- Quake 2 Concept Artifact
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- A gallery of images of Obadiah Stane, also known as Iron Monger. 1 Movies 1.1 Iron Man 1.1.1 Screenshots 1.1.2 Promotional 1.1.3 Concept Art 1.1.4 Behind the Scenes 1.2 Iron Man 2 1.2.1 Screenshots 1.2.2 Promotional 1.3 The Avengers 1.3.1 Promotional 1.3.2 Concept Art 1.4 Captain America: The Winter Soldier 1.4.1 Screenshots 1.5 Spider-Man: Far From Home 1.5.1 Screenshots 1.5.2 Concept Art.
- Quake II RTX is a cutting-edge, ray-traced reimagining of id software’s old school classic, by NVIDIA’s Lightspeed Studios. Global lighting effects, including realistic reflections, refraction, shadows, ambient occlusion and global illumination are a result of the path-traced simulation of light.
- A gallery of images of the rogue artificial intelligence, Ultron. 1 Movies 1.1 Avengers: Age of Ultron 1.1.1 Screenshots 1.1.2 Promotional 1.1.3 Concept Art 1.1.4 Behind the Scenes 1.2 Spider-Man: Homecoming 1.2.1 Screenshots 1.3 Spider-Man: Far From Home 1.3.1 Concept Art 2 Comics 2.1 Avengers: Infinity War Prelude 2.1.1 Pages 2.2 Captain Marvel Prelude 2.2.1 Pages 3 Books 3.1 Guidebook to.
Quake 2 Concept Art
- View credits, reviews, tracks and shop for the 2003 CD release of Purple (The A&M Recordings) on Discogs.
- Speed version of parasite from Quake 2 Strogg pursuer. Cool selection of concept art, character design and illustrations by American artist Cameron Sewell.
- Well, i much prefer the engine that was re made from the ground up, rather than the quake 2 engine that is source, with physics thrown in, complete with zero real time shadows and lighting. To each their own. Half-Life 2 Episode 3 Leaked Concept Art? 2012/06/29 06:27:58.
Jan 11, 2018 Mike-D's Quake II Models/Skins Page One of the coolest things about Quake II is the ability to have addons. Not just new skins but models as well! On this page I will try to list some of the ones I think are cool and give you locations to download them from. But the Quake II team rallied behind one art style, one art direction and story. We had better design, and we were focused. Paul Steed came up with our cinematic intro, which was really cool.
So there were currently some whispers around Doom 2016 discharge about a fresh Quake video game in the design of Quake 1, but not much has been said since.Individuals obviously are very hype about going back the the unusual and gothic style of the initial Quake, but not really much debate was presently there about gameplay ánd how to make it something even more than an respect or a remake.Doom has been handled pretty properly and is certainly a great game that values the authentic, however some component of it aren't actually something that I discovered 'doom' enough. For illustration you continuously have areas where an area gets shut off and creatures maintain spawning, which have to all become wiped out, before you can develop. That type of take aside the speed-running possible and furthermore makes the sport less of a maze and even more a linear knowledge.I believe that such an strategy for a Quake game, which would follow in the original's footsteps would just not become Quake. Getting dropped, the Piranesi-like level style and the ability to use trick-movement to miss large areas of each degree had been IMHO a excellent part of what create Quake great.Therefore how would a new Quake stay real to the unique and at the same time provide something revolutionary that is certainly not only modern images and (cough, cough) stremalining some technicians?Well Frames per second have evolved through the years from closed, maze-like amounts with tips to develop, to huge routes with open-énded gameplay and actually automobiles. We finished up with open-world FPS like Far Be sad and while this sort of seems like a organic development as technology advances, Ubisoft produced it into a dull mill and let's encounter it, Quake on an open island just wouldn't end up being Quake.However, there is certainly another genre with sprawling single-map realms, progression centered on locating weapons that enable you to gain access to new areas, backtracking (like Tremble 2) with road directions mostly structured of meticulously crafted sections that are usually not really an open globe. That type is called Metroidvania.I feel no expert here, but to me this seems like a pretty logical relationship.
