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** [=E4L4=] is pretty relaxed and akin to an office floor with a minimal garrison. The layout is very easy to navigate with only one maze-like rocky sector (and even that isn't much due to the rough grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor (if you took the secret exit on the previous floor), and before a moderately hard floor where the episode begins pulling less punches as you advance towards the castle's boss.

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** [=E4L4=] is pretty relaxed and akin to an office floor with a minimal light garrison. The layout is very easy to navigate with only one maze-like rocky sector (and even that isn't much due to the rough grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor (if you took the secret exit on the previous floor), and before a moderately hard floor where the episode begins pulling less punches as you advance towards the castle's boss.
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** [=E4L4=] is pretty relaxed and akin to an office floor with a minimal garrison. The layout is very easy to navigate with only one maze-like rocky sector (and even that isn't much due to the rough grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor (if you took the secret exit in the previous floor), and before a moderately hard floor where the episode starts pulling less punches as you advance towards the castle's boss.

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** [=E4L4=] is pretty relaxed and akin to an office floor with a minimal garrison. The layout is very easy to navigate with only one maze-like rocky sector (and even that isn't much due to the rough grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor (if you took the secret exit in on the previous floor), and before a moderately hard floor where the episode starts begins pulling less punches as you advance towards the castle's boss.
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** [=E4L4=] is pretty relaxed, with no sudden encounters with guards and an easy to manage layout with only one maze-like rocky sector (and even that isn't much due to the grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor, and before another moderately hard floor where the episode starts pulling less punches as you advance to the boss.

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** [=E4L4=] is pretty relaxed, relaxed and akin to an office floor with no sudden encounters with guards and an a minimal garrison. The layout is very easy to manage layout navigate with only one maze-like rocky sector (and even that isn't much due to the rough grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor, floor (if you took the secret exit in the previous floor), and before another a moderately hard floor where the episode starts pulling less punches as you advance to towards the castle's boss.

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Crosswicking


** The secret floor of [=E6L10=], stands out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]]. However, you can also find a Pac-Man ghost inside a secret closet if you go exploring enough which again doesn't tie in with the game's setting.

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** The secret floor of [=E6L10=], stands out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until [[note]]until ''Spear of Destiny'' hit the shelves[[/note]]. However, you can also find a Pac-Man ghost inside a secret closet if you go exploring enough which again doesn't tie in with the game's setting.



* CatharsisFactor: You get to kill Hitler. Horribly inaccurate? Yes, ''but you get to kill Hitler!'' Bonus points as he doesn't just bleed and fall over like every other boss but instead [[LudicrousGibs explodes into a pile of gore]].

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** In the prequel episode ''Spear of Destiny'', Floor 17 (the Ramparts) is a breather. The preceding floor has a very complex design with a heavy concentration of Nazi soldiers and has the difficult, unpredictable Übermutant as its boss; but this one has the simplest design in the episode. Despite the large number of enemies (especially on higher difficulty levels), the wide space allows you to dodge their shots more easily. All you have to do is collect the two keys (located respectively in the west and east sides) and then sprint into the southernmost doors to make your way to the exit; you can even surpass the PAR time and collect a large amount of points for doing so. The following level is Floor 18, which is the last in the game and is not only very difficult, but is also divided into two phases (with the second one taking place in Hell, and each phase having its own boss).
* CatharsisFactor: You get to kill Hitler. Horribly inaccurate? Yes, ''but you get to kill Hitler!'' Bonus points as And he doesn't just bleed and fall over like every other boss but instead [[LudicrousGibs explodes into a pile of gore]].

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** Despite being a final boss battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this due to him being like Otto Giftmacher with a new skin. At least there are specters that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles with as little concern as with Otto, while you spam your Chaingun.

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** Despite being a final boss battle boss-battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this due to him being like Otto Giftmacher with a new skin. At least there are specters that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles with as little concern as with Otto, while you spam your Chaingun.


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** [=E4L4=] is pretty relaxed, with no sudden encounters with guards and an easy to manage layout with only one maze-like rocky sector (and even that isn't much due to the grid-like layout). This level is after a moderately difficult level if you bypassed the secret floor, after a fairly tense optional secret floor, and before another moderately hard floor where the episode starts pulling less punches as you advance to the boss.
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** Despite being a final boss battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this due to him being like Otto Giftmacher with a new skin. At least there are specters that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will as little concern as with Otto, while you spam your Chain Gun.

