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It may be old, but Wolfenstein 3d can still incite some bad feelings. It's not just because of the Nazis either.

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It may be old, but Wolfenstein 3d ''Wolfenstein 3-D'' can still incite some bad feelings. It's not just because of the Nazis either.



--> '''GUTEN TAG!''' *rapid mini-gun fire* (Or the OhCrap cue if using PC speaker sound)
--> '''COMMIN' FOR YA!''' (The same encounter on the Platform/{{SNES}} port.)

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--> '''GUTEN -->'''GUTEN TAG!''' *rapid mini-gun fire* (Or the OhCrap cue if using PC speaker sound)
-->
sound)\\
'''COMMIN' FOR YA!''' (The same encounter on the Platform/{{SNES}} port.)



* The [[https://www.youtube.com/watch?v=3d3glNneokM final stage]] of ''Spear of Destiny'' drops you into a bloody inferno to battle the Angel of Death. Little wonder why the dev team chose to expand on this terrifying theme for [[VideoGame/{{DOOM}} their next major project]].

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* The [[https://www.youtube.com/watch?v=3d3glNneokM com/watch?v=FfMC-tUxibw&t=35s final stage]] of ''Spear of Destiny'' drops you into a bloody inferno to battle the Angel of Death. Little wonder why the dev team chose to expand on this terrifying theme for [[VideoGame/{{DOOM}} their next major project]].
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* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a discordant feel with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 of the map is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.

to:

* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a discordant feel with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 about 1/2 of the map map's width and height is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.
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--> '''COMMIN' FOR YA!''' (The same encounter on the UsefulNotes/{{SNES}} port.)

to:

--> '''COMMIN' FOR YA!''' (The same encounter on the UsefulNotes/{{SNES}} Platform/{{SNES}} port.)



** The final level of Episode 2 has you fighting the evil Dr. Schabbs, the creator of the mutants. If he kills you, you don't die the messy red death that everyone else gives you, but it's implied that ''you become a Mutant yourself!'' The [[UsefulNotes/{{Macintosh}} MAC Family]] UpdatedRerelease and its offshoots up the ante by taking away his hammy laugh and having him boldly swear at you, shouting "Die, scheißkopf!" and giving him even faster "rocket syringes". He's also now visible the instant you open his lab door and coming for you with a squad of mutants.

to:

** The final level of Episode 2 has you fighting the evil Dr. Schabbs, the creator of the mutants. If he kills you, you don't die the messy red death that everyone else gives you, but it's implied that ''you become a Mutant yourself!'' The [[UsefulNotes/{{Macintosh}} [[Platform/{{Macintosh}} MAC Family]] UpdatedRerelease and its offshoots up the ante by taking away his hammy laugh and having him boldly swear at you, shouting "Die, scheißkopf!" and giving him even faster "rocket syringes". He's also now visible the instant you open his lab door and coming for you with a squad of mutants.
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It may be old and pixelated, but Wolfenstein 3d can still incite some bad vibes. It's not just because of the Nazis either.

to:

It may be old and pixelated, old, but Wolfenstein 3d can still incite some bad vibes.feelings. It's not just because of the Nazis either.
Is there an issue? Send a MessageReason:
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* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a lonely feel with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 of the map is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.

to:

* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a lonely discordant feel with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 of the map is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.
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Liminal space isn't an actual term for describing an old video game, you can just say that the rooms feel empty (which is true)


* ''Wolfenstein 3d'' is one of the most notable early examples portraying a liminal space horror thanks to some areas being eerily sparse on features or not making sense for practical use. Episode 2 has this effect as some levels meander off in an almost dream-like sensation. Compare and contrast with Episode 5 which has relatively normal levels with relatively few oddball design choices, by virtue of being designed by Creator/JohnRomero who preferred making his levels straightforward and more action-focused. This is long before liminal space horror got codified by series like WebOriginal/TheBackrooms and could make some levels surprisingly creepy just because of the environment alone.

