[HN Gopher] How Wolfenstein 3D shocked the world, 30 years later
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How Wolfenstein 3D shocked the world, 30 years later
Author : mariuz
Score : 70 points
Date : 2023-05-05 15:51 UTC (7 hours ago)
(HTM) web link (www.howtogeek.com)
(TXT) w3m dump (www.howtogeek.com)
| drybjed wrote:
| Deep dive on the Wolfenstein 3D by Ahoy is worth watching, if
| you're interested in the game:
| https://www.youtube.com/watch?v=BSb87DC-PtA
| jhbadger wrote:
| One downside of the popularity of Wolfenstein 3D is that its
| success has almost completely erased the original 1980s Castle
| Wolfenstein (and its sequel Beyond Castle Wolfenstein) from
| popular culture. These earlier games (for 8-bit computers like
| the Apple ][ and Commodore 64) were in a way more sophisticated
| (despite their simple graphics) because they were stealth games
| -- in the original you were terribly outmatched and couldn't just
| run around shooting Germans but had to sneak around, kill one by
| stealth to get a uniform, and so on.
| jnsie wrote:
| > they were stealth games -- in the original you were terribly
| outmatched and couldn't just run around shooting Germans but
| had to sneak around, kill one by stealth to get a uniform, and
| so on.
|
| Taking this off topic a bit but your description made me
| nostalgic for the video game Commandos Behind Enemy Lines.
| There's a lot to be said for stealth in video games!
| EvanAnderson wrote:
| It's worth search-engining the author of "Castle Wolfenstein"
| and "Beyond Castle Wolfenstein", Silas Warner (of MUSE
| Software).
|
| Coverage from The Digital Antiquarian:
| https://www.filfre.net/2012/01/silas-warner-and-muse-softwar...
|
| Interview with Silas Warner from Kansas Fest 1992:
| https://www.kansasfest.org/wp-content/uploads/Silas-Warner.h...
| yamtaddle wrote:
| > One downside of the popularity of Wolfenstein 3D is that its
| success has almost completely erased the original 1980s Castle
| Wolfenstein (and its sequel Beyond Castle Wolfenstein) from
| popular culture.
|
| Similar thing happened with Duke Nukem 3D. There were two
| pretty-fun platformer shooters before that, but together I'd
| say they have like 1% the cultural visibility/awareness as 3D
| does.
|
| [EDIT] Oh, the Metal Gear series is another example, at least
| in the West (IDK how the series is perceived in e.g. Japan).
| The break-through entry was ( _checks notes_ ) the _fourth_
| game, with two of the earlier ones having had US releases years
| before that one.
|
| (there's also the phenomenon of starting in the arcade but
| getting huge with a console sequel, like Mario Bros, but I
| think that's a bit different, or cases of series that have
| several Japanese releases before _finally_ having an English
| translation of some later title that gets big in the US, but,
| again, not quite the same thing)
| kirbysnacks wrote:
| I loved the original Duke Nukem, and other side scrollers
| from that era such as Commander Keen. Duke Nukem 3D wasn't
| all that great if I remember.
| 1letterunixname wrote:
| Duke Nukem 2D sidescrollers with the Keen sound fx.
|
| The original Duke 3D and some expansions were alright but
| they got progressively worse with larger budgets and longer
| development cycles.
| pengaru wrote:
| Agreed. Duke3D was junk, but a big part of that was the
| stiff 3D FPS competition from id.
|
| I think people stopped caring about the Duke series enough
| to remember/play the 2D scrollers not so much because
| Duke3D overshadowed them, but more that there were far
| better games to play than any of them.
|
| DOOM and Quake practically owned PC gaming in my sphere for
| quite some time. Even Descent didn't do too well despite
| the 6DoF tech being impressive at the time.
| throwaway675309 wrote:
| Duke Nukem 3-D was a great game _if_ you were the type of
| kid that liked to modify your games rather than just
| consume them.
|
| For a lot of us in grade school, it was our first
| introduction to games that actively encouraged you to mod
| them, it came with a level editor for the Build engine,
| and you could open up the CON files to physically alter
| the actual scripts and behavior of items and entities.
|
| And when compared to id software's games (particularly
| the brown horribly muted color palette of quake), Duke
| Nukem 3d absolutely shone with personality and
| interactivity. There's a reason that it consistently
| scored in the 90s in old school PC gamer magazines.
| klyrs wrote:
| The thing that made Duke Nukem 3D great was its
| irreverence, compared to the seriousness of its
| contemporaries. It wasn't meant to be "great." It was
| _fun_.