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** Despite being a final boss battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this due to him being like Otto Giftmacher with a new skin. At least there are specters that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will with as little concern as with Otto, while you spam your Chain Gun.Chaingun.
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** Despite being a final boss battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will as little concern as with Otto, while you spam your Chain Gun.

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** Despite being a final boss battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this due to him being like Otto Giftmacher with a new skin. At least there are ghosts specters that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will as little concern as with Otto, while you spam your Chain Gun.
Is there an issue? Send a MessageReason:
None


** The Angel of Death in ''Spear of Destiny'' also falls into this, despite being a final boss battle in hell, due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will little concern as with Otto, while you spam your Chain Gun.

to:

** Despite being a final boss battle in hell that would seem epic on first impression, The Angel of Death in ''Spear of Destiny'' also falls into this, despite being a final boss battle in hell, this due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will as little concern as with Otto, while you spam your Chain Gun.
Is there an issue? Send a MessageReason:
None


** The Angel of Death in ''Spear of Destiny'' also falls into this despite being the final boss in hell, due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will little concern like with Otto as you spam your Chain Gun.

to:

** The Angel of Death in ''Spear of Destiny'' also falls into this this, despite being the a final boss battle in hell, due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will little concern like as with Otto as Otto, while you spam your Chain Gun.
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None


** The Angel of Death also falls into this despite being the final boss in hell, due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will little concern like with Otto as you spam your Chain Gun.

to:

** The Angel of Death in ''Spear of Destiny'' also falls into this despite being the final boss in hell, due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will little concern like with Otto as you spam your Chain Gun.

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** Otto Giftmacher of Episode 4, level 9. He's by far the easiest boss in the entire game due to him carrying a Rocket Launcher as his only weapon and his rockets don't have the {{hitscan}} ability that the other guns possess, while the relatively slow velocity of the rockets make them pretty easy to dodge. For comparison, his projectiles are way slower than Dr. Schabb's syringes and on "Death Incarnate" he has much less health than Schabbs too. It's telling that the Mac-family ports replaced him with Trans Grosse while Dr. Schabbs actually got upgraded with "rocket-syringes" that fly even faster.

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** Otto Giftmacher of Episode 4, level 9. He's by far the easiest boss in the entire game due to him carrying a Rocket Launcher as his only weapon and his rockets don't have the {{hitscan}} ability that the other guns possess, while the relatively slow velocity of the rockets make them pretty easy to dodge. For comparison, his projectiles are way slower than Dr. Schabb's syringes and on "Death Incarnate" he has much less health than Schabbs too. It's telling that the The Mac-family ports replaced him with Trans Grosse (likely due to being ported from ''Spear of Destiny'') while Dr. Schabbs actually got upgraded with "rocket-syringes" that fly even faster.


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** The Angel of Death also falls into this despite being the final boss in hell, due to him being like Otto Giftmacher with a new skin. At least there are ghosts that ''might'' get in the way and make it a little more difficult, but you'll end up dodging the green energy projectiles will little concern like with Otto as you spam your Chain Gun.
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** [[GlassCannon The Officers]] can be just as bad. While they don't take much and are a little slower on the draw than the mutants, they hit rather hard and they're the fastest human mooks in the game. In groups, they can bring out the pain, and/or force you to retreat if they have SS or Mutants backing them up.

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** [[GlassCannon The Officers]] can be just as bad. While they don't take much and are a little slower on the draw than the mutants, they hit rather hard and they're the fastest human mooks in the game. A likely cause of death in later episodes is an Officer getting the drop on you and hitting you with a point-blank round. In groups, they can bring out the pain, and/or force you to retreat if they have SS or Mutants backing them up.
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** Otto Giftmacher of Episode 4, level 9. He's by far the easiest boss in the entire game due to him carrying a Rocket Launcher as his only weapon and his rockets don't have the {{hitscan}} ability that the other guns possess, while the relatively slow velocity of the rockets make them pretty easy to dodge. For comparison, his projectiles are way slower than Dr. Schabb's syringes and on "Death Incarnate" he has much less health than Schabbs too.
** To a lesser degree, Grettel Grosse can feel this way, due to being a re-skin of Hans Grosse. The level has plenty of cover, and your experience fighting Hans makes it easy to shoot-and-hide repeatedly until she dies. Just be careful not to die to the [[KaizoTrap surprise party behind the exit door]].

