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The Business (novel)

The Business is a novel by the Scottish writer Iain Banks, published in 1999.

Plot introduction
Kate Telman is a 'level 3' executive in the Business, a vast business empire. During her sabbatical year, she comes to suspect that some of her colleagues are stealing from the organisation, and investigates.

Plot summary
The book starts with a 4:37 a.m. phone call from Mike Daniels to Kathryn (Kate) Telman. He has been drugged, and about half of his teeth randomly and expertly extracted, just before an important meeting in Japan.

The Business is a powerful (yet democratic) multinational commercial organisation, secretive (but not too sinisterly so), and very long-lived. It predates the Roman Catholic Church, and descends from a consortium of merchants in the Roman Empire which it even owned for sixty-six days (it hired a man to become emperor, but he lasted less than a month before being assassinated; a reference to the Emperor Didius Julianus). It is now considering taking over a country in order to gain a seat at the United Nations.

The story follows the heroine, Kate Telman, who is 38 and lusts after Stephen Buzetski, who is married. Starting from poverty, she has risen through the Business under the tutelage of her mentor, who adopted her at an early age, and her 'uncle Freddy', the man who invented the portable milk container (named the "chilp").

She is investigating a possible case of someone stealing from the company, starting with strange happenings at a silicon chip manufacturing plant. Although she discovers evidence of wrongdoing at a high level in the Business, she continues to believe in what they are doing as an organisation.

She travels the world, at one point being summoned by a weapon-collecting higher-up in Nebraska to talk his nephew out of writing an incendiary anti-Islamic screenplay. A scene of the book takes place on a ship on its way to be broken up at a shipyard in Sonmiani Bay. She has several telephone conversations with her therapy-damaged friend Luce in California, who provides a cynical, suspicious, foul-mouthed counterpoint to Kate's goodheartedness. She is given a DVD of Stephen's wife having extramarital sex in an attempt to influence her.

She also becomes involved in the acquisition of the small Himalayan country of Thulahn. Small and underdeveloped, bleak and vulnerable, the football pitch doubles as the airport, "the royal palace is heated by yak dung" and the "national sport is emigration". It resembles an exaggerated version of Bhutan.

Under the Business's plan, Thulahn would be utterly changed, if not destroyed, and its people thrust into the modern world. Kate is given the job of negotiating with Thulahn's Crown Prince Suvinder Dzung, who when he last met her had fallen in love with her.

Literary significance and criticism
The Business has been described as a science fiction book set in the present day.

Part of Kate's job is to keep up to date with current technological developments, and Banks mentions many contemporary gadgets. Cars in particular (Freddy has a fine collection of vintage ones), and technology in general, are celebrated and described in detail here. References to DVD technology and flying on Concorde combine to date this book to a very narrow period. (In this it is like Dead Air.) At one point, Telman tortures a Ferrari 355's engine to force a villain to confess, and she rents an Audi A3.

Kate's gradual falling in love with the place she is tasked to change beyond recognition is reminiscent of the 1983 film Local Hero.

title: The Business (novel)


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Union of Patriotic Youth

Unión de Jóvenes Patriotas (Union of Patriotic Youth) was the youth organization of the Colombian leftist formation Patriotic Union (UP).

History
Like the main UP party, the UJP was severely persecuted by the agents of drug lords, paramilitaries and rogue elements inside the Colombian military during the 1980s. Many left-wing groups in Colombia have denounced the extermination of the UP and the UJP as part of a politically motivated strategy emanating from powerful sectors of Colombian society, including drug lords and some members of the traditional socioeconomic elites, which would have counted with the passive or active collaboration of several officers within the Colombian military and allegedly the indifference or tacit approval from contemporary administrations, in particular that of Virgilio Barco Vargas.

No proven direct links between the murders of UP members and high-ranking Colombian officials have been uncovered, though there is some documented evidence of the existence of organized meetings concerning the subject of the UP between drug lords, paramilitaries and lower-to-medium ranking military individuals at the time. Several drug mafia or paramilitary hitmen and lower-ranking military officials which directly cooperated with illegal death squads at the time were prosecuted for some of the killings, though the vast majority of the cases have remained unresolved. Among the few intellectual co-authors of the extermination campaign which have been identified with a relatively clear degree of certainty are drug lords (such as José Gonzalo Rodriguez Gacha) and paramilitary leaders (such as Carlos Castaño Gil, by his own admission).

The UJP was a member of World Federation of Democratic Youth, and was disbanded in the early 1990s.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Union of Patriotic Youth


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Loevestein Castle

Loevestein Castle (Slot Loevestein ) is a medieval castle in the municipality of Zaltbommel, Gelderland, the Netherlands.

The castle was built by the knight Dirk Loef of Horne (hence "Loef's stein" (stone) house)  between 1357 and 1397. Until World War II Loevestein Castle was part of the Hollandic Water Line, the main Dutch defense line that was based on flooding an area of land south and east of the western provinces. Currently the castle is used as a medieval museum and function centre.

History
Loevestein is a water castle that was built between 1357 and 1368. It was built in a strategic location in the middle of the Netherlands, where the Maas and Waal rivers come together (just west of current day villages of Poederoijen and Brakel, in the municipality of Zaltbommel, in Gelderland). At first it was a simple square brick building, used to charge toll from trading vessels using the rivers. By 1372, the castle was under control of the Counts of Holland. In the 16th century (around 1575, on orders given by William the Silent) it was expanded to a larger fortress surrounded by earthen fortifications with two (later three) stone bastions on the northern side, two moats, an arsenal, and housing for a commander and soldiers. The castle was also part of the Hollandic Water Line.

It changed hands twice between the Northern Dutch and the Spanish during the Eighty Years' War: on December 9, 1570, it was taken by the Geuzen; ten days later by the Spanish again; and on June 25, 1572, it was retaken by the Dutch.

From 1619 the castle became a prison for political prisoners. One famous inmate was the eminent lawyer, poet and politician Hugo de Groot (Hugo Grotius) often presented as the "father of modern international law", who was serving a controversially imposed life sentence from 1619, over his involvement in the controversies over religious policy of the Dutch Republic. In 1621, his wife Maria van Reigersberch, who was also staying at the castle, hid with him in a book chest that was regularly brought for them. He subsequently became the Swedish Ambassador to France for 10 years. Another high-profile inmate was the English Vice-Admiral George Ayscue.

In literature
In Alexandre Dumas, père's novel La Tulipe Noire, the main character Cornelius Van Baerle is imprisoned at Loevestein.

title: Loevestein Castle


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Computer fan control

Fan control is the management of the rotational speed of an electric fan. In computers, various types of computer fans are used to provide adequate cooling, and different fan control mechanisms balance their cooling capacities and noise they generate. This is commonly accomplished by the motherboards having hardware monitoring circuitry, which can be configured by the end-user through BIOS or other software to perform fan control.

Need for fan control
As modern PCs grow more powerful so do their requirements for electrical power. Computers emit this electrical power as heat generated by all major components. Heat production varies with system load, where periods of compute-intensive activity generate much more heat than the idle time does.

Processors in most early x86-based computers, up to some of the early 486s, did not need active ventilation. Power supplies needed forced cooling, and power supply fans also circulated cooling air through the rest of the PC with the ATX standard. The byproduct of increased heat generation is that the fan(s) need to move increasing amounts of air and thus need to be more powerful. Since they must move more air through the same area of space, fans will become more noisy.

Fans installed in a PC case can produce noise levels of up to 70 dB. Since fan noise increases with the fifth power of the fan rotation speed, reducing revolutions per minute (RPM) by a small amount potentially means a large reduction in fan noise. This must be done cautiously, as excessive reduction in speed may cause components to overheat and be damaged. If done properly, fan noise can be drastically reduced.

Fan connectors
The common cooling fans used in computers use standardized connectors with two to four pins. The first two pins are always used to deliver power to the fan motor, while the rest can be optional, depending on fan design and type:
 * Ground – common ground
 * Vcc (Power) – nominally a +12 V supply, though it may be variable depending on fan type and desired fan rotation speed
 * Sense (or tachometer) output from fan – outputs a signal that pulses twice for each revolution of the fan as a pulse train, with the signal frequency proportional to the fan speed
 * Control input – a pulse-width modulation (PWM) input signal, used when the cooling fan assembly has an internal motor driver circuit.  Fan assemblies with this control input provide the ability to adjust the rotational speed of the fan without changing the input voltage delivered to the cooling fan assembly. A variable rotation speed allows the cooling rate to be adjusted to meet demand, quietening the fan and saving energy when full speed is not required.

The color of the wires connected to these pins varies depending on the number of connectors, but the role of each pin is standardized and guaranteed to be the same on any system. Cooling fans equipped with either two- or three-pin connectors are usually designed to accept a wide range of input voltages, which directly affects the rotation speed of the blades.

Thermostatic
In this style of fan control, the fan is either on or off. Temperature inside the chassis is checked, and if an outside-of-range temperature is detected, fans are set to their maximum speed. When the temperature drops below a threshold again, the fans are turned back off. This control method reduces noise issues and power requirements during periods of low usage, but when the system is operating at capacity, the fan noise can become a problem again.

