Difference between revisions of "Doom II cast sequence"

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(I suppose it doesn't make much sense to include the Doom 64 version but not others.)
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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 monster is seen walking and firing until a key is pressed. The actions skips to the next character after the dying animation of the previous one has been 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 monster is seen walking and firing until a key is pressed. The actions skips to the next character after the dying animation of the previous one has been displayed.
  
In the PSX versions, a "cast of characters" text 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. In [[Doom 64]], unlike the other version, the spectre is included, among with the [[Nightmare Imp]] exclusive to the port (displayed after the Demon and Imp, respectively). The [[motherdemon]] is absent, however.
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In the PSX versions, a "cast of characters" text 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. In [[Doom 64]], unlike the other version, the spectre is included, among with the [[nightmare imp]] exclusive to the port (displayed after the Demon and Imp, respectively). The [[motherdemon]] is absent, however.
  
 
The characters come in the following order, after which the sequence cycles:
 
The characters come in the following order, after which the sequence cycles:

Revision as of 00:15, 4 November 2013

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 a song based on Grave Digger's "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 monster is seen walking and firing until a key is pressed. The actions skips to the next character after the dying animation of the previous one has been displayed.

In the PSX versions, a "cast of characters" text 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. In Doom 64, unlike the other version, the spectre is included, among with the nightmare imp exclusive to the port (displayed after the Demon and Imp, respectively). The motherdemon is absent, however.

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

Notes

  • Some keys may cause the screen melt effect.
  • According to the source code commentaries, the monsters are supposed to be presented "in order of appearance".
  • While the player does not actually fire at the screen, it has the firing sound of the super shotgun defined for the cast sequence.
  • The revenant on PC and the imps in Doom 64 are the only monsters to use more than one attack. Apparently, this is because they are the only monsters with multiple attacks that use different graphics for each.

See also