If you have fast charging enabled on your device and you are using a fast charger, then leaving your phone for about 15 to 30 is enough.Avoid playing or emails or doing anything on your phone at all while it is charging and you will notice a difference in the speed at which your phone charges.Avoid calls while charging the phoneIf you are low on battery and you do not have a lot of time to charge your device then avoid making or receiving calls on your phone while you are charging it. This can harm your phone.Do not use the phone while it is chargingWhen you use your phone while it is charging, your phone is not able to charge as quickly as you want it to. Charge phone faster on pc. Even better, put it on Airplane mode and you will find that your phone will be able to charge more quickly. So if you want to play games and enjoy listening to music on your device, let it rest for some time till it charges.
Instead of heading from level to level, the participant would discover a solitary globe that could extremely well be an strange/lovecraftian castle structuré (alien ás in Alien, nót space mén), which could faciIitate maze-like désign, secret hunting ánd progression based ón acquiring weapons ánd skills. For example there is definitely a cracked wall, but you can't obtain exceeded it before you obtain the rocket launcher to whack it up. 0r a large distance that can just be transferred once you possess the RL and the reddish armour so you could create make use of of the historic art of skyrocket wall-jumping. Or maybe a grappling fishing hook later on in the video game, that would enable you to access areas formerly unreachable, to obtain all those treats.
Just step into Quake 2 Rocket Arena, armed with the new and almighty rocket and rail gun and you will be gibbing for hours on end.If you dig fast paced action, then load up the good ole Quake 2, fire up a mod or two and have some fun!
Also legendary boss-fights, because frying Chthon certainly not gets old.Such style would also alow for a even more Quake-friendly storyteIling, without exposition dialogue from NPC or dull cut-scenes but finding hints written on wall structure or in terminals or much better yet, maybe told by smartly implemented gameplay sections.What perform you men believe? Would that make sense? I'michael type of hype for the new Doom, but basically all the new games keep me wanting in terms of degree style.
Doom 2016 offers nothing at all on Tremble's amounts, nor the initial Doom'h and the distance becomes actually bigger when you go into things like Duke Nukem 3D, Dark Makes or the 1st Jedi Knight.I simply want large maps, becoming lost while low on health in a strange and alien world with onIy a shotgun ánd some mean monstérs growling around thé corner, while l desperately try tó avoid the Iava traps ánd find a bóx of shells whén I only havé 10 left.This will be what Quake was usually to me (ánd multiplayer, but thát can be another tale). Are I producing sense right here?. Honestly i totally consent, I've usually thought a Tremble metroidvania would become an great idea.Even the unique making use of a begin center and letting you deal with the attacks in any order almost has a lite sensation of this.The show runes could be flipped into some sort of skills for participant progression, and include in a degree editor and mod support and you've got something that differs itself from doom while having free range to take inspiration from the unique quake and quake mods as well. Fo4 combat zone mod minecraft.
project: Darksidersdeveloper: Vigil Gamescomments: Several images on eachpage. ScroIl like a mófo!(Best results when 'automaticimage resizing' is certainly disabled.) ©THQ Inc., VigiI Gamessubject: misc.
Horrorprojéct: Singularitydeveloper: Raven Softwarécomments: BLEH! This was really,really early stuff that never ever made its way into production. D'est la concéptart. ©Activision, Raven Softwarésubject: misc. Badguysproject: WoIfensteindeveloper: Raven Softwarecomments: Certainly not take candies froma Nazi.
