[HN Gopher] Wolfenstein 3D's winding journey from pitch to release
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       Wolfenstein 3D's winding journey from pitch to release
        
       Author : petermcalister
       Score  : 31 points
       Date   : 2022-04-03 02:07 UTC (3 days ago)
        
 (HTM) web link (www.gamedeveloper.com)
 (TXT) w3m dump (www.gamedeveloper.com)
        
       | mentos wrote:
       | Is there a video of his GDC 2022 talk up anyway yet?
        
       | ffhhj wrote:
       | I played Wolfenstein by Muse Software, on which Wolf3D is based,
       | in an Apple ][ and there is longer story on both of these games:
       | https://www.apple2history.org/spotlight/the-long-strange-sag...
        
       | yutyut wrote:
       | Wolfenstein 3D was my first video game. My brother and I had the
       | Shareware version on our [unknown type] family computer running
       | Windows 3.1. No soundblaster for us so we were treated to the
       | generic alternative sounds from our built-in PC speakers (maybe
       | somebody can add some illumination to this?). I still remember
       | the cheat code (M+L+I) 25 years later and probably still know
       | most of the secret passages. Lots of good memories from inside
       | the castle.
        
         | chrisseaton wrote:
         | I used to play Wolfenstein 3D co-op with friends - one of us
         | would 'steer' and the other would do the doors and gun. Bizarre
         | now to think about it.
        
           | skocznymroczny wrote:
           | Not that bizarre actually. I played tens of hours of Serious
           | Sam "local coop". Basically one player plays with arrow keys
           | and mouse, the other player plays with WSAD and
           | lookup/lookdown button. The general strategy is for the WSAD
           | player to clear everything on the ground level, while the
           | mouse player is killing stuff on higher ground and doing
           | other precision shots.
        
       | cf100clunk wrote:
       | John Romero's recollections are fascinating:
       | 
       | https://news.ycombinator.com/item?id=30788475
        
       | vilaca wrote:
       | There's a typo "Since it wasn't like a fixed palette--EGA was
       | like only 16 colors--each of VGA's 256 pallet slots could be set
       | to basically one of 16 million columns."
       | 
       | columns = colors
        
         | rzzzt wrote:
         | Only 6 out of 8 bits per channel were used, so there were only
         | 262144 colors in total to choose from, not millions.
        
       | walrus01 wrote:
       | speaking of wolfenstein 3D, anyone remember Ken's Labyrinth?
       | 
       | https://en.wikipedia.org/wiki/Ken%27s_Labyrinth
       | 
       | https://www.youtube.com/watch?v=2JH2kezTnRg
        
         | badlucklottery wrote:
         | Yup, I definitely remember the first episode being on every
         | shareware CD I had.
         | 
         | I went back to play the other episodes a few years back and
         | it's interesting how far he was able to push a Wolf3d-style
         | engine. There's lot of interesting little details and extra
         | gameplay tweaks like the vending and slot machines. But it's a
         | _rough_ game to play in its entirety due to repetition.
        
         | joakleaf wrote:
         | Yes, and Ken Silverman got contracted to develop the engine
         | behind Duke Nukem 3D and the other 3D Realms shooters.
        
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       (page generated 2022-04-06 23:01 UTC)