Difference between revisions of "Spectre"

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:''For information about the Spectre enemy from [[Strife]], see [[Spectre (Strife)]].''
+
[[File:Map08_spectre.png|thumb|A spectre traps the player in [[Doom II]] [[MAP08: Tricks and Traps (Doom II)|MAP08: Tricks and Traps]].]]
 
+
{{Monster versions|disambig={{thisisabout|monster|doom1}} For the enemy from [[Strife]], see [[Spectre (Strife)]].|doom4=Spectre (Doom 2016)|doom5=Spectre (Doom Eternal)}}
[[Image:Map08_spectre.png|256px|thumb|A spectre traps the player in [[Doom II]] [[MAP08: Tricks and Traps (Doom II)|MAP08: Tricks and Traps]].]]
+
'''Spectres''' are [[partial invisibility effect|partially invisible]], ethereal beings which, except for their fuzzy, blurred appearance, are exactly the same as the [[demon]] in behavior and attributes. They often hide in darkened areas, waiting to startle players. Spectres do not have [[state]]s or [[sprite]]s of their own, but instead share them entirely with the demon.
 
 
Spectres are [[partial invisibility effect|partially invisible]], ethereal beings which, except for their fuzzy, blurred appearance, are exactly the same as the [[demon]] in behavior and attributes. They often hide in darkened areas, waiting to startle players. Spectres do not have [[state]]s or [[sprite]]s of their own, but instead share them entirely with the demon.
 
  
 
Spectres appear as shimmering beings, acting like a lens which distorts and reflects the light passing around and through their translucent bodies, making them hard to spot in dark areas or against certain textures, such as grey speckled walls. However, in bright areas, they are noticeably visible and spotty. The original README.TXT included with the [[shareware]] version of Doom described spectres as "vague, half-formed shapes".
 
Spectres appear as shimmering beings, acting like a lens which distorts and reflects the light passing around and through their translucent bodies, making them hard to spot in dark areas or against certain textures, such as grey speckled walls. However, in bright areas, they are noticeably visible and spotty. The original README.TXT included with the [[shareware]] version of Doom described spectres as "vague, half-formed shapes".
Line 11: Line 9:
  
 
== Variations ==
 
== Variations ==
 
 
[[File:Doom64Spectre-Opaque3-D64ex.jpg|thumb|The initial opaque appearance of a spectre in [[Doom 64]].]]
 
[[File:Doom64Spectre-Opaque3-D64ex.jpg|thumb|The initial opaque appearance of a spectre in [[Doom 64]].]]
 +
[[File:Saturn Spectre.png|thumb|right|Stippled translucency effect used to render spectres in [[Sega Saturn|Saturn Doom]].]]
 
In many [[:Category:OpenGL ports|OpenGL source port]]s, as well as in [[Doom 64]] and the [[Sony PlayStation]] version of ''Doom'', spectres do not "shimmer", but are instead rendered using [[translucency]]. This is because the partial invisibility effect is very difficult to reproduce using such a renderer. [[EDGE]], however, emulates the effect using a shader, and [[GZDoom]] allows users to select one of several "simulated" effect presets to suit their tastes.
 
In many [[:Category:OpenGL ports|OpenGL source port]]s, as well as in [[Doom 64]] and the [[Sony PlayStation]] version of ''Doom'', spectres do not "shimmer", but are instead rendered using [[translucency]]. This is because the partial invisibility effect is very difficult to reproduce using such a renderer. [[EDGE]], however, emulates the effect using a shader, and [[GZDoom]] allows users to select one of several "simulated" effect presets to suit their tastes.
  
 
For similar reasons, the [[Atari Jaguar]] code base omits support for the partial invisibility effect entirely. This port, along with most others based on it, therefore do not truly contain a spectre monster - though spectres still occur in some of the maps, they are rendered identically to demons and are thus completely indistinguishable from them. Others were selectively removed or replaced with normal demons, without any consistency or discernible pattern.
 
For similar reasons, the [[Atari Jaguar]] code base omits support for the partial invisibility effect entirely. This port, along with most others based on it, therefore do not truly contain a spectre monster - though spectres still occur in some of the maps, they are rendered identically to demons and are thus completely indistinguishable from them. Others were selectively removed or replaced with normal demons, without any consistency or discernible pattern.
  