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©id Software program, Activision, Raven Softwarésubject: atlanteans darkelvesproject: Wonder Ultimate Alliancedeveloper: Raven Softwarécomments: misc. Thumbs ©Wonder, Activision, Raven Softwaresubject: sci fi characterproject: independentdeveloper: independentcomments: squidy man, squidy maaaaaaaaaaaaan ©2006 Jason Chappell, John Richardssubject: misc. Fantasyprojéct: independentdeveloper: independentcomments: surges 'n' skulls, spikes'n' skulls ©2006 John Richardssubject: Hellchick 2.0project: independentdeveloper: independentcomments: thumbnails and modelsheetfor a 2005/2006 remix of Hellchick participant model for Quake deathmatching- unique design/skin by John Steed and Kénneth Scott Hellchick© Cáryn 'Hellchick' Legislation, Tremble © id Softwaresubject: alternative grunt headsproject: Quake 4developer: Raven Softwarecomments: We were going to repIacethe in-gamé grunt head with a fresh one. lt didn't happén, but designs weremade. ©id Software program, Activision, Raven Softwaresubject: strogg appearance expansionproject: Quake 4developer: Raven Softwarecomments: Strogg makeovers ©id Software, Activision, Raven Softwaresubject: enginesproject: Quake 4developer: Raven Softwarecomments: A techy engine engine block wasneeded. I walked upward. Some might contact me a main character.
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©id Software program, Activision, Raven Softwaresubject: Fatguyproject: Quake 4developer: Raven Softwarecomments: The left-most design wasthe authorized modelsheet, but the method Fatguy shows up in-game is usually quite different. ©id Software program, Activision, Raven Softwaresubject: consolesproject: Tremble 4developer: Raven Softwarecomments: What'h that switch perform?What's THAT button perform? ©id Software program, Activision, Raven Softwaresubject: doorsproject: Tremble 4developer: Raven Softwarecomments: They open.
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Things move throughthem. They near. ©id Software program, Activision, Raven Softwaresubject: index headproject: Quake 4developer: Raven Softwarecomments: a rework of a walkinghead that never made it into the video game ©id Software program, Activision, Raven Softwaresubject: liftsproject: Quake 4developer: Raven Softwarecomments: Lifts go upward.
From DoomWiki.org
The BFG9000 firing a plasma ball in MAP32 of Hell Revealed
Quake 2 Concept Artifact
This article is about the weapon in the classic Doom series. For other versions of this weapon, see:
The BFG9000 is the ultimate weapon to be found in Doom. It appears as a large, silver metallic gun with a dark gray aperture similar to the plasma gun, and fires large spheres of green plasma. In general, it can be considered the most powerful weapon in the game; it is capable of destroying nearly any player or monster with a single shot, and can disperse damage over a wide area to multiple targets simultaneously.
The abbreviation 'BFG' canonically expands to big fucking gun, as explained in section 14 of the Doom Bible. Other expansions of the name were attributed to it before that document was made public, notably 'big fragging gun', which still retains some usage in settings which require less offensive language. Characters in the Doom novels refer to the BFG as a 'big freaking gun'. In the Doom movie, BFG is said to stand for 'Bio Force Gun',[1] although Sarge refers to it with much relish as a 'big fucking gun'. It is also sometimes called the 'Blast Field Generator.'[citation needed]
In the original Doom, the BFG was extremely rare, being only available in select levels in Episode 3: Inferno (as well as Episode 4: Thy Flesh Consumed in Ultimate Doom). It first appears in a secret area of E3M3: Pandemonium, or E3M6: Mt. Erebus outside of a secret. In Doom II, it is more common and appears almost twice as much than it did in the original Doom. In most versions based on the Atari Jaguar port, including the Sony PlayStation version, it makes its first appearance in MAP11: Refinery.
When picked up, the BFG contains 40 energy cell units, which doubles to 80 on the 'I'm too young to die' and 'Nightmare!' skill levels. It expends 40 energy cell units per shot. Its description in the instruction manual is as follows:
'BFG 9000s are the prize of the military's arsenal. Great for clearing the room of those unwelcome guests. Shoot it and see for yourself.'
![Quake Quake](/uploads/1/1/9/3/119387850/705853133.jpg)
- 1Combat characteristics
- 7Other appearances and homages
Combat characteristics[edit]
Classic Doom games[edit]
The BFG9000 appears in MAP04 of Hell Revealed
When the trigger is pulled, there is a pause of 30 tics (approximately 0.857 seconds) before a large, relatively slow moving green and white plasma ball is ejected. If this plasma ball hits a solid object, it explodes and randomly deals between 100 and 800 hit points of damage to the target, in round multiples of 100.