Linear voltage regulation
A standard cooling fan is a DC motor with blades attached. By varying the voltage input across the acceptable range for a fan, the speed of the fan will increase (to added voltage) and decrease (to reduced voltage); a faster fan means more air moved and thus a higher heat exchange rate. There are a few ways to perform this regulation, as described below.

Resistors
Resistors in series with a fan's power pin are the simplest method of reducing fan noise, but they add to the heat generated inside the computer case. Since the voltage drop is proportional to the current, the fan may not start. They need to be of the appropriate power rating. For variable fan control, potentiometers could be used along with a transistor such as a MOSFET whose output voltage is controlled by the potentiometer. It is possible to use a rheostat instead.

Diodes
A diode in series with the fan will reduce the voltage being output to the fan. A silicon diode provides a relatively constant voltage drop of about 0.7 V per diode; data sheets for a specific diode specify its voltage drop, for example the 1N4001 silicon diode's voltage drop varies from approximately 0.7 to 0.9 V as the current varies from 0.01 to 1 A. The power rating should be noted and some diodes may require cooling to operate at their rated current. The voltage drop across the diode will fall with temperature, causing the fan to speed up.

Like other series regulators, the diode will dissipate power equal to its voltage drop times the current passing through it.

Voltage modification ("volt modding")
The voltage a computer cooling fan receives is defined by the difference between the voltage wire (+12 V) and the ground wire (+0 V). By connecting one or both wires to a different voltage, the voltage the fan receives will be different from the default 12 V the fan was designed for.

Increasing the voltage over the default 12 V can be achieved by e.g. connecting the −12 V or −5 V power line instead of the ground wire in the fan connector, and by connecting the 5 V power line in the +12 V input of the fan connector. Through this procedure, 10, 17 and 24 V voltages can be achieved, with voltages exceeding 12 V being potentially damaging to the computer fans rated at 12 V. However, the combination of modern power supplies no longer being required to provide a −5 V power line and the limited power delivery capability of the −12 V line (usually less than 1 A of current) reduces the total capacity for volt modded fans in modern systems.

Connecting the +5 V power line to the +12 V input of the fan reduces the voltage the fan receives to +5 V. Some fans will not work at such low voltage at all, while some other fans may run at +5 V once they have started rotating at a reasonable speed.

Another method of reducing the fan speed is by moving the 5 V wire in the classical Molex power connector in the place of the Ground wire going to the fan, thereby delivering +7 V (12 V − 5 V = 7 V) to the fan. However, this is a potentially risky method, because +5 V PSU line is intended to source current only, not sink it, so the PSU is likely to get damaged in case of load on 5 V PSU line being below the load generated by 7 V fans (e.g. when PC enters idle/sleep state). Also, the components inside the computer using +5 V power might be exposed to over 5 V in case of a short circuit in the fan.

Integrated or discrete linear regulators
Common voltage regulator ICs like the popular LM78xx series are sometimes used to provide variable or constant voltage to fans. When thermally bonded to the computer's chassis, one of these ICs can provide up to 1 A of current at a voltage of 6, 8, 9 or 10 V for the LM7806, LM7808, LM7809 and LM7810, respectively. Adjustable versions like the popular LM317 also exist; when combined with a potentiometer, these adjustable regulators allow the user to vary the fan speed of several fans at currents far in excess of what a standard potentiometer could handle.

For higher currents, discrete linear regulators are relatively simple to construct using a power transistor or MOSFET and a small signal transistor or a Zener diode as a voltage reference. While discrete regulators require additional components (a minimum of two transistors, three resistors and a small capacitor), they allow for arbitrarily high currents, allowing for the regulation of additional fans and accessories.

As with other linear regulators, the waste heat that is produced will be roughly $1=P = (V_{in} - V_{out}) I_{out}$.

Pulse-width modulation
Pulse-width modulation (PWM) is a common method of controlling computer fans. A PWM-capable fan is usually connected to a 4-pin connector (pinout: Ground, +12 V, sense, control). The sense pin is used to relay the rotation speed of the fan and the control pin is an open-drain or open-collector output, which requires a pull-up to 5 V or 3.3 V in the fan. Unlike linear voltage regulation, where the fan voltage is proportional to the speed, the fan is driven with a constant supply voltage; the speed control is performed by the fan based on the control signal.

The control signal is a square wave operating at 25 kHz, with the duty cycle determining the fan speed. 25 kHz is used to raise the sound of the signal above the range of human hearing; use of a lower frequency could produce an audible hum or whine. Typically a fan can be driven between about 30% and 100% of the rated fan speed, using a signal with up to 100% duty cycle. The exact speed behavior at low control levels (linear, off until a threshold value, or a minimum speed until a threshold) is manufacturer dependent.

Many motherboards feature firmware and software that regulates these fans based on processor and computer case temperatures.

Fan speed controllers

Another method, popular with PC hardware enthusiasts, is the manual fan speed controller. They can be mounted in an expansion slot or a 5.25" or 3.5" drive bay or come built into a computer's case. Using switches or knobs, attached fans can have their speeds adjusted by one of the above methods.

Hardware
Most modern motherboards feature hardware monitoring chips, which are capable of performing fan control, usually through the PWM method as described above. These chips can be configured through BIOS, or by using specialised software once the operating system has booted.

Processors produce varying levels of heat depending on system load, thus it makes sense to reduce the speed of the fans during idle to decrease the noise produced by fans running full speed, until the load does goes up, at which point fan speed must be adjusted promptly to avoid overheating. Modern hardware monitor chips, once configured, are capable of independently running this monitoring loop without any need for a functioning BIOS or an operating system. This automatic control offered by some chips may be called Thermal Cruise mode for maintaining a thermal envelope, as well as Fan Speed Cruise mode for maintaining a specific fan speed automatically.

However, not all software is capable of accessing these advanced configuration parameters provided by some chips, and it is very common that the generic software implements only the most basic interfacing with the chips, namely, an explicit setting for the duty cycle for each fan control setting, subsequently performing the duty cycle adjustments itself in software, and thus requiring that both the operating system, as well as this third-party software itself to continue running on the main CPU to perform the monitoring loop. This may not be a problem until the system or the utility crashes, at which point the system may overheat due to the failure of the fans to maintain adequate cooling whilst running at reduced voltage and speed.

Software
Many companies now provide software to control fan speeds on their motherboards under Microsoft Windows or Mac OS X/MacOS. Different software is used by different motherboards. There are also third-party programs that work on a variety of motherboards and allow wide customization of fan behavior depending on temperature readings from the motherboard, CPU, and GPU sensors, as well as allowing manual control. Two such programs are SpeedFan and Argus Monitor.

title: Computer fan control


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Talk:Wolfenstein 3D

Early Inspirations
I don't know where this information was gathered about Wolf3D being based off of Ultima Underworld technology, but Wolfenstein's technology was an upgraded technology of that of SoftDisk (Gamer's Edge division) Technologies' Catacomb 3D which was designed by John Romero, John Carmack, Adrian Carmack, Tom Hall, Jason Blochowiak, and Bobby Prince. The engine used in Catacomb 3D was essentially the same as that which was used in Wolfenstein 3D, only in EGA. However as one will see with the Wolfenstein 3D Alpha which has been available on the 'net for a few years, the original Wolfenstein 3D was originally based around an EGA engine as well (Many sprites in the game are still using an EGA palette), likely the very same Catacomb 3D Engine.

This is not referring to the later game entitled Catacomb Abyss which followed Wolfenstein 3D and was developed by a separate team, but the original Catacomb 3D (first released in 1991, then 1992 and a separate re-release named Catacomb 3D: The Descent later).

 * The article doesn't say Wolf3D was based on Underworld technology, but inspired by it. Apparently John Carmack saw a demo of Underworld at some trade show (CES or something) and then was inspired to write his own engine which lead to Catacomb first and Wolf later. See this article for some information. TerokNor 21:41, 14 August 2005 (UTC)

Article name
The hyphen is part of the game's name, so it's really Wolfenstein 3-D, source
 * Yes, I agree. It should be moved there. Teklund 17:23, 25 July 2005 (UTC)
 * It should be there: the game itself has a hyphen: https://www.youtube.com/watch?v=x8o0a5ntxfc — Preceding unsigned comment added by 117.20.68.185 (talk) 05:56, 16 February 2020 (UTC)
 * That may be, but 3DR is only a publisher in this case, whereas id is the developer, and they seem to have since dropped the dash in 3-D. Actually I'm not sure if they ever intended there to be a dash... Either way, I see both used, so I'm not sure (yet) the article should be moved. Retodon8 20:44, 22 October 2005 (UTC)
 * General use seems to be '3D' rather than '3-D', I'd be tempted to leave the article where it is. Cpc464 12:06, 25 October 2005 (UTC)
 * It's "3D" on id Software's website, as well. Fredrik | talk 13:20, 25 October 2005 (UTC)
 * Star Wars IV is on Wikipedia as Star Wars (film), not Star Wars: Episode IV – A New Hope. So I think the original name of the game should be used: Wolfenstein 3-D. Also, two earlier id Software games are listed as Hovertank 3D and Catacomb 3-D. It's not consistent. Calvero2 (talk) 20:27, 24 January 2023 (UTC)
 * Id wasn't consistent, either across games or in one game, but 3D is the common usage. Also, this comment thread was 17 years old. -- Pres N  21:13, 24 January 2023 (UTC)

