Castle Wolfenstein

Last updated

Castle Wolfenstein
Castle Wolfenstein video game cover.jpg
Cover art by John Benson
Developer(s) Muse Software
Publisher(s) Muse Software
Designer(s) Silas Warner
Programmer(s)
  • Silas Warner
  • Dale Gray
  • George Varndell
Artist(s) John Benson
Series Wolfenstein
Platform(s)
ReleaseApple II
  • NA: September 1981
Atari 8-bit
Commodore 64
MS-DOS
Genre(s) Action-adventure, stealth
Mode(s) Single-player

Castle Wolfenstein is a 1981 action-adventure game developed by Silas Warner for the Apple II and published by Muse Software in 1981. It is one of the earliest games based on stealth mechanics. A port to Atari 8-bit computers was released in 1982, followed by Commodore 64 (1983) and MS-DOS (1984). The player takes the role of an Allied prisoner of war during World War II who is held captive in the fictional Castle Wolfenstein. After escaping from a cell, the player's objective is to find the Nazis' secret war plans and escape from the castle. Nazi soldiers can be dealt with via impersonation, sneaking, or killing.

Contents

Warner was inspired by the 1961 film The Guns of Navarone and the 1980 arcade video game Berzerk . The 60 room castle is procedurally generated.

Castle Wolfenstein was positively received by critics and became one of the best-selling games of the early 1980s. The game was praised for its graphics, and gameplay, but criticized for long waiting times when opening chests. It had a direct influence on modern stealth games. A sequel was released in 1984: Beyond Castle Wolfenstein . The rights to the Wolfenstein name were purchased for the 1992 first person shooter Wolfenstein 3D.

Gameplay

The player character is in green clothing. There are two unopened chests and a guard (C64). CastleWolfensteinC64.png
The player character is in green clothing. There are two unopened chests and a guard (C64).

Castle Wolfenstein is a two-dimensional action-adventure game played from a top-down perspective using a keyboard, joystick, or paddles. [1] [2] [3] It has also been described as a maze game. [4] There are eight difficulty levels in the game that are determined by the player's rank. [5] The player takes the role of an Allied spy that has been captured by Nazis and imprisoned in a dungeon within Castle Wolfenstein for interrogation by the SS Stormtroopers. While the spy is waiting for interrogation, a dying prisoner emerges from a hiding place and hands the player a fully loaded pistol with 10 rounds, and three grenades before passing away. The objective is to escape from the castle and if the player finds the battle plans before escaping, they will be promoted and the complexity of the subsequent run will be increased, while the castle's layout changes and the game starts again. [6] [7]

The game takes place in a procedurally-generated castle of approximately 60 rooms that house standard Nazi guards and SS Stormtroopers identified by their bulletproof vests marked with the SS insignia. [6] [5] Standard guards can be eliminated with a pistol and have a chance to surrender if the player points a pistol at them even if they have no ammunition, and SS Stormtroopers with grenades because they usually wear body armor. Enemies can be looted once surrendered or after they've been eliminated and can possess ammunition, grenades, and keys which can be used on doors and chests. [5] [8] Doors and chests can be opened more quickly by shooting at them but will attract the guards in the room, and if the chest contains ammunition and grenades, they will explode resulting in immediate death. [2] [8] Chests may contain bulletproof vests, uniforms, and secret documents, or sauerkraut, sausages, and schnapps that do not affect the gameplay. [2] Uniforms allow the player character to pass guards unnoticed, but they are ineffective against SS Stormtroopers. [5] If the player dies from enemy gunfire, the game restarts with the castle's layout preserved and the same chests and guards. If they are killed by their own grenade, the game restarts in a newly generated castle. [8]

Development and release

Castle Wolfenstein was developed by Silas Warner at Muse Software [1] and the game's cover art was drawn by John Benson. [9]

The game was initially conceptualized as a game set in the mid-1980s in what Warner describes as "a guy running around rooms" and did not know how to develop the game further. He was uninterested in using space as a setting due to his belief that there were so many of them on the market. The concept changed after Warner watched the 1961 British-American war film The Guns of Navarone and was amazed by the Allied commandos who broke into a German fortress to destroy the German artillery battery. Within the same day, he played Berzerk , a multidirectional shooter arcade video game in which the player navigates through a maze with laser-shooting robots. He decided to use the same concept but with Nazi soldiers instead of robots. [5] [10] His idea was to take the basic common concept of an arcade shoot 'em up, where players dodge enemies with the intent of killing them, and change the objective to escape the enemy guards and their castle with shooting guards simply a means to an end and not an end in itself. [5]