After a further delay of 16 tics (approximately 0.457 seconds), additional damage is calculated: 40 invisible tracer rays are emitted from the player in a cone-shaped volume (about 45° half-angle) in the direction the plasma ball was fired. If the player has turned around, the direction of the rays does not change — they are still traced in the direction of firing of the original plasma ball. If he has moved to another location, their origin moves along with him. Each of the rays causes random damage between 49 and 87 points if it hits a solid object within 1024 map units. Even cyberdemons and spiderdemons, which are immune to blast damage, are affected by these rays.
Therefore, the minimum damage of the weapon is 49 points if an object is hit by one ray and not the plasma ball. Hypothetically, the maximum damage is 800 + (40 × 87) = 4280 points, which assumes the plasma ball hits an object for full damage, and all 40 tracers also hit the object for full damage. However, even should all 40 rays and the energy ball hit a single target, this theoretical maximum damage can never actually be inflicted due to the periodicity of the simplistic pseudorandom number generator used by the Doom engine.
Contrary to section 3H of the BFG FAQ, the tracer code does not include horizontal auto-aiming (although, like any bullet attack, each tracer can auto-aim vertically).
Doom 64[edit]
The BFG in Doom 64, as seen in MAP17: Watch Your Step.
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Doom 64's BFG pickup sprite, as seen in MAP28: The Absolution.
Doom 64 includes a slightly revamped version of the BFG. Because the game was based on the Atari Jaguar version of Doom, the timing for the attacks is slightly slower as a consequence of the internal logic of the game running at 30 tics per second instead of 35. Like in classic Doom, it takes 30 tics for the weapon to fire upon trigger pull, but the slower tic rate causes the weapon to wait exactly 1 second before firing the projectile. The tracer spray attack upon detonation takes 14 tics to be called instead of 16, which translates to roughly 0.466 seconds.
The damage calculations are mostly the same as in Doom and Doom II, but the way the tracers are projected differs slightly. The vertical angle the tracers can autoaim is taller, to account for the different vertical resolution the game is rendered at (200 pixels in PC Doom versus 240 in console Doom), and the origin point of each tracer is 12 units above the player's mid point instead of the original 8. Finally, the RNG calls used for damage calculation of the tracers use their own identifier, meaning that the BFG's P_Random calls will not affect the general RNG and are considered completely separate.
Tactical analysis[edit]
Despite its tremendous power, the weapon can only be used to its fullest effect with practice, due to its staggered firing sequence and the unique behavior of the tracer ray cone. The BFG FAQ includes an extensive section on deathmatch tactics.
Notes[edit]
The BFG9000 in the beta
- As with the rocket launcher and chaingun, the full BFG sprite (after pickup) is slightly too large for the screen, and can only be viewed with a level or resource editor; the lower edge of the sprite includes a BFG logo.
- In the Doom Bible, the section on weapons (14) describes the BFG 2704, a highly destructive weapon which would damage the wielder a bit, pushing him back. That same entry unveils the politically incorrect meaning of 'BFG'. Tom Hall later used the number 2704 as the year of the setting for his game Terminal Velocity.[2]
- By the press release version of Doom, the BFG was a functional, albeit completely different, weapon: each shot in that version releases 80 regular-sized green and red plasma balls (spending 40 cells per shot) which can bounce off ceilings and floors. This version was scrapped because, according to John Romero, it 'looked like Christmas' and severely slows the game down due to the large number of sprites on the screen. MBF, a source port that can play the press release levels, includes a working restoration of the press release BFG.
- The BFG9000 has a 'safety catch' similar to the rocket launcher. When selected while the fire key is still pressed, the BFG will not begin firing immediately like other weapons, but only when fire key is released and pressed again. The safety mechanism was likely implemented to prevent the player from wasting 40 cells by accident.