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** Otto Giftmacher of Episode 4, level 9. He's by far the easiest boss in the entire game due to him carrying a Rocket Launcher as his only weapon and his rockets don't have the {{hitscan}} ability that the other guns possess, while the relatively slow velocity of the rockets make them pretty easy to dodge. For comparison, his projectiles are way slower than Dr. Schabb's syringes and on "Death Incarnate" he has much less health than Schabbs too.
too. It's telling that the Mac-family ports replaced him with Trans Grosse while Dr. Schabbs actually got upgraded with "rocket-syringes" that fly even faster.
** To a lesser degree, Grettel Grosse can feel this way, due to being a re-skin of Hans Grosse. The level has plenty of cover, and your experience fighting Hans makes it easy to shoot-and-hide repeatedly until she dies. Just be careful not to die to the [[KaizoTrap surprise party behind the exit door]]. The Mac-family port also replaced her, with a Death Knight in this case.
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*** [=E6L9=] from the original game is perhaps the most adrenaline-filled boss level of the original six episodes, with a simple layout, but a staggering number of guards between the start and the boss. Be ready to deal with an overwhelming swarm of guards at a moment's notice.

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*** [=E6L9=] from the original game is perhaps the most adrenaline-filled boss level of the original six episodes, with a simple layout, but a staggering number of guards between the start and the boss. Be ready to deal with an overwhelming swarm of guards at a moment's notice.
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*** Episode 4 is where the game starts having more difficult and confusing levels, especially past level 4.
** [=E4L5=] itself is quite manageable in difficulty, but the map is rather rude because a key to finish the level can only be gained by a mandatory secret that isn't obvious. If you don't have a map of the level, then you'll probably be stuck smacking every wall until you ''finally'' locate the key.
** [=E4L8=] is fittingly perhaps the hardest level of the episode, with a lengthy layout and nearly reaching the limit for maximum number of guards on the original engine. It's a good example of how you don't even need Mutants to make a painfully difficult level, as the Officers alone will make life difficult with their fast movement speed and the almost labyrinthine layout of the level where they can take you by surprise at point-blank range. To top it off, the exit elevator has a staggering number of [=SS=] Officers waiting inside and they'll take you down fast if you're hoping for a quick and easy run to the exit switch.

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*** ** Episode 4 is where the game starts having more difficult and confusing levels, especially past level 4.
** *** [=E4L5=] itself is quite manageable in difficulty, but the map is rather rude because a key to finish the level can only be gained by a mandatory secret that isn't obvious. If you don't have a map of the level, then you'll probably be stuck smacking every wall until you ''finally'' locate the key.
** *** [=E4L8=] is fittingly perhaps the hardest level of the episode, with a lengthy layout and nearly reaching the limit for maximum number of guards on the original engine. It's a good example of how you don't even need Mutants to make a painfully difficult level, as the Officers alone will make life difficult with their fast movement speed and the almost labyrinthine layout of the level where they can take you by surprise at point-blank range. To top it off, the exit elevator has a staggering number of [=SS=] Officers waiting inside and they'll take you down fast if you're hoping for a quick and easy run to the exit switch.
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*** E6L1 is particularly fearsome for a starting level. The map is comprised of some ridiculously long stretches of hallways that have perpendicular corridors which almost always contain an Officer to ambush you when you least expect it. It gets worse on the harder difficulties where if you're not careful, you can expect to lose at least more than half of your health due to how damage calculation is indicative on those settings. And these corridors-with-perpendicular niches compose a good ''third'' of the entire map, meaning you had best tread carefully if you want to make it out alive. Fortunately, after that part of the map, the hallways become far less confusing and more linear, but you still have to look out for yourself because of the sheer number of mooks that will come to greet you. The level also stands out as an example of how ''not'' to design a custom map, due to the tedious, repetitive gameplay of the niche-halls.
** [=E6L6=], the one level just before the infamous seventh one. While the map isn't particularly as dauntingly sizable compared to the very level that comes after it, it more than makes up for it with its confusingly asymmetrical corridors that can haze your progress to get to the critical locations. Add to the fact that there are unexpected ambushes lying around these corridors ''and'' the dangerously acute awareness of the mooks once you open fire, and you've got a rather unforgiving level to complete.