Warner implemented procedural level generation to the game, which took 35 to 60 seconds to complete before the gameplay of the original Apple version started; as a result, the game produced a new set of 60 rooms, the arrangement of which was nearly always different. [5] He designed the game's architecture using three programs, each of which was on separate floppy disks and later integrated into a single floppy disk. The first one initialized the graphics and shuffled 64 interchangeable floor plans. The second disk governed the behavior of the castle's guards, while the third disk handled the player character's behavior. According to Warner, a lot of work went into synchronizing the programs, and he was satisfied with the result. [5] For the soundtrack, he implemented his own voice for the German guards, using Apple II software called The Voice (also published by Muse Software). [10] He used German phrases such as Achtung , Schweinhund , Halt , and five other German phrases. [5]

Muse Software released Castle Wolfenstein in September 1981 for the Apple II and the game was made on other platforms. [11] A port to the Atari 8-bit computers was published six months after the Apple release, and [8] a Commodore 64 version in 1983 and to MS-DOS in 1984. [2] Following the game's release, a software developed by Moxie, The Great Escape Utility, was marketed in 1983, promising bug fixes to speed up the opening of chests and the startup time of the game. [12] It also allowed players to choose their starting location and gain an unlimited amount of items. The software is regarded as the first commercial trainer in video gaming. [13]

Reception

According to Harvey Bernstein of Antic , after its release, Castle Wolfenstein "quickly shot to the top of the charts" and became "one of the most popular games for any microcomputer". [15] In the October 1982 issue of Computer Gaming World, associate publisher and game merchandiser Dana Lombardy released an incomplete list of top-selling games as of 30 June 1982, where the game landed in 13th place with 20,000 copies sold. [3] The game ultimately sold about 50,000 copies by 1983. [16]

Creative Computing Video and Arcade Games 's Andrew Brill complained about the Apple version's slow gameplay, which according to Brill is mainly due to the time taken to open chests that contain "completely useless" items, which Brill regarded as the game's "most frustrating feature", but added "thrill of the escape" is "worth the wait". [6] Richard Herring of Ahoy! , reviewing the game's Commodore 64 version, also complained about Castle Wolfenstein's slow gameplay, especially the long time it took to open the chests. He also stated that each room must be loaded from the floppy disk, causing a lag when each room is entered. Herring also mentioned a bug, in which if the player character bumps into a wall, the screen "goes into hysterics for a few seconds". Herring added that playing the game with a keyboard is "inconvenient" as the player does not have time to perform game actions quickly enough but concluded by stating Castle Wolfenstein has "simple but effective graphics" and called the game "addicting". [8] InfoWorld's Essential Guide to Atari Computers recommended the game as among the best adventure games for the Atari 8-bit, stating that while entertaining it was "too gory for young kids". [17] Antic criticized the Atari 8-bit version's use of the Apple II original's "lousy sound and black-white-green-purple graphics". [15] In a 1991 Computer Gaming World survey of strategy and war games, M. Evan Brooks called the game an "arcade classic", and stated that despite the outdated graphics, it had remained in his "fond memories". [11] In 1996, the same magazine listed Castle Wolfenstein as the 116th best game of all time. [14]

Legacy

In 1984, Muse Software released a sequel, Beyond Castle Wolfenstein , with similar graphics and gameplay. It adds some new features, such as the use of a knife, the ability to bribe guards, and a pass system in which guards periodically summon the player character and ask him or her to show the correct pass. [18]

Castle Wolfenstein directly influenced the 1992 game Wolfenstein 3D developed by id Software. John Romero stated the original idea was to create a 3D Castle Wolfenstein but did not have the rights to the game during development. [10] [19] Many options for the game's title were proposed and rejected and, eventually, id Software bought the rights to use Wolfenstein from Silas Warner. [20] The original concept of Wolfenstein 3D changed significantly because the developers decided the core of the gameplay would be fast and simple so features such as the ability to drag and loot fallen enemy soldiers were withdrawn. [21] Further development by other studios led to the emergence of one of the longest-living video series; [22] [23] as of 2021, there are 13 Wolfenstein games, [22] the most recent of which, Wolfenstein: Youngblood and Wolfenstein: Cyberpilot , are spin-offs released in 2019. [24]

