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SPEAR OF DESTINY: A LEVEL-BY-LEVEL BREAKDOWN

(note: due to the extreme simplicity of wolfenstein’s design ethos, i will be forgoing screenshots, with one exception. you’ve seen one wolf3d screenshot, you’ve seen them all. if you would like to see the game in action, i recommend this LP.)

spear of destiny

with the smash success of the original wolfenstein 3D, it was perhaps inevitable that there would be a followup -- and this time, it was to be a retail release, meant to be put in a box and sold in stores by formgen. developed over the course of two months as john carmack worked on what would form the basis of the doom engine, "spear of destiny" is an "expandalone" of sorts in that it's shorter than the main game by far (only 21 levels) but did not require the main game to play. it stands as a prequel to the "nocturnal missions" (which were themselves prequels to the original episode trilogy. unlike the main game, where the hint manual gave indirect attribution to most of the maps, it's unclear who at id was responsible for which map. the only thing we can say for certain is that the level design is a massive improvement on the original game, generally eschewing the more abstract design ethos as embodied by the likes of episode six for a more realistic setting.

tunnels 1: entrance to the tunnels short and sweet intro to the mapset. opens up similar to the first level of wolf3d ep 2, with BJ infiltrating the castle through a tunnel entrance in the castle's lower levels. no mutants to be found here, though, just regular goons. it's more or less a straight shot to the exit, but there's no harm in poking around.

tunnels 2: corridors of confusion awesome music in this level. in the tunnels deep beneath the castle, this is a confusing maze that loops in on itself repeatedly. mostly staffed by low-level guards and SS goons, this level won't make you sweat much.

tunnels 3: cave-in! another quickie, this one's defined by a long hallway with multiple rooms along it, some of them seeming to be torture chambers. the hallway has been bisected by a cave-in (very cutely done by simply placing a couple of stony-looking wall blocks in the middle of the passage) so you'll need to navigate some tunnels to get around the blockage. very low-key action.

tunnels 4: fortune and glory the castle's treasure vault is a sprawling underground complex. the western half of the map is quasi-realistic castle-style architecture, but get into the secret areas and watch the path turn into spaghetti. it's worth it though -- 1-ups at the end of one secret area, the secret level at the end of the other.

tunnels secret going a bit old-school here, this is a sprawling map made up of different sections, each annoying in their own way. despite being a prequel, mutants make their first chronological appearance in this level, and several sections are designed to take advantage of their utter silence and breathtaking firing speed.

tunnels 5: guardian of the dungeon door unlike the original wolfenstein which was split into six episodes of 10 levels with a boss at the end of each, the 21 levels of spear of destiny are split into much smaller contiguous episodes. the "tunnels" chapter thus comes to an end with this level, an absolute shitshow of guards and SS coming after you from all sides. clear out the bullshit and you'll have to deal with trans grosse ("beyond big" in german) -- a relative of the grosse family by the looks of it. he's enormous, he's got two chainguns, and he goes down like a sack of dead chimps with enough concentrated fire. but with all the goons he's got in his boss arena, your first priority should be clearing out a safe area in which to deal with him.

dungeons 1: dungeon depths pretty standard level. the first area is a blue-stoned dungeon; beyond the dungeon exit is a labyrinthine network of tunnels and hallways in red brick. it's a maze down there and all too easy for enemies to get behind you. otherwise, nothing of note.

dungeons 2: winding dungeons like the last level, this is a bog-standard wolfenstein map split between a blue dungeon area and a separate area, in this case mossy stone. though the dungeon area is large, resistance isn't too fierce. that changes when you get into the lower half of the map, when nazi goons start coming at you from all directions.

dungeons 3: guard post i get the feeling john romero did this one. it's an enormous maze of mostly blue dungeon walls, filled to the brim with enemies. one shot and they all congregate on you, leading to a frantic firefight that requires constantly moving forward to not get overwhelmed. find the key to the locked door and you'll find yourself in a long corridor that surrounds the entire maze, equally heavily guarded as you work your way around to the other side of the map to reach the elevator. great map.

dungeons 4: main dungeon this level can actually be mostly bypassed if you know the secret paths. so you can effectively dodge a room full of SS and officers guarding the key by simply sneaking in past them, and then taking another secret passage that leads directly to the exit. it's a neat little trick that suggests tom hall's involvement. if you choose to do this the hard way, it's a bog-standard map split into three areas with little in the way of resistance, so a bit of a breather after the massacre that was the previous level.

dungeons 5: barnacle wil the jailer similar to the tunnels boss level, this is a map featuring an arena with some heavily guarded antechambers. find your way into the boss room and you'll face barnacle wilhelm, who carries a chaingun and a missile launcher, but he's hardly a threat. the bigger issue are the officers and other losers who attend him, who lie in wait until they see you, meaning it's unwise to move about too much in the boss arena until wilhelm is down.

castle 1: castle entrance the back half of spear of destiny shows some more of the quasi-realistic philosophy behind the level design. the bulk of the level is a confusing maze of rooms that serve no real purpose, but they're surrounded not only by a wall hollowed out by a secret passageway, but an outer wall that serves as the main defense of the castle, complete with two trucks parked in the gateway, the outside world visible beyond. it's a neat touch that adds a bit of a realistic vibe to an otherwise abstract level.

castle 2: barreling through the castle fuck you for this pun, id. (and fuck you for doing it again with doom 2's "barrels o' fun.") the early part of the map is full of ambushes in which barrels are used as barricades, with nazis firing at you from cover and no way for you to recover their ammo. past that bullshit is another standard maze of rooms and halls, with mutants occupying a wing in the southeast.

castle secret: pushwall panic! if there's proof that sometimes secret levels just aren't worth it, it's this one. as the name suggests, the core conceit of this level is pushwalls, pushwalls everywhere. it's a massive, confusing nightmare maze made up of different sections, all of them hidden behind pushwalls. if you're not attempting this with a map like the one in the hint guide, you'll probably go mad.

castle 3: castle hassle resuming the castle shape of "castle entrance," this opens in a broad, cavernous loop around a lower level of the castle. entrance into the castle proper is through the four corners. the level is mostly populated by mutants and a few handlers, so quick reaction times are a must. the interior of the castle is another abstract maze sectioned off into four different areas you must access from one of the corners.