Historical accuracy & mythology
I think it would be interesting to read something about the connection between the game and real Nazi activity. Is Castle Wolfenstein inspired by some real Nazi fortification? Does the game plot contain any details, characters and so on from the historical world? It would also be interesting to read more about the "mythology" of the games. Who are the bosses? What happens in the different episodes? --62.181.79.151 11:13, 23 Jul 2004 (UTC)

 * As the article mentions, the game was inspired by the game Castle Wolfenstein for the Apple II, not by any real-world fortification. AAMOF, many of the levels were--when viewed from top-down--just fanciful designs.  As for more details, we'll just have to wait for some more Wolf 3D fanatics to read the article. :-)    — Frecklefoot | Talk 14:44, Jul 23, 2004 (UTC)

 * The designs were spectacularly fanciful - as the article mentions, E3M10 was a direct model of PacMan; E2M5, E3M8 and E6M3 both heavily featured swastikas in their maps (particularly E6M3, built almost entirely of tesselated swastikas!); while other levels like E5M4 exhibited a remarkable and unexpected symmetry.

 * That said, no discussion of Wolfenstein is complete without mentioning that the boss of Episode 3 ("Die, Fuhrer, Die!") is none other than Adolf Hitler himself... ;-) Kinitawowi 12:51, Aug 5, 2004 (UTC)

 * "The, Leader, The" is very bad grammar. -Sean Curtin 21:57, 5 Aug 2004 (UTC)

 * I hope you'rs joking, it's supposed to be "Die" as in death. Or also a pun to be translated as "The Leader, die!" It's definatly not "The leader the".... 05:38, 2 Feb 2005 (UTC)

 * It's a joke reference to the Simpsons; Sideshow Bob has a tattoo which reads "Die Bart, Die!", which he claims is German for "The Bart, The". Kinitawowi 11:59, Feb 2, 2005 (UTC)

 * Which both in Hitler's and Sideshow Bob's case (correctly pointed out here) is nonsense, because the correct German article for Hitler and Bart would be "Der", not "Die". But didn't the Wolfenstein level pre-date the Simpsons episode? Christian Rödel

 * It really is unlikely id got the joke from The Simpsons, even if possible chronologically! Plus what Christian Rödel said, so no. :) Retodon8 20:44, 22 October 2005 (UTC)

Acually, no it's just mixed German and English. "Die" (english) "Fuirer" (german) "Die" (english) - I'd expect some people actually said things like that sometime around world war II --Nerd42 17:06, 18 February 2006 (UTC)

You're exactly right, it's a mix of German and English. Any attempt at complete direct translation into German would be a lost cause, since it was in fact merely a mix of the two languages, which I might mention was not uncommon throughout the course of the game. —Preceding unsigned comment added by 71.205.199.190 (talk) 06:20, 9 October 2007 (UTC)
 * Actually, it's quite simple: "Stirb Fuehrer, stirb!"(german) or "Die leader, die!"(english). 88.68.218.232 (talk) 00:51, 4 March 2008 (UTC)

SNES Port
The article states "Three new weapons and a score system were added as well" in regards to the SNES port. I'm pretty sure the original PC version featured a scoring system, and the player collected gold to get points. Someone please confirm this?

Also, I think the article should discuss other ports a little more (like the GBA port, which appears very faithful... but has no music). Some guy 21:11, 31 October 2005 (UTC)

Map overviews
A bit off the topic, but where can map overviews be found for Wolf 3D? I have searched all over and have not been able to locate them. Maybe a link for that could go in the article. Cheers.

 * Are you talking about graphical maps to the different levels? If so, a simple 10 second Google for "Wolfenstein 3D" and using the "Images" tab got me: http://www.belowe.com/wolf3d.htm There may be more suitable versions; these seem to be simple screenshots from within a map editor. Retodon8 13:26, 3 November 2005 (UTC)

Duke Nukem?
User:203.84.186.62 added that a secret level contained Duke Nukem. Does anyone know which level that would be? I have never heard of it. If no one can confirm this, I will delete it. TerokNor 16:16, 6 November 2005 (UTC)

 * Well, if you ask me, it was some sort of joke, or maybe that person thought... I don't know, maybe Hans Grosse was Duke Nukem or something. It would have to a be a pre-DN3D Duke Nukem too of course. I was pretty familiar with the game, the levels, the textures used; I was playing around with Bill Kirby's MapEdit back then, and no Duke Nukem. I'll not delete it, just in case I'm wrong, but I sincerely doubt it. Retodon8 22:33, 6 November 2005 (UTC)

OK, I'll delete it then. If anyone can prove it's true, they can just add it back. TerokNor 17:57, 7 November 2005 (UTC)

The Nintendo 64 version of Duke Nukem contains a multiplayer level called Wolfenstein.

Eh, no it doesn't. It's called 'Castle Dukenstein', and it's supposed to be like Dr Frankenstein's castle. Razstar 14:35, 26 February 2006 (UTC)

Wolfenstein 4D
Someone recently wrote about this in the article. Can someone find a source?--Drat (Talk) 07:02, 16 December 2005 (UTC)
 * I doubt that this is correct. The contribution says that Distinctive Software was involved, but in 1992 (when the development would have happened), Distinctive Software was already EA Canada. TerokNor 10:53, 16 December 2005 (UTC)

The German press called the game often Hundefelsen 4D to avoid any problems because you all know the game is banned in Germany.

complete sprite sheet?
Anybody know where I can get complete sprite sheets for the original graphics? --Nerd42 02:18, 19 February 2006 (UTC)

You can easyly rip it from the game using any editor from any of the related sites (which may even have the full game for downlad). 200.230.213.152 05:19, 13 October 2006 (UTC)

Boss strategies.
Are they really needed? Wikipedia is not a game guide/strategy guide.--Drat (Talk) 03:21, 3 March 2006 (UTC)

Technical implementation

 * Other games using the Wolfenstein 3D game engine or developments of it were also produced, including, Blake Stone, Corridor 7, Operation Body Count, Super Noah's Ark 3D, Rise of the Triad, Shadowcaster and Hellraiser.::

I can find no supporting reference to a Hellraiser game using the Wolf3D engine, and several sites state that Shadowcaster uses an early Doom engine.

 * About Hellraiser: search harder, like here: http://www.planetnintendo.com/thewarpzone/hellraiser.html Calvero2 15:53, 30 September 2006 (UTC)

Etymology
Is the word coinage of Wolfenstein supposed to be a portmanteau of Wolf and frankenstein since the guard dogs look like wolves and that the stronghold is similar to Frankenstein? (unsigned comment from anon)
 * No, definately not. Wolf 3D is partly based on a game released in 1984 called Castle Wolfenstein and its sequel, Beyond Castle Wolfenstein. I believe the id guys actually snapped up the rights to the original games so that they could use the name.--Drat (Talk) 13:14, 31 March 2006 (UTC)

 * Actually, they didn't "snatch up the rights." John Carmack asked for permission from the original authors and they readily gave it.  The Apple II was long dead by then. — Frecklefoot | Talk 21:19, 31 March 2006 (UTC)

 * Even if the etymology does not come from the guard dogs, is "Wolfenstein" a pun on Frankenstein?
 * Most unlikely.--Drat (Talk) 02:11, 2 April 2006 (UTC)

 * A friend of mine who speaks fluent Deutsch said it meant something like wolf's rock. I think the name came from some castle's name somewhere there, dunno? 200.230.213.152 23:09, 2 November 2006 (UTC)

 * http://de.wikipedia.org/wiki/Wolfenstein - In real life, Wolfenstein can be a dude, a rock formation or some village. I think in the end it could have been made to sound like the name of some castle in germany. Many castles in germany end on "-stein" (rock, stone).