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*** E6L1 [=E6L1=] is particularly fearsome for a starting level. The map is comprised of some ridiculously long stretches of hallways that have perpendicular corridors which almost always contain an Officer to ambush you when you least expect it. It gets worse on the harder difficulties where if you're not careful, you can expect to lose at least more than half of your health due to how damage calculation is indicative on those settings. And these corridors-with-perpendicular niches compose a good ''third'' of the entire map, meaning you had best tread carefully if you want to make it out alive. Fortunately, after that part of the map, the hallways become far less confusing and more linear, but you still have to look out for yourself because of the sheer number of mooks that will come to greet you. The level also stands out as an example of how ''not'' to design a custom map, due to the tedious, repetitive gameplay of the niche-halls.
** *** [=E6L6=], the one level just before the infamous seventh one. While the map isn't particularly as dauntingly sizable compared to the very level that comes after it, it more than makes up for it with its confusingly asymmetrical corridors that can haze your progress to get to the critical locations. Add to the fact that there are unexpected ambushes lying around these corridors ''and'' the dangerously acute awareness of the mooks once you open fire, and you've got a rather unforgiving unforgiving, adrenaline-filled level to complete.
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*** Episode 4 is where the game starts having more difficult and confusing levels, especially past level 4.

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** Episode 6, level 7 has a bad reputation as well. [[http://wolfenstein.wikia.com/wiki/File:WOLF3D_E6M07.PNG It really helps to see a 2D map of the level to understand why.]] Add in the over 140 soldiers in the map and be prepared for unexpected ambushes that can easily drain half your health.
** Episode 6, level 9 from the original game and levels 16 and 18 from ''Spear of Destiny'' qualify, due to the swarms of guards [[DemonicSpiders (including mutants)]] that occupy the rooms of level 16, and the [[ThatOneBoss Death Knight]] in level 18 plus the fact that you start in a very disadvantageous room with mutants guarding the exits to safer ground.

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** Episode 6, level 7 *** [=E6L7=] has a bad reputation as well. [[http://wolfenstein.wikia.com/wiki/File:WOLF3D_E6M07.PNG It really helps to see a 2D map of the level to understand why.]] Add in the over 140 soldiers in the map and be prepared for unexpected ambushes that can easily drain half your health.
** Episode 6, level 9 *** [=E6L9=] from the original game is perhaps the most adrenaline-filled boss level of the original six episodes, with a simple layout, but a staggering number of guards between the start and levels the boss. Be ready to deal with an overwhelming swarm of guards at a moment's notice.
** Levels
16 and 18 from ''Spear of Destiny'' qualify, due to the swarms of guards [[DemonicSpiders (including mutants)]] that occupy the rooms of level 16, and the [[ThatOneBoss Death Knight]] in level 18 plus the fact that you start in a very disadvantageous room with mutants guarding the exits to safer ground.

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*** [=E2L6=] also has you starting off against a mutant on higher difficulties, but the real nightmare of this floor is the maze-like section you have to find your way through, while dealing with lurking mutants and, if they are alerted, a room with up to ''9 SS Officers'' at the end. This is perhaps the hardest level of the episode, and a major hurdle your first time through the episode as it's likely that you may get hit with some cheap shots navigating the blind corners and running into mutants and guards.

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*** [=E2L6=] also has you starting off against a mutant mutant, and reinforcements not far behind, on higher difficulties, but the difficulties. The real nightmare of this floor is the maze-like section you have to find your way through, while dealing with lurking mutants and, if they are alerted, a room with up to ''9 SS Officers'' at the end. This is perhaps the hardest level of the episode, and a major hurdle your first time through the episode as it's likely that you may get hit with some cheap shots navigating the blind corners and running into mutants and guards.