castle 4: militant mutants oh god. mutants are everywhere on this level, especially in the cave section to the northwest. it's honestly a real shitshow. the tension is palpable, but id do reward you with a great fakeout -- throw the switch of the first elevator you see and the wall moves back, revealing health and ammo and a 1-up.

castle 5: gauntlet guards the mutant mayhem continues with this abstract spaghetti of a map partially bisected by two parallel hallways. the opening of the map is very cruel, a gauntlet of thin hallways you must wind your way through while being fired upon by mutants. get past that and the rest isn't too bad provided you know where to go.

castle 6: king of the mutants chriiiist. this boss level is even worse than the tunnel boss level. jammed absolutely full of nazis, ammo is scarce and often behind the very enemies you need the ammo for. the main room has a central area from which dozens of guards can fire at you with relative impunity from behind columns. if you can work your way through the swarm of assholes that dominate the side hallways you'll get the key that lets you into the inner chamber. the big metal box that dominates the room contains the ubermutant, a giant, four-armed mutant on steroids. fortunately, unlike his regular-sized brethren, he isn't nearly as quick on the draw, meaning you have a little time to dive for cover before he opens fire.

ramparts 1: the ramparts top floor. this is most emphatically not a large level -- in fact, it's literally just the castle walls, with a small chapel to hitler of sorts at the center. id software have cleverly managed to make it look like an outdoor section, with the outer walls resembling rampart walls with a sky the color of the dark cyan ceiling this game commonly uses. however, despite the small size, it's wall to wall nazis, without a lot of health or ammo.

ramparts 2: guardian of the spear as boss levels go, compared to the ubermutant level this one is much more forgiving... provided you can get past the death knight, a massive fascist in power armor who takes a hell of a beating and can dish it out just as good. and he's not alone, with an army of officers and their mutant pets. luckily, there is an *assload* of health and ammo on either side of the level, so keeping yourself well stocked should be easy. when the dust settles, you can unlock the chamber holding the spear of destiny, and take it for yourself...

the death dimension WELCOME TO HELL. in what had to have been foreshadowing for what would eventually become doom, grabbing the spear sends you to a nightmarish dimension that very much looks like hell as envisioned in doom's third episode, a cavernous maze filled with skulls on poles, blood and skeletons everywhere, the souls of the damned zooming in on you, and the so-called angel of death, a massive demon who throws green fireballs at you. it's a frightening, unexpected climax to the game, and by far one of the best curveballs a game has ever thrown. even if the boss himself isn't a great challenge -- though watch out for the ghosts flying around, as they can only be put down for a few seconds.

final thoughts: in an era of shareware and games being spread across an episodic structure, a game that just gives you a single adventure across a series of levels was a bit unusual, particularly from id software. 21 levels of nazi murder without a break, split across five different themes, with five bosses to keep you amused. it's a bit of a mixed bag, however. the early tunnel levels are light and easy, letting you dip your toes in. the dungeon levels are more standard wolfenstein, akin to something we'd see out of, say, wolfenstein 3D's second episode. the castle chapter mostly just kind of... sucks. the final two levels are brutal, though not as bad as the ubermutant level immediately preceding. if you can survive the ramparts, the game drops a great surprise finale. overall i'd say that the level design is *generally* better than wolf 3D, but there are some missteps, namely that second secret level. i do like the attempt at creating some semblance of a real-world castle, but in general it seems to be the case that they simply use the basic outline of a castle to construct a more abstract maze within, and even then they don’t do that consistently. still, it’s a nice early attempt at realism in an FPS.

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wolfenstein 3D: a level-by-level breakdown

(note: due to the extreme simplicity of wolfenstein’s design ethos, i will be forgoing screenshots, with a few exceptions. you’ve seen one wolf3d screenshot, you’ve seen them all. if you would like to see the game in action, i recommend this LP.)

EPISODE ONE: ESCAPE FROM WOLFENSTEIN

the iconic shareware episode, and the only one available for free -- thus often the only one many people played. like many others, i'd only ever played the shareware episode, but it's still just as captivating as it once was all those years ago. in terms of design aesthetic, wolfenstein 3D may be somewhat primitive and abstract by today's standards, though it's worth mentioning that there are occasional attempts at realistic touches such as the dog kennel in E1L1. the basic premise is identical to that of the original classic: you've been taken captive in the dungeons of the nazi-occupied castle wolfenstein, and it's up to you to get out.

E1L1 the classic first level. we begin in medias res, with you already having been captured and now attempting your escape. there's a dead guard in front of you, and you're armed with a knife, and the guard's luger, 8 rounds in the magazine, and a pumping soundtrack to get you primed for nazi murder. a somewhat linear affair save for a quick side trip into the kennels. savvy players who know their secrets can find the elevator to the secret level behind not one, but two secrets at the very end of the map.

E1 SECRET if you're brave enough to try this secret level, the difficulty takes a major leap upwards as MP40-toting SS guards join the regular grunts in defending this huge maze, which seems like an underground cave system, perhaps beneath the bottom levels of the castle proper. creepy music serenades you as you navigate the tunnels, and it seems like every corridor has at least one secret to be found. cool fakeout ambush if you choose the wrong exit door at the end.

E1L2 whether or not you did the secret level, SS goons are here as well. not the biggest maze in the world, but a huge chunk of it is entirely optional. aside from a big kitchen area, kennels and a prison there's a pair of big torture chambers too, full of the skeletons adrian carmack drew to get a rise out of the suits at formgen who were nervous about the violence.

E1L3 another maze of torture rooms, prison cells and officer's quarters. an optional series of boxy rooms is largely featureless but if you know where to look you can find a secret treasure vault.

E1L4 while mostly still a fairly featureless series of rooms, this does feature a few points of interest, for example the wood-carved swastika that dominates a room on the southern end of the map, as well as one of the rare secrets that actually gives itself away by the puddle of water before it, suggesting a leak of some kind.

E1L5 the heat turns up quite a bit for this one, with enemies around every corner, especially on higher difficulties. you'll have more than one chance to just unload with the chaingun until everyone's dead. it also features an enormous secret area -- probably the biggest in the episode -- that's full of treasure, ammo -- and guards.

E1L6 not the longest or most complex level, but there's plenty of nazis to murder in this nearly entirely red-brick complex of mostly straight hallways and round rooms. you'll have to go one way for the key, then another for the exit. a cute little barracks with plenty of treasure is the standout landmark here. watch out for the SS ambush right by the exit.