| Fnoord wrote:
| Shake it baby. Do you wanna dance?
|
| And there was this one time I bought a Penthouse (I was
| 12) because I wanted the Duke Nukem Penthouse level which
| came with it.
| yamtaddle wrote:
| Irreverence, and richness of the environments. Mirrors!
| Decorations that could be destroyed! Jetpacks! It felt so
| much freer than prior popular FPS games. A bunch of that
| stuff become standard fare in FPS games soon after, but
| Wolf3D, if not being the first to do those things (Rise
| of the Triad had some of that stuff, and came out first,
| but was nowhere near as popular as Duke3D) definitely
| popularized them and was a lot of players' first exposure
| to some of those features.
|
| It wasn't just goofier than the FPS games people were
| used to at the time--it felt like a leap forward in
| realism and capabilities.
| whoopdedo wrote:
| The follow-ups to Metal Gear and Duke Nukem at least were
| made by the same people as the originals. Hideo Kojima and
| Todd Replogle/Allen Blum III respectively. Some copies of
| Metal Gear Solid even included the original game.
|
| Wolfenstein 3D only used the name for publicity. And for
| cheap too. Pro tip: don't sell your IP, license it.
| Especially if someone comes knocking on your door. If someone
| else wants something you have that means there's more value
| in it than you can see.
| scarface74 wrote:
| > Scott Miller didn't hold a grudge: "It was entirely
| understandable and expected because, at that point, they had
| learned all they needed to learn from us as far as how to market
| these things."
|
| Why can't people have this same attitude today?
|
| On another note: I bought a 486 66DX/2 "DOS Compatibility Card"
| that had a dedicated 32 MB of RAM and a Soundblaster card for my
| PowerMac 6100/66 just to play Wolfenstein, Doom and the other
| games of that era.
| 1letterunixname wrote:
| Houdini II or the Apple one?
| scarface74 wrote:
| The Apple one. I thought the codename for the one for the
| 6100/60 was Houdini II and the one that ran on 68K Macs was
| the original Houdini?
|
| Speaking of which, I wonder can I still salvage that setup.
| It's at my parents house in a closet....
| aYsY4dDQ2NrcNzA wrote:
| Fly, good Fleance, fly, fly, fly!
| whoopdedo wrote:
| Did you ever see Interplay's port to Macintosh? It has 128
| pixel textures instead of 64 and a new soundtrack.
| scarface74 wrote:
| Yes, I bought that one when it came out. It was much better
| than the x86 version - especially with SpeedDoubler (a better
| 68K emulator).
| zantana wrote:
| Seeing Wolf3d running on PC screens in those computer shows at
| the Cow Palace was what finally convinced me to move from the
| Amiga to PC.
| dbavaria wrote:
| Play Wolfenstein 3D on Archive.org (DOSBox emulator runs in the
| browser): https://archive.org/details/msdos_Wolfenstein_3D_1992
| justaj wrote:
| When I switch to a different workspace and come back again, the
| screen is turned black with no other means of getting it back.
| I guess no one tested it on Chromiun that runs on Ubuntu 22.03
| with i3wm.
| Fnoord wrote:
| > I guess no one tested it on Chromiun that runs on Ubuntu
| 22.03 with i3wm.
|
| Correct as there's no such thing as Ubuntu 22.03.
|
| When I gamed on Linux a lot (ironically, Return to Castle
| Wolfenstein and Enemy Territory) I used to run a second
| Xserver.
| cf100clunk wrote:
| If playing it locally in DOSBox on Linux here are some settings
| to try out in your ~/.dosbox/wolf3d.conf copy of
| ~/.dosbox/dosbox-x.xx-x.conf [cpu]
| core=auto cputype=auto cycles=10000
| cycleup=10 cycledown=20
|
| And at the bottom of the file add your own mount like this:
| [autoexec] # Lines in this section will be run at
| startup. # You can put your MOUNT lines here.
| @ECHO OFF MOUNT C /games C: CD WOLF3D
| WOLF3D EXIT
|
| Then start the game with: dosbox -conf
| ~/.dosbox/wolf3d.conf
| nailer wrote:
| I'd seen various Apogee games like Catacombs and Ken's Labyrinth
| and Ultima Underworld (some might have been released after
| Wolf3D). Wolf3Dwas MUCH faster, and had AMAZING sound design if
| you had a sound card, but what shocked me was DOOM.