The PlayStation version, aside from featuring ordinary spectres at both 25% and 100% additive translucency levels, introduced a stronger version of the spectre called the [[nightmare spectre]] which uses subtractive blending, giving it a dark green, ectoplasmic appearance. These spectre variants are retained in the [[Sega Saturn]] port.
+
The PlayStation version, aside from featuring ordinary spectres at both 25% and 100% additive translucency levels, introduced a stronger version of the spectre called the [[nightmare spectre]] which uses subtractive blending, giving it a dark green, ectoplasmic appearance. These spectre variants are retained in the [[Sega Saturn]] port, though they are indistinguishable from regular spectres in that port as all of the varieties use the same stippled pseudo-translucency effect. This effect depended on a combination of analog signal processing and CRT pixel bleed to look smooth, and does not appear correct on modern hardware.
  
In Doom 64 specifically, inactive spectres are initially rendered as opaque [[demon]]s with a green tint (a nod back to the nightmare spectre), becoming translucent upon detecting the player. Upon death, they revert to an opaque state again. Spectres also appear in the Doom 64 Cast of Characters sequence at the end of the game, unlike the spectre in the [[Doom II cast sequence]].
+
In Doom 64 specifically, inactive spectres are initially rendered as opaque [[demon]]s with a green tint (a nod back to the nightmare spectre), becoming translucent upon detecting the player. Upon death, they revert to an opaque state again. Spectres also appear in the Doom 64 Cast of Characters sequence at the end of the game, unlike the spectre in the [[Doom II cast sequence]].
  
 
In [[Doom II for Game Boy Advance]], the spectre is notably present despite its absence in its [[Doom for Game Boy Advance|predecessor]], due to using an off-the-shelf game engine purpose-built to run on the platform. It is rendered with a bright silhouette and refractive lens-like effect which distorts the background behind it, though it lacks the static noise of the original. However, this effect does not typically make the monster harder to see, but in fact makes it stand out.
 
In [[Doom II for Game Boy Advance]], the spectre is notably present despite its absence in its [[Doom for Game Boy Advance|predecessor]], due to using an off-the-shelf game engine purpose-built to run on the platform. It is rendered with a bright silhouette and refractive lens-like effect which distorts the background behind it, though it lacks the static noise of the original. However, this effect does not typically make the monster harder to see, but in fact makes it stand out.
 +
 +
[[File:Belphegor Spectre.png|thumb|right|Belphegors become spectre variants in the BREW versions of [[Doom RPG]].]]
 +
In the BREW 2.0 and 2.1 versions of [[Doom RPG]], the highest tier of the "pinky" class of monsters, the belphegor, is rendered as a spectre rather than appearing as a blue-colored demon like it did in the J2ME builds of the game.
  
 
== Notes ==
 
== Notes ==
Line 29: Line 30:
  
 
== Data ==
 
== Data ==
{|
+
{{col-begin|width=auto}}
|cellpadding=0 cellspacing=0|
+
{{col-break}}
|valign=top|
+
{| {{prettytable}}
{|
+
!colspan=2|Spectre data (original)
|
+
|-
  {| {{prettytable}} width=100%
+
| [[Thing types|Thing type]]||58 (decimal), 3A (hex)
  !colspan=2|Attributes
+
|-
  |-
+
| [[Mobj|Enum]]||MT_SHADOWS (13)
  |ID #||58 (decimal), 3A (hex)
+
|-
  |-
+
| Appears in||[[Shareware]] Doom<br>[[Doom]]/[[Ultimate Doom]]<br>[[Doom II]]/[[Final Doom]]
  |[[Hit points]]||150
+
|-
  |-
+
| [[Hit point]]s||150
  |Speed||10 [[map unit]]s per frame<br>(175.0 map units per second)
+
|-
  |-
+
| Speed||10 [[map unit]]s per frame<br>(175.0 map units per second)
  |Width||60
+
|-
  |-
+
| Radius||30
  |Height||56
+
|-
  |-
+
| Height||56
  |Reaction time||8
+
|-
  |-
+
| [[Mass]]||400
  |[[Pain chance]]||180 (70.70%)
+
|-
  |-
+
| Reaction time||8 [[tic]]s
  |Pain time||4 tics
+
|-
  |-
+
| [[Pain chance]]||180 (70.70%)
  |[[Mass]]||400
+
|-
  |-
+
| Pain time||4 tics
  |Bits||4456454
+
|-
  |}
+
| Flags||{{c|4456454}} (decimal)<br>{{c|00440006}} (hex)
|-
+
|-
|
+
| Flags list|| 1: Obstacle<br> 2: Shootable<br>18: Partial invisibility<br>22: Affects kill %
  {| {{prettytable}} width=100%|
+
|}
  !|Bits list
+
{{col-break|gap=0.5em}}
  |-
+
{| {{prettytable}}
  |
+
!colspan=2|[[Sprite]]s & [[sound]]s
1: Obstacle
+
|-
 +
| Sprite name||SARG
 +
|-
 +
| Alert sound||DSSGTSIT
 +
|-
 +
| [[A_Chase|Active sound]]||DSDMACT
 +
|-
 +
| Pain sound||DSDMPAIN
 +
|-
 +
| [[Types of death|Death]] sound||DSSGTDTH
 +
|}
 +
{| {{prettytable}}
 +
! [[State]]!!Frames
 +
|-
 +
| Idling||2 [AB]
 +
|-
 +
| Chasing||8 [AABBCCDD]
 +
|-
 +
| Attacking||3 [EFG]
 +
|-
 +
| [[Pain state|Hurting]]||2 [HH]
 +
|-
 +
| [[Types of death|Dying]]||6 [IJKLMN]
 +
|-
 +
| Resurrecting||6 [NMLKJI]
 +
|}
 +
{{col-break|gap=1em}}
 +
{| {{prettytable}}
 +
!colspan=2|[[Melee attack]]
 +
|-
 +
| [[Damage]]||4-40
 +
|-
 +
| Sound||DSSGTATK
 +
|}
 +
{{col-end}}
  