E1L7 one of the few levels in this episode we can conclusively attribute to one of the designers, tom hall in this case, thanks to a comment he'd made that was published in the hint manual. in it he describes the central landmark of the map, a long hallway lined with gaps in the walls, the gaps filled with impassable columns. behind them are large rooms filled with guards, and traversing the hallway is basically a gauntlet as a small army of troops fire upon you from behind the columns. reaching them is a matter of following the hallways around to the rooms they're in, but once they're alert they'll start spreading out, making tracking them down difficult. it's a cool idea and an early example of the kind of creative level design that we would later see in doom.

E1L8 another all-brick affair, save for a little bit of wood paneling and a grey stone barracks area in the northwest corner. a very short level all told, surprisingly light on resistance for so late in the episode. features the first appearance of what i've in recent years taken to calling the "trash eagle."

E1L9 the end of the episode is just as iconic as its beginning, a massive entrance hall devoid of enemies... save one. hans grosse, an enormous teutonic bastard in full body armor, greets you with a cursory "GUTEN TAG" before unloading on you with two chainguns. dealing with him requires ducking for cover when he's firing and dumping your ammo on him when he's not. after what seems like almost all of your ammo he'll go down like a sack of hammers, giving you the key to the exit, and the iconic escape cutscene. if you need ammo or health, there's a secret along the western wall full of both.

final thoughts:

an iconic episode, right up there with "knee deep in the dead" or "dimension of the doomed" in terms of its recognizability. sure, the texture usage is rather limited and the level design, cute attempts at imitating real-world spaces aside, is as abstract as any in those days, but for a lot of people, the first level alone could probably be done in their sleep. while there's only three kinds of enemies through the entire episode, they're often cleverly placed to keep you on your toes. this is just a taste of what's to come.

EPISODE TWO: OPERATION EISENFAUST

after the limited offering of the shareware episode, the full game promises a bigger experience, with more textures, more enemies, more music, more of everything that made wolf3D so great. the level design gets more complex as now you'll often have to find two keys instead of just one. now that you're free from wolfenstein, it's time to resume your mission, infiltrating castle hollehammer where the evil dr. schabbs' laboratory is supposed to be, and find out what he's been doing in there. episode two thus starts off by introducing you to the mutant, a reanimated soldier carrying cleavers in both hands and a gun in his chest. absolutely silent, he's an inhumanly fast shot and if you're not careful he'll get the drop on you, ending your mission prematurely.

E2L1 the origins of the horror theme that has been a part of the franchise all these years starts here with another level by tom hall, as you infiltrate the castle via some kind of sewer entrance. the first few rooms are empty, and you think maybe you've gotten in unnoticed... but open the wrong door and say hello to your first mutant. how well you do in this level depends on whether you find the MP40 and ammo cache across from the entrance -- or the hidden chaingun. nice touch with the starry background on the wall behind you at the start -- it gives a sense that this isn't just another bunch of random abstract hallways, but a real place with a real outside world. it's not fooling anyone, obviously, but it's a good touch of realism in a time when "realism" consisted of a square room with a table sprite in the middle.

E2 SECRET a very tiny level with a few mutants... or is it? push in the right place and the level opens up significantly, with a boatload of treasure to be found. the mutants didn't bother waiting for you and have killed some of their nazi handlers, as the corpses on the floor indicate.

E2L2 after a brief portion in the sewers, you find the exit -- marked by warning signs, presumably to keep people out of the sewers where the mutants'll get 'em. it's sealed off too, requiring you to push a wall to get out. the rest of the level is a fairly bog-standard level with three quarters of a swastika being the only distinguishing feature. i think tom hall did this one as he comments on being able to see out a window early on.

E2L3 it's not the sewers, but you wouldn't know it for all the slimy wall textures. the opening section is simple enough, but the level likes to play around with secrets. an entire secret area is visible beyond rows of columns, but to get there you have to take the long way around. there's more secret areas within the first one, each one getting better and better, until finally culminating in a mess of SS. and if that's not bad enough, the silver key is guarded by mutants, lying in wait. tom, you're an asshole.

E2L4 not a complex level from tom here, split mostly into two sections with a third, circular room in the middle. a lot of doors open immediately into dead ends; others have mutants behind them. a holding area for mutants quickly turns into a shitshow when killing the lone guard alerts the monsters hiding in their cells and they come out for blood.

E2L5 well, it's a nazi castle, i suppose it makes sense to have a level shaped like a swastika. each "arm" of the swastika is done up in a different theme, from the slimy rock walls we've seen a lot of this episode, to a red brick stronghold of sorts, to blue stone dungeon, to wood-paneling. you can basically skip most of this episode by going to three rooms max, but you miss out on a lot of nazi murder and items to find.

E2L6 opening up in a cave-like area very similar to the secret level from the first episode, only this one is full of mutants. the big maze in the southeast can be navigated by following the bloodstains -- a neat touch that seems like something tom hall would do. the elevator doors at the end present an interesting dillemma -- which one is the exit, and which one is the mutant ambush?

E2L7 an odd level. it's just a few rooms and the exit elevator... unless you find the secret that opens up the entire rest of the map. it's still not the biggest map you'll ever play, but it's a respectable 5 minutes or so of nazi slaughter... until you get to the mutant cave in the southwest corner, where the nazis have already been slaughtered.

E2L8 another odd level, this one is infamous for being half made up of a large maze of 2x2 rooms and pushwalls. push your way through and you can find 1-ups, hans grosse clones (or maybe they're his brothers), treasure, or a sign saying CALL APOGEE, SAY AARDWOLF. this sign was part of a contest, if you did what it instructed you would win a prize. however, thanks to cheat and mapping programs the sign was found almost immediately, and the contest was canceled. in some later versions, the sign is replaced by a 1-up and some garbage. the rest of the map isn't as memorable, though it does have a nice little barracks in the southeast.