- To determine the damage of a BFG tracer, a random number between 1 and 8 is generated and repeated 15 times. This makes the total damage vary from 15 to 120 (due to the 'bell curve' phenomenon, the value is weighted towards the middle of the range). However, due to the pseudorandom number generator of Doom, this never happens in real gameplay, and the damage is limited to the range of 49 to 87.
Data[edit]
BFG9000 data | |
---|---|
Weapon number | 7 |
Damage | 100-800 (main projectile) 49-87 (per tracer) |
Included ammo | 40 (80 on skill 1 & 5) |
Max ammo | 300 (600 with backpack) |
Ammo type | Energy cells |
Shot type | Projectile (direct hit) Hitscan (tracer) |
Velocity (plasma ball) | 25 map units per tic (875 map units per second) |
Shots per minute | 52.5 |
Sound | DSBFG (firing) DSRXPLOD (impact) |
Appears in | Registered Doom The Ultimate Doom Doom II/Final Doom |
Thing type | 2006 (decimal), 7D6 (hex) |
Enum | MT_MISC25 (72) |
Radius | 20 |
Height | 16 |
Sprite | BFUG (before pickup) BFGG (wielded) BFGF (firing) BFS1 (plasma ball) BFE1, BFE2 (impact) |
Class | Weapon Pickup |
Quake 2 Concept Articles
Damage done by one BFG discharge (direct hit plus 40 traces). For clarity, values are grouped into ranges of 100 hit points
Damage done by one BFG discharge (direct hit plus 20 traces). For clarity, values are grouped into ranges of 100 hit points
Shots needed to kill1 | Mean | Standard deviation | Min | Max |
Barrel | 1.00 | 0.00 | 1 | 1 |
Zombieman | 1.00 | 0.00 | 1 | 1 |
Shotgun guy | 1.00 | 0.00 | 1 | 1 |
Wolfenstein SS | 1.00 | 0.00 | 1 | 1 |
Imp | 1.00 | 0.00 | 1 | 1 |
Heavy weapon dude | 1.00 | 0.00 | 1 | 1 |
Lost soul | 1.00 | 0.00 | 1 | 1 |
Commander Keen | 1.00 | 0.00 | 1 | 1 |
Demon | 1.00 | 0.00 | 1 | 1 |
Spectre | 1.00 | 0.00 | 1 | 1 |
Romero's head2 | 1.00 | 0.00 | 1 | 1 |
Revenant | 1.00 | 0.00 | 1 | 1 |
Cacodemon | 1.00 | 0.00 | 1 | 1 |
Pain elemental | 1.00 | 0.00 | 1 | 1 |
Hell knight | 1.00 | 0.00 | 1 | 1 |
Arachnotron | 1.00 | 0.00 | 1 | 1 |
Mancubus | 1.00 | 0.00 | 1 | 1 |
Arch-vile | 1.00 | 0.00 | 1 | 1 |
Baron of Hell | 1.00 | 0.00 | 1 | 1 |
Spiderdemon (direct hit plus 40 traces) | 1.35 | 0.48 | 1 | 2 |
Spiderdemon (direct hit plus 20 traces) | 2.06 | 0.24 | 2 | 3 |
Cyberdemon (direct hit plus 40 traces) | 2.00 | 0.00 | 2 | 2 |
Cyberdemon (direct hit plus 20 traces) | 2.91 | 0.29 | 2 | 3 |
- This table assumes that all calls to P_Random for damage, pain chance, impact animations, backfire checks, and muzzle lighting 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). It is also assumed that all projectiles are launched at nearly the same range, so that the various procedures call P_Random in the same sequence each time. 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 does not occur in any stock map.
Appearance statistics[edit]
In the IWADs the BFG9000 is first encountered on these maps per skill level:
|
|
The IWADs contain the following numbers of BFG9000s per skill level:
|
|
The BFG in other id Software games[edit]
- Quake II features the BFG 10K. In addition to the direct impact damage, its slow moving plasma projectile shoots green beams which lash out at any enemies within 256 map units from it. The projectile is also explosive, meaning the player who shot it can be hurt by the blast radius if they stand too close. The BFG 10K tracers are also changed, so that they're not shot from the player, but from the ball itself at the moment of detonation. The tracers will only hit targets that are located within 1024 units from the ball's impact area, and will only cause damage if an unobstructed line of sight can be calculated between the target, and both the BFG's projectile explosion and the shooting player. The projectile and tracer impact sprites are exactly the same as Doom's.