2: Shootable
+
{{col-begin|width=auto}}
 
+
{{col-break}}
18: Partial invisibility
+
{| {{prettytable}}
 
+
!colspan=2|Spectre data (Doom 64)
22: Affects Kill %
+
|-
  |}
+
| Enum||MT_DEMON2 (5)
|}
+
|-
|valign=top|
+
| Appears in||[[Doom 64]]/[[The Lost Levels|Lost Levels]]
{|
+
|-
|
+
| Speed||12 map units per frame<br>( map units per second)
  {| {{prettytable}}
+
|-
  !colspan=2|[[Sprite]]s & [[sound]]s
+
| Radius||50
  |-
+
|-
  |Sprite name||SARG
+
| Height||100
  |-
+
|-
  |Alert sound||DSSGTSIT
+
| Pain time||5 tics
  |-
+
|-
  |Action sound||DSDMACT
+
| Flags||{{c|4194822}} (decimal)<br>{{c|00400206}} (hex)
  |-
+
|-
  |Pain sound||DSDMPAIN
+
| Flags list|| 1: Obstacle<br> 2: Shootable<br> 9: Apply gravity<br>22: Affects kill %
  |-
+
|}
  |[[Types of death|Death]] sound||DSSGTDTH
+
Data not listed is the same<br>as for the original version.
  |}
+
{{col-break|gap=0.5em}}
|}
+
{| {{prettytable}}
|valign=top|
+
!colspan=2|Sprites & sounds
{|
+
|-
|
+
| Alert sound||SFX_064
  {| {{prettytable}} width=100%
+
|-
  !colspan=2|Melee attack
+
| Active sound||SFX_083
  |-
+
|-
  |Damage||4-40
+
| Pain sound||SFX_053
  |-
+
|-
  |Sound||DSSGTATK
+
| Death sound||SFX_077
  |}
+
|}
|}
+
{| {{prettytable}}
 +
! State!!Frames
 +
|-
 +
| Idling||2 [BD]
 +
|-
 +
| Chasing||9 [AAABBCCDD]
 +
|-
 +
| Attacking||4 [EEFG]
 +
|-
 +
| Hurting||3 [HHH]
 +
|-
 +
| Dying||7 [IIJKLMN]
 +
|}
 +
{{col-break|gap=1em}}
 +
{| {{prettytable}}
 +
!colspan=2|Melee attack
 +
|-
 +
| Damage||4-32
 +
|-
 +
| Sound||SFX_069
 
|}
 
|}
 +
{{col-end}}
  
[[Image:SargHistogram.png|none|300px|thumb|''Damage done by a spectre's bite'']]
+
[[File:SargHistogram.png|none|300px|thumb|''Damage done by a spectre's bite'']]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
| '''Bites needed to kill'''<sup>1</sup>
 
| '''Bites needed to kill'''<sup>1</sup>
 
| Mean
 
| Mean
| [[Wikipedia:Standard deviation#Interpretation and application|Standard<br>deviation]]
+
| {{wp|Standard deviation#Interpretation and application|Standard<br>deviation}}
 
| Min
 
| Min
 
| Max
 
| Max
Line 161: Line 216:
 
|}
 
|}
 
<small>
 
<small>
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], and [[blood]] splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector#Vanilla Doom|flickering lights]]). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
+
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], and [[blood]] splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector#Doom|flickering lights]]). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
</small>
 