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* %%* ''Wolfenstein 3d'' is one of the most notable early examples portraying a liminal space horror thanks to some areas being eerily sparse on features or not making sense for practical use. Episode 2 has this effect as some levels meander off in an almost dream-like sensation. Compare and contrast with Episode 5 which has relatively normal levels with relatively few oddball design choices, by virtue of being designed by Creator/JohnRomero who preferred making his levels straightforward and more action-focused. This is long before liminal space horror got codified by series like WebOriginal/TheBackrooms and could make some levels surprisingly creepy just because of the environment alone.



* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a liminal space horror vibe with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 of the map is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.

to:

* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a liminal space horror vibe lonely feel with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 of the map is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.
Is there an issue? Send a MessageReason:
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--> '''Commin' for ya!''' (The same encounter on the UsefulNotes/SNES port.)

to:

--> '''Commin' for ya!''' '''COMMIN' FOR YA!''' (The same encounter on the UsefulNotes/SNES UsefulNotes/{{SNES}} port.)

Added: 76

Changed: 2

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* At least back in the days when one would not expect it, opening the door at the far end of the unpopulated hall in [=E1M9=] (The ''boss stage'') and running smack dab into Hans Grosse potentially aiming dual mini-guns right at you.]]

to:

* At least back in the days when one would not expect it, opening the door at the far end of the unpopulated hall in [=E1M9=] (The ''boss stage'') and running smack dab into Hans Grosse potentially aiming dual mini-guns right at you.]]


Added DiffLines:

--> '''Commin' for ya!''' (The same encounter on the UsefulNotes/SNES port.)
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Spoilers Off correction.


* At least back in the days when one would not expect it, opening the door at the far end of the unpopulated hall in [=E1M9=]. (The ''boss stage''.)
--> [[spoiler:'''GUTEN TAG!''' *rapid mini-gun fire* (Or the OhCrap cue if using PC speaker sound)]]

to:

* At least back in the days when one would not expect it, opening the door at the far end of the unpopulated hall in [=E1M9=]. [=E1M9=] (The ''boss stage''.)
stage'') and running smack dab into Hans Grosse potentially aiming dual mini-guns right at you.]]
--> [[spoiler:'''GUTEN '''GUTEN TAG!''' *rapid mini-gun fire* (Or the OhCrap cue if using PC speaker sound)]]sound)
Is there an issue? Send a MessageReason:
None


* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a liminal space horror vibe with how abandoned and irrational the place feels. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.

to:

* Episode 3, Floor 7 appears quite mundane, until you find the secret maze. The maze itself occupies around 2/3 of the map and does not have any landmarks to help you along. The maze is textured in the same wood-panels all through out and evokes a liminal space horror vibe with how abandoned and irrational the place feels. Even looking at a map of the level can be a jarring experience with how 3/4 of the map is taken up by just random, meandering halls. You get a treasure trove and an elevator ''(found behind a push-wall near the maze re-entrance)'' to a [[VideoGame/PacMan unique secret level]] for solving the maze, so your spirits will likely be lifted after that ordeal.
Is there an issue? Send a MessageReason:
None


** The final level of Episode 2 has you fighting the evil Dr. Schabbs, the creator of the mutants. If he kills you, you don't die the messy red death that everyone else gives you, but it's implied that ''you become a Mutant yourself!'' The [[UsefulNotes/{{Macintosh}} MAC Family]] UpdatedRerelease and its offshoots up the ante by taking away his hammy laugh and having him swear at you, shouting "Scheißkopf!" and giving him even faster "rocket syringes". He's also now visible the instant you open his lab door and coming for you with a squad of mutants.

to:

** The final level of Episode 2 has you fighting the evil Dr. Schabbs, the creator of the mutants. If he kills you, you don't die the messy red death that everyone else gives you, but it's implied that ''you become a Mutant yourself!'' The [[UsefulNotes/{{Macintosh}} MAC Family]] UpdatedRerelease and its offshoots up the ante by taking away his hammy laugh and having him boldly swear at you, shouting "Scheißkopf!" "Die, scheißkopf!" and giving him even faster "rocket syringes". He's also now visible the instant you open his lab door and coming for you with a squad of mutants.

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