E2L9 another boss arena, the laboratory of the evil dr. schabbs. metal walls and warning signs tell you this is a high-tech place (well, for the 1940s anyway) and every room is quite large. other than schabbs, mutants are the only other occupants, coming at you in a wave before the mad doctor himself attacks, throwing hypodermic needles full of his monster serum at you. if you die to schabb's flying needles, instead of the usual beat-up face, BJ's skin turns white, just like one of the mutants. killing schabbs triggers an instant replay of his death animation, which is funny.

final thoughts: the second episode turns up the heat significantly. the mutants prove themselves to be a serious threat, their silence and frightening firing speed making them incredibly dangerous. the horror theme is pretty strong at multiple points in the episode, which is impressive given how primitive the game is compared to even doom. clever use of enemy corpse sprites and blood-spattered textures offer some interesting environmental storytelling. schabbs himself embodies the worst aspects of the nazi regime, that of mad science and human experimentation -- so of course taking him down is satisfying, despite how easy he is. (letting his mutants do the work for him -- so typical!)

EPISODE THREE: DIE, FUHRER, DIE!

the third episode, and technically the final one of the early version of the game until the nocturnal missions were added. as the name suggests, your mission is to kill hitler. who doesn't wanna kill hitler? well, nazis probably. but fuck 'em. anyway rather than crumbling old castles, dank dungeons and evil labs, episode three is set in a massive bunker beneath the reichstag, akin to the plot of "beyond castle wolfenstein." don't expect adolf to calmly let you bomb his conference room this time, though...

E3L1 the entrance to hitler's bunker is a small set of rooms that offers light resistance -- a few guards and SS, plus the very first officer in the game, who moves fast and fires faster. he's not as much of a threat as the mutant, but he's still quick on the draw. poke around a bit and you'll find the secret dungeon complete with machine gun for the taking. the music is a bit of fun, a very simple tune that has a morse code message playing in the background:

TO BIG BAD WOLF DE LITTLE RED RIDING HOOD ELIMINATE HITLER IMPERATIVE COMPLETE MISSION WITHIN 24 HOURS OUT

E3L2 this is the first level that we can be pretty sure is john romero's if his commentary in the hint guide is anything to go by. it's a relatively tiny level, split off into two parts, with the exit very close to the start position but locked off. the key is in the southern area of the map, but the northern portion doesn't offer much and is completely optional -- a deliberate fakeout on romero's part.

E3L3 another short map by romero, this one opens with three doors to choose from. two eventually lead to the same place, while the third takes you to one of the keys you'll need. the other key is guarded in the northern part of the map. similar to romero's tendency to stick an enemy in the exit room in doom, an officer greets you on your way to the elevator.

E3L4 romero's short-form maps continue here (i wonder if these maps were made early in the game's development?) it also continues the trend of most of the episode 3 maps being largely white stone walls with the occasional brick, dungeon or wood to break up the monotony. finding the key isn't enough -- the door opens to a wall that turns out to be pushable.

E3L5 another short-and-sweet level, this one centering the action mostly around a red brick complex inside a large grey stone room. though this one does feature a long, twisty passage that ends in little more than a medkit and an SS goon.

E3L6 tom hall brings his personal brand of weirdness to episode three with this level that opens with a locked door immediately to your left. going forward is a repeat of his old favorite trick of putting enemies and items behind barriers where they can shoot you but you can't reach them, not without a little secret-searching anyway. there's also the enormous maze of reinforced steel to the north which offers little in the way of resistance but is incredibly confusing without a map. there's also another key that can be gotten on the sly by going around and entering the closet it's in via a pushwall in back.

E3L7 jesus christ, tom. "abstract" is the theme for this level, a mess of curving hallways, rooms in the shape of tom hall and john romero's initials, a secret that's easy to break before you even find it, a ludicrously large, featureless secret maze, and *another* secret at the end of said maze. the final secret is worth it though, as it takes you to the secret level...

E3 SECRET it's pacman. in first person. with some nazis thrown in. that is literally the entirety of the level. avoid the ghosts, get the treasure, find the exit. it's honestly an adorable tribute to such a classic game from a game that has since become nearly as much of a classic itself.

E3L8 the final level before hitler, and the nazis throw everything they've got to stop you. tom hall starts this level by putting you in an empty room; only pushing the right wall will take you into a large, swastika-shaped corridor. SS and officers are everywhere; side rooms will have enemies coming at you from all sides, and they've put up barricades that you'll have to work your way around. and just when you think you've cracked it, and you're at the end, you open the elevator door and there's an officer right there waiting for you -- which doesn't happen often.

E3L9 this is it: the final battle with hitler! aesthetically it's not terribly different from the rest of the episode, but it does introduce us to one of the best fakeouts in a video game. all that buildup and when we finally do meet hitler, he's dressed in robes and shooting fireballs at you -- could it be that the old monster is a magician? well, he's playing a trick on you alright: it's a mannequin with a flamethrower, and when shot down you can hear hitler's evil laugh in the distance. hitler himself is a fairly straightforward boss fight, first in a war mech, and then when that's destroyed he comes after you himself with a pair of chainguns. his death animation is even better than the one at the end of bionic commando.

final thoughts: for the third episode of the original trilogy, design-wise it's a bit disappointing. the texture use is quite monotonous, the levels are pretty short and simple. alone or in small groups, the officer isn't nearly as menacing an enemy as the mutant, which is absent from this episode. the pac-man secret level is an amusing diversion at least. the real value in this episode is the battle against hitler -- that death animation is a treat.

EPISODE FOUR: A DARK SECRET

after the initial success of wolfenstein 3D, apogee software founder scott miller convinced id software to make another trilogy of episodes after finding out that a new level could be cranked out at a rate of one per day. smirkingly titled "the nocturnal missions," this prequel trilogy involves a plot to wage chemical warfare on the allies, and so episode four opens with BJ infiltrating a chemical weapons research facility. we can expect the usual castley goodness as envisioned mostly by tom hall, which promises a slightly more visually interesting experience than hitler's bunker.

E4L1 tom's crafted a cute little castle entrance with a big foyer and dining hall, and a little cavern of sorts in the southwest corner leading to the exit. not the most heartpounding of levels, but at this early stage you'll be ill-equipped to deal with the amount of SS and officers thrown at you, especially on higher difficulties. thus it's an early hint as to the focus on increased difficulty for the nocturnal missions.

E4L2 another tom hall joint, this one has a strong castle design, being ringed on all sides by a single long hallway with a number of rooms in the center. popping off a firearm here will alert enemies on the other side of the map, making exploration dangerous as you're likely to be snuck up on.