|
| I was thinking recently about where exactly I was - in both
| physical space and in Doom 2.5 space - when Doom shocked me. And
| it's to do with the very beginning of E1M1.
|
| Player start in Doom's E1M1 makes it look like Wolf 3D for just a
| moment. All the walls you can see are are right angles, there's
| not much verticality:
| https://th.bing.com/th/id/R.78eb767e50af435112fea3ffb5ac8aee
|
| And then you turn left GO UP SOME STAIRS AND THERE'S A WINDOW.
|
| Or right and there's ANOTHER MASSIVE WINDOW AND IT LOOKS LIKE YOU
| CAN GO OUTSIDE. Then there's computers and glowing nuclear waste.
|
| Wold3D was a great Nazi-themed maze game, but it was Doom where
| you felt like you were in a place.
|
| I hope Carmack sees this (and Romero too but I don't think he's
| on HN).
| AndrewStephens wrote:
| It is impossible to overstate just how astounding Doom was when
| it was released. I had heard people talking about Doom for a
| few weeks but didn't know anyone with a fast enough PC to
| actually run it. Then I found that a friend of a friend with a
| 486DX had gotten a copy from somewhere so we all went around to
| see it.
|
| Your description is exactly correct. I still remember the
| amazement when we realized that you could go up the stairs.
| Managing to find the secret doors and actually go outside
| elicited gasps.
|
| I am not sure that Dooms level design has ever been beaten in
| terms of how elements are introduced to the player.
| bombcar wrote:
| Doom was amazing with the level design - it wasn't until
| almost a year later when I started playing with the editors
| that I realized there was a limitation-you couldn't ever be
| on a second floor above another place you could be.
| danieldk wrote:
| _It is impossible to overstate just how astounding Doom was
| when it was released._
|
| 100%. We had a 386SX-25 with 2MB RAM and there were two
| things that were just out that I couldn't run: Slackware
| Linux and DOOM. I took DOOM to my uncle at a birthday, since
| I knew he had a more powerful machine. I started up DOOM and
| I was shocked, I just couldn't believe what I was seeing. It
| was just so otherworldly. I never had the same feeling with
| earlier and later advances (though Quake was really nice).
|
| I was 11 or 12 and immediately after that I started lobbying
| my parents to get 2MB extra memory. Lots of fun DOOM (and
| Linux) hours followed.
| mobilio wrote:
| Same here! SX with 2MB Ram.
|
| But... one day i learn that you can make "swap file" on
| DOS4GW just like on Windows. And i make it! Opening game,
| menu and first level screen took ~30 mins.
| bryanlarsen wrote:
| I'd guess that the reason you think this way is because you're
| younger than I am. I wrote my first game in 1987 and so thought
| I had a basic understanding of how games were made and
| designed. Until Wolf3D came out. It blew me away on 2 different
| levels -- from a technical perspective and design wise on how
| they created immersion at a level never seen before. Wolf3D was
| the first game for me where jump scares were a big part of the
| game.
|
| Doom did all of that much better. But that just confirmed my
| belief that Carmack was a freaking wizard who could do
| anything.
| hnlmorg wrote:
| I know what you mean about jump scares in Wolf3D. That first
| boss with the chain guns, I nearly shit myself when he first
| appeared.
|
| People keep calling Wolf3D a maze game but the level design
| worked well.
| notahacker wrote:
| Yeah. Wolfenstein 3D was very playable, but the levels were
| essentially a 2D maze. Doom actually felt like a 3D world
| mysterydip wrote:
| Interestingly, doom is also 2D, in the sense that there are
| no level-over-level portions. The map design was pretty
| clever to hide this in some areas.
| giobox wrote:
| Crucially it supported walls intersecting at angles other
| than 90 degrees though! Just having walls at arbitrary
| angles to one another allows Dooms worlds to look so much
| more interesting.
| bombcar wrote:
| It added floor heights which make it 2.5D as it's sometimes
| called.
|
| There's also no aiming up or down; but it feels so natural
| with the level design that you don't notice.
| cwillu wrote:
| The link after "there's not much verticality" appears to be
| broken
| thanatos519 wrote:
| I also remember exactly where I was, playing a leaked version
| with no sound. Even without sound it was amazing.
|
| Once it was released, we played it in the dorm via IPX-over-
| parallel cable going between rooms via the windows.
|
| What I most vividly remember is the first time I saw an
| elevator come down with a figure I had never seen before ...
| the space marine, the guy in the other room! Then I got a
| rocket in the face.
