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Wolfstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormG. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfstein, and is the third installmt in the Wolfstein series. In Wolfstein 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 Wolfstein and carries out a series of crucial missions against the Nazis. The player traverses 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 emies with knives and a variety of guns.

Wolfstein 3D was the second major indepdt release by id Software, after the Commander Ke series of episodes. In mid-1991, programmer John Carmack experimted with making a fast 3D game gine 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-fridly Ke to a more violt theme, programmer John Romero suggested remaking the 1981 stealth shooter Castle Wolfstein as a fast-paced action game. He and designer Tom Hall designed the game, built on Carmack's gine, to be fast and violt, unlike other computer games on the market at the time. Wolfstein 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 FormG.

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Wolfstein 3D was a critical and commercial success and is considered one of the greatest video games ever made. It garnered numerous awards and sold over 250, 000 copies by the d of 1995. It has be termed the "grandfather of 3D shooters", and is widely regarded as having helped popularize the first-person shooter gre and establishing the standard of fast-paced action and technical prowess for many subsequt games in the gre, as well as showcasing the viability of the shareware publishing model at the time. FormG 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 licse the gine to numerous other titles before releasing the source code for free in 1995, and multiple other games in the Wolfstein series have be developed by other companies since 2001.

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The game is brok 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.

Levels—t in the original episodes—are grouped together into named episodes, with the final level focusing on a boss fight with a particularly difficult emy.

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While traversing the levels, the player must fight Nazi guards and soldiers, dogs, and other emies while managing supplies of ammunition and health. The player can find weapons and ammunition placed in the levels or can collect them from dead emies; weapons include a knife, a pistol, a submachine gun, and a rapid-fire chain gun.

While the levels are prested in a 3D perspective, the emies and objects are instead 2D sprites prested from several set viewing angles, a technique sometimes referred to as 2.5D graphics.

The player's health is represted by a perctage starting at 100, which is diminished wh they are shot or attacked by emies.

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If the player's health falls to zero, they lose one life and start the level over with a knife, a pistol, and eight bullets.

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The player begins each episode with four lives and can gain more by finding extra-life toks or by earning ough points. Points are scored by killing emies or collecting treasures scattered throughout the levels.

Points can also be scored by killing all emies in a level, collecting all treasure, finding all secret areas, or completing a level under a par time; the player's completion ratio and speed is displayed wh a level is completed. Secret areas containing treasure, health refills, or ammunition can be found in hidd rooms revealed by activating certain wall tiles that slide back wh triggered.

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The original version of the game allows the player to save their progress at any point, though in many of its ports the player can only save betwe levels.

Wolfstein 3D is divided into two sets of three episodes: "Escape from Castle Wolfstein", "Operation: Eisfaust", and "Die, Führer, Die!" serve as the primary trilogy, with a second trilogy titled The Nocturnal Missions including "A Dark Secret", "Trail of the Madman", and "Confrontation". The protagonist is William "B.J." Blazkowicz, an American spy of Polish desct, and the game follows his efforts to destroy the Nazi regime. In "Escape", Blazkowicz has be captured while trying to find the plans for Operation Eisfaust (Iron Fist) and imprisoned in Castle Wolfstein, from which he must escape. "Operation: Eisfaust" follows his discovery and thwarting of the Nazi plan to create an army of undead mutants in Castle Hollehammer, while in "Die, Führer, Die!" he infiltrates a bunker under the Reichstag, culminating in a battle with Adolf Hitler in a robotic suit equipped with four chain guns.

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The Nocturnal Missions form a prequel storyline dealing with German plans for chemical warfare. "A Dark Secret" deals with the initial pursuit through a weapons research facility of the scitist responsible for developing the weaponry. "Trail of the Madman" takes place in Castle Erlang, where Blazkowicz's goal is to find the maps and plans for the chemical war. The story ds in "Confrontation", which is set in Castle Offbach as he confronts the Nazi geral behind the chemical warfare initiative.

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An additional episode, titled Spear of Destiny, was released as a retail game by FormG. It follows Blazkowicz on a differt prequel mission, trying to recapture the Spear of Destiny from the Nazis after it was stol from Versailles. FormG later developed two sequel episodes, "Return to Danger" and "Ultimate Challge", each of which feature Blazkowicz as he fights through another Nazi base to recover the Spear of Destiny after it has be stol again as part of a plot to build a nuclear weapon or summon demons.

A simple ray casting rdering similar to the Wolfstein 3D gine. The red dot is the player's location. The orange area represts the player's field of view.

In October–December 1990, a team of employees from programming studio Softdisk calling themselves Ideas from the Deep developed the three-part video game Commander Ke in Invasion of the Vorticons, the first game in the Commander Ke series. The group, who worked at Softdisk in Shreveport, Louisiana, developing games for the Gamer's Edge video game subscription service and disk magazine, was composed of programmers John Romero and John Carmack, designer Tom Hall, artist Adrian Carmack, and manager Jay Wilbur. After the release of the game in December through shareware publisher Apogee Software, the team planned to quit Softdisk and start their own company. Wh their boss, Softdisk owner Al Vekovius, confronted them on both their plans and their use of company resources to develop the game—the team had created it on their work computers, both in the office after hours and by taking the computers to John Carmack's house on the weekds—the team made no secret of their inttions. After a few weeks of negotiation, the team agreed to produce a series of games for Gamer's Edge, one every two months.

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Adrian Carmack used them to push his preferred, dark art style, while John Carmack began to experimt with 3D computer graphics, which until th was largely the purview of flight simulation games such as Wing Commander (1990). Carmack found that this was largely due to the limitations of personal computers of the time, which had difficulty displaying a fast action game in 3D due to the number of surfaces it needed to calculate, but felt that the increasing computational power of PCs meant that it may be possible.

During 1991, he experimted with limiting the possible surfaces the computer needed to display, creating game levels with walls designed only on a flat grid rather than with arbitrary shapes or angles. He also took the unusual approach of creating the displayed graphics through ray casting, in which only the surfaces visible to the player were calculated rather than the tire area surrounding the player. After six weeks of developmt, Carmack had created a rudimtary 3D game gine that used animated 2D sprites for emies. Id Software th used the gine for the April 1991 Softdisk game Hovertank 3D, in which the player drives a tank through a plane of colored walls and shoots nuclear monsters.

In the fall of 1991, after the team—sans Wilbur—had relocated to Madison, Wisconsin, and he had largely finished the

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