** Episode 3, level 8 is a huge pain in the ass, with lots and lots of ambushes. The biggest offender, though, is the giant swastika room at the start, along with the rooms surrounding it, all swarming with Officers and SS soldiers. Make even the slightest noise, and they ''all'' converge on you at once from all directions (with even a few enemies from adjacent rooms joining in.) And even if you think you've killed them all, the rooms are set up to stagger their arrival, so there's probably still one or two more wandering around, waiting to get you when your back is turned.
** Episode 4, level 5 itself is quite manageable in difficulty, but the map is rather rude because a key to finish the level can only be gained by a mandatory secret that isn't obvious. If you don't have a map of the level, then you'll probably be stuck smacking every wall until you ''finally'' locate the key.
** Episode 4, level 8 fittingly is perhaps the hardest level of the episode, with a lengthy layout and nearly reaching the limit for maximum number of guards on the original engine. It's a good example of how you don't even need Mutants to make a painfully difficult level, as the Officers alone will make life difficult with their fast movement speed and the almost labyrinthine layout of the level where they can take you by surprise at point-blank range. To top it off, the exit elevator has a staggering number of [=SS=] Officers waiting inside and they'll take you down fast if you're hoping for a quick and easy run to the exit switch.
** Episode 6, level 1 is particularly fearsome for a starting level. The map is comprised of some ridiculously long stretches of hallways that have perpendicular corridors which almost always contain an Officer to ambush you when you least expect it. It gets worse on the harder difficulties where if you're not careful, you can expect to lose at least more than half of your health due to how damage calculation is indicative on those settings. And these corridors-with-perpendicular niches compose a good ''third'' of the entire map, meaning you had best tread carefully if you want to make it out alive. Fortunately, after that part of the map, the hallways become far less confusing and more linear, but you still have to look out for yourself because of the sheer number of mooks that will come to greet you.
** Episode 6, level 6, the one level just before the infamous seventh one. While the map isn't particularly as dauntingly sizable compared to the very level that comes after it, it more than makes up for it with its confusingly asymmetrical corridors that can haze your progress to get to the critical locations. Add to the fact that there are unexpected ambushes lying around these corridors ''and'' the dangerously acute awareness of the mooks once you open fire, and you've got a rather unforgiving level to complete.

to:

** Episode 3, level 8 [=E3L8=] is a huge pain in the ass, with lots and lots of ambushes. The biggest offender, though, is the giant swastika room at the start, along with the rooms surrounding it, all swarming with Officers and SS soldiers. Make even the slightest noise, and they ''all'' converge on you at once from all directions (with even a few enemies from adjacent rooms joining in.) And even if you think you've killed them all, the rooms are set up to stagger their arrival, so there's probably still one or two more wandering around, waiting to get you when your back is turned.
** Episode 4, level 5 [=E4L5=] itself is quite manageable in difficulty, but the map is rather rude because a key to finish the level can only be gained by a mandatory secret that isn't obvious. If you don't have a map of the level, then you'll probably be stuck smacking every wall until you ''finally'' locate the key.
** Episode 4, level 8 [=E4L8=] is fittingly is perhaps the hardest level of the episode, with a lengthy layout and nearly reaching the limit for maximum number of guards on the original engine. It's a good example of how you don't even need Mutants to make a painfully difficult level, as the Officers alone will make life difficult with their fast movement speed and the almost labyrinthine layout of the level where they can take you by surprise at point-blank range. To top it off, the exit elevator has a staggering number of [=SS=] Officers waiting inside and they'll take you down fast if you're hoping for a quick and easy run to the exit switch.
** Episode 6, level 1 is predictably a rough ride almost non-stop.
*** E6L1
is particularly fearsome for a starting level. The map is comprised of some ridiculously long stretches of hallways that have perpendicular corridors which almost always contain an Officer to ambush you when you least expect it. It gets worse on the harder difficulties where if you're not careful, you can expect to lose at least more than half of your health due to how damage calculation is indicative on those settings. And these corridors-with-perpendicular niches compose a good ''third'' of the entire map, meaning you had best tread carefully if you want to make it out alive. Fortunately, after that part of the map, the hallways become far less confusing and more linear, but you still have to look out for yourself because of the sheer number of mooks that will come to greet you.
** Episode 6,
you. The level 6, also stands out as an example of how ''not'' to design a custom map, due to the tedious, repetitive gameplay of the niche-halls.
** [=E6L6=],
the one level just before the infamous seventh one. While the map isn't particularly as dauntingly sizable compared to the very level that comes after it, it more than makes up for it with its confusingly asymmetrical corridors that can haze your progress to get to the critical locations. Add to the fact that there are unexpected ambushes lying around these corridors ''and'' the dangerously acute awareness of the mooks once you open fire, and you've got a rather unforgiving level to complete.
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** The SNES version. Besides [[{{Bowdlerization}} removing all the blood and Nazi references]], the port suffered from awful graphics, low FPS that makes it virtually unplayable at times, horrible controls, simplified level design, enemies that can't be sneaked up on because they always face the player, and bad sound effects. It's notable that despite being a less advanced game, the framerate is just as choppy as the ''VideoGame/Doom'' port [[note]]The lack of a Super FX chip for hardware acceleration probably didn't help.[[/note]] and the hit detection is so sketchy, you can hurt enemies you ''can't even see'' and vice versa.

