the cutting room mirror

Wolfenstein 3D (DOS)

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This page details one or more prototype versions of Wolfenstein 3D (DOS).

A ton of prototype information for the multiple prototypes for this game.

Prototype Differences#

March 12th, 1992 differences#

  • The "Can I play, Daddy?" difficulty is absent.
  • All levels use the same background music.
  • The music on the title screen is different.
  • Pushwall behavior is not fully programmed in yet. When you "use" a pushwall, it will immediately vanish and the sound of a door opening will play.
  • 1-Up icons are placed, but cannot be collected yet.
  • Crowns cannot be collected.
  • Shooting your weapon seems to attract enemies in nearby rooms, even when the doors are closed.
  • All enemies call upon the brown guard's voices. Yes, even the SS guards.
  • The secret level floor code behavior isn't implemented yet, so instead of going to the secret level, you will go to Level 2 instead.
  • Activating the elevator to end the level does not change the switch to its "on" position.
  • There is no end of level tally. The screen will fade out and then bring you to the next level.
  • Hans Grosse cannot be shot down, as his sprite set is very incomplete.
  • You get an extra life every 10.000 points.

March 14th, 1992 Differences#

  • Level transitions were finally added, however it's stubby and only displays "Put Level Completed stuff here".
  • The PG-13 screen was added.
  • Hans Grosse becomes a normal enemy and can be shot down. His death sprites are just a skull and his breastplate.
  • Completing Episode 1 results in a very-early "You Win!" screen.
  • The "Get Psyched!" screen is introduced here.
  • The secret floor tile is finally implemented, making Floor 10 accessible.
  • More digital sounds were added in this revision.
  • Pushwalls use the "SHOOTDOORSND" instead of the door opening sound.
  • "Searching for the Enemy" was added alongside "Get Them Before They Get You!". The two songs alternate each level.

April 13th, 1992 Differences#

  • Pushwall implementation was finished in this revision, notably moving the two blocks. A short clip of what seems to be background noise plays as the wall is pushed.
  • The Chaingun does not use the machinegun sounds anymore, instead using its own sounds.
  • Digital sounds in this release seem to be lower quality.
  • An episode selector was added in this release, only having Episodes 1-3 selectable.
  • Level transitions were added. B.J.'s picture in the top-right uses his appearance from the Alpha title screen.
  • Horst-Wessel-Lied is now the title screen music.
  • Floor 9 seems to be in its near finalized state, along with Floor 10.
  • The title screen is in its nearly-completed state, having "BETA" written under the Wolfenstein 3-D logo.
  • More music was added in this prototype, being "Enemy Around the Corner", "Suspense", and "P.O.W."
  • "Can I Play, Daddy?" was added in this prototype.

Sub-Pages#

Audio#

An unused death sound which, at this point in development, could have either gone to the brown guard or the SS guard. It was done away with in the final, probably for the better.

Automap#

Tiles for an in-game map. The tiles are based on the TED5 map editor used by id Software.

There are some differences between the tiles and game objects:

  • Four keys (red, green, yellow, and blue).
  • A bible instead of the jewels and crown objects.
  • Dog standing pose.