Wolfenstein Versions

This is a list of all known versions of Wolfenstein 3D for MS-DOS. It merges the changelog compiled by Svenhoefer with additional information from The Cutting Room Floor (TCRF). It includes prototype, shareware, registered, retail, and obscure variations of the game.

Development & Prototype Builds

Version 1.0 (1992-03-12) — Alpha

  • EGA and VGA versions available
  • No episode selection; help screen red with green text
  • Secret doors vanish instead of sliding
  • No “End Game” menu option
  • Debug cheats use F10 directly; no activation needed
  • Memory readouts and view settings differ
  • Main menu cursor starts on "New Game"

Level design:

  • All of E1L1–E1L10 differ significantly
  • Several layouts have more rooms or unfinished areas

Graphics:

  • Over 50 sprites and wall textures differ
  • HUD, BJ face, gun sprites, props, objects are early iterations
  • Crown and jewel graphics are placeholders
  • No shading on chaingun/machine gun pickups

Audio:

  • One background track used in all levels
  • All enemy alerts use Brown Guard voice
  • Different enemy gunfire sound

Bugs/Missing:

  • Easiest difficulty not present
  • Extra lives can’t be collected
  • No exit/victory screen
  • Hans Grosse functions not implemented
  • No parental advisory screen

Version 1.0 (1992-03-14) — Beta

  • Early BETA for testers via Software Creations BBS
  • Planned EGA and VGA builds of all 3 episodes.
  • Demo loop
  • High scores
  • Ordering info, help text
  • End-of-game sequences
  • Included README and feedback forms

Version 1.0 (1992-04-13) — Final Episode 1 Beta

Improvements:

  • Stereo sound for SB Pro
  • Par times, kill/secret/treasure ratios
  • Baby Mode added
  • Mouse sensitivity setting
  • F7/F8 QuickSave/QuickLoad
  • Sliding pushwalls implemented
  • Dog "yipe" SFX added

Issues:

  • Demo works only on first boot
  • Boss is too easy
  • Ending still not implemented
  • Dev tips from Romero included in README
  • Version 1.0 (1992-04-Late) — Apogee Review Beta
  • Cursor defaults to “Read This!”
  • “VGA version” label replaced by “in COLOR”
  • Time-locked build (stops working after May 1st)
  • HELPART.WL1, ORDERART.WL1, WOLFART.WL1 mostly complete

Shareware, Registered & Retail Releases

Version 1.0 (1992-05-05)

  • First official public release
  • Apogee logo added to initializing screen

Version 1.1 (1992-06-01)

  • Released for Shareware, includes Trilogy (Episodes 1–3)
  • Removed debug shortcuts (TAB+O, TAB+N)
  • Debug keys: LAlt + LShift + Backspace via -goobers
  • DeathCam feature introduced
  • Score threshold for extra lives raised to 40,000
  • Title and HUD tweaks
  • New shareware content: Bones, vines, racks, utensils, stove, dirty walls

Fixes:

  • Save/load time bug
  • Secret door in E1L7
  • Inaccessible tile fix in E1L1

Version 1.1 (1992-06-14)

  • Shareware and registered builds
  • “Snappity” sign changed to “Aardwolf”
  • Covered hands added to machine gun sprite
  • Secret floor code handling for E1L1 improved
  • Level floor consistency patches (E1L2, L3, L4, L6, L8)
  • Bug introduced: secret elevator in E1L1 broken again

Version 1.2 (1992-06-25/28)

  • Fixed E1L1 elevator using correct floorcode
  • Maze fix in E2L8
  • Object tweaks in E5L6 and E6L7
  • Still labeled as V1.1 in UI/readme

Version 1.4 (1992-11-01)

  • Joystick calibration added
  • Re-recorded demos
  • Added Spear of Destiny info
  • Level tweaks across most episodes:
  • Enemy placement, wall textures, audio triggers
  • BJ portrait behavior adjusted
  • Minor sprite enhancements: elevator switches, tables, plants, chandeliers

Version 1.4 (1992-12-15/22)

  • Apogee mailing address updated
  • Shareware EXE renamed to WOLF3D.EXE
  • File modification dates removed

Retail & OEM Variants

Version 1.4 (1993-08-03) — No-Cheats Version

  • -goobers debug parameter stripped
  • Result of Apogee anti-cheat policy

Version 1.4 (1993-09-03) — Mindscape/Id Software

  • F1 redefined as boss key
  • Help and ordering screens removed
  • Apogee logo replaced with id Software logo
  • Ordering prompts stripped from end text

Version 1.4 (1993-09-13) — GT Interactive

  • GT logo replaces id Software on boot
  • Credits screen rearranged
  • Font graphic for "2" changed

Version 1.4 (1994-04-13) — GT Interactive

  • Hidden code after high scores removed
  • “Aardwolf” sign replaced by pile of bones
  • BJ face no longer animates between levels (bug)
  • Crash screen no longer tells users to call Apogee

Version 1.4g (1994-10-01) — Apogee Re-release

  • Re-enables -goobers cheat
  • Bundled with AARDWOLF.TXT and SETBLAST.EXE

Version 1.4 (1998-03-13) — Activision CD Release

  • GT logo replaced by Activision’s
  • No installer; distributed via CD
  • Exit screen removed
  • Includes Windows WOLF.ICO icon

File Naming Notes

Alpha: WOLF1V.EXE

v1.4 Shareware: W3D-E1.EXE, later WOLF3D.EXE

Files Modified in Early Alpha (by third parties)

README.WL1

WOLFART.WL1

ORDERART.WL1

HELPART.WL1

Known Debug Key Combos by Version

  • v1.0 Alpha: F10+key (no activation needed)
  • v1.1: Ctrl+Tab+Enter (original), later changed to LAlt+LShift+Backspace with -goobers
  • v1.4 (no-cheats): -goobers removed
  • v1.4g: -goobers restored