 * They probably picked '-stein' specifically to allude to Frankenstein, especially since the mutant soldiers featured later on in the game essentially look just like Frankenstein's monster (albeit, with a third arm grafted to the chest). The fact that German castles frequently end in 'stein' only suits it better. Either that, or they went with the Boris Karloff's Frankenstein's monster design after they had already settled on the name, specifically because of that connection. I refuse to believe this is all coincidence lol 64.56.246.106 (talk) 02:47, 21 December 2008 (UTC)
 * As I wrote above over two years ago, the game is partly based on the old Castle Wolfenstein game from 1984, which had nothing to do with mutant supersoldiers.--Drat (Talk) 03:21, 21 December 2008 (UTC)

PC-13
I've added ID's own PC-13 rating to the infothingy. While i know ID "invented" the PC-13 system, i do not know the specifics. Could someone who does please add them to the article somewhere? -- De Zeurkous (root@lichee.nichten.info), Sun Jun 4 18:17:42 UTC 2006

BJ Blazkowicz Gif
Screen captured the frames of BJ at the level end summary screen in the PC version. Rendered on Macromedia Fireworks and uploaded to page. -- Hnatiw, Wed June 21 2006

Who's Under Fake Hitler?
It would seem that Fake Hitler has more than a flame thrower under that robe. The sprite seems to have another person underneath it. Does anyone have any idea who's under there?
 * The fact they crumple to the floor in the way they do suggests otherwise. But to write anything regarding this in the article would be original research, without a reliable source.--Drat (Talk) 06:20, 24 June 2006 (UTC)

 * I would hazard a guess that it's a cameo appearance by one of the game's designers, much like the head included in the last level of DOOM. But then, I have only my own experience to base this on :)
 * The enemies in Wolfenstein are drawn, not digitized from people or clay models.--Drat (Talk)

 * The face sprite is identical to the standard wolfenstein soldier. Whether or not they are Wermacht (or whatever branch the soldiers originate from) or some elite soldier I have no idea. HoundofBaskersville (talk) 05:57, 10 February 2011 (UTC)

Was Quake the first real 3D FPS?
Hi!

I am not a programming nor a computer game expert, so I could be wrong, but I think Quake wasn't the first real 3D FPS. At the entry of Descent it states that it was released 1 year before Quake. I played both games and in Descent there is no limits of turning and moving, and I didn't see any cheating in graphics, so I think it had to be real 3D.

 * Technically, Descent is not a traditional 3D engine. While quake has brushes that makes up its floors, ceilings, and et cetera, whereas Descent uses a portal engine, which really is just a series of tunnels in space. While you're making the boundaries in Quake, you're making the space between the boundaries in Descent. —Preceding unsigned comment added by 74.192.34.190 (talk) 22:05, 24 September 2007 (UTC)

MODing
Ain't Wolf3d mods an important view on the game that should be covered in the article? Since it's source code release, it has spin-off'd many fan created mods and tcs and stuff... And kind of brought the game to life again... 200.230.213.152 05:33, 13 October 2006 (UTC)

Title music / Mac version
Article states ...the Horst-Wessel-Lied as theme music.... I assume the title music is meant; the game is full of mediocre little melodies but the title music is the only one with any distinction. But does this indeed share the melody of the Horst-Wessel-Lied?

I have the game -- Mac OS 9 version. I've played it often enough to be able to hum the tune at will. I've just now listened to it again, along with an MP3 of a perfectly straightforward performance of the Horst Wessel. They just don't seem alike.

For one, HW is in a major key -- a happy song if you can imagine happy storm troopers marching through the streets. Wolf is in a minor key and, to my ear, far more persuasive; if the Nazis had had id's music guy working for them they might have won the war. Arrangement aside, one does not even seem to be a straightforward transposition of the other.

Can anyone explain this? John Reid ° 13:41, 17 November 2006 (UTC)

 * I'm not sure about the Mac version, but I can tell about the PC original version. There is one song that plays from the loading screen, through the PG-13 screen, to the "Wolfenstein 3-D" screen. When you press enter, the main menu ("Options") appears, and another music song there. The first song is a happy, major key melody, that is exactly the Horst-Wessel-Lied. The second song (in the main menu) is a minor key song, which is the song I associate most with Wolfenstein (you can listen to a MIDI file of the second song I'm refering to here). I've seen this second song called "Wondering About My Loved Ones", btw. Anyway, I've seen both songs called the "theme music" from Wolfenstein 3-D, and as the Horst-Wessel-Lied appears during the title screen, it could be called the theme music. Maybe in the Mac version only the second song plays all the time... but I can assure you the Horst-Wessel-Lied is in fact played in the game, and can be considered the theme music.Sega381 05:29, 19 November 2006 (UTC)

How very, very interesting! The MIDI is completely unfamiliar to me. On my Mac, Wolf boots right up and goes straight into this intense, apocalyptic orchestration; I wonder if I should scrape it and put it up somewhere (for educational purposes only). Perhaps by the time MacPlay ported, id had already been through the Konfrontation with German law and decided to compose something better than Horst Wessel. John Reid ° 15:32, 20 November 2006 (UTC)

 * This webpage lists some of the changes betwen the Mac and PC versions of Wolfenstein-3D, including the music. The Mac version was ported from the Jaguar version, which was ported from the SNES version, where the song was dropped.Sega381 21:41, 20 November 2006 (UTC)

Hmm. Yes well, that explains the song, as I thought. However, in my Mac version, a lot of Nazi elements were restored; the SNES version doesn't read anything like what I've got on my desktop. Mine has Hitlers on all the walls, floors in the shape of swastikas, dogs, and plenty of blood. One real shortcoming is that all my sprites have only one side -- the front; there is no sneaking up on a guard. John Reid ° 23:06, 20 November 2006 (UTC)

 * The Nazi and gore elements were only censored in the SNES version; they were probably restored in the Jaguar one, and therefore also in the Mac port, even though it is not mentioned in that page. Apparently, the song stayed cut in all three versions, though.Sega381 00:18, 21 November 2006 (UTC)

Which leaves the question: What is that catchy tune? If you haven't heard it, you have no idea. If I hear a band marching down the street with that rolling out, I hide under my bed. John Reid ° 03:25, 22 November 2006 (UTC)

 * If you could find it online or put a sample MIDI, I could check if it is related to any of the other songs from the PC version of the game. However, it sounds like a pretty well-done song; my guess would be that they made it specially for one of the ports.Sega381 13:59, 22 November 2006 (UTC)

I'd like to know if id invaded Lithuania with it. John Reid ° 14:13, 22 November 2006 (UTC)

 * There is also a second rendition of Die Fahne Hoch in the game, which is used as background music for a select few levels (the easiest to access is the first level of the second episode) in which it is deliberately played in a minor key. A# Minor specifically, at least according to the author of this YouTube clip in which you can listen to it:

 * http://www.youtube.com/watch?v=E06_V4NUqAI

 * Here, Bobby Prince takes this little piece of fanfare and associates it with the darker themes he feels are more appropriate for a song about Nazism. D Boland (talk) 02:57, 21 December 2008 (UTC)

No in-game screenshots?
I'm surprised to see that this article didn't include even any in-game screenshot of actual gameplay. I hope nobody minds, but I've added two screenshots illustrating the original DOS version of the game and one showing the 3DO version. However, it does look a bit like the article is a little over-saturated with images as of now. Perhaps this would be good place to discuss if any should be removed? MarphyBlack 01:49, 12 December 2006 (UTC)

 * I think the in-game shots are very important, so it's ok for them to be there. The Bosses images, nice as they may be, I'm not sure are really needed; and the "Aardwolf" one could probably go too. If we had to take some pictures out, I'd vote on those.Sega381 03:50, 12 December 2006 (UTC)

 * While I agree that the boss images could go as their inclusion probably isn't entirely all that encyclopedic, I think that the article would end up looking just a little too bare should they be removed. I completely agree that the Aardwolf sprite could taken out with no loss, but I also believe that the animated B.J. pic in the storyline section could be removed as well. It's a bit redundant seeing as B.J. is already depicted in both the box art and the title screen, both which are placed not too far above the animated B.J. pic, and I'm pretty sure that animated gifs are discouraged here in general (I don't see any real benefit from this particular image being animated, at least). I believe that removing just those two would space out the existing images just a bit, making the article look less crowded for now. MarphyBlack 04:00, 13 December 2006 (UTC)

 * Very well, I agree with that.Sega381 12:05, 13 December 2006 (UTC)

 * Done!Sega381 12:08, 13 December 2006 (UTC)

Aspect ratio correction of images
I'm going to correct the dimensions of the screenshots and boss images.... from 128x128 -> 128x160 and 320x200 -> 320x240. Then they have a 1:1 pixel aspect ratio (basically I'll be making it taller - that's how it actually is when full screen) —The preceding unsigned comment was added by 202.173.178.218 (talk) 11:08, 17 December 2006 (UTC). Zephyr103

 * I would highly disagree with such a change. Although this is the aspect ratio in which the game is supposed to be displayed, this is not representative of the resolutions that the sprites were drawn at and not representative of the resolution that the screenshots were actually taken in. Despite the aspect ratio being different, the screen is still displaying the same amount of pixels (stretched vertically, as you said). Resizing the images manually through external methods will not accurately depict the quality of the game (it certainly depends on the kind of resampling that's done, i.e. nearest neighbor, bilinear, etc, but regardless, none will be accurate). Resizing will merely distort the images. To put it simply, it's not possible to 100% accurately represent what the games look in-game due to the slightly altered aspect ratio, but, I feel that it does the game far more justice to depict the screenshots and the graphics in their original drawn resolutions rather than try to artificially represent the "correct" aspect ratio.
 * And for the record, the 3DO image is displayed at the proper ratio. The screen is letterboxed slightly, so I just cropped off the black upper and bottom portions of the normally 320x240 screen. MarphyBlack 11:30, 17 December 2006 (UTC)

 * Well, now that I see the images, I guess they really don't look bad at all. (I guess I've just had bad experiences with resizing images. Huh.) Still looks a little strange to me, or at least the boss sprites do. MarphyBlack 11:43, 17 December 2006 (UTC)
 * I reverted the 3DO image. BTW, those images actually have noise/grain and an outline if you look really closely (you'd have to look even harder to see the distortion) BTW, those enemies are normally distorted even more in the game. (they are rarely exactly 2.00x, etc, their original size) I agree that it looks a bit strange, but if you play it at 320x200 it looks right. Zephyr103 11:50, 17 December 2006 (UTC)
 * Hmmm... it seems that the height should be x1.2 so for 128x128 it should go to 128x153.6... I'm going to upload non-noisy versions at 128x154. I was thinking about adding animated versions but maybe that is unnecessary. —The preceding unsigned comment was added by Zephyr103 (talk • contribs) 00:14, 18 December 2006 (UTC).

version comparisons
I'll expand this in the future...

http://members.chello.at/theodor.lauppert/games/wolf3d.htm
 * Wolfenstein 3D for the SNES.
 * Wolfenstein 3D for the Atari Jaguar.
 * Wolfenstein 3D for the Game Boy Advance.

