Iron Demon: Difference between revisions
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The Iron Demon is a mecha boss that was initially supposed to appear in [[Oni]], making notable appearances in the [[1999|1999 trailer]], but was cut during development as [[Bungie West]] raced to finish the game. According to 3D animator Steve Abeyta, "It was scrapped because it would take too long to create a custom AI, and gameplay for it. We had to cut a lot of stuff to get [Oni] shipped, and cutting that one sucked. […] Such a large character created AI pathfinding problems as well as issues with object interaction. They're not impossible to overcome, but we didn't have the time to tackle it." | |||
The Iron Demon was stated as weighing 5 tons and standing 12 feet tall in [http://oni.bungie.org/archives/gamersrep_062000/gamersrep2.jpg this interview with Alex Seropian]. If it had appeared as an enemy in-game, the player was going to get sufficiently heavy weaponry to fight it, per the same source. The striped cylinder on the Iron Demon's back, an ammo drum, was its weak point per Alex Okita. There was also an intention to allow the Iron Demon to be selectable in multiplayer mode [https://web.archive.org/web/20000110194139/http://pc.ign.com/news/9690.html per Hamilton Chu], though [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong doubted] that it would be desirable to let players do that. No reports are known of the Iron Demon being seen in the [[Multiplayer|multiplayer demos]] at various E3s and Macworld Expos. | |||
==Official references== | ==Official references== | ||
===Promo screenshots=== | ===Promo screenshots=== | ||
These are our best in-game looks at the original model: | These are our best in-game looks at the original model: | ||
<gallery mode="packed" heights= | <gallery mode="packed" heights=300px> | ||
MP arena 2-4 with Iron Demon.jpg | MP arena 2-4 with Iron Demon.jpg | ||
Iron Demon | Iron Demon in-game brightened.png | ||
</gallery> | </gallery> | ||
{|style="float:right" | |||
|'''Japanese for "Iron Demon" would be... KANA-ONI?<br>(building on the proverb ONI NI KANA-BÔ) '''[[User:Geyser|geyser]]'''<br>Or, more literally, TETSU-ONI (TETSU="iron")? '''[[User:Iritscen|Iritscen]]'''<br>Or KÔKI (HAGANE-ONI, HAGANE="steel")? '''[[User:Demos kratos|Demos kratos]] | |||
|} | |||
There's also this screenshot used in some print ads: | There's also this screenshot used in some print ads: | ||
[[Image:Konoko runs from Iron Demon.jpg]] | [[Image:Konoko runs from Iron Demon.jpg]] | ||
The appearance of the Iron Demon at the Regional State Building does not mean it was ever intended to be in that level. Per Hardy LeBel, RSB was one of the first levels created for the game and was used as a testbed during development. | |||
===Trailer=== | ===Trailer=== | ||
In the | In the [[1999|1999 trailer]], the Iron Demon can be seen in two scenes: one brief shot in Regional State and one extended walk sequence in unreleased MP arena [[Pre-beta_content#Construction_Pit_.28The_Pit.29|The Pit]] (slowed down for careful inspection): | ||
[[Image: | [[Image:Iron Demon walk 1.gif]] [[Image:Iron Demon walk 2.gif]] | ||
In the second scene, a rocket launcher has been appended (perhaps somewhat hastily) to the right arm to show an alternate armament mode for the mecha. | |||
===Promo art=== | ===Promo art=== | ||
The clearest appearances of the Iron Demon in 2D form are: | The clearest appearances of the Iron Demon in 2D form are: | ||
*Craig Mullins' [[:Image:Iron Demon in Battle.jpg|Iron Demon in Battle]] and to a lesser extent [[:Image:Konoko Crouching by Craig Mullins after Lorraine (landscape).jpg|this painting]] | *Craig Mullins' [[:Image:Iron Demon in Battle.jpg|Iron Demon in Battle]] and to a lesser extent [[:Image:Konoko Crouching by Craig Mullins after Lorraine (landscape).jpg|this painting]] | ||
* | *Lorraine McLees's [[:Image:Iron Demon.jpg|Iron Demon portrait]] | ||
==Game assets== | |||
===Unused sounds=== | |||
The model for the Iron Demon was not included in the released game data like some other "cut" content was, and we don't have its animations either (though Abeyta recalled only making "a walk cycle, firing anims, and possibly turning anims"). The walking sounds for the Iron Demon were in fact included as SNDDid_leg_[1-3].aif. There are also SNDDid_r_hit[1-4].aif, which may be the impact sounds for hits on the Iron Demon from heavy weaponry ("'''id_r'''ocket'''_hit'''"). | |||
===Unused script=== | |||
[[European Mac releases|Some versions]] of Oni accidentally included additional [[BSL]] scripts for levels that were cut during development. Perhaps the most intriguing of the cut levels was [[BGI]], and the unfinished cutscene scripts for BGI include one scene with the following comments: | |||
#create Iron Demon before player gets here | |||
... | |||
#See Iron Demon | |||
... | |||
#show Konoko getting ready for face-off | |||
... | |||
#start battle | |||
Apparently the plan was for the Iron Demon fight to occur in this level, however BGI HQ was cut while rushing to ship the game. (According to the design lead Hardy LeBel, it had not gotten very far along before it was removed.) The Iron Demon battle could have been moved to another level, but only if changes were made to the story and probably the voice-acting script, and it was likely too late to do that. In any case, as mentioned earlier, Bungie West did not have time to code the special-case AI behavior required to maneuver the Iron Demon within a 3D environment, and so the much-anticipated giant robot was left out of the game. | |||
