Official versions of Wolfenstein 3D
Id Software's 1992 first-person shooter video game Wolfenstein 3D has been commercially ported and sold on over a dozen platforms, ranging from early releases on platforms such as the Super NES to newer releases on mobile platforms such as the iPad. These ports include the Super NES (1994),[1] Atari Jaguar (1994),[1] Mac OS (1994), Acorn Archimedes (1994),[1][2][3] 3DO (1995), Apple IIGS (1998),[1] and the PC-98 (1998). A version for the Sega Genesis was also announced by Imagineer in 1994,[4] but was never released. Later releases include the Game Boy Advance (2002), Steam,[5] Xbox Live Arcade and PSN (2009), the iPhone[1] and iPod Touch (2009) and the iPad (2010). Some of the commercial ports were derived from other ports and not from the original game.
Summary table of version features
Feature | PC | SNES | PC-98 | Acorn Archimedes | Game Boy Advance | Apple IIGS | Atari Jaguar | Macintosh | 3DO |
---|---|---|---|---|---|---|---|---|---|
Released | 1992 | 1994 | 1994 | 1994 | 2002 | 1998 | 1994 | 1994 | 1995 |
Flamethrower and bazooka | x | x | x | x | x | x | |||
Wall resolution | 64x64 | 32x32 | 32x32 | 64x64 | 64x64 | 64x64 | 128x128 | 128x128 | 128x128 |
Object resolution | 64x64 | 64x64 | 64x64 | 64x64? | 64x64 | 64x64? | 128x128 | 128x128 | 128x128 |
Music | x | x | x | x | x | x | x | x | |
Directional/3D enemies/8 views | x | x | x | x | x | ||||
New graphics | some | ? | based on the Mac OS version with 32 on-screen colors | includes weapon graphics based on those found in Doom | x | x | |||
Score/level/lives | x | x | x | x | x | x | x | x | x |
Personal computers
Acorn Archimedes
The source code to the Acorn Archimedes version was released by author Eddie Edwards in 1999.[6][7][8]
Apple IIGS
The Apple IIGS version was based on the code of the Macintosh port developed by MacPlay.
Macintosh
The Macintosh port was based on the code of the Super NES version and was developed by MacPlay, and released in October 1994. In this port, the game's sprites and textures are redrawn as 128×128 pixel sprites, rather than 64×64 pixel sprites, allowing more detail in the game's characters and objects. However, they are drawn from one angle, like the bosses, eliminating the stealth element of the game.
There are three editions of the Macintosh port:
- Wolfenstein 3D: First Encounter - the shareware demo including the first three levels from the SNES port.
- Wolfenstein 3D: Second Encounter - includes the 30 levels from the SNES port.
- Wolfenstein 3D: Third Encounter - includes the 30 levels from the SNES port, as well as the original 60 levels from the PC version.
The music in the Mac port is all new, composed by Interplay's resident musician Brian Luzietti.[9] The Mac port and all derivative versions (including the Apple IIGS) are the only ones to use authentic German voices and speech, recorded by native Germans. Other versions contain broken German phrases, with incorrect article and adjective usages, mostly stemming from the misunderstanding of the genders of the nouns.
In the version released for the Macintosh, all the bosses, except the final boss, Adolf Hitler, drop a gold key when killed which opens a door to the end of the level.
PC-98
The PC-98 port of the game was published in 1994 by Imagineer and developed by Infinity Co., Ltd.[10] for the Japanese 16-bit microcomputer. The port is nearly identical in appearance and gameplay to the original. Of note is that this version can play the digitized sounds in the game without a Sound Blaster card installed on the PC-98, though it does support one. Without Sound Blaster installed, all the non-digitized sounds, such as item pickups, revert to the PC Speaker versions.[9] Much of the menu text and end-level text is in Japanese as well.[9]
Consoles
3DO
This version was developed by MacPlay and released on October 19, 1995. In this port, the game's sprites and textures are redrawn as 128×128 pixel sprites, rather than 64×64 pixel sprites, allowing more detail in the game's characters and objects. However, they are drawn from one angle, like the bosses, eliminating the stealth element of the game.
The 3DO features enhanced graphics and two new weapons, the flamethrower and rocket launcher. Each of these uses its own proprietary ammunition, much like the weapons in Doom. The 3DO port also features considerably more detailed sprites than even the Atari Jaguar version of the game, along with a new orchestrated soundtrack, the complete "Nocturnal Missions" pack, and an auto-map feature. The "Nocturnal Missions" bosses are replaced by bosses from Spear of Destiny. This version of the game features 60 levels.