I'll make better screenshots in the future... e.g. of special weapons, rats, etc. Zephyr103 10:51, 22 December 2006 (UTC)

 * The Jaguar shot taken in an emulator (Project Tempest, is it? It's the only Jaguar emulator I know of that can emulate Wolf 3D mostly properly) is not at the correct aspect ratio due to a known bug in the program. However, I'm not exactly positive of what is not being rendered correctly. Obviously the image is far too narrow than it should be, but I'm not sure if part of the screen is simply being covered by a black bar (Meaning only about 80% of the screen is visible), or if the image needs to be stretched horizontally. MobyGames and this place have screenshots of the game running on normal hardware showing how the game should look, but I can't quite pinpoint the exact difference between how the emulator renders the game and how the Jaguar actually displays it. (If the image needs to be stretched horizontally, then it's a simple matter of editing your existing picture. If not, then the emulator is actually blocking part of the visible screen.) MarphyBlack 09:44, 23 December 2006 (UTC)

Enemy quotes
The reason I removed the quotes is that they are not encyclopedically necessary, and amount to little more than trivia at best and gamecruft at worst. Unless a good reason can be given besides the fact that they are distinctive traits of each character (an argument which could be made for the grunts and roars of monsters in thousands of games), I'll remove them again in a week.--Drat (Talk) 04:12, 20 January 2007 (UTC)

 * Unlike the grunts and growls of monsters from other games, as you have mentioned, the alert and death cries of the enemies in Wolf 3D can in fact be transcribed in written form since they are speaking legible words. This alone would make including the enemies' quotes only practical in very few cases, and therefore not necessarily an argument which could be made for "thousands of games". Also relevant is the fact that since the enemies are speaking German (albeit in a slightly broken form), the translations of these lines are providing something relatively useful to the reader (and if verifiability is an issue, this information can be easily sourced from the Apogee FAQ or from the game's official hint manual).
 * Aside from all that, Wolf 3D is one of the first, if not the first, first person shooter to implement digitized voices. Unlike previous efforts in games of other genres, like say Sinistar for example, where digitized voices are only used mainly for gimmicky purposes, the digitized speech in Wolf 3D is central to the mechanics of the fps genre, where instant identification of enemies is absolutely essential to gameplay. The official hint manual stresses how important it is to recognize each enemy's distinctive alert cry. It might appear to be gamecrufty on the surface, but in reality, knowing what each enemy says is an extremely significant element to the game and definitely an aspect worthy enough to include here.
 * And aside from that aside, some of the quotes in Wolf 3D have become fairly well known. For example, these three sources:, , and all instantly associate the quote "Mein leben!" with the game. If a simple cry of "Mein leben!" is apparently enough to elicit connotations of Wolf 3D, then I think that shows that these quotes are more than noteworthy enough for mention. MarphyBlack 07:47, 20 January 2007 (UTC)
 * It's not Wolfenstein3D that first used digitized voices, but Castle Wolfenstein, it's predecessor. WikiTracker (talk) 18:50, 27 June 2008 (UTC)

Guard says?
In the Apogee faq and in the article he says "actung!"  Maybe he says that in the later versions (Mac, etc), but it sounds to me like "hertzouwa" (or something) You can listen to it here Maybe it's Hŏr zu! (Listen!) Zephyr103 10:39, 20 January 2007 (UTC)

In the hint manual created my ID, it says that he says "Actung!" It is possible that with new (and older) sound cards that the sounds will be slightly distorted. As it is that way with me on my XP machine. But on out old DOS-BOX I can clearly hear him say "ACTUNG!" —Preceding unsigned comment added by 207.74.25.66 (talk) 14:23, 23 September 2008 (UTC)

Fair use rationale for Image:Wolfenstein-3d.jpg
Image:Wolfenstein-3d.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

Please go to the image description page and edit it to include a fair use rationale. Using one of the templates at Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.

If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images uploaded after 4 May, 2006, and lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.

BetacommandBot 11:52, 6 July 2007 (UTC)

 * Done. - Sega381 13:04, 6 July 2007 (UTC)

Trivia
why the triva was totally removed? :-(
 * Well, the History page says thus: (cur) (last) 18:50, 22 September 2007 MarphyBlack (Talk | contribs) (27,689 bytes) (→Trivia - Now that the geographical references are gone, changing heading to something more appropriate.) (undo)

 * P.S. Trivia -sections- are frowned upon by Wikipedia. Lots42 20:02, 24 September 2007 (UTC)
 * there was interstiing info about MP-40, Luger and so on :-( —Preceding unsigned comment added by 82.115.54.176 (talk) 03:56, 14 October 2007 (UTC)
 * Well, I suggest digging it up via the history and creating a new section called 'Weaponry'. Lots42 10:21, 14 October 2007 (UTC)
 * It will be nice! —Preceding unsigned comment added by 193.193.233.66 (talk) 03:19, 24 October 2007 (UTC)
 * will you do that?

Boss Descriptions
Do we HONESTLY need the BOSS Descriptions section? Lots42 (talk) 12:37, 5 May 2008 (UTC)

 * No we don't, it's game guide material, and besides it was put in a section that had nothing to do. There are other conversations about this here, and it was decided that the bosses were gone. Someone re-added the info from some of the older versions of the article. There is no strong argument to put that section, and several against it. Sega381 (talk) 00:02, 6 May 2008 (UTC)

 * I believe we DO NEED BOSS DESCRIPTIONS. These are more than bosses, they're characters, and they do have a relevance beyond game guide usage.  I would like to see the characters, in some fashion, included in the page.WikiTracker (talk) 18:47, 27 June 2008 (UTC)

 * I disagree: except for Hitler, the bosses, though colorful as they may be, have almost no importance to the "big picture" of the game (and those who do have it are already mentioned in the "Story" section). I love Wolfenstein and like the bosses, but there can't be everything about a game inside Wikipedia. Take for example, the Commander Keen article: there is a lot more to say (and there are even some pages that could be deleted or may already have been deleted that have interesting game related info, like Vorticons), but Wikipedia is not the proper place; therefore, all that information is put in another wiki, in this case the KeenWiki. Of course there can be special cases, like bosses who are characters closely interwoven with the whole game, etc.

 * HOWEVER, if you or someone really think the bosses descriptions add some important info that has to be in Wikipedia and not somwhere else as an external link (such as a Wolfenstein wiki), I recommed adding one paragraph in the Gameplay section summarizing the bosses, something in the lines of "The bosses the player encounters are: Hans Grosse (a strong guard with dual-mounted guns), Gretel Grosse..." etc. That way, the info will be in the article, it will be summarized as it is not that important to contain every single detail about the bosses, and it will be presented in a not-gameguide-like way. I strongly recommend you to do this if you feel the information has to be there, instead of readding the boss section somehwere in the article yet another time. Sega381 (talk) 23:16, 27 June 2008 (UTC)

 * WikiStrategy. Awesome site. Perfect for all the boss talk. Lots42 (talk) 12:54, 13 February 2009 (UTC)

Unstable ports?
At the end of the overview, it's mentioned that "Some unofficial and unstable[citation needed] ports to different platforms like Linux and add-ons have been developed". There's currently a citation needed flag here (which makes sense to me), but rather than citing a source for that information, it seems like it should be removed.

Software instability is often localized to the specific configuration of the computer it's running on, as well as being generally transient (as fixes and patches are released). Moreover, it seems like any discussion of instability for a specific port of Wolf3D would be better placed in the article for the specific port being alluded to, not in this article.

Mcwehner (talk) 23:34, 31 January 2009 (UTC)

 * I agree with this.

 * Walker222 (talk) 22:08, 3 March 2011 (UTC)

External Link Clarification and Expansion
This is one of the games that has a shareware version and I think that would be good to put right into the external links section. Some other games categorize informational links and links to the game download. The current 3D Realms link has a download available of the raw DOS files so I'd like to place it under a subheading. I also host a version optimized for Windows on my website: DOSome Games and I'd like to put a link to that if there aren't any objections.