</small>
  
 
== Appearance statistics ==
 
== Appearance statistics ==
 +
In the [[IWAD]]s the spectre is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
  
In [[classic Doom]], the spectre is first encountered on these maps:
+
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''[[Knee-Deep in the Dead]]''||[[E1M9: Military Base]]||E1M9: Military Base||[[E1M3: Toxin Refinery]]
 +
|-
 +
|''[[The Shores of Hell]]''||[[E2M4: Deimos Lab]]||[[E2M3: Refinery]]||[[E2M1: Deimos Anomaly]]
 +
|-
 +
|''[[Inferno]]''||[[E3M2: Slough of Despair]]||E3M2: Slough of Despair||E3M2: Slough of Despair
 +
|-
 +
|''[[Thy Flesh Consumed]]''||[[E4M1: Hell Beneath]]||E4M1: Hell Beneath||E4M1: Hell Beneath
 +
|-
 +
|[[Doom II]]||[[MAP03: The Gantlet]]||MAP03: The Gantlet||MAP03: The Gantlet
 +
|-
 +
|[[TNT: Evilution]]||[[MAP04: Wormhole]]||[[MAP02: Human BBQ]]||MAP02: Human BBQ
 +
|-
 +
|[[Plutonia Experiment]]||[[MAP02: Well of Souls]]||MAP02: Well of Souls||MAP02: Well of Souls
 +
|-
 +
|[[Doom 64]]||[[MAP02: The Terraformer]]||MAP02: The Terraformer||MAP02: The Terraformer
 +
|-
 +
|[[The Lost Levels]]||[[MAP35: Evil Sacrifice]]||MAP35: Evil Sacrifice||MAP35: Evil Sacrifice
 +
|}
 +
{{col-break}}
 +
{| {{prettytable}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''Knee-Deep in the Dead''||E1M9: Military Base||E1M9: Military Base||E1M3: Toxin Refinery
 +
|-
 +
|''The Shores of Hell''||E2M4: Deimos Lab||E2M3: Refinery||E2M1: Deimos Anomaly
 +
|-
 +
|''Inferno''||E3M2: Slough of Despair||E3M2: Slough of Despair||E3M2: Slough of Despair
 +
|-
 +
|''Thy Flesh Consumed''||E4M1: Hell Beneath||E4M1: Hell Beneath||E4M1: Hell Beneath
 +
|-
 +
|Doom II||MAP03: The Gantlet||MAP03: The Gantlet||MAP03: The Gantlet
 +
|-
 +
|TNT: Evilution||MAP04: Wormhole||MAP02: Human BBQ||MAP02: Human BBQ
 +
|-
 +
|Plutonia Experiment||MAP02: Well of Souls||MAP02: Well of Souls||MAP02: Well of Souls
 +
|}
 +
{{col-end}}
 +
 
 +
The IWADs contain the following numbers of spectres per skill level:
  