| giobox wrote:
| > playing a leaked version with no sound
|
| Doom was shareware - it almost goes without saying we all
| played a copied version. Thinking on it, I don't know anyone
| who actually paid to get the full game, I miss the floppy
| cloning days.
| NeuroCoder wrote:
| I still remember sitting on my father's lap as a small child
| while he played Wolfenstein on the computer. Then my mom got mad
| at him for letting me watch him play.
| bentcorner wrote:
| I remember playing this a bunch way back in the day. My dad
| overhead me playing, he recognized one of the levels played
| morse code in the background of the music and decoded the
| entire message.
|
| https://eeggs.com/items/31712.html
| themodelplumber wrote:
| Funny. It's awkward sometimes as a parent to weigh the
| excitement of "how cool is this" with the possibility of your
| kid being exposed to that kind of excitement before it's really
| appropriate. Particularly if your own childhood worked out more
| or less fine that way...
|
| You got me thinking though...I first saw Wolf3D in high school
| drafting class. Mostly 386/40s but some 486/33 systems too. My
| mouse sat on top of a big digitizer tablet next to the
| computer.
|
| The teacher was cool with us playing games and things at lunch.
| Sometimes people would pop in to ask about drafting and CAD
| while we were playing on Wolfenstein or...what was the
| artillery one? Scorched Earth I think. Death's Heads going off
| while brushing doritos crumbs off the shirt and saying "hi
| there, welcome...so these are all CAD systems running AutoCAD,
| and uh..."
|
| To counterbalance this, another student was usually rendering
| things in POVRay and I think at one point I brought in VistaPro
| to show people.
|
| It's funny to think about the scariness factor. Wolf3D and Doom
| were both pretty good for jump scares and relative tension. But
| the feeling of excitement was really well balanced in various
| ways. Finding weapons, using cheat codes, etc.
|
| I still remember that I found Friday the 13th for the C64 _far_
| more terrifying than even Doom on the PC. Similar with Force 7
| and Aliens for the C64, in which the landing sequence made you
| think you were playing Master of Lamps and then boom, you were
| screwed.
|
| Weirdly, I also remember Prince of Persia for DOS being kind of
| scary in an atmospheric way. It was one game that I'd usually
| quit after too long when playing it alone at home. Terminator
| Rampage was atmospherically intense and I couldn't play that
| one for long either.
|
| Apogee and Microprose games in general were way easier on the
| atmospheric tension...some Blake Stone followed by Aces of the
| Pacific and then a bit of FastTracker II was so often my jam.
| Good memories...
| wernsey wrote:
| If you're at all interested in the technical aspects or retro
| computing, I highly recommend Fabien Sanglard's Game Engine Black
| Book: Wolfenstein 3D: https://fabiensanglard.net/gebbwolf3d/
|
| The technical wizardry that went into making it fast went way
| beyond the raycasting graphics engine. There were all kinds of
| tricks used to speed up the engine:
|
| One that comes to mind was compiled scalers - they basically JIT-
| compiled the code of an unrolled loop that drew each scaled
| vertical strip of a wall. That was why the game had to do some
| slow processing when you resized the view area.
|
| Another one was that if two vertical strips were the same, they
| could be sent to the VGA card at the same time.
|
| There were also a couple of tricks to speed up drawing sprites if
| they contained lots of transparent pixels.
|
| I vaguely also recall seeing the "fizzlefade" effect discussed
| here a while back: When you die the screen is faded to red
| through a linear feedback shift register that touches each pixel
| on the screen once in a seemingly random way.
|
| Kids today have it so easy with their Unitys and their Unreals...
| :P
|
| The Black Book on Doom is also worth a read for comparison - it
| is quite remarkable how much the PC improved when 16-bit real
| mode was replaced by 32-bit protected mode and how different the
| design of Doom was from Wolf3D.
| throw7 wrote:
| I got nausea when playing wolfenstein. so yeah, I wasn't that
| interested until doom hit.
| LeoPanthera wrote:
| You probably suffered from the early version of the raycasting
| algorithm, which resulted in barrel/fisheye distortion because
| of the way raycasting algorithm calculates distances.
|
| When the rays sent out from the player's position intersect
| with walls, the distance between the player and the wall is
| calculated. This distance is then used to determine the height
| of the wall slice being drawn on the screen. However, the
| distance calculation is based on the player's position,
| resulting in non-linear scaling of the wall heights, which
| leads to the curved appearance.