Also, earlier in this talk page it shows we are removing material that is better suited for a game guide. Perhaps if someone knows a particularly good game guide that would be a good external link to include.

Lmaxsmith (talk) 05:51, 12 April 2010 (UTC)

Doom 2
I'm surprised there's not mention of the Wolfenstein levels in Doom 2 —Preceding unsigned comment added by 87.237.64.150 (talk) 09:57, 12 May 2010 (UTC)

 * Well, an obscure reference to Wolfenstein 3D in a relatively unimportant game(W3D is the granddaddy of all 1st person shooters, whereas Doom 2 is basically just a Doom expansion pack) isn't considered all that notable.--24.60.220.148 (talk) 16:19, 22 June 2010 (UTC)

 * Respectfully disagree. The "secret" Wolfenstein levels in Doom 2 were basically a recreation of the first and last levels of Wolfenstein using the new engine.  This is not an obscure reference, but a blatant nod to the development of the genre and id software.  They even wrote it into the storyline, tying the "Doom" series in to the Wolfenstein story.  This belongs in the Legacy section.  — Preceding unsigned comment added by 64.73.140.230 (talk) 14:09, 5 May 2017 (UTC)

Sequels
RtCW in the Sequels section seems to be overly elaborate. Specifically, is the 'cg_uselessnostalgia' in-game console command important to note in this article? The same goes for the Wolfenstein 3D games available as bonus content in its various versions. Also, it seems like the small backstory on RtCW:ET could be cut -- it's definitely of interest but I think it would be best confined to RtCW:ET article. Note that the Doom article doesn't even have a sequels section -- that information is easily available right in the 'Doom series' info box at the bottom. No need for the Wolf 3D article to go on at length about its sequels. — Preceding unsigned comment added by Walker222 (talk • contribs) 22:06, 3 March 2011 (UTC)

Ports/Version details and differences
I restructured the ports section some, as it read very poorly for the general reader. I distinguished between commercial ports of the game and user-made ports, removed some less-relevant details for specific ports, and added dates for the ports. Still think the section needs some more refinement and citation. — Preceding unsigned comment added by Walker222 (talk • contribs) 17:45, 9 March 2011 (UTC)

I'd like to suggest creating a 'Ports and Versions of Wolfenstein 3D' page akin to the Doom one. I think Wolf3D has seen enough commercial ports over the years to warrant something like this. I don't think it would be a stub article. The other reason is that the differences between versions, while interesting and notable in their own right, are not really all that relevant to the legacy of Wolf3D. I emphasize legacy because the section should focus on evidence of the game's impact, not detail differences in different versions. Differences are interesting though, so why not make a new section for it? I think can Wolf3D warrants that.

The only exception I see is SNES; NES's censorship/editing of their product effectively describes Wolf3D's impact, reception, and controversy at the time. Thoughts? — Preceding unsigned comment added by Walker222 (talk • contribs) 01:55, 11 March 2011 (UTC)

 * On August 13, I added some information about the 3DO and Jaguar versions of Wolfenstein 3D to this article. On the 15th, Walker222 reverted these additions. He provided no direct explanation for the revert, instead noting "See talk page for this discussion." The problem is, as you can see by reading over this talk page and its history, no discussion concluding that information on Wolfenstein 3D ports should be deleted from this article ever took place here. Most likely the discussion Walker222 is referring to took place on a project or user talk page. On August 24th I posted a message on Walker222's user talk page asking why my edit was reverted. He has not replied in the four days since, and looking at his contributions history, it seems he has left Wikipedia entirely for the time being. That being the case, I've gone ahead and re-instated my edit. Should Walker222 return, or anyone else come along who can offer a rationale for why my edit was reverted, please post here as I honestly can't see why a video game article should not contain information about the varying content of its ports.--NukeofEarl (talk) 15:29, 27 August 2012 (UTC)

 * Hi NukeofEarl. I've moved your point to this section. I hope you don't mind, I just want all the points in this discussion to be in one place. This is the section I was referring to in my edit notes. As you can see, I made significant cuts and clarifications to this section last year, and have stated my reasons for doing so above. These changes have so far not been contested in any way.

 * In any case, as I state above, I believe that Wolf3D has too many commercial ports and variants to document in this section of the game's general page. You note the Jaguar and 3DO versions, but there are many many others, and many details for each port. I do think however that these differences are interesting and significant for a player (though not a general reader), and are numerous enough to warrant a separate article linked to from this one, as was done for Doom ( Official_versions_of_Doom ). There is already a separate article for Wolf3D's game engine, again for this same reason: the content is large enough for its own space, and too detailed to go into for a single section. I'll also add that Doom was a starred article so this approach has some consensus to it.

 * All the previous details for the versions I've kept here in the case that someone would like to start a Official_versions_of_Wolfensten_3D page (I believe the differences you note are already detailed here as well). Just on this talk page there's a table documenting some differences too. Please consider this approach to the article and share your thoughts here. Thanks!

 * Sorry for the late reply. I agree that a seperate article for the different versions is appropriate, but all the split-off articles I've seen started as sections or sub-sections of their respective parent article, and this strikes me as the logical way to proceed; I don't see why we need to keep this information out of Wikipedia articles entirely until a dedicated article is created. Anyway, the user page you mention has been around for well over a year, so it seems past time to either create an "Official versions of Wolfenstein 3D" article or admit that we don't have sufficient material for one. To be blunt, holding the info on a user page indefinitely seems a bit silly, since no one's going to read it there.

 * Incidentally, I disagree that the differences are not interesting for a general reader. I frequently read about the differences between versions of games that I either (a)only have access to one version of, or (b)have no interest in playing, period.--NukeofEarl (talk) 17:56, 4 September 2012 (UTC)

 * The user page is not for people to actually browse, it's just a place to work up the content until it's ready to be submitted as an article, as per the advice (tip #2) on these article guidelines. Walker222 (talk) 11:25, 10 September 2012 (UTC)

 * I suppose we'll have to agree to disagree on the usefulness of the detailed accounts of port differences in a game's main article. I do agree though that it may be time to work up the versions article and post it as an article. I will see what I can do in that regard, hopefully within the week. Please feel free to work up the versions article here in the meantime if you're so inclined. Walker222 (talk) 11:25, 10 September 2012 (UTC)

 * I know user pages are not for people to actually browse; that was my point. Anyway, if you're working on posting the new article soon, then I'll gladly save any further info I come across for the User Page. One thing I gotta do is try to dig up some good sources.--NukeofEarl (talk) 15:59, 11 September 2012 (UTC)

 * Ok, I made the page: Official versions of Wolfensten 3D. Please correct, cite and screenshots, etc. — Preceding unsigned comment added by Walker222 (talk • contribs) 23:51, 20 September 2012 (UTC)

Shareware Information
Hey everyone, I was actually wondering if anyone knew specifically what episode the shareware version of the game included. I am pretty sure it is the first episode, and so if I can get confirmation, I figure I can make that part of the page a little more specific. Thanks!U21980 (talk) 00:53, 4 June 2011 (UTC)

 * Yes, it's the first episode of the whole game. It'd be great if you could find a citation for that too! Walker222 (talk) 18:12, 4 June 2011 (UTC)

Number of Levels
The top of the article states that episode 1 contains 10 levels. The Gameplay sections states that each episode consisted of 9 levels. One of these has to be incorrect. Hastor (talk) 13:18, 9 June 2011 (UTC)

 * The paragraph next to the one mentioning nine levels reads:
 * There is also one "secret" level per episode that can only be accessed by the player uncovering a hidden elevator.
 * — Ivan Shmakov (talk) 08:57, 3 January 2012 (UTC)

Jaguar Version
The article mentions that ports vary by audio, graphics and levels. However, the Jaguar added the flamethrower weapon, and from what I understand, this is the only version that contains it. I thought it may be worth mentioning. There is also not a mention of which weapons are available in the game, just the number of different weapons in each level. With the small number of weapons available in this game, it seems like it may be worth at least listing, if not briefly describing them.

Also, someone above mentioned that the Mac version was ported from the Jaguar version. Did the flamethrower make it to the Mac? The same comment says that the Jaguar version was itself ported from the SNES version, and I know the Jaguar version isn't censored like the SNES version and has much better graphics. Was it just the engine itself that was ported between all these? Hastor (talk) 13:50, 9 June 2011 (UTC)

Nintendo 3DS
According to the "Platform(s)" field of the Infobox, Wolfenstein 3D runs on Nintendo 3DS.

I have serious doubts for the following reasons:

 * The "Release date(s)" field of the Infobox states "December 24, 2011 (3DS)". A future date does NOT qualify as a release;

 * I could only find one reference on the Internet: Wolfenstein 3D Port for the Nintendo DS Released. Given the number of important features that are missing from this port, I don't think it qualifies as a true release;

 * The Wiki categories " Nintendo 3DS games" and " Nintendo DS games" do not include Wolfenstein 3D.