- Quake III Arena included a new version of the BFG 10K that works considerably different from its previous incarnations. It fires explosive plasma projectiles in a high rate of fire and has a more streamlined shape.
- The BFG also appears in the Doom RPG, where it is named BFG-9000.
Other appearances and homages[edit]
Many subsequent first-person shooters implemented similar weapons, but few were quite as notorious as the BFG9000. In addition, due to its reputation, the BFG has been referenced or parodied in many other places:
Quake 2 Concept Artwork
Movies[edit]
- The 2005 Doom movie features the weapon under the moniker 'Bio Force Gun v3.14'.
- The sprites for Skulltag's BFG 10K are in turn modelled after the BFG v3.14.
- A character in the movie Jason X mentions using a BFG.
- In the movie Soldier, a computer screen is briefly displayed which shows that Kurt Russell's character is qualified on the BFG 9000.
Real-life[edit]
- Serbu Firearms produces two anti-materiel rifles bearing the name BFG, the BFG-50 for the single shot version, and BFG-50A for the semi-automatic version.
- Magnum Research, Inc. produces a line of powerful revolvers called the Magnum Research BFR. Officially, this stands for 'Biggest, Finest Revolver'.
- The largest size can of Monster Energy drink, a 32oz-large can, is referred as the 'BFC': presumably meaning 'Big Fucking Can'.
- SpaceX founder Elon Musk named the planned Mars-going rockets BFR and BFS (implied to stand for Big Fucking Rocket/Spaceship) after the BFG:[3]
'Musk coined these names himself. 'This is a very obtuse video-game reference,' he tells me. 'In the original Doom, the gun that was like the crazy gun was the BFG 9000 or something like that. So it was sort of named after the gun in Doom. But that's not its official name, of course.'
Tabletop games[edit]
- Version 3 of the tabletop RPG Cyberpunk 2020 introduced a new class of light-weight, large-bore, portable gyrojet weapons known as Ballistic Flechette Guns (BFGs).
- Magic: The Gathering (Unglued expansion) includes The 'BFM' (Big Furry Monster).
Television shows[edit]
- In the television series Eureka, the episode 'Alienated' referred to a high-tech gun called the 'BMFG.'
- The character Bob in ReBoot plays a guitar called a BFG (Big Fancy Guitar).
Video games[edit]
- In the RPG Adventure Quest, the 'BFG' weapon is an obvious clone of Doom's BFG.
- The M249 SAW is an unlockable weapon in the FPS game Black, where it is called the 'BFG'.
- The configuration files for Command & Conquer: Tiberian Sun give the name of the Cyborg Commando's weapon as 'BFG'. In-game, this unit launches exploding green balls of plasma.
- In the 2D roguelike shooter Cryptark one of the most powerful arms available for personal combat suits is called 'GFB' - 'Galvanic Fission Bombard'. It launches a relatively slow plasma ball, resembling the original BFG projectile. On impact it produces lingering area damage energy as well.
- Duke Nukem: Zero Hour contains a weapon called the BMF Thunderstrike.
- There was originally a quest in the second EverQuest expansion, The Scars of Velious, which resulted in an item called 'Breezeboot's Frigid Gnasher', using the image of the BFG9000. The item lore calls it 'Model 9000'.
- In the 1999 space simulatorFreeSpace 2, the largest red- and green-colored beams in the game are referred to internally as BFRed and BFGreen.
- The most powerful missile weapon in the game Fury3 is called the BFM (Bion Fury Missile).
- In the game Gauntlet Dark Legacy, the Archer and Tigress characters have a turbo attack called 'BFG', which fires a huge green burst shot forward.