E4L3 the level starts off with a huge offering of health and ammo. normally when seeing a smorgasboard like this, it raises one's hackles as it signifies the arrival of a boss enemy. however, none is to be found -- but there *are* a big gaggle of enemies further down the corridor, up to 23 at once. it's quite the impressive ambush.

E4 SECRET sure, you *could* try to fight your way through the whopping seventy-five officers (on all difficulties!) who staff this level. the secret ammo stash at the start is the only thing that would make it even possible. but it's clear stealth was in mind when this puzzle map was designed, the idea being going behind the officers' backs. the official hint guide says that if you follow the path it designated you won't be seen, but this is unfortunately untrue as three will spot you either way, forcing you to hurry.

E4L4 tom gives us a relatively small level that, aside from a cave maze on the eastern side, also features an "art gallery" full of admiring officers. it's like the secret level in miniature, much more manageable with up to 14 officers waiting to run in front of your chaingun. there's also the choice between a secret room full of health, or a secret room full of ammo, and which one you get is dependant on which way you push a wall.

E4L5 tom hall has crafted a large cavern system that seems to be filled with officers. there's also a moment where a horde of guard dogs come at you en masse, and if you're not careful they can catch you in a pincer movement. there's multiple elevators as well, but all but one are inaccessible.

E4L6 tom hall's predilection for mimicking real-world spaces in doom (as in episode two of that game as well as parts of doom 2) can be seen in wolfenstein 3D as well. this level's example of that is the multiple elevators from the previous stage can be seen here too. but perhaps the standout feature of this level is the strange series of thin hallways behind a long row of doors, most of them containing officers and items. it's a good example of the abstract weirdness that has long been a staple of early FPS level design.

E4L7 fairly standard level. a long central hallway divides the east and west sides; it's filled with enemies, and tom hall has exploited the enemy behavior of being able to open locked doors to create an opportunity for players to get through without needing the key -- though if it closes behind them, there's no turning back.

E4L8 another tom hall joint, this one has a lot of tricky encounters that make the standard guards actually dangerous for once. it's the same trick as the dogs in E4L6 -- a big winding maze that makes it easy for the enemy to get behind you. there's a similar area full of officers where it's possible to sneak past some of them -- or bypass them entirely, if you find the right secret.

E4L9 the boss level is a cruel twist on the usual method. all the health and ammo are behind locked doors in the boss room; the keys are guarded by a single grunt who will alert a small army of SS and officers in the next room. however, the final boss, otto giftmacher, is not a threat at all, firing a slow-moving missile that's easily dodged. if you came in already loaded for bear you don't even need to deal with his goons.

final thoughts: episode four is a good display of tom hall's somewhat mean-spirited level design, and i say that in a good way. it's clear he took the opportunity to up the difficulty for the expansion, and that includes throwing in officers by the boatload. in general, though, the level design has started to become increasingly abstract. otherwise, a good start for the nocturnal missions.

EPISODE FIVE: TRAIL OF THE MADMAN

the fifth episode introduces us to castle erlagen (though the hint guide seems to think that was the site of episode four -- maybe both are true) as we hunt for the plans to the nazis' chemical warfare campaign. most of these levels are from romero, who has a somewhat tighter, more abstract design ethos to tom hall's more freewheeling, quasi-realistic style -- something that would be evident later in doom as well.

E5L1 the dungeons of castle erlagen start you off light, mostly guards and a few SS. john romero has crafted a relatively short level, the majority of the action being in a series of rooms off a long hallway that separates the bottom half of the map from a few large rooms connected by narrow tunnels. the final room is a very romero-esque ambush.

E5L2 romero has a penchant for a very sectional level design and we can see an example of it here, where you're dropped in the middle of the map and it's split across four areas in four directions, forcing you to explore until you find the key and the exit. he's also put in a devious deathtrap to the west -- a gauntlet of SS guards for a handful of treasure that honestly is not worth it, which may be the point.

E5L3 another short and sweet romero level -- but heavily guarded. the exit is right behind the entrance, and a number of goons stand watch. if you're low on ammo, you may be running into problems -- but romero has thoughtfully made the secrets extremely obvious, and both will give you everything you could ever want.

E5L4 similar to E5L2, only incredibly symmetrical, this is a wheel-and-spoke design that plops you in the center and it's up to you to clear out a series of nine rooms connected by hallways. as is becoming a pattern, the path is filled with enemies, so it's up to you to be quick on the draw to mow them down the moment the door opens.

E5L5 romero's hub-style design again, only a bit more freewheeling. notable encounters include the "art gallery" in the southeast corner full of dogs, and a similar mini-maze in the northwest occupied by SS and officers. romero has a talent for making maps that seem larger than they really are. the secret exit, however, is well-hidden.

E5 SECRET more hub-style design, though with an evil twist. other than a few central rooms the entirety of the map is made up of long narrow corridors with nazis on patrol. this leads to a tense few minutes as you navigate these tunnels always knowing that if an enemy comes around the corner, you won't have any cover.

E5L6 a rare attempt from romero to make something that feels like a real-world space, the core of this map is a complex of rooms surrounded by a large cavern that encircles three-quarters of the map. the complex itself isn't particularly unusual or, well, complex, though interestingly one of the three doors leading to the room that itself leads to the exit is of a different lock from the others. you still need the silver key, though.

E5L7 back to the hub design. the enemy count is climbing ever higher, romero throws goons at you every step of the way. a major encounter is in the northwestern room where a row of doors all lead to the same room, with a swarm of officers and SS goons hiding just behind to come at you in a wave. the final room is an ornate hallway lined with SS guards, giving a sense that we're getting ever closer to our goal.

E5L8 the penultimate level of episode five is a quick-and-dirty map that splits off into three zones. the biggest heat of the level is probably in the southwest, a maze of corridors full of bad guys that can and will wind up wandering behind you unless you're careful. and when you get through that mess, there's an ambush in the key room. interestingly, you can see the exit door at the very beginning -- but it's behind a barricade, requiring you to find the key to get to the other side.

E5L9 the boss arena is pretty straightforward -- a huge room divided in three by rows of walls. gretel grosse, sister of hans, is your target for this mission, and she behaves exactly the same as hans. taking her out is a snap, but you'd better stock up before opening the door she guards, as the command room that's your final goal is filled with nazi goons. cute re-use of the "yeah!" animation.

final thoughts: episode five is romero at his best. it's a fast-paced little jaunt that offers plenty of nazis to mow down by the boatload, giving a hint of what doom would be like. though he overuses the hub-style level design, it at least gives a little bit of structure to an otherwise freewheeling, abstract mapping style.