Multiple media outlets considered Castle Wolfenstein to be significant in the shaping of the stealth games genre. Though no more Wolfenstein games were released by Muse Entertainment after Beyond Castle Wolfenstein, Metal Gear series and several other video games took elements and inspiration from the two original games. [18] Casey Alkaisy, marketing manager at DICE, in his review of stealth games on Gamasutra , said the first foundations of the stealth genre were laid down in Pac-Man but its game mechanics only took shape with the advent of Castle Wolfenstein, after which other games using the same ideas began to appear. [25] In its review of the series, Xbox Wire called Castle Wolfenstein a "proto-stealth game" that contains "innovations that would go on to become standards in the stealth genre". [26] When speaking with Retro Gamer , Wolfenstein 3D co-creator John Romero credited Castle Wolfenstein as the "original stealth shooter". [10] Castle Smurfenstein, a modified version of the game replacing assets and text with references to The Smurfs , is considered one of the first game mods. [27]

Silas Warner died in 2004 after a long illness. [28]

Related Research Articles

<i>Asteroids</i> (video game) 1979 video game

Asteroids is a space-themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.

<i>Doom</i> (1993 video game) First-person shooter

Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

<i>Return to Castle Wolfenstein</i> 2001 video game

Return to Castle Wolfenstein is a first-person shooter video game developed by Gray Matter Studios and published by Activision. It was released on November 20, 2001 for Microsoft Windows and subsequently for PlayStation 2, Xbox, Linux, and Macintosh. The game serves as a reboot of the Wolfenstein series. id Software, the developers of Wolfenstein 3D, oversaw the development and were credited as executive producers. The multiplayer side eventually became the most popular part of the game, and was influential in the genre. Splash Damage created some of the maps for the Game of the Year edition. A sequel, titled Wolfenstein, was released on August 18, 2009.

<i>Wolfenstein 3D</i> 1992 video game

Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with a knife and a variety of guns.

A stealth game is a type of video game in which the player primarily uses stealth to avoid or overcome opponents. Games in the genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed espionage, counter-terrorism, and rogue themes, with protagonists that are special forces operatives, special agents, secret agents, thieves, ninjas, or assassins. Some games have also combined stealth elements with other genres, such as first-person shooters and also platformers.

Micro Users Software Exchange, Inc., doing business as Muse Software, was an American video game developer based in Baltimore, Maryland, focusing on the development of games for the first generation of home computers. The company began with developing games for Apple II, and later expanded to the Commodore 64, Atari 8-bit computers, and IBM PC compatibles. They are best known for creating the Wolfenstein series, having developed the first two installments: 1981's Castle Wolfenstein and its 1984 sequel, Beyond Castle Wolfenstein. The brand name lapsed and was used by id Software.

<i>Miner 2049er</i> 1982 video game

Miner 2049er is a 1982 platformer game developed and published by Big Five Software in December 1982. It is set in a mine, where the player controls the Mountie Bounty Bob. The player controls Bounty Bob through multiple levels of a mine, with the goal of traversing all of the platforms in each level all while avoiding enemies and within a set amount of time.

<i>Super 3D Noahs Ark</i> 1994 video game

Super 3D Noah's Ark is a non-violent Christian first-person shooter developed and published by Wisdom Tree for the Super Nintendo Entertainment System (SNES) in 1994 and MS-DOS in 1995. Its gameplay is similar to that of Wolfenstein 3D, as Wisdom Tree had licensed that game's engine from id Software. Wisdom Tree opted not to secure a license from Nintendo for the game's SNES release. While not illegal, it prevented the game from being sold at most video game retailers, which were under a contractual agreement with Nintendo not to sell unlicensed games for the company's consoles. As a result, the SNES release of Super 3D Noah's Ark was sold primarily via Christian bookstores.

An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres.

<i>Lode Runner</i> 1983 video game

Lode Runner is a 2D puzzle-platform game, developed by Doug Smith and published by Broderbund in 1983. Its gameplay mechanics are similar to Space Panic from 1980. The player controls a character who must collect all the gold pieces in a level and get to the end while being chased by a number of enemies. It is one of the first games to include a level editor.

<i>Choplifter</i> 1982 video game

Choplifter is a military-themed scrolling shooter developed by Dan Gorlin for the Apple II and published by Broderbund in 1982. It was ported to the Atari 8-bit computers the same year, and also to the VIC-20, Commodore 64, Atari 5200, ColecoVision, MSX, and Thomson computers.

Fueled by the previous year's release of the colorful and appealing Pac-Man, the audience for arcade video games in 1981 became much wider. Pac-Man influenced maze games began appearing in arcades and on home systems. Pac-Man was the highest grossing video game for the second year in a row. Nintendo's Donkey Kong defined the platform game genre, while Konami's Scramble established scrolling shooters. The lesser known Jump Bug combined the two concepts into both the first scrolling platform game and the first platform shooter. Other arcade hits released in 1981 include Defender, Frogger, and the Galaxian sequel Galaga.