Atari Jaguar
The Atari Jaguar port was based on the code of the Super NES port, and was developed by id Software under the cooperation of Atari. The development cycle for this port was extremely brief; the basic foundation of the game was ported over in a weekend, and the first playable version was completed within a single week.[11]
In this port, the game's sprites and textures are redrawn as 128×128 pixel sprites, rather than 64×64 pixel sprites, allowing more detail in the game's characters and objects.[11] However, they are drawn from one angle, like the bosses, eliminating the stealth element of the game.
For the Atari Jaguar port, the graphics for walls, enemies, and other objects do not become blocky or chunky at close range, a problem that all earlier versions of the game (including the PC version) suffer from.[12] The status bar was removed, with only displays for health, the head of B.J., ammo, and keys. Since there was no score, the treasure added to the player's health. The graphics for the pistol, chaingun, and rocket launcher in this version used sprites from Doom. An auto-map feature was also included.
The Jaguar version also features enhanced graphics and two new weapons, the flamethrower and rocket launcher. Each of these uses its own proprietary ammunition, much like the weapons in Doom. This version of the game features 30 levels.
PlayStation 3
The PlayStation 3 version, released on June 4, 2009, in the US on the PlayStation Network is similar to the PC version, and includes all of the levels and content from the original game. It features support for the system's dual analog control sticks as well as trophies. A few of the game's trophies also provide a cursory bonus (such as money) to the player's Wolfenstein saved game, if applicable.
Super NES
The Super NES was the first home console to receive a port of Wolfenstein 3D. This version was developed by Imagineer and features two new weapons, the rocket launcher and the flamethrower (which would later be featured in other ports such as the Atari Jaguar and 3DO), an auto-map, which allows the player to navigate the levels easier, and separate strafe buttons on the L and R shoulder buttons to strafe left and right, respectively. The maximum ammo limit is 299 in this version, whereas it was 99 in the PC version. This version uses passwords for the player to continue from where they left off. The enemies and bosses in this version are only drawn from one angle and always face the player. This version was the only port to be censored; the only blood in this version is seen on B.J's face when his health is below a certain amount, the blood has been changed to sweat when the enemies are killed, the dogs have been replaced with giant rats, and there are no Nazi references in this port. This version of the game features 30 levels and support for the Super NES Mouse peripheral.
Other devices
The Game Boy Advance and iPhone/iPod touch, iPad versions closely resemble the PC version of the game. For the Game Boy Advance version, differences include the removal of music and a change in the save system: players have to complete a floor before they can save, but they can have up to 4 save games on one cartridge. These versions use strong mipmapping which made objects and walls in the distance very pixellated.
References
- 1 2 3 4 5 Gibson, Rob (March 25, 2009). "Wolfenstein 3D Hits the iPhone". PC Magazine. Retrieved February 27, 2012.
The game [...] has already been ported to a seemingly endless list of consoles, including Super NES, Game Boy Advance, Acorn Archimedes, Atari Jaguar, and the Apple IIGS. Now it's come to the emerging platform in the world of portable gaming, the iPhone.
- ↑ Gibson, Rob. "Review - Wolfenstein 3D". Illusions (Acorn Arcade). Retrieved January 17, 2012.
- ↑ Fountain, Tim (November 6, 2000). "Interviews: Eddie Edwards". Acorn Arcade. Retrieved January 17, 2012.
Wolf 3D was a pure-assembly program which involved hand-compiling all the game code which was written in C.
- ↑ "Scaling on Genesis?". Electronic Gaming Monthly (56) (EGM Media, LLC). March 1994. p. 22.
- ↑ Legendary id Software games now on Steam. Steam Product Release, August 3, 2007.
- ↑ Fountain, Tim (July 7, 1999). "Eddie Edwards releases Wolf3D source (2/7/99)". Acorn Arcade. Retrieved January 17, 2012.
Eddie Edwards has announced the release of the source code and shareware data files for Wolfenstein3D, the original walkabout shoot'em up. The files are available on his recently updated Powerslave website [...]
- ↑ Edwards, Eddie. "Wolfenstein 3D Source Code". Powerslave. Archived from the original on September 1, 1999. Retrieved January 17, 2012.
I asked Id Software last night and John Carmack told me I could release the source code and the shareware data files.
- ↑ The code is now available on GitHub: "The original open source release of Wolfenstein 3D". Github.com. Retrieved 28 August 2015.
- 1 2 3 Brence, Corwin (April 4, 2012). "Hardcore Gaming 101. Wolfenstein 3D - PC, Macintosh, SNES, 3DO, Jaguar, Acorn Archimedes, Game Boy Advance, Xbox 360, Playstation 3, iOS". Retrieved September 27, 2012.
- ↑ "Work history before the year 2000". Retrieved September 27, 2012.
- 1 2 "Jaguar: Special Previews". GamePro (60) (IDG). July 1994. p. 112.
- ↑ Siegler, Joe. "Apogee FAQ, Section 2.8.6. Wolfenstein 3D and Spear of Destiny". Retrieved 2011-03-04.
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