==Fan content== | ==Fan content== | ||
===3D models=== | ===3D models=== | ||
There have been three fan attempts to recreate the 3D model for the Iron Demon by inspecting the visual evidence we have from the pre-beta period: | There have been three fan attempts to recreate the 3D model for the Iron Demon by inspecting the visual evidence we have from the pre-beta period: | ||
*[ | *[https://www.turbosquid.com/3d-models/3d-model-robot/262162 This model] on TurboSquid by Ashley Davison | ||
*[ | *[http://iritscen.oni2.net/wiki/Seventeen%20Seconds'%20Iron%20Demon.zip This model] by Seventeen Seconds, used in [[Konoko Payne]] by Pierre | ||
*[ | *[http://iritscen.oni2.net/wiki/bobbysoon's%20Iron%20Demon.zip This model] by [[User:bobbysoon|bobbysoon]], based on the above model. This one was used in multiple [[AE]] packages; see [http://mods.oni2.net/node/263 this one] for a starting point. | ||
===Artwork=== | ===Artwork=== | ||
*[[:Image: | *[[:Image:Guido - Iron Demon.jpg|Rough sketch]] by [[User:Guido|Guido Codecasa]] | ||
*[http://geyser.oni2.net/oni2/artwork/ToyDemon1200.JPG | *[http://geyser.oni2.net/oni2/artwork/ToyDemon1200.JPG Light-hearted drawing] by [[User:Geyser|geyser]] | ||
[[Category:Oni history]][[Category: | [[Category:Oni history]][[Category:Characters]][[Category:BGI]] |
Revision as of 22:15, 11 April 2025
The Iron Demon is a mecha boss that was initially supposed to appear in Oni, making notable appearances in the 1999 trailer, but was cut during development as Bungie West raced to finish the game. According to 3D animator Steve Abeyta, "It was scrapped because it would take too long to create a custom AI, and gameplay for it. We had to cut a lot of stuff to get [Oni] shipped, and cutting that one sucked. […] Such a large character created AI pathfinding problems as well as issues with object interaction. They're not impossible to overcome, but we didn't have the time to tackle it."
The Iron Demon was stated as weighing 5 tons and standing 12 feet tall in this interview with Alex Seropian. If it had appeared as an enemy in-game, the player was going to get sufficiently heavy weaponry to fight it, per the same source. The striped cylinder on the Iron Demon's back, an ammo drum, was its weak point per Alex Okita. There was also an intention to allow the Iron Demon to be selectable in multiplayer mode per Hamilton Chu, though Kevin Armstrong doubted that it would be desirable to let players do that. No reports are known of the Iron Demon being seen in the multiplayer demos at various E3s and Macworld Expos.
Official references
Promo screenshots
These are our best in-game looks at the original model:
Japanese for "Iron Demon" would be... KANA-ONI? (building on the proverb ONI NI KANA-BÔ) geyser Or, more literally, TETSU-ONI (TETSU="iron")? Iritscen Or KÔKI (HAGANE-ONI, HAGANE="steel")? Demos kratos |
There's also this screenshot used in some print ads:
The appearance of the Iron Demon at the Regional State Building does not mean it was ever intended to be in that level. Per Hardy LeBel, RSB was one of the first levels created for the game and was used as a testbed during development.
Trailer
In the 1999 trailer, the Iron Demon can be seen in two scenes: one brief shot in Regional State and one extended walk sequence in unreleased MP arena The Pit (slowed down for careful inspection):
In the second scene, a rocket launcher has been appended (perhaps somewhat hastily) to the right arm to show an alternate armament mode for the mecha.
Promo art
The clearest appearances of the Iron Demon in 2D form are:
- Craig Mullins' Iron Demon in Battle and to a lesser extent this painting
- Lorraine McLees's Iron Demon portrait
Game assets
Unused sounds
The model for the Iron Demon was not included in the released game data like some other "cut" content was, and we don't have its animations either (though Abeyta recalled only making "a walk cycle, firing anims, and possibly turning anims"). The walking sounds for the Iron Demon were in fact included as SNDDid_leg_[1-3].aif. There are also SNDDid_r_hit[1-4].aif, which may be the impact sounds for hits on the Iron Demon from heavy weaponry ("id_rocket_hit").
Unused script
Some versions of Oni accidentally included additional BSL scripts for levels that were cut during development. Perhaps the most intriguing of the cut levels was BGI, and the unfinished cutscene scripts for BGI include one scene with the following comments:
#create Iron Demon before player gets here ... #See Iron Demon ... #show Konoko getting ready for face-off ... #start battle
Apparently the plan was for the Iron Demon fight to occur in this level, however BGI HQ was cut while rushing to ship the game. (According to the design lead Hardy LeBel, it had not gotten very far along before it was removed.) The Iron Demon battle could have been moved to another level, but only if changes were made to the story and probably the voice-acting script, and it was likely too late to do that. In any case, as mentioned earlier, Bungie West did not have time to code the special-case AI behavior required to maneuver the Iron Demon within a 3D environment, and so the much-anticipated giant robot was left out of the game.
Fan content
3D models
There have been three fan attempts to recreate the 3D model for the Iron Demon by inspecting the visual evidence we have from the pre-beta period:
- This model on TurboSquid by Ashley Davison
- This model by Seventeen Seconds, used in Konoko Payne by Pierre
- This model by bobbysoon, based on the above model. This one was used in multiple AE packages; see this one for a starting point.