If nobody adds a reference for "Nintendo 3DS" in the "Platform(s)" field of the Infobox, I will delete it after one month. ProResearcher (talk) 16:02, 17 August 2011 (UTC)

"unofficial video adaptations"
I don't see how a direct-to-video 'mockbuster' production that derives some of its fiction from the Wolfenstein 3D needs to have a section on the game's page. I don't believe the project is of interest to the general reader, which is the same reason there are no sections devoted to every port (commercial or no). It's also misleading - an 'unofficial film adaptations' section with a single entry. Appears to be there entirely for promotional reasons. — Preceding unsigned comment added by Walker222 (talk • contribs) 12:41, 14 June 2012 (UTC)

suggestions for improving the article
there should be a weapon section. the requirements also needs work. the game requires vga to run and i should know because i have tested it with ega and it didnt even start. it requires a sound card for music. think it takes about 2 megabytes of space. — Preceding unsigned comment added by 84.208.59.120 (talk) 15:41, 4 September 2012 (UTC)
 * A weapons section would fall under WP: GAMEGUIDE.--NukeofEarl (talk) 17:10, 4 September 2012 (UTC)

Useful source

 * 8 ways Wolfenstein 3D changed video games forever Gabriel Yuji (talk) 01:28, 15 May 2014 (UTC)

wolfenstein 3d is a reboot make no mistake
id rebooted it with just the trademark — Preceding unsigned comment added by 76.180.207.162 (talk) 20:13, 23 June 2016 (UTC)
 * What exactly is your point? Chaheel Riens (talk) 21:29, 23 June 2016 (UTC)

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External links modified
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Ultima Underworld
Hey everyone. Look at that - https://www.facebook.com/theromero/posts/10153943198041289

A major quote from that post: ''I was never shown a build of Ultima Underworld. John Carmack had never seen UU either. The first time we saw it was when everyone else in the world saw it, in late March 1992. About 5 weeks before we launched Wolfenstein 3D.''

I guess we will need to remove all references to Ultima Underworld as false? Let's discuss that. --Lone Guardian (talk) 22:03, 4 August 2018 (UTC)
 * Well, that's not what this article says, either; this facebook post is talking about errors in the first-person shooter article, 2 years ago. This article says "In the fall of 1991 [...], Carmack learned about Ultima Underworld: The Stygian Abyss... Ultima Underworld was planned to display texture-mapped 3D graphics without Hovertank's restrictions of flat walls and simple lighting. Deciding that he could add texture mapping without sacrificing the engine's speed or greatly increasing the system requirements as Underworld was doing, Carmack enhanced the engine over six weeks from Hovertank 3D for another Softdisk game, the November 1991 Catacomb 3-D." So, the only thing that facebook post contradicts is that Carmack learned UU had texture mapping in 1991- it says he heard about it in 1990. This article doesn't say that he or Romero saw it, which seems to be correct, and the article says that he added texture mapping to Catacombs 3-D first, not Wolfenstein, which is what the facebook page says.
 * So, the only point of contradiction is that Masters of Doom says that the team learned about UU having texture mapping in mid-1991, and Romero says it was 1990, though Carmack didn't use it in the April 1991 Hovertank 3D but only in the November 1991 Catacombs 3-D. I can reword the sentences to fit that, given that Romero has a crazy memory for when things happened so he's likely correct that the phone call was fall 1990. -- Pres N  03:39, 5 August 2018 (UTC)
 * Thanks for the clarification, it is really helpful for the translation to another language. Though, it indeed looks like it needs some reword for that. --Lone Guardian (talk) 05:27, 5 August 2018 (UTC)

A Commons file used on this page has been nominated for speedy deletion
The following Wikimedia Commons file used on this page has been nominated for speedy deletion: You can see the reason for deletion at the file description page linked above. —Community Tech bot (talk) 05:21, 25 March 2019 (UTC)
 * En-Wolfenstein 3D.ogg

Separate page for Development and Release sections
Both the Development and Release sections are getting fairly large. Perhaps they should be separate in a different page titled "Development of Wolfenstein 3D" as was the case of Development of Doom. This allow for expansion to additional cited information on other ports of the game, seeing as the SNES version has quite a history. What are your thoughts? Deltasim (talk) 13:39, 11 April 2020 (UTC)
 * Maybe, let me think about it- right now development is about 1 big paragraph bigger than when the article was promoted to FA, and release 2; some of that could be condensed in wording, but it is pretty long- it's only a few paragraphs away from the size of Development of Doom. -- Pres N  14:21, 11 April 2020 (UTC)

Classifying Releases
In the Releases Section, it is clear that Wolfenstein 3D has been ported to a number of different platforms. However some of those platforms have a history of their own. If I can gather enough information and references, I hope to classify those releases into different paragraphs as follows:

 * Original Release - About the DOS version. Paragraphs are fine as they are.
 * First Direct Ports - About the SNES and Atari Jaguar versions. Paragraphs are fine as they are.
 * Misc Ports - About the VR, Acorn Archimedes, Atari Lynx and Mega Drive versions.
 * Derived Ports - About the Macintosh, 3DO and Apple IIGS versions. Relation between the ports can be found at https://apple2history.org/spotlight/the-long-strange-saga-of-wolfenstein-3d-on-the-apple-iigs/
 * Handheld Ports - About the GBC, GBA, iOS, and Android versions.
 * Engine-based Ports - About the Xbox Live Arcade, PlayStation Network, Steam, Linux and Browser versions.

Sounds ambitious, though its probably not perfect when doing the different ports chronologically. Thoughts and Comments? Deltasim (talk) 21:23, 23 April 2020 (UTC)
 * If you can find reliable sources, maybe? The one you put here isn't, I don't think. Honestly tough, 3 extra paragraphs on top of the already long release section to describe small details of what changed between versions and exactly who worked on them and when seems like massive overkill. It's certainly interesting, but that much small detail on the production history of every port of the game would be overbearing and undue weight. -- Pres N  03:12, 24 April 2020 (UTC)

Wolfenstein's total budget
The total of the game's budget does not seem to accurately add up, probably due to the confusing figures of 90s US dollars and modern US dollars as well as missing pieces of information. Here's what has been gathered so far.

 * Copyrights $5,000
 * Salary $750 per month X 4.5 months X 5 team members = $16,875
 * Equipment $6,500 ($11,500 in modern dollars)
 * Total Development $25,000

Let me know if I've missed anything. Deltasim (talk) 12:12, 19 July 2020 (UTC)
 * That PCGamesN article is pretty sketch, to be honest, it mixes things up or is just flat-out wrong about once a paragraph. Using the "as of today" price for the computer doesn't make much sense given the rest of the development costs are given in 1991-ish money and I don't know why they phrased it that way, and never mind that I doubt they know what id paid for the computer, just what the retail price maybe was in 1991 for it. I think it's a real problem, though, that you're trying to do addition (and exact per-week rents!) from anecdotal sources- They may have told Kushner it cost 25k, but it's not like they were working from accounting books, that's just what they remembered it being. The exact quote is "The game had cost, if one considered id's only overhead—the rent of the apartments and their $750 per month salaries—roughly $25,000 to make." So, from that pretty much the only thing we can determine is that the 25k doesn't include money spent on Carmack's NeXT computer or the copyright purchase you found. It's not at all clear whether Carmack or id paid for the computer, but whatever, that's a development expense even if he bought it himself or kept using it for Doom. So, 25k, + the copyright and the computer, but did they buy anything else? Who knows; probably not even them, as I can't imagine that they kept any sort of accounting records or cared where the money went as long as they had some. So, we can say that they spent ~25k on rent+salary, bought the copyright for 5k, and Carmack used a ~6.5k computer, but adding them up to pretend we know the exact development cost is a step too far and verging into Original Research, I think. -- Pres N  02:40, 20 July 2020 (UTC)
 * Well in that case, until Carmack or any of the other involved team members produce scans of their original accounting pages, I'll leave that information as it is for now. The total budget stays a mystery.Deltasim (talk) 13:44, 20 July 2020 (UTC)

Wolfenstein 3d
This game is also available on java anyone edit it and add it Mr.Jacob Frye (talk) 07:03, 28 February 2021 (UTC)
 * I can't find a reliable source for it (or really much of anything); as far as I can see based on ancient download sites it seems to be an unofficial port so it wouldn't go in the infobox anyway. -- Pres N  15:28, 28 February 2021 (UTC)

Wolfenstein 3D HTML version Bathesda removal
@ I'm responding to your edit here: I also had a look on the web archive too, but couldn't find any specific date as to when it was removed. Your edit is quite short, and gets the point across. But personally I prefer my edit as we don't exactly know when it was taken down and goes into a bit more detail. Eitherway the edit is fine with me :) DreamlessGlare (talk) 03:56, 27 May 2021 (UTC)

"in a robotic suit equipped with four chain guns"
According to actual article and Wolfenstein's manual it is "chain gun". But it is wrong, since chain gun has only one barrel. In the game, there are multi-barrel guns in Gatling system. Sometimes, for short, people use term "minigun" (but, as far as I know, minigun was develped after WW2). — Preceding unsigned comment added by 2A02:A319:C147:4180:3D3B:F5ED:129C:FD1 (talk) 22:29, 9 October 2021 (UTC)

title: Talk:Wolfenstein 3D


text:
Boys from the Blackstuff

Boys from the Blackstuff is a five episode British drama television series, originally transmitted from 10 October to 7 November 1982 on BBC2.

