Castle Wolfenstein (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Castle Wolfenstein" in English language version.

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  • Barton 2010. Barton, Matt (6 March 2010). Matt Chat 52: Wolfenstein 3D with John Romero (Podcast). YouTube. Event occurs at 4:15. Archived from the original on 12 December 2021. The inspiration for Wolfenstein 3D was Castle Wolfenstein from Silas Warner in 1981 ... that was a really groundbreaking game back then ... it actually is, like. the original stealth game .. it was a huge impact on me. I played that game so much ... In 1991 when we were thinking about what is our next game is going to be after we finish our second set of Commander Keen games... Why not remake Wolfenstein in 3D? It was funny, it was like Carmack, and Tom, and we all like 'Ye-a-a!' ... simultaneously obviously, yes! ... That would be amazing! ... All three of us immediately knew that we had to make a game when I mentioned it. .. We even don't need to come up with design docs, we already know the game. ... because it was a pretty simple game design ... it was more complex as we are making it ... as we're making the game, we did define the core of the game had to be 'speed', ... and anything that slowed us down from that, we had to remove it, ... we did throw in other code for dragging dead bodies, searching through bodies, and stuff like that, but that stopped you from doing the killing, right? ... get rid of that staff, make it dead simple ...we need to keep it very simple, so the game design needs be something they don't even thing about, so they just need to worry the experience of what's around the corner, or what happens when I open the door, and I just move everything down and I see, there is no one safe.

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  • Barton 2010. Barton, Matt (6 March 2010). Matt Chat 52: Wolfenstein 3D with John Romero (Podcast). YouTube. Event occurs at 4:15. Archived from the original on 12 December 2021. The inspiration for Wolfenstein 3D was Castle Wolfenstein from Silas Warner in 1981 ... that was a really groundbreaking game back then ... it actually is, like. the original stealth game .. it was a huge impact on me. I played that game so much ... In 1991 when we were thinking about what is our next game is going to be after we finish our second set of Commander Keen games... Why not remake Wolfenstein in 3D? It was funny, it was like Carmack, and Tom, and we all like 'Ye-a-a!' ... simultaneously obviously, yes! ... That would be amazing! ... All three of us immediately knew that we had to make a game when I mentioned it. .. We even don't need to come up with design docs, we already know the game. ... because it was a pretty simple game design ... it was more complex as we are making it ... as we're making the game, we did define the core of the game had to be 'speed', ... and anything that slowed us down from that, we had to remove it, ... we did throw in other code for dragging dead bodies, searching through bodies, and stuff like that, but that stopped you from doing the killing, right? ... get rid of that staff, make it dead simple ...we need to keep it very simple, so the game design needs be something they don't even thing about, so they just need to worry the experience of what's around the corner, or what happens when I open the door, and I just move everything down and I see, there is no one safe.