Wolfenstein 3D
Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for MS-DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses through each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with knives, pistols, and other guns.
Wolfenstein 3D was the second major release by id Software, after the Commander Keen series of episodes. In mid-1991, programmer John Carmack experimented with making a fast 3D game engine by restricting the gameplay and viewpoint to a single plane, producing Hovertank 3D and Catacomb 3-D as prototypes. After a design session prompted the company to shift from the family-friendly Keen to a more violent theme, programmer John Romero suggested remaking the 1981 stealth shooter Castle Wolfenstein as a fast-paced action game. He and designer Tom Hall designed the game, built on Carmack's engine, to be fast and violent, unlike other computer games on the market at the time. Wolfenstein 3D features artwork by Adrian Carmack and sound effects and music by Bobby Prince. The game was released through Apogee in two sets of three episodes under the shareware model, in which the first episode is released for free to drive interest in paying for the rest. An additional episode, Spear of Destiny, was released as a stand-alone retail title through FormGen.
Wolfenstein 3D was a critical and commercial success, garnering numerous awards and selling over 200,000 copies by the end of 1993. It is widely regarded as having helped popularize the first-person shooter genre and establishing the standard of fast-paced action and technical prowess for many subsequent games in the genre, as well as showcasing the viability of the shareware publishing model at the time. FormGen developed an additional two episodes for the game, while Apogee released a pack of over 800 fan-created levels. Id Software never returned to the series, but did license the engine to numerous other titles before releasing the source code for free in 1995, and multiple other games in the Wolfenstein series have been developed by other companies since 2001.
Wolfenstein 3D is a first-person shooter presented with rudimentary 3D graphics. The game is broken up into levels, each of which is a flat plane divided into areas and rooms by a grid-based pattern of walls and doors, all of equal height. Each level is themed after Nazi bunkers and buildings. To finish a level, the player must traverse through the area to reach an elevator. Groups of levels, ten in the original episodes, are grouped together into named episodes, with the final level focusing on a boss fight with a particularly difficult enemy. While traversing the levels, the player must fight Nazi guards and soldiers, dogs, and other enemies while managing supplies of ammunition and health. The player can find weapons and ammunition placed in the levels or can collect them from dead enemies; weapons include a knife, a pistol, a submachine gun, and a rapid-fire chain gun. While the levels are presented in a 3D perspective, the enemies and objects are instead 2D sprites presented from several set viewing angles, a technique sometimes referred to as 2.5D graphics.
Wolfenstein 3D has been called the "grandfather of 3D shooters", specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity. Although some prior computer shooting-based games existed, they were generally scrolling shooters, while Wolfenstein 3D helped move the market towards first-person shooters. It has also been attributed with confirming shareware distribution as a serious and profitable business strategy at the time; VideoGames & Computer Entertainment claimed in September 1992 that the game "justified the existence of shareware", and in July 1993 Computer Gaming World claimed that it "almost single-handedly" demonstrated the viability of shareware as a method of publishing, leading to a wave of other shareware first-person shooters.
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