Difference between revisions of "Doom II cast sequence"

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m (So it is, thanks. Maybe the words can be standardized here in the future (both variants have been used). Packed the lists to shorten the length of the article and added links to music pages.)
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[[Image:Doom2-credits-screen.png|thumb|right|Credits screen from the end of Doom II]]
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[[File:Doom2-credits-screen.png|thumb|right|Credits screen from the end of Doom II]]
  
The '''Doom II cast sequence''' is an animated sequence at the conclusion of [[Doom II]] that displays the monsters found in the game. As the climax of the sequence, the [[Doomguy]] himself is presented. The characters are displayed over a depiction of the face of the [[final boss]] as the background and the [[Music|track]] from [[:Category:MAP31|MAP31]] is played: [[Doom II music|"Evil Incarnate"]] from [[Wolfenstein 3D|Wolfenstein 3D: Spear of Destiny]] in Doom II, [[Final Doom Plutonia music|"Sign of Evil"]] in [[The Plutonia Experiment]], and [[Final Doom TNT music|a song]] based on {{wp|Grave Digger (band)|Grave Digger}}'s {{wp|Heavy_Metal_Breakdown#Track_listing|"Legion of the Lost"}} in [[TNT: Evilution]].
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The '''Doom II cast sequence''' is an animated sequence at the conclusion of [[Doom II]] that displays the monsters found in the game. As the climax of the sequence, the [[Doomguy]] himself is presented. The characters are displayed over a depiction of the face of the [[final boss]] as the background and the [[Music|track]] from [[:Category:MAP31|MAP31]] is played: [[Doom II music|"Evil Incarnate"]] from [[Wolfenstein 3D|Wolfenstein 3D: Spear of Destiny]] in Doom II, [[Final Doom Plutonia music|"Sign of Evil"]] in [[The Plutonia Experiment]], and [[Final Doom TNT music|"Legion of the Lost"]]  in [[TNT: Evilution]].
  
 
The sequence does not include the [[spectre]] (presumably due to some difficulty in rendering the [[Partial invisibility effect|fuzz effect]]) and [[Easter egg]] opponents found only in the secret areas or levels. Each character is seen walking and firing. When a key is pressed, the dying animation of the present character is shown, the corpse frame is cleared, and the next character is displayed.
 
The sequence does not include the [[spectre]] (presumably due to some difficulty in rendering the [[Partial invisibility effect|fuzz effect]]) and [[Easter egg]] opponents found only in the secret areas or levels. Each character is seen walking and firing. When a key is pressed, the dying animation of the present character is shown, the corpse frame is cleared, and the next character is displayed.
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# [[Cacodemon]]
 
# [[Cacodemon]]
 
# [[Hell knight]]
 
# [[Hell knight]]
# [[Baron of hell]]
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# [[Baron of Hell]]
 
{{col-4}}
 
{{col-4}}
 
<ol><li value="10"> [[Arachnotron]]
 
<ol><li value="10"> [[Arachnotron]]
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{{col-4}}
 
{{col-4}}
 
{{col-end}}
 
{{col-end}}
 
  
 
== Variations ==
 
== Variations ==
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=== PSX versions ===
 
=== PSX versions ===
  
In the [[Sony PlayStation|PSX versions]], the text "cast of characters" is displayed on the top of the screen, and while the final boss is not present in any of the games, it still appears in the background. The arch-vile is not included since it was removed from the game, and just like the spectre, the [[nightmare spectre]] is not included either. Otherwise, the order of appearance remains unchanged from the PC version.
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In the PlayStation versions of [[Sony PlayStation|Doom]] and [[Final Doom (PlayStation)|Final Doom]], the text "cast of characters" is displayed on the top of the screen, and while the final boss is not present in any of the games, it still appears in the background. The arch-vile is not included since it was removed from the game, and just like the spectre, the [[nightmare spectre]] is not included either. Otherwise, the order of appearance remains unchanged from the PC version. The PSX version also adds a shotgun firing sound when pressing buttons to proceed through the sequence.
  
 
=== Doom 64 ===
 
=== Doom 64 ===
  
In [[Doom 64]], the screen is also displayed at the end of the game. Unlike in the PC version, the spectre is included, along with the [[nightmare imp]] that is exclusive to the port. The [[motherdemon]] is absent, however. The following sequence is displayed in Doom 64:
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In [[Doom 64]], the screen is also displayed at the end of the game. Unlike in the PC version, the spectre is included, along with the [[nightmare imp]] that is exclusive to the port. The [[Mother Demon]] is absent, however. The following sequence is displayed in Doom 64:
  
 
{{col-begin}}
 
{{col-begin}}
 
{{col-4}}
 
{{col-4}}
# [[Zombieman]]
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# [[Zombieman#Doom 64|Zombieman]]
# [[Shotgun guy]]
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# [[Shotgun guy#Doom 64|Shotgun guy]]
# [[Imp]]
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# [[Imp#Doom 64|Imp]]
 