{| {{prettytable}}
+
{{col-begin}}
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
{{col-break|width=50%}}
|-
+
{| {{prettytable|style=text-align: center;}}
|[[The Ultimate Doom]]||[[E1M6: Central Processing (Doom)|E1M6: Central Processing]]<sup>1</sup>||[[E1M5: Phobos Lab (Doom)|E1M5: Phobos Lab]]<sup>1</sup>||[[E1M3: Toxin Refinery (Doom)|E1M3: Toxin Refinery]]
+
!colspan="4"|Single-player
|-
+
|-
|[[Doom II]]||[[MAP03: The Gantlet (Doom II)|MAP03: The Gantlet]]||[[MAP03: The Gantlet (Doom II)|MAP03: The Gantlet]]||[[MAP03: The Gantlet (Doom II)|MAP03: The Gantlet]]
+
!Game / ''Episode''!!1-2!!3!!4-5
|-
+
|-
|[[TNT: Evilution]]||[[MAP04: Wormhole (TNT: Evilution)|MAP04: Wormhole]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]]||[[MAP02: Human BBQ (TNT: Evilution)|MAP02: Human BBQ]]
+
|style="text-align: left;"|''[[Knee-Deep in the Dead]]''||''5''||''24''||''63''
|-
+
|-
|[[Plutonia]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]||[[MAP02: Well of Souls (The Plutonia Experiment)|MAP02: Well of Souls]]
+
|style="text-align: left;"|''[[The Shores of Hell]]''||''3''||''7''||''15''
 +
|-
 +
|style="text-align: left;"|''[[Inferno]]''||''16''||''23''||''36''
 +
|-
 +
|style="text-align: left;"|[[Doom|Doom (registered)]]||24||54||114
 +
|-
 +
|style="text-align: left;"|''[[Thy Flesh Consumed]]''||''27''||''48''||''69''
 +
|-
 +
|style="text-align: left;"|[[Ultimate Doom]]||51||102||183
 +
|-
 +
|style="text-align: left;"|[[Doom II]]||37||93||175
 +
|-
 +
|style="text-align: left;"|[[TNT: Evilution]]||83||150||224
 +
|-
 +
|style="text-align: left;"|[[Plutonia Experiment]]||95||102||111
 +
|-
 +
|style="text-align: left;"|[[Doom 64]]||54||90||124
 +
|-
 +
|style="text-align: left;"|[[The Lost Levels]]||17||23||23
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''Knee-Deep in the Dead''||''5''||''24''||''63''
 +
|-
 +
|style="text-align: left;"|''The Shores of Hell''||''3''||''7''||''15''
 +
|-
 +
|style="text-align: left;"|''Inferno''||''16''||''23''||''36''
 +
|-
 +
|style="text-align: left;"|Doom (registered)||24||54||114
 +
|-
 +
|style="text-align: left;"|''Thy Flesh Consumed''||''27''||''48''||''69''
 +
|-
 +
|style="text-align: left;"|Ultimate Doom||51||102||183
 +
|-
 +
|style="text-align: left;"|Doom II||37||93||175
 +
|-
 +
|style="text-align: left;"|TNT: Evilution||93||169||245
 +
|-
 +
|style="text-align: left;"|Plutonia Experiment||117||126||139
 
|}
 
|}
 +
{{col-end}}
  
The [[IWAD]]s contain the following numbers of spectres:
+
Of the maps covered on the Doom Wiki, the following have the highest numbers of spectres in single-player on skills 4-5:
 
{| {{prettytable}}
 
{| {{prettytable}}
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
! Map !! Count
 
|-
 
|-
|[[The Ultimate Doom]]||51||102||183
+
| [[MAP05: Cosmogenesis (Cosmogenesis)]] || 1653
 
|-
 
|-
|[[Doom II]]||37||93||175
+
| [[Holy Hell Revealed]] || 1369
 
|-
 
|-
|[[TNT: Evilution]]||83||150||224
+
| [[Holy Hell]] MAP05 || 1188
 
|-
 
|-
|[[Plutonia]]||95||102||111
+
| [[World Orifice]] || 1098
 +
|-
 +
| [[MAP07: Simply Dead (Slaughterfest 2012)]] || 816
 
|}
 
|}
 
+
''This data was last verified on March 13, 2024.''
# May be encountered earlier if the [[E1M9: Military Base|secret level]] is played.
 
  
 
== See also ==
 
== See also ==
 
 
* [[Doom95#Compatibility issues|Partial invisibility issue in Doom95]]
 
* [[Doom95#Compatibility issues|Partial invisibility issue in Doom95]]
 
* [[Monsters open locked doors]]
 
* [[Monsters open locked doors]]
Line 204: Line 350:
 
{{Doom 64 monsters}}
 
{{Doom 64 monsters}}
 
{{Sony PlayStation monsters}}
 
{{Sony PlayStation monsters}}
 +
[[Category:Spectres]]

Latest revision as of 08:49, 13 March 2024

A spectre traps the player in Doom II MAP08: Tricks and Traps.
This article is about the monster in the classic Doom series. For the enemy from Strife, see Spectre (Strife). For other games, see:

Spectres are partially invisible, ethereal beings which, except for their fuzzy, blurred appearance, are exactly the same as the demon in behavior and attributes. They often hide in darkened areas, waiting to startle players. Spectres do not have states or sprites of their own, but instead share them entirely with the demon.

Spectres appear as shimmering beings, acting like a lens which distorts and reflects the light passing around and through their translucent bodies, making them hard to spot in dark areas or against certain textures, such as grey speckled walls. However, in bright areas, they are noticeably visible and spotty. The original README.TXT included with the shareware version of Doom described spectres as "vague, half-formed shapes".

The spectre's official description follows:

"Great. Just what you needed. An invisible (nearly) monster."
― Doom instruction manual [source]

Variations[edit]

The initial opaque appearance of a spectre in Doom 64.
Stippled translucency effect used to render spectres in Saturn Doom.