to:

** The SNES version. Besides [[{{Bowdlerization}} removing all the blood and Nazi references]], the port suffered from awful graphics, low FPS that makes it virtually unplayable at times, horrible controls, simplified level design, enemies that can't be sneaked up on because they always face the player, and bad sound effects. It's notable that despite being a less advanced game, the framerate is just as choppy as the ''VideoGame/Doom'' ''VideoGame/{{Doom}}'' port [[note]]The lack of a Super FX chip for hardware acceleration probably didn't help.[[/note]] and the hit detection is so sketchy, you can hurt enemies you ''can't even see'' and vice versa.
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** The SNES version. Besides [[{{Bowdlerization}} removing all the blood and Nazi references]], the port suffered from awful graphics, low FPS that makes it virtually unplayable at times, horrible controls, simplified level design, enemies that can't be sneaked up on because they always face the player, and bad sound effects.

to:

** The SNES version. Besides [[{{Bowdlerization}} removing all the blood and Nazi references]], the port suffered from awful graphics, low FPS that makes it virtually unplayable at times, horrible controls, simplified level design, enemies that can't be sneaked up on because they always face the player, and bad sound effects. It's notable that despite being a less advanced game, the framerate is just as choppy as the ''VideoGame/Doom'' port [[note]]The lack of a Super FX chip for hardware acceleration probably didn't help.[[/note]] and the hit detection is so sketchy, you can hurt enemies you ''can't even see'' and vice versa.
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* LadyMondegreen: Some players thought the bosses on the [=SNES=] game would say "Come here warrior!". ("Commin' for ya!")

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* LadyMondegreen: Some players thought the bosses on in the [=SNES=] game would say "Come here warrior!". ("Commin' for ya!")
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* {{Mondegreen}}: Some players thought the bosses on the [=SNES=] game would say "Come here warrior!". ("Commin' for ya!")

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* {{Mondegreen}}: LadyMondegreen: Some players thought the bosses on the [=SNES=] game would say "Come here warrior!". ("Commin' for ya!")
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* {{Mondegreen}}: Some players thought the bosses on the [=SNES=] game would say "Come here warrior!". ("Commin' for ya!")

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* PortingDisaster: The SNES version. Besides [[{{Bowdlerization}} removing all the blood and Nazi references]], the port suffered from awful graphics, low FPS that makes it virtually unplayable at times, horrible controls, simplified level design, enemies that can't be sneaked up on because they always face the player, and bad sound effects.

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* PortingDisaster: PortingDisaster:
**
The SNES version. Besides [[{{Bowdlerization}} removing all the blood and Nazi references]], the port suffered from awful graphics, low FPS that makes it virtually unplayable at times, horrible controls, simplified level design, enemies that can't be sneaked up on because they always face the player, and bad sound effects.