|
| Some later ports of the game to other platforms employed a
| modified version of the raycasting algorithm, where the
| distance calculation is adjusted to account for the angle
| between the player's view direction and the ray being cast. By
| using the correct distance for each ray, the wall slices are
| drawn with more accurate heights, resulting in straighter walls
| and less distortion.
| Fnoord wrote:
| One of the few games I was able to play in The Netherlands, while
| my cousin who lived in Germany wasn't allowed to. (He had
| everything.)
|
| I liked it, played it on our 80286. Battle Isle 2 was also fun.
| Doom, Doom II I enjoyed back in the days, tho on the Pentium. But
| its games like Heretic, Hexen, Duke 3D, Dune 2, Command &
| Conquer, Warcraft II, and the Keen with the living vegetables
| which stood out to me. They were either unique, hilarious,
| exciting, or atmospheric.
|
| I remember pirating C&C with a bunch of floppies. Played GDI, the
| good guys like the good kid I was. Till I got to Greece, that was
| brutal for me. So I tried Nod. Well, only one or two levels
| worked. It was incomplete! I didn't have the proper floppies.
|
| But almost all above games I played single player. Doom was good
| fun with null modem cable. I guess the most multiplayer fun was
| things like Quake II with Lithium mod and something like
| Tetrinet.
|
| To be fair, I'm not sure if its the enthusiasm I had back then
| (easily enthusiastic and impressed as kid) or if it was genuinely
| amazing games. Because nowadays, hardly anything impresses me,
| while I see my youngest playing the shit out of a bunch of toy
| cars we bought second hand (about 20 of them, together for one
| EUR). Best investment I made in toys, ever. Cause I bet I'd have
| loved some kind of Rollercoaster or Railroad Tycoon sim (I did
| play Simcity as well) or Leisure Suit Larry back in the days. My
| point being: stuff you missed wasn't necessarily bad. You'll
| never know how good it was. Cause you're a completely different
| iteration of yourself, with a lot more experience (different
| context). And so, I have this rule for myself: _don 't replay old
| games_. Keep it nostalgic. Cause it won't be as fun as the lovely
| memory. I mean, I loved Speedball 2 and Mystic Quest on gameboy,
| not many people I knew did, and that's OK. But whenever I tried
| replaying them, it was a huge letdown. Likewise, I get annoyed to
| smithereens with old games. The keybinds, the graphics, glitches,
| etc etc. We're spoiled with today's supercomputers :)
|
| Regarding the Wolfenstein franchise, I think the one game which
| did it for me was Return to Castle Wolfenstein. Though I couldn't
| afford it back in the days, so I had to single player and pirate.
| Eventually Splash Damage's Enemy Territory got out. And that game
| I played an insane amount of time, as it was F2P without strings
| attached (as far as I can tell), and it worked native on Linux!
| Back then though, there were some weird people playing that game.
| With weird nicknames, for sure. I guess that aspect of gaming
| only got worse though...
| tpmx wrote:
| Since September 2022 the current owners of the game IPR are
| finally allowed to sell it in Germany:
|
| https://techraptor.net/gaming/news/wolfenstein-3d-available-...
|
| _... interestingly, its legal text has also been changed on
| Steam. Per the Wolfenstein 3D SteamDB page, we can see that lines
| suggesting the game 's story "should not be construed" as
| glorifying the Nazi regime's beliefs or actions have been added.
| It's difficult to see how a game that's all about shooting Nazis
| in the face and then killing Hitler could be seen as glorifying
| Nazism, but hey._
| msla wrote:
| > It's difficult to see how a game that's all about shooting
| Nazis in the face and then killing Hitler could be seen as
| glorifying Nazism, but hey.
|
| Because censors only want control, and if they can get that by
| doing something utterly absurd, they can rub your face in how
| much control they have. Laughing at them only goes so far: If
| they do something apparently idiotic, they're still the ones
| capable of enforcing an idiotic law, and punishing you for not
| going along with the idiocy.
| _trampeltier wrote:
| Those old games are so cool and simple. You just can play this
| games without to spend 100 hours to learn the game first.
| dzonga wrote:
| for casual gamers - a lot of games are offputting since you
| have to spend a lot of time trying to learn the mechanics /
| lore.
|
| that's why the fps genre like call of duty reign.
|
| simple point and shoot. and the more you do it the better you
| become.
|
| btw : Wolfenstein 2 - New Colossus is probably one of the most
| fun game I ever played.