In many OpenGL source ports, as well as in Doom 64 and the Sony PlayStation version of Doom, spectres do not "shimmer", but are instead rendered using translucency. This is because the partial invisibility effect is very difficult to reproduce using such a renderer. EDGE, however, emulates the effect using a shader, and GZDoom allows users to select one of several "simulated" effect presets to suit their tastes.

For similar reasons, the Atari Jaguar code base omits support for the partial invisibility effect entirely. This port, along with most others based on it, therefore do not truly contain a spectre monster - though spectres still occur in some of the maps, they are rendered identically to demons and are thus completely indistinguishable from them. Others were selectively removed or replaced with normal demons, without any consistency or discernible pattern.

The PlayStation version, aside from featuring ordinary spectres at both 25% and 100% additive translucency levels, introduced a stronger version of the spectre called the nightmare spectre which uses subtractive blending, giving it a dark green, ectoplasmic appearance. These spectre variants are retained in the Sega Saturn port, though they are indistinguishable from regular spectres in that port as all of the varieties use the same stippled pseudo-translucency effect. This effect depended on a combination of analog signal processing and CRT pixel bleed to look smooth, and does not appear correct on modern hardware.

In Doom 64 specifically, inactive spectres are initially rendered as opaque demons with a green tint (a nod back to the nightmare spectre), becoming translucent upon detecting the player. Upon death, they revert to an opaque state again. Spectres also appear in the Doom 64 Cast of Characters sequence at the end of the game, unlike the spectre in the Doom II cast sequence.

In Doom II for Game Boy Advance, the spectre is notably present despite its absence in its predecessor, due to using an off-the-shelf game engine purpose-built to run on the platform. It is rendered with a bright silhouette and refractive lens-like effect which distorts the background behind it, though it lacks the static noise of the original. However, this effect does not typically make the monster harder to see, but in fact makes it stand out.

Belphegors become spectre variants in the BREW versions of Doom RPG.

In the BREW 2.0 and 2.1 versions of Doom RPG, the highest tier of the "pinky" class of monsters, the belphegor, is rendered as a spectre rather than appearing as a blue-colored demon like it did in the J2ME builds of the game.

Notes[edit]

  • There are some tricks that can help make spectres more visible: their shimmering outline is much easier to see with the inverted colors of an invulnerability sphere, for example, and they feature a fully visible blood-splatter effect when hit.
  • The spectre does not appear in the Doom II cast sequence at the end of the game.
  • If a spectre's corpse is crushed, the pool of gibs left behind continues to display the partial invisibility effect. In most hardware accelerated ports, the gibs will be translucent.

Data[edit]

Damage done by a spectre's bite
Bites needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
5.16 1.20 3 9
Player (100%
health, security armor)
7.32 1.33 5 11
Player (200%
health, combat armor)
18.86 1.60 15 22
Barrel 1.50 0.66 1 5
Trooper 1.50 0.66 1 5
Sergeant 1.97 0.77 1 5
Wolfenstein SS 2.98 0.95 2 7
Imp 3.29 0.99 2 7
Chaingunner 3.84 0.99 2 8
Lost soul 5.16 1.20 3 9
Commander Keen 5.16 1.20 3 9
Demon 7.48 1.31 5 11
Spectre 7.48 1.31 5 11
Boss brain2 12.15 1.59 8 17
Revenant 14.31 1.57 11 18
Cacodemon 18.86 1.60 15 22
Pain elemental 18.86 1.60 15 22
Hell knight 23.52 1.50 19 27
Arachnotron 23.52 1.50 19 27
Mancubus 28.15 1.35 24 32
Arch-vile 32.84 1.30 30 36
Baron of Hell 46.72 1.79 42 51
Spiderdemon 139.43 2.32 134 144
Cyberdemon 185.64 2.97 180 192

  1. This table assumes that all calls to P_Random for damage, pain chance, and blood splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
  2. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics[edit]

In the IWADs the spectre is first encountered on these maps per skill level:

The IWADs contain the following numbers of spectres per skill level:

Of the maps covered on the Doom Wiki, the following have the highest numbers of spectres in single-player on skills 4-5:

Map Count
MAP05: Cosmogenesis (Cosmogenesis) 1653
Holy Hell Revealed 1369
Holy Hell MAP05 1188
World Orifice 1098
MAP07: Simply Dead (Slaughterfest 2012) 816

This data was last verified on March 13, 2024.

See also[edit]