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The Quadshot (also known as Quad-Barreled Shotgun) is a weapon from Unreal. The weapon is a formerly cut weapon that was restored in the OldUnreal patches for ver. 227.

Overview[]

This weapon resembles a four-barreled Shotgun.

In the Unreal prototypes, the primary fire fires one barrel. After all four barrels are emptied, they're reloaded. The secondary fire fires all barrels at once then reloads. It has a slight recoil.

In stock Unreal and UT, the weapon is present but non-functional.

In the 227 restoration (which was made before its original behavior was known), the primary fire fires one barrel then reloads. The secondary fire charges other barrels, which can be then released with primary fire. There's no recoil.

Appearances[]

Tips and tricks[]

Trivia[]

Development[]

  • This weapon was one of the assets that got cut from the final version of Unreal, being replaced with the Flak Cannon. You can still get it in the game by using cheat codes, but it doesn't fire or really do anything, nor does it have a model (it has a pickup and a separate held model actually that gets used in the first person; post-220 versions of Unreal give it a Flak Cannon third person model, though a separate third person one didn't exist). The OldUnreal patches, however, restore the weapon to a playable state and showcases it in its four maps.
  • The weapon features unused animations, each in one version from development material:
    • Aside from select animations, the final version has an unused bobbing animation, like the ASMD when running. This was restored for the Unreal PSX version. Unreal PSX had a lost Quadshot version that wasn't recovered, however it was restored thanks to developers notes and the UnBible description (though not based on the 1996 behavior).
    • The second cut animation in another older version of the model was a half broken swing animation meant for the close-up melee function. In the 0.83 and 0.84a versions however, the weapon just does offset adjustment and thrusts the gun forward for melee attack if player ran out of ammo.
    • The old model also lacks separate select animations unlike the final one (again not seen as they are not defined in the #exec lines), because in 1996 the select animations were entirely improvised by the game code which rotated the weapons in place and adjusted the offset on the fly for run-out-of-ammo.
    • Only some weapons were planned to be used for melee without the player running out of ammo altogether, among them the Quadshot, before they decided not to fix the broken animation. The melee function was thrown out during the game's reboot in 1997 after test audiences didn't like the shown game.
  • Funnily enough the first 1997 "reboot" version of the Quadshot has it shooting Tentacle projectiles instead, between May and June 1997. Those projectiles also behaved strangely as part of engine test, they flew around and spun around, in a tornado like fashion. Once the Flak Cannon was implemented circa July 1997, the Quadshot lost all firing functions and became the same husk that it is in the released version. However the entire model didn't cover your screen, as you still saw it fully on screen. This is because they changed later how the playerviewoffset worked, yet it probably retained the old values and wasn't updated, hence the bug in the retail version of Unreal.

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See also[]

Unreal weapons
Dispersion PistolAutomagStingerASMDEightballFlak CannonRazorjackGES BioRifleSniper RifleMinigun
Return to Na Pali weapons: Combat Assault RifleUMS Grenade LauncherUMS Rocket Launcher
Unreal v227 weapons: QuadshotPeacemakerTranslocator