain why the Baron of Hell contains 8 directions sprites while the other got only 5 and use symetry to generate the rest of images ?
A3: The Baron of Hell was the first monster we created and we thought we had to have 8 directions of the sprite but then we came up with the idea to programmatically horizontally flip three of the graphics so we could have a full 8.

Mr Romero's website : http://www.rome.ro/


AEROSPACE : JOHN CARMACK'S PROJECT

www.icemanpage.com personnaly wishes good luck to Mr Carmack John, one of the DOOM game creator, in his project of rocket system for space tourism.
Visions of some people may change the future of others, hoping that Mr Carmack will help to make space tourism accessible for common people.

Mr Carmack's aerospace company : http://www.armadilloaerospace.com/