EPISODE SIX: CONFRONTATION

the final episode of the game is a bit of a hodgepodge, featuring work from john romero, tom hall, and, surprisingly, robert prince, the man behind the music for most of apogee and id's output between 1991 and 1996, including, but not limited to: wolfenstein 3D (duh), rise of the triad, duke nukem II and 3D, and of course doom. the story goes, now that the allies know where the general behind the upcoming chemical warfare campaign is located, they send BJ into castle heidenheim. with three mappers contributing to this level we can expect a mixture of styles, and given that this is the very last episode of the game, resistance is likely to be fierce.

E6L1 jesus christ, tom. 95% of this map is extremely long hallways, lined with niches in which officers hide. it takes forever to advance and you're constantly getting caught on architecture. you start the episode with the exit right in front of you, and you have to make an insanely long detour just to get to it. awful map.

E6L2 robert prince makes his level design debut with this weird outing. it starts off similar to the previous level's endless hallways, but at least in this case gunfire will make most of the hiding enemies come after you. after that is a series of hallways that spiral in on themselves, at the center of which is the exit. it's like this episode was designed to annoy me.

E6L3 jesus christ, robert. it's a maze of swastikas. every room is a fucking swastika, and they interlink with each other. it's just... fucking madness. it blows my mind. this is what i'm talking about when it comes to how old FPS games seemed to just get by on pure abstraction. in that regard, duke nukem 3D should be considered a fucking revelation. this map is a pain to navigate too, though not as bad as the first two.

E6 SECRET romero and hall both did this level. it's a very romero-style level at its core -- a central hub with four separate areas, each with a different theme. tackling more than one is optional, because at the end of each one is another grosse brother holding a key to the exit in the central room. to the east is a nightmare zone of a vine-choked maze -- visibility is borderline zero and it's full of mutants(!) and officers. a better bet would be the more straightforward boss arena to the west, though the mazes to the north and south aren't too bad. though, work your way too deep into the pushwall maze and you'll run into a familiar ghost, because this map wasn't gimmicky enough.

E6L4 though the hint guide doesn't say one way or another save for tom hall making a completely random e. e. cummings reference, this has hall's style all over it. It's mostly a series of random rooms connected via one hallway or tunnel or another. Compared to the rest of the episode so far, this level's banality is honestly a blessing.

E6L5 i'm pretty sure tom hall did this one as well. the big setpiece is a long, wide hallway with enemies hidden in the niches in the wall -- something i was tired of before the end of the first level. there's also a couple of nearly-identical shootouts in big rooms for possession of the keys. pretty basic level all told.

E6L6 yeah, i can tell this is a romero map, even without the hint guide telling me. it's got two of his most defining features in his nocturnal missions level design: absolute fucking chaos, and a tight level design with a core conceit. on its surface it resembles the spiral maze from robert prince's first level, but this is much bigger, and *much* more packed with enemies, all of whom come after you from the first shot fired. actually quite fun.

E6L7 tom and his fucking mazes strike again. after a rough initiation (more of the hallway/hidden enemies business) and a big central chamber with officers shooting at you from side rooms, you're treated to a nightmare world of endless mazes. if you're brave enough, you can even venture into a secret vine maze, which, while not as dangerous as the one in the secret level, is still plenty annoying and not really worth the hassle.

E6L8 it's hard to say whose level this is, but i'm going to guess it's romero's. it's two underground complexes split by a single long cave tunnel that curls around and between them in a backwards S fashion, which would suggest tom hall, but the abundance of enemies and the relatively compact room arrangement says john romero. whoever did it, this is a pretty linear affair -- first you clear out the northern complex, room by room, then grab the key. then you take out the southern complex and reach the exit. simple.

E6L9 the final boss of the nocturnal missions, and the nazis throw everything they've got at you. i'm reasonably certain this is a romero level, because the evil general is guarded by a baying horde of fascists who come at you from all directions. it's as if they looked at how sparsely populated the previous boss levels were and decided this deserved a bit more of a finale. it makes for some cool carnage, but you'll likely run into trouble unless you're secret-savvy.

final thoughts: "mixed bag" is an understatement. this episode feels like where the dregs of the design team's ideas went. guest designer robert prince should have stuck to music. there are a few cool bits, but in general the sixth episode is a low note, and a bit of a disappointment after the ludicrously fun fifth episode.

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days before doom, 1992-1993

doom was a watershed moment in gaming culture. it changed everything; it rocketed id software from stardom into super-stardom, making them one of the most well-known names in the western games industry. it redefined the discussion on video game violence, climaxing in the shitstorm that surrounded the 1999 columbine shooting. and it put the first person shooter firmly on the map for good, looming large over developers, serving as the chief example of what happens when you push the envelope just that extra bit. it’s impossible to overstate just how important doom is. but the key thing about watershed moments is that there is a status before them as well as after them. in the years immediately preceding doom, the first person shooter genre was starting to grow in size, and a variety of approaches to design were prevalent. here, then, are three of doom’s immediate predecessors.

the early years of modern PC gaming were a strange time; the burgeoning field of home PCs (at the time called IBM-compatibles) were replacing the multitude of home computers that ran with proprietary hardware and software, with increasing parity between brands when it came to internals and a slow gravitation towards plain beige boxes (not counting some of the more experimental models.) PC game development was something of a wild west, a career for hobbyists and isolated-but-brilliant coders. id software were no different, a motley four-man crew consisting of programmers, designers and an artist, who liked heavy metal and super mario, who met working in the games department for the computer magazine softdisk but chafed under softdisk's office culture. after proving that side-scrolling games could be done on then-underpowered PCs using a technique john carmack devised, they formed id software and began "borrowing" softdisk's computers over the weekend to design their own games, to be sold independently. after getting busted by the management, they left softdisk with no criminal charges under the stipulation that they write one game every two months for softdisk for a period of time, but without any direction from softdisk.