- Half-Life: Opposing Force featured a nearly identical weapon called the Displacer, which even shared the same explosion sprite. It also allowed the player to teleport themselves to a hidden bonus area (provided they had sufficient ammunition).
- In Halo 2, the Easter egg Scarab gun fires a blast similar to the BFG.
- In Halo 3, the description for part 2 of the mission 'The Storm' reads: 'Scarab. BFG. End of World,' with BFG referring to a large Covenant anti-air cannon.
- In Halo: Reach, the Multiplayer map 'Spire' has an area named BFG.
- It appears in the PSP game Infected as the BMFG (Big Mother Fucking Gun).
- In the 1994 computer game Jazz Jackrabbit, Jazz's gun is called the 'LFG-2000'. LFG may stand for 'Large Fucking Gun'.
- A weapon called the C.B.F.G. became available in Kingdom of Loathing during Crimbo 2007. This stands for 'Crimborg Biomechanical Fragging Gun.'
- In the Inspection training mission of MechWarrior 2, one of the boxes has an inspection reading of BFG 9000.
- In the Flash game Onslaught 2 there exist combos which are called 'BFG', which shoot a blast similar to that of the BFG.
- In the platformshooterRatchet & Clank: Up Your Arsenal, there is a level called 'The Nefarious BFG' (a reference to both the weapon and to The Notorious B.I.G.).
- In the hack-and-slash RPGSacred, one character, the Seraphim, has a combat art called 'BeeEffGee'.
- In Sid Meier's Alien Crossfire, a technology called String Resonance is referenced internally as 'BFG9000'.
Web apps[edit]
- Facebook's 'Pets' application, in which you control battling rabbits, includes a weapon named the 'BFG2000'.
Trivia[edit]
The toy gun on which the BFG was based.
- Roald Dahl's novel The BFG predates Doom by over a decade, but is completely unrelated. Roald Dahl's 'BFG' stands for 'Big Friendly Giant'.
- The Games Workshop tabletop wargame Battlefleet Gothic is sometimes also referred to as 'BFG'.
- The artwork for the BFG9000 is based on photographs of a toy gun named 'The Machine / Roargun' sold by Royal Condor, and manufactured by Fuyaco. The surface of the toy gun was also used as the base for a number of Doom's textures, including the exit door.[4]
- An infamous ad for the 1995 Bullfrog Productions game Magic Carpet used the phrase 'BFG = BFD' (BFD implied to stand for 'big fucking deal') in an attempt to set itself apart from the crowd of Doom clones. The marketing campaign is widely considered to have backfired.[5]
See also[edit]
External links[edit]
- This article incorporates text from the open-content Wikipedia online encyclopedia article BFG9000.
- 5 years of Doom: Interview with John Romero (comments on the BFG 2704)
References[edit]
![Concept Concept](https://vignette2.wikia.nocookie.net/quake/images/e/ef/Quake_2_tank_by_helios437-d8qwtdn.jpg/revision/latest?cb=20150710045633)
- ↑Thorsen, Tor and Tim Surette (4 March 2005). 'The Rock solidifies Doom movie role.'GameSpot. Retrieved 21 August 2018.
- ↑Hall, Tom (25 April 2012). 'The initial name for the BFG 9000 was the BFG 2704. Later used as the year Terminal Velocity was set in. #gametrivia #doom #terminalvelocity.'Twitter. Retrieved 10 September 2018.
- ↑Heath, Chris (12 December 2015). 'How Elon Musk Plans on Reinventing the World (and Mars).'GQ. Retrieved 3 October 2017.
- ↑Doomworld forums thread
- ↑https://en.wikipedia.org/w/index.php?title=Magic_Carpet_%28video_game%29&oldid=306570322#Competition_from_Doom
Weapons from Doom and Doom II | ||||||
---|---|---|---|---|---|---|
Slot: 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Fist | Pistol | Shotgun | Chaingun | Rocket launcher | Plasma gun | BFG9000 |
Chainsaw | Super shotgun |
Quake 2 Concept Article
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