** The biggest thing that makes this game hard to appreciate is how there is no variety in the environments beyond what texture is applied to the wall -- every single room is made up of walls of fixed lengths at 90-degree angles and a single universal height, making it very difficult to tell where you have and haven't been if it weren't for the enemies you killed lying on the floor.

to:

** The biggest thing that makes this game hard to appreciate is how there is no variety in the environments beyond what texture is applied to the wall -- every single room is made up of walls of fixed lengths at 90-degree angles and a single universal height, making it very difficult to tell where you have and haven't been if it weren't for the enemies you killed lying on the floor. With how basic the game is, it may be hard to appreciate that there was once hardware that actually ''struggled'' to run this. Notable the Super Nintendo and more basic [=IBM=] compatibles that lacked advanced features (like a math co-processor) could have difficulty rendering this game at an acceptable frame rate.
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* BizarroEpisode: Not a big-lipped alligator moment as it still ties into the game's plot, but [=E6L10=], stands out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]]

to:

* BizarroEpisode: Not a big-lipped alligator moment as it still ties into the game's plot, but ** The secret floor of [=E6L10=], stands out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]]shelves[[/note]]. However, you can also find a Pac-Man ghost inside a secret closet if you go exploring enough which again doesn't tie in with the game's setting.

Added: 332

Changed: 47

Removed: 447

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* BizarroEpisode: Not a big-lipped alligator moment as it still ties into the game's plot, but [=E6L10=], stands out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]]



* SignatureScene:
** The battle with Hitler at the end of Episode 3.
** [=E6L10=], stood out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]] It's quite a fitting secret level to accompany the difficulty and bizarre layouts of Episode 6. The level's funky soundtrack "Funk You" really stood out too.

to:

* SignatureScene:
**
SignatureScene: The battle with Hitler at the end of Episode 3.
** [=E6L10=], stood out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]] It's quite a fitting secret level to accompany the difficulty and bizarre layouts of Episode 6. The level's funky soundtrack "Funk You" really stood out too.
3.

Added: 383

Changed: 528

Removed: 437

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Doing some tweaks based upon Q To Z (Signature Scene)


* BigLippedAlligatorMoment:
** [=E3L10=], the secret level of Episode 3 with the ''VideoGame/PacMan'' ghosts and a replica of a layout from the game's. The way to the level requires solving a lengthy maze, but the level still became one of the most well known easter eggs in the series. Naturally, the story doesn't really bring this up again, assuming [=BJ=] finds this secret floor.



** [=E3L10=], the secret level of Episode 3 with the ''VideoGame/PacMan'' ghosts and a replica of a layout from the game's. The way to the level requires solving a lengthy maze, but the level still became one of the most well known easter eggs in the series.
** [=E6L10=], is a more conventional secret level but stood out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]] It's quite a fitting secret level to accompany the difficulty and bizarre layouts of Episode 6. The level's funky soundtrack "Funk You" really stood out too.

to:

** [=E3L10=], the secret level of Episode 3 with the ''VideoGame/PacMan'' ghosts and a replica of a layout from the game's. The way to the level requires solving a lengthy maze, but the level still became one of the most well known easter eggs in the series.
** [=E6L10=], is a more conventional secret level but stood out for featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]] It's quite a fitting secret level to accompany the difficulty and bizarre layouts of Episode 6. The level's funky soundtrack "Funk You" really stood out too.
Is there an issue? Send a MessageReason:
None


** [=E6L10=], is a more conventional secret level but stood out for feating ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]] The level's funky soundtrack "Funk You" really stood out too.

to:

** [=E6L10=], is a more conventional secret level but stood out for feating featuring ''three'' copies of Hans Grosse and being the only level outside of Episode 2 to feature Mutants, in the original [=DOS=] 6-episode release. [[note]] until ''Spear of Destiny'' hit the shelves[[/note]] It's quite a fitting secret level to accompany the difficulty and bizarre layouts of Episode 6. The level's funky soundtrack "Funk You" really stood out too.
Is there an issue? Send a MessageReason:
None


** [=E3L10=], the secret level of Episode 3 with the ''VideoGame/PacMan'' ghosts and a replica of a layout from the game's. The way to the level requires solving a lengthy maze, but the level still became one of the most well known saster eggs in the series.

to:

** [=E3L10=], the secret level of Episode 3 with the ''VideoGame/PacMan'' ghosts and a replica of a layout from the game's. The way to the level requires solving a lengthy maze, but the level still became one of the most well known saster easter eggs in the series.

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