# [[Nightmare imp]]
 
# [[Nightmare imp]]
# [[Demon]]
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# [[Demon#Doom 64|Demon]]
# [[Spectre]]
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# [[Spectre#Variations|Spectre]]
# [[Lost soul]]
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# [[Lost soul#Doom 64|Lost soul]]
# [[Cacodemon]]
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# [[Cacodemon#Doom 64|Cacodemon]]
 
{{col-4}}
 
{{col-4}}
<ol><li value="9"> [[Hell knight]]
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<ol><li value="9"> [[Hell knight#Doom 64|Hell knight]]
<li value="10"> [[Baron of hell]]
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<li value="10"> [[Baron of Hell#Doom 64|Baron of Hell]]
<li value="11"> [[Arachnotron]]
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<li value="11"> [[Arachnotron#Doom 64|Arachnotron]]
<li value="12"> [[Pain elemental]]
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<li value="12"> [[Pain elemental#Doom 64|Pain elemental]]
<li value="13"> [[Mancubus]]
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<li value="13"> [[Mancubus#Doom 64|Mancubus]]
<li value="14"> [[Cyberdemon|The cyberdemon]]
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<li value="14"> [[Cyberdemon#Doom 64|The cyberdemon]]
<li value="15"> [[Player|Our hero]]</ol>
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<li value="15"> [[Marine (Doom 64)|Our hero]]</ol>
 
{{col-4}}
 
{{col-4}}
 
{{col-4}}
 
{{col-4}}
 
{{col-end}}
 
{{col-end}}
 
  
 
== Notes ==
 
== Notes ==
* Some keys may cause the [[Screen melt effect during Doom II cast sequence|screen melt effect]].
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* Some keys may cause the [[Screen melt effect during Doom II cast sequence|screen melt effect]] restarting the whole sequence again from zombieman.
 
* According to the source code commentaries, the monsters are supposed to be presented "in order of appearance".
 
* According to the source code commentaries, the monsters are supposed to be presented "in order of appearance".
 
* While the player ([[Doomguy]]) does not actually fire at the screen, he has the firing sound of the [[super shotgun]] defined for the cast sequence. That sound was subsequently used in [[Doom 64]], which includes the firing sequence for the player.
 
* While the player ([[Doomguy]]) does not actually fire at the screen, he has the firing sound of the [[super shotgun]] defined for the cast sequence. That sound was subsequently used in [[Doom 64]], which includes the firing sequence for the player.
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* [[Intermission screen]]
 
* [[Intermission screen]]
 
* [[Text screen]]
 
* [[Text screen]]
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[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 03:23, 12 August 2022

Credits screen from the end of Doom II

The Doom II cast sequence is an animated sequence at the conclusion of Doom II that displays the monsters found in the game. As the climax of the sequence, the Doomguy himself is presented. The characters are displayed over a depiction of the face of the final boss as the background and the track from MAP31 is played: "Evil Incarnate" from Wolfenstein 3D: Spear of Destiny in Doom II, "Sign of Evil" in The Plutonia Experiment, and "Legion of the Lost" in TNT: Evilution.

The sequence does not include the spectre (presumably due to some difficulty in rendering the fuzz effect) and Easter egg opponents found only in the secret areas or levels. Each character is seen walking and firing. When a key is pressed, the dying animation of the present character is shown, the corpse frame is cleared, and the next character is displayed.

Order of appearance

The characters come in the following order, after which the sequence cycles:

Variations

PSX versions

In the PlayStation versions of Doom and Final Doom, the text "cast of characters" is displayed on the top of the screen, and while the final boss is not present in any of the games, it still appears in the background. The arch-vile is not included since it was removed from the game, and just like the spectre, the nightmare spectre is not included either. Otherwise, the order of appearance remains unchanged from the PC version. The PSX version also adds a shotgun firing sound when pressing buttons to proceed through the sequence.

Doom 64

In Doom 64, the screen is also displayed at the end of the game. Unlike in the PC version, the spectre is included, along with the nightmare imp that is exclusive to the port. The Mother Demon is absent, however. The following sequence is displayed in Doom 64:

Notes

  • Some keys may cause the screen melt effect restarting the whole sequence again from zombieman.
  • According to the source code commentaries, the monsters are supposed to be presented "in order of appearance".
  • While the player (Doomguy) does not actually fire at the screen, he has the firing sound of the super shotgun defined for the cast sequence. That sound was subsequently used in Doom 64, which includes the firing sequence for the player.
  • The revenant in the PC version and the imps in Doom 64 are the only characters to use more than one attack. Apparently, this is because they are the sole monsters with multiple attacks that use different graphics for each.

See also