| yamtaddle wrote:
| > for casual gamers - a lot of games are offputting since you
| have to spend a lot of time trying to learn the mechanics /
| lore.
|
| Now that I have kids, I have real trouble playing anything
| that requires you to actually _build skill at the specific
| mechanics /controls of that particular game_.
|
| What happens is I get a ways in, have to put it down for a
| week or two, come back, am at a part of the game that's quite
| a bit more difficult than the beginning and requires you to
| know how to play moderately well, but don't even remember the
| controls, so I'm just fucked and can't make much headway
| without a ton of frustration and effort.
|
| Same happens for narratives in games. I _really_ appreciate
| the modern trend of reminding you WTF was going on when you
| load a game.
| rightbyte wrote:
| Ye learning new controls get emberresingly hard with age. I
| crush any kid in Mariocart 64 but I can't play new Switch
| games with the same fidelity and focus.
|
| I don't feel much worse at games, just new games.
| rightbyte wrote:
| > that's why the fps genre like call of duty reign. simple
| point and shoot. and the more you do it the better you
| become.
|
| You need to grind gear nowadays to have a chance. It is not
| like CoD 2 anymore.
| seattle_spring wrote:
| I'd love to play newer Wolfenstein games. However, I picked
| one up a few years ago and the very first thing you had to do
| was kill your pet dog as a crying and terrified child in a
| flashback while your abusive father yelled at you. I put the
| game down and haven't wanted to touch the series since.
| Notable because almost nothing in games gets to me like that
| did.
| wintogreen74 wrote:
| just to clarify; _you_ don 't have to do it, but I'm not
| sure the alternative is less intense and charged. There is
| a related payback moment later in the game though, and it
| feels pretty good.
| Jare wrote:
| The new Wolfenstein games are fantastic, but yes they are
| very harsh and uncomfortable. There's a point to
| everything, but they're tough. I've never been much of a
| story-in-games person, skip cutscenes by default, etc. But
| the narrative of the Wolfenstein games really gripped me
| like no other game has in 40 years of playing.
| johnwalkr wrote:
| The latest Wolfenstein games are great. If you like old
| school fps, the remasters of quake and quake 2 are excellent.
| And in the last few years there have been great modern games
| that either recreate the speed of quake with modern graphics
| (like "Hellbound") or recreate the creepy, lo-fi atmosphere
| (like "Dusk").
| Insanity wrote:
| 100% agreed. I enjoy games which are "easy to learn, hard to
| master". I think Counter-Strike, Left4Dead and TF2 are great
| examples of that. COD to an extend, but they added a lot of
| other overhead which I don't like. (Weapon customization, and
| general microtransactions)
| jakzurr wrote:
| Early 90's, 2-3 friends and I had all bought 486's. I got home
| and listened to answering machine, and the voice was practically
| gasping.
|
| "You're not gonna believe this game.... You're just not gonna
| believe it! Uh-huh-huh, you're not gonna believe it!!"
|
| I still wish I'd saved a recording of that.
| ryanklee wrote:
| It's these kinds of unprimed expressions of authentic
| astonishment that can mark off the entrance to new cultural
| territory in tech. They don't always accompany quantum leaps,
| but whenever you do hear such noises, you can be sure something
| big has happened.
|
| I heard such sounds only a few times in my life: - When the
| internet entered my brain, life, and social circles in the
| early mid 90s - When the iPhone landed - When ChatGPT tore a
| hole in the sky just a few months ago
| jdorfman wrote:
| "Mein Leben" if anyone has played Wolf 3D, you know what it is.
| 1letterunixname wrote:
| "Schutzstaffel!"
|
| (and what sounds like "dustoff" but no one can quite tell.)
| yaky wrote:
| Before I knew any German (or much about WWII), I always
| thought they yelled "Gestapo!", introducing themselves
| cf100clunk wrote:
| To my ears, the brownshirted grunts seemed to shout ''Hark,
| Guard!'', although it might have been ''Halt, Guard!''
| jdorfman wrote:
| I always heard it "Stah Mon!"
| benmccann wrote:
| Here's an amazing version that was recently written using Svelte,
| HTML, and CSS! https://wolfensvelte-3d.vercel.app/
| jimt1234 wrote:
| Wolfenstein was cool, but these 3 words sum up my experience:
| _"...overshadowed by Doom... "_
| sourcecodeplz wrote:
| It was great, really immersive.
|
| You gotta give it to Microsoft too also, software from 20-30
| years ago still work on the latest versions of Windows.
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(page generated 2023-05-05 23:02 UTC)