id software were now free to pursue their own avenues of game design, with john carmack's programming genius at the helm. alongside the now-classic platformer series commander keen, carmack's experiments in writing a first person engine had resulted in early landmark titles hovertank 3D and catacomb 3D. while catacomb 3D had been the result of carmack's assertion that he could write a faster texture renderer than the fully-textured ultima underworld, which he'd seen at a CES demo in 1990, wolfenstein 3D was intended to be the next step up -- faster, more action-packed, and -- most importantly -- violent.

similar to how catacomb 3D was a first-person followup to john carmack's softdisk title catacomb, the wolfenstein franchise goes back before its “3D” entry. the series began life in 1981 under the auspices of industry legend silas warner, whose apple II classic castle wolfenstein was a vastly different sort of game. a top-down shooter, castle wolfenstein is by all accounts the first stealth game, in which the player must hide from patrolling nazis, using stealth and subterfuge to complete their objective and escape from the castle. ammunition was scarce and the player was sometimes better off holding up guards and stealing their equipment, rendering them harmless. the game was a smash hit, with a followup coming three years later.

the idea to utilize the wolfenstein name was john romero's, but they ran through a number of alternate titles beforehand, among them "hard cell," "luger me now," and "how do you duseldorf?" after meeting with silas warner himself and getting his blessing, id software went ahead with the wolfenstein name and the rest is history.

on a technical level, wolfenstein 3D was the next step up from catacomb 3D. while the basics of the engine were unchanged (textured walls, but no floors or ceilings) there were several notable updates under the hood. the most visible difference is the switch from the EGA display standard, which allowed for up to 16 colors (out of a palette of 64) to VGA, which could display up to 256 colors. that this switch was done mid-development is made plain in the somewhat limited palette in the art assets, with an abundance of shades of blue, turqouise or purple, all of which were common colors in EGA programs and games.

the second big difference was speed; players could move at an almost inhuman rate around the mazes of the game, and the focus was on action over the more sedate tactical espionage of castle wolfenstein. the emphasis on speed figured into the game design; plans for features like dragging bodies out of sight of patrolling guards were scrapped for the sake of keeping up the breakneck pace.

perhaps the standout element, of course, was the violence. sex and violence in video games and other media was an increasingly hot topic; the 80s had been marked by controversies surrounding games like custer's revenge and splatterhouse, and the legacy of 1976's death race 2000 cast a bit of a shadow as well. but nothing could have prepared the industry for what was to come in the 90s. wolfenstein 3D managed to slip in ahead of the shitstorm that id's next game, doom would get embroiled in alongside mortal kombat, but even still it drew concern from id's retail publisher at the time, formgen. artist adrian carmack (no relation to john) had long been a fan of gory themes in his work; doing the art for the relatively kid-friendly commander keen had chafed him, and he relished the opportunity to do something grotesque. hovertank 3D had been a good start, but wolfenstein 3D gave him the opportunity to really cut loose, and in response to formgen raising its concerns, he added much more violence to the art assets, the levels being dotted with skeletons and corpses, and tom hall and john romero recorded themselves screaming almost random phrases in broken german to give voice to the enemy forces. the original three episodes of the game culminated in a final battle with hitler, resulting in one of the goriest deaths ever seen on a screen at the time. (it's worth noting that this isn't the first time hitler's been exploded in a video game...)

like doom, wolfenstein 3D saw a number of ports over the years; a mac version had updated graphics, but the one that most people remember is probably the SNES version, which is infamous for its censorship. gone were the nazis (hell, the bad guys didn’t even speak german anymore!) gone was the blood (it was sweat instead) and hitler himself was replaced by the generic “staatmeister.” the development of the SNES version is a particularly sore memory for id software, in part due to this censorship and in part due to the initial contractor (rebecca heineman) assigned to the porting project going AWOL.

wolfenstein 3D has a long legacy. the serious tone of castle wolfenstein had given way to a grindhouse vibe, stripping away complexity to leave one of the first pure action FPS games, where you go from point A to point B while killing everything in your way and occasionally using keys to progress. while its design was primitive compared to later games, with strictly orthogonal walls and an unchanging height, it proved the potential of the 3D engine for creating realistic environments. while the franchise has seen a couple of revivals, most recently in the utterly brilliant wolfenstein: the new order, it's wolfenstein 3D that laid the groundwork for the future, making the first person shooter popular and proving that shareware distribution was, for the time, a viable method of publishing games.

and besides, everybody loves dead nazis.

speaking of dead nazis...

if id software were once the rock gods of PC gaming, bungie were the jazz masters of mac gaming. formed by a pair of college students in the early 90s, they got their start assembling and shipping copies of minotaur: the labyrinths of crete by hand, which is a seriously humble origin given the legendary status bungie holds today as the creator of halo and destiny. their early focus on mac development was largely due to jason jones, who grew up on apple computers, but also because the field was a lot more open in mac development at the time.

after the moderate success of minotaur, they set about working on a first person shooter, inspired by wolfenstein 3D. minotaur and bungie's earlier game operation: desert storm were quirky in an intellectual kind of way; operation: desert storm came with a glossary of military terms and trivia, and authentic maps of the kuwaiti theater of operations during the gulf war. pathways into darkness was no different, which set it apart from the mindless fun of wolfenstein 3D. initially intended to be a first person version of minotaur, they chose to write an original story instead, a lengthy tale of a secret special forces mission to stop the awakening of a dreaming cosmic monster deep beneath a pyramid in the yucatan peninsula. along the way one can speak to the dead that litter the pyramid's corridors, ranging from the player character's special forces comrades to a lost nazi expedition that had entered the pyramid in the late 1930s looking for a potential superweapon.

in terms of technical stuff, the engine isn't a purely orthogonal game like wolfenstein 3D is. instead, walls are quite narrow, with beveled ends; while the underlying map design does seem to be grid-based, the grid squares appear to be much smaller than the massive blocks of wolfenstein 3D, which allows for narrow columns built out of in-game architecture rather than having to use sprites. lighting is not universal, either, and visibility fades into black off in the distance, though a flashlight pushes the darkness back a little. the initial version of the game used gradients for the walls and floors; the powerPC version finally texture maps these.