Dev Notes: Excerpt from 1992 Beta Letters

"Try to break this game down — we dare ya! Please run through all 3 difficulty modes [...] If you’re a big Keen fan, this may NOT be the game for you. But if you’re into Wing Commander — you’ll love this."
– John Romero

"There’s now a PAR TIME at the end of levels. If you beat it, you get MEGAPOINTS!" – v1.0 April Beta

Texture Differences in Early Builds

  • Crown shadow, vase, skeleton, armor, lamp, barrel: all had early versions
  • Hans Grosse was unfinished in alpha
  • Machine gun and chaingun pickups had no shadows
  • Wall textures: dozens of bricks, wood, steel, and art textures were placeholders

Audio Differences

  • Startup music: different tune
  • Gunfire: different firing sound
  • Alert sounds: reused voice lines
  • Dogs: added later in beta with special SFX

Audio Differences by Version

Prototype (Alpha/Beta):

  • Single music track used across all levels
  • Different startup/intro music
  • Firing sound differs from final
  • All enemies use the Brown Guard’s alert sound

April Beta:

  • Introduced stereo support for SB Pro
  • Dog "yipe" sound added
  • Sprite, Texture & HUD Differences

Enemies & Characters:

  • Hans Grosse: Unfinished in Alpha
  • Guards: Misplaced transparent pixels
  • SS: Lacked final shading

Weapons & Pickups:

  • Chaingun & Machine Gun: No shadow in Alpha
  • Extra Life icon: Early design used
  • Ammo clip: Visual differences

Environmental Props:

  • Crown: Shadow rendering changed
  • Treasure Chest: Replaced by scattered jewel sprite in Alpha
  • Skeleton, Plant, Lamp, Vase, Armor, Puddle, Barrel: All visually distinct in early versions

Wall Textures:

  • Dozens of variations across early and retail versions:
  • Hitler portraits, wood panels, blue cells, red/gray bricks
  • Eagle archways, steel walls, signs
  • Shading and alignment tweaks

HUD & UI:

  • BJ face had different expressions/shading
  • “Get Psyched!” text was smaller
  • HUD weapons less shaded in Alpha
  • Option screen and pop-ups used different UI layout

Developer Notes — Beta Excerpts

March 1992 Letter (John Romero):

"Try really weird things, try to break this game down — we dare ya! [...] If you're the kind that could get into Wing Commander, you'll love this game."

April 1992 Notes:

"PAR times are based on my own playthroughs. [...] Use the mouse and keyboard together — that’s the secret to mastering this game."

Final Beta (May 1992):

"If you would like an autographed copy of the Wolf3D Hint Book, send Jay a message requesting one."


Complete Version History of Spear of Destiny (DOS)

This document lists all known versions of Spear of Destiny, the prequel to Wolfenstein 3D, along with changes, fixes, and regional variations. It combines information from Wolf3D.de and TCRF to provide a definitive overview.


Official Release Versions

Version 1.0 (1992-09-18)

  • Initial commercial release by FormGen
  • No cheat protection
  • Debug keys work without requiring command-line flags
  • Game includes only Episode 1: "Spear of Destiny"

Version 1.1 (1992-10-26)

  • Bug fixes and optimizations
  • Minor level layout adjustments
  • Some sound/music tweaks
  • Still no cheat protection

Version 1.2 (1993-01-12)

  • Introduced cheat protection
    • Debug keys (Tab + cheats) require -goobers command-line flag
  • Included in most later retail releases

Version 1.4 (1993-12-14)

  • Adds a splash screen warning about using cheats
  • Released with updated Mission Packs (Return to Danger / Ultimate Challenge)
  • Includes updated ordering information and FormGen contact details

Expansion: Mission Packs (SoD Mission Disks)

These were sold as retail add-ons and bundled in later compilations. Each pack added a new 21-level campaign using the same engine and assets.

Mission Pack 1 – Return to Danger

  • New storyline: B.J. battles a mad German scientist creating a doomsday device
  • New level maps, but mostly reused art/sound assets
  • Originally released in 1994 by FormGen

Mission Pack 2 – Ultimate Challenge

  • Another standalone campaign with new map layout
  • Similar asset reuse; only the maps and storyline differ
  • Bundled with Return to Danger in compilations

Alternate Builds & Retail Packages

GT Interactive Compilation (1994–1995)

  • Released Spear of Destiny bundled with Wolfenstein 3D and both mission packs
  • Uses Version 1.4 of the engine
  • Includes the cheat warning splash screen
  • Debug keys still require -goobers

Activision (1998 CD Release)

  • Includes Spear of Destiny and Wolf3D on one disc
  • Based on Version 1.4 engine
  • Menu shortcuts provided via Windows installer
  • No major changes to the engine, but files are timestamped differently

Steam / GOG (Modern Re-releases)

  • Typically use Version 1.4 with DOSBox
  • Files preconfigured for modern systems
  • Cheat warning splash screen retained
  • Some versions disable audio/music by default until configured

TCRF Differences & Unused Content

TCRF documents internal leftovers and unused features across all SoD versions:

Unused Assets

  • Unused wall textures not seen in any map
  • Extra sound effect slots remain blank
  • Unused graphics tiles for alternate doors and props

Hidden Developer Messages

  • Hidden sign texture: "Call Apogee and say AARDWOLF"
  • Easter egg string in mission pack code

Debug Mode Differences

  • Version 1.0–1.1: Cheats like TAB + W, TAB + B, etc. work freely
  • Version 1.2+: Requires -goobers to activate debug mode
  • Version 1.4+: Adds warning screen on cheat activation

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