The serial was written by Liverpudlian playwright Alan Bleasdale, as a sequel to a television play titled The Black Stuff. The British Film Institute described it as a "seminal drama series... a warm, humorous but ultimately tragic look at the way economics affect ordinary people… TV's most complete dramatic response to the Thatcher era and as a lament to the end of a male, working class British culture."

The Black Stuff
The television play The Black Stuff was originally written by Bleasdale and directed by Jim Goddard for BBC1's Play for Today anthology series in 1978. After filming however, the play was not transmitted until 2 January 1980. It concerned a group of Liverpudlian tarmac layers (hence the title, 'the black stuff' being a slang term for tarmac) on a job near Middlesbrough.

The acclaim that The Black Stuff received on its eventual transmission led to the commissioning of the sequel serial, of which Bleasdale had already written a considerable amount.

Boys from the Blackstuff
The series Boys from the Blackstuff follows the stories of the five now-unemployed men who lost their jobs following the events of the original play The Black Stuff. Set in Bleasdale's home city of Liverpool, and reflecting many of his own experiences of life in the city, each episode focuses on a different member of the group. The series was highly acclaimed for its powerful and emotional depiction of the desperation wrought by high unemployment and a subsequent lack of social support. Although Bleasdale wrote most of the scripts before Margaret Thatcher came to power, the series was noted by many reviewers as a critique of the early Thatcher era, which was seen as being responsible for the fate of many of the unemployed working-class, particularly in the North of England. The show was launched at a time when unemployment had reached 3 million as a result of economic recession and restructuring of industry, having topped 1 million for most of the 1970s.

The character of Yosser Hughes was widely discussed. He was a man driven to the edge of his sanity by the loss of his job, his wife, the authorities' continued attempts to take his children away from him and his constant attempts at salvaging his male pride (often being the main give-away of his insecurity). His catchphrases, "Gizza' job!" ("give us a job") and "I can do that!" became part of the popular consciousness of the 1980s, summing up the mood of many who sought desperately for work during the era. Hughes was played by Bernard Hill, who uses his Mancunian accent, with slight Scouse vocal mannerisms. The serial also helped to establish the career of Julie Walters, who played the most prominent female role as Angie, the wife of Chrissie, played by Michael Angelis.

The serial was made by the English regions drama department based at BBC Birmingham and was shot on location in Liverpool. The producer was Michael Wearing, who was based at Birmingham with a specific remit to make "regional drama", and who would later be instrumental in bringing the BBC's drama serials Edge of Darkness (1985) and Our Friends in the North (1996) to the screens. The writer Alan Bleasdale went on to write the scripts for The Monocled Mutineer (BBC1, 1986) and G.B.H. (Channel 4, 1991).

Reception
The series was so successful upon its original broadcast that only nine weeks after it had finished transmission, it was re-shown on the higher-profile BBC1. It was also transmitted again on BBC2 as part of that station's 25th anniversary season in 1989. In 1983 it won the British Academy Television Award for Best Drama Serial, and in 2000 was placed seventh in a British Film Institute poll of industry professionals on the best television programmes of the 20th century. It was also named as one of the 40 greatest television shows in a 2003 list compiled by the Radio Times magazine's chief television writer Alison Graham. In March 2007, Channel 4 broadcast a "Top 50 Dramas" programme, based on input from industry professionals rather than the public, which had Boys from the Blackstuff at number two.

A live theatrical adaptation of the show, directed by James Graham, debuted in 2023.

The Black Stuff
The Black Stuff was the original television play directed by Jim Goddard and is the precursor to the 1982 Boys from the Blackstuff series. The main characters Yosser, Loggo, Chrissie, George, Dixie and his son, Kevin, were introduced in it. It follows the group as they set off from Liverpool to undertake a casual tarmac laying job on a new housing development in Middlesbrough. The episode was produced in 1978 but was not broadcast until 1980.

Along the way at a motorway service station, the group encounter a female student (Janine Duvitski) who hitch-hikes a lift to Leeds. Part of the group (particularly Yosser) mocks her, but Yosser's insecurity and unwillingness to be dominated by women is especially manifested after she taunts him when she is dropped off. In Middlesbrough the group are approached by two Irish gypsies, Brendan and Dominic, who offer them the chance of a side job, claiming that they had been laid off. Although initially uneasy with the idea of working with them, the group (except group leader, Dixie, and his son, Kevin), spurred by Yosser's dream of fleecing the gypsies and starting their own tarmac laying business, agree to invest vast amounts of their own savings to undertake the 'foreign' job. The group manager, McKenna, later discovers this and fires them all. However, despite being convinced that they had made the right decision, the group are nonetheless outsmarted by the gypsies who pretend they have been given a cheque (when in fact they had been paid cash) and claiming they would get the cheque cashed at a bank. Chrissie agrees to accompany Brendan in Brendan's van (who later manages to lose Chrissie by tricking him into pushing the van so as to jump-start it after pretending it had broken down), while Yosser decides to hold Dominic hostage until they return. Yosser soon discovers that cash had in fact been handed over, but Dominic manages to escape to Brendan who is waiting for him – Loggo tripping and tumbling over as he gives chase through a farmer's field.

Yosser speeds off in the group's own van and gives chase to Brendan and Dominic, who attempts to puncture Yosser's tyres by smashing empty milk bottles on the road from the back of the van. Yosser swerves and avoids them, but runs out of petrol, shouting and venting his anger by bashing his head on the steering wheel. He finds a can of petrol in the back of the van, partly refuels and sets off in vain to find the pair, before giving up on a roundabout, bringing traffic on it to a halt and breaking down in tears, ignoring the tailback and horns being blown behind him. He returns to the group after stopping by where he had abandoned a number of items from the van, headbutting a man he believes to be an Irish gypsy and kicking his companion to the ground, who protests he is neither a gypsy nor Irish and was "just hitching a lift". Yosser is clearly distressed upon his return to the group and begins to smash the tarmac they had laid with a pickaxe, but is restrained by Loggo and Chrissie before knocking Chrissie to the ground for his optimistic outlook despite what has happened. Yosser launches an emotional monologue about wanting to be rich, noticed and seen, and is clearly close to breaking point, to the extent that Loggo and George continue to restrain him from further attacking Chrissie who is on the floor with a bleeding nose. George reassures Yosser and gently advises him to grow up, but Yosser is unconvinced and kicks the grille of the van. The episode ends with the group, almost penniless, arriving at the Tees Transporter Bridge. A man whom they met earlier (when he delivered tarmac to the site) is on his way to Shetland to undertake a casual job there, and Loggo promptly chooses to join him. The episode finishes with a long-distance shot of the Tees Transporter Bridge and the opening theme song, sung by the cast, is played over the end credits.

Jobs for the Boys
Featuring most of the characters from the initial drama. They take a cash-in-hand job on a building site whilst still claiming unemployment benefit. Typical of the show's humour, it is later revealed that the building being renovated is going to be used by the Department of Employment. They are followed by the authorities and Snowy Malone (Chris Darwin), a plasterer, falls to his death trying to flee during a subsequent raid by the "sniffers" (social security officers working undercover).

Moonlighter
Follows Dixie Dean (Tom Georgeson) in his new position as a security guard, where he is strongarmed into accepting bribes for allowing the removal of goods under his charge in a docked ship. Apart from Dixie's son Kevin this episode also features Chrissie, Loggo and George, the other members of the original gang, during a scene prior to Malone's funeral.

Shop Thy Neighbour
Concentrates on Chrissie (Michael Angelis) and the domestic pressure that unemployment and the attentions of the benefit fraud officers place on him and his wife (Julie Walters). It also features his closest friend, Loggo (Alan Igbon), who is least affected by the social climate. At the end of the episode, in an act of desperation, lacking money and food, Chrissie is driven to strangle and shoot his geese in an attempt to provide dinner. He also worries about his children's rabbits.

Yosser's Story
This is the most widely discussed episode of the series, following Yosser's struggle to avoid losing his children (who are played by Alan Bleasdale's own children) to the authorities as his mental health disintegrates. It is also the only one of the series shot on 16mm film, as opposed to videotape, although the original play was also shot on this format. Footballers Graeme Souness and Sammy Lee, then of Liverpool F.C., make cameo appearances. The episode contains the often repeated scene in which Yosser goes to confession looking for help, and tells the priest he is desperate. The priest, trying to comfort Yosser, tells him "Call me Dan – Dan"; to which Yosser replies "I'm desperate, Dan".

George's Last Ride
This episode reveals something of George's (Peter Kerrigan) politically active past. His trip (Chrissie wheeling him in his chair through the docks) leads him and them to reminisce about his younger days, the contrast between his recalled hopeful youth with the abandoned industrial infrastructure around him is marked. The death of George causes the main characters to be reunited if, in some cases, only briefly. The episode concludes with a surreal scene at the Green Man pub in Liverpool.

DVD release
The series, including the original play The Black Stuff was released on DVD as a three-disc set by BBC