at times, the game comes off feeling more like a cross between a survival horror and an adventure game with dungeon crawler elements; a text parser requires some specific keywords for talking to the dead, and some of the puzzles are obtuse as hell, and it's entirely possible to play yourself into a corner without realizing it for hours. meanwhile, time actually passes as you play, and you only have five in-game days to complete your task. a weight limit determines how much you can carry, and healing options are limited to rare blue potions and sleeping, the latter of which uses up time. ammo is scarce until you find a certain magical item that lets you create duplicates of anything you put into it, and enemies respawn, furthering the constant threat. saving the game can only be done at save points, which are far and few between.

in spite of its difficulty (or perhaps because of it) pathways into darkness was a smash hit; it was the first native first person shooter for the mac (not counting the colony) and launched bungie into stardom, enabling them to expand their operations.

unfortunately, accessibility to this fantastic game is quite limited. mac owners will be pleased to know that it's available for free on the app store; for everyone else, there's basilisk II (or sheepshaver for the powerPC version) but setting up can be quite the chore.

in addition, art game genius brendon chung has devised his own spin on the early hours of the game in the form of doom 3 mod pathways redux.

ultima and its major competitor wizardry are probably the two greatest influences on RPGs, east and west. a lot of the things we take for granted in RPGs now were invented and codified by these two series. for most of the early 80s they dominated sales, but by the early 90s they'd lost their grip on the market as their successors began to take over, especially final fantasy and other japanese series. ultima VI had shown the franchise still had the chops, but wizardry was fading fast, and by the 1990s only a cult following in japan really still cared about it. as the cRPG scene began to go dormant in the face of the rising wave of jRPGs, the bigger names began to experiment, tossing out a few spinoffs in an attempt to remain relevant. most of them weren’t successful -- the worlds of ultima series seem to have gone forgotten -- but there was at least one runaway hit.

ultima underworld: the stygian abyss began as the brainchild of paul neurath, who worked at origin systems, the company richard garriot founded to aid in publishing his ultima series, and which had grown into a huge company by the 1990s. neurath was dissatisfied with the simplistic graphics of earlier dungeon crawler games like wizardry, and wanted to create something that built on suspension of disbelief. he founded blue sky productions (not to be confused with bluesky software, creators of vectorman) with the intent of developing this game. the famous demo shown at CES 1990 came out of the early work; origin was so impressed that they offered a publishing agreement and suggested the game be rewritten as an ultima spinoff.

i've written a lot in this space about immersive sims; one of the more invisible aspects of immersive sims, particularly the "traditional" ones like thief and deus ex, is a development process that is perhaps more organic than that of other studios. ultima underworld was developed in such an environment, and is often described as the first immersive sim -- and indeed, it would seem to fit by most any standards, including mine. stepping away from the grid-based movement of classic dungeon crawlers like dungeon master or, yes, wizardry, realtime movement combined with more tactile world interaction pushed ultima underworld out of the hoary old dungeon crawler genre and into something a little more interesting. there's actually a surprising amount of things to see and do, and the entirety of the dungeon is open to you. in a very real sense, ultima underworld laid the groundwork for everything from deus ex to skyrim to dark souls, on top of being leagues ahead of the competition in terms of technology, with fully-textured everything, curved walls, sloped ceilings and floors, and some early 3D models. it's also singlehandedly responsible for launching the career of warren spector, whose previous production work had been wing commander II and one of the worlds of ultima spinoff games. spector would go on to produce system shock, which was in a very real sense the sci-fi counterpart to ultima underworld, and the rest is history.

of course, a game with ultima underworld’s cult popularity can’t go without a sequel. by september 1992 origin was forced by money issues to sell to electronic arts (a shocking move given garriot's long-running hatred of EA founder trip hawkins.) blue sky ended up merging with lerner research, a small outfit that mostly did flight sims, to form looking glass technologies, and it was under these auspices that ultima underworld II: labyrinth of worlds was created in 1993, with much stronger ties to the ultima franchise than its predecessor. years later, arkane studios (they of dishonored fame) would create a spiritual sequel called arx fatalis. and just as the ultima series lives on in garriot's upcoming shroud of the avatar, so too will ultima underworld, in underworld ascendant.

i'm on record as saying i strongly dislike ultima as a series, finding them to be mostly unplayable and difficult to take seriously, and i think garriot is a hack resistant to change, even positive change that would make his games more accessible to people other than crazy assholes who speak in faux-old english in their daily life. i find ultima underworld's controls to be clunky and its historical slowness on DOSbox has long precluded me from being able to get into it. but even i must admit that ultima underworld, and ultima as a whole, are among the most influential games ever made, which is why whenever some gaming site talks about gaming history and ignores the franchise and its influence on everything from final fantasy to bioshock, i have to wonder just how lazy they really are.

this article is a complete rewrite of an earlier entry.

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three classic pre-doom FPS games, 1992-1993

wolfenstein 3D: while technically not the first FPS, or even the first FPS with texture mapping (that distinction goes to its immediate predecessor catacombs 3D -- sort of, see below), it was the first really popular and widely accessible game in the genre, codifying a lot of what would be expected from the genre in the future, with fast gameplay and plenty of violence. but hey, your enemies are nazis, and everybody loves dead nazis. faithfully remade in the gzdoom engine.

pathways into darkness: speaking of dead nazis... bungie’s first FPS, and the first true mac FPS afaik. inspired by screenshots of wolfenstein 3D, but decidedly different in gameplay. yes, you’ll be shooting things, but the pace is much slower and there are plenty of adventure game elements, resource management (watch your ammo!) and using magic crystals to talk to long-dead german soldiers deep in a forboding temple in the jungles of the yucatan peninsula. playable via old mac emulator basilisk II, or get an updated version for free from the app store. unfortunately no PC version exists, but that’s what basilisk II is for.

ultima underworld: looking glass software’s earliest first person offering, this sits at the opposite end of the spectrum from wolf3d (with PID in the middle,) being the first full-blown first person RPG with a realtime environment and a fully-3D engine complete with being able to look up and down. (fun fact: this game was the inspiration for the elder scrolls: arena, the first game in a series that has far eclipsed ultima by this point.) talk to people, hit things with sharp things, explore a massive system of caves and dungeons, and wish you were back in 1992 when this didn’t seem so impossibly clunky. it does have the distinction of being the first to actually implement texture mapping: early in development, it was demonstrated at a 1990 trade show; john carmack wrote catacombs 3D to prove that he could write a faster renderer. he did, and in record time; catacombs 3D came out in 1991, while ultima underworld wouldn’t release for another year.

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