SCARYDARKFAST by Dan Pinchbeck
Author:Dan Pinchbeck
Language: eng
Format: epub
The Cyberdemon
DOOM II’s manual describes the Cyberdemon (fig. 15) as a “missile launching skyscraper with goat legs,” and he does, indeed, scrape the very skybox, coming in at a massive 110 units high (twice the height of an Imp or Trooper). He’s fast, at 186 MUS (faster than a Lost Soul’s charge); has a huge 4,000 hit points, making him four times tougher than a Baron; and is immune to splash damage, so only direct rocket strikes will hurt him, and these yield only 20–160 damage with a direct hit, which, roughly speaking, means he’ll soak up somewhere in the region of fifty rockets before we can relax. He fires bursts of three rockets at a time, which share the characteristics of our own launcher: a 700 MUS speed, 20–160 damage with a direct hit, and a 0–128 blast radius. And unlike the Cyberdemon, we are subject to secondary blast damage. All in all, this makes him a tough proposition, tougher even than the end-of-game boss (I’ll talk more about her later on). The mix of how gameplay-tough and visually impressive the Cyberdemon was cemented its place in gaming legend. Bosses weren’t anything new, of course, and they’d always had scale. The end-of-level monsters in R-Type (Irem 1987) didn’t leave much screen to maneuver in, and it wasn’t like Wolfenstein 3D didn’t have some fairly memorable bosses itself (Dr. Schwab hurling giant hypodermics was always fun, and we are talking about the game with Hitler’s robot exoskeleton). But there was something about the mix of a giant demon that was just so fast and so tough and so dangerous. Twenty years on, the Cyberdemon is still the blueprint for FPS boss battles, the unholy granddaddy of them all.
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