<i>Beyond Castle Wolfenstein</i> 1984 video game

Beyond Castle Wolfenstein is a 1984 World War II stealth game. A direct sequel to Castle Wolfenstein, it is the second game in the Wolfenstein series, and the last installment to be released by original developer Muse Software before the name was revived for a first-person shooter in 1991. Castle Wolfenstein was written solely by Silas Warner for the Apple II, while the sequel was developed simultaneously for the Apple II and Commodore 64 by Warner, Eric Ace, and Frank Svoboda III. It was quickly ported to the Atari 8-bit computers and MS-DOS.

Wolfenstein is a series of alternate history World War II video games originally developed by Muse Software. The majority of the games follow William "B.J." Blazkowicz, an American Army captain, and his fight against the Axis powers. Earlier titles are centered around Nazi attempts to harness supernatural and occult forces, while later games are set after the Nazis successfully implement various science fiction technologies to achieve victory in World War II.

<span class="mw-page-title-main">First-person (video games)</span> Graphical perspective in video games

In video games, first-person is any graphical perspective rendered from the viewpoint of the player character, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being third-person, the graphical perspective from outside of any character ; some games such as interactive fiction do not belong to either format.

<span class="mw-page-title-main">First-person shooter</span> Video game genre

A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.

<i>Wolfenstein: The New Order</i> 2014 video game

Wolfenstein: The New Order is a 2014 action-adventure first-person shooter video game developed by MachineGames and published by Bethesda Softworks. It was released on 20 May 2014 for PlayStation 3, PlayStation 4, Windows, Xbox 360, and Xbox One. The game is the sixth main entry in the Wolfenstein series and the first since 2009's Wolfenstein. Set in an alternate history 1960s Europe where the Nazis won the Second World War, the story follows war veteran William "B.J." Blazkowicz and his efforts to stop the Nazis from ruling over the world.

<i>Wolfenstein: The Old Blood</i> 2015 video game

Wolfenstein: The Old Blood is an action-adventure first-person shooter video game developed by MachineGames and published by Bethesda Softworks. It was released on 5 May 2015 for PlayStation 4, Windows, and Xbox One. The game is a stand-alone title in the Wolfenstein series and a prequel expansion to 2014's Wolfenstein: The New Order, set in an alternate-history 1946. The single-player story follows war veteran William "B.J." Blazkowicz and his efforts to discover the locations of a Nazi compound. Development began in 2014, soon after the release of The New Order.

<i>Wolfenstein: Cyberpilot</i> 2019 video game

Wolfenstein: Cyberpilot is a first-person shooter video game developed by Arkane Lyon in conjunction with MachineGames and published by Bethesda Softworks. A spin-off in the Wolfenstein series, Cyberpilot is a virtual reality experience. The game was released for Windows PC and PlayStation 4 in July 2019. It received mixed or average reviews upon release.

References

Citations

  1. 1 2 Retro Gamer 2009.
  2. 1 2 3 4 5 Cavanaugh.
  3. 1 2 Lombardy 1982, p. 2.
  4. Maynard, Subrahmanyam & Greenfield 2005, p. 29–54 (38).
  5. 1 2 3 4 5 6 7 8 9 Boardman 1982, pp. 22–23.
  6. 1 2 3 Brill 1984, p. 86.
  7. Warner 1981, p. 5.
  8. 1 2 3 4 5 Herring 1984, pp. 57–58.
  9. Chalk 2011.
  10. 1 2 3 4 Dransfield 2018.
  11. 1 2 3 Brooks 1991, p. 140.
  12. Computer Gaming World 1984, p. 15.
  13. Thorpe 2014, p. 46.
  14. 1 2 Computer Gaming World 1996, p. 78.
  15. 1 2 Bernstein 1985, p. 83.
  16. Cooper 1983, p. 31.
  17. Mace, Scott (1984). InfoWorld's Essential Guide to Atari Computers. Harper & Row. pp. 79–80. ISBN   978-0-06-669006-3.{{cite book}}: CS1 maint: date and year (link)
  18. 1 2 Loguidice & Barton 2012.
  19. Kushner 2004.
  20. Honkala 2002.
  21. Barton 2010.
  22. 1 2 Bowen 2020.
  23. Mitra 2021.
  24. Nunneley-Jackson 2019.
  25. Alkaisy 2011.
  26. Xbox Wire 2014.
  27. Au 2002.
  28. Moseley 2004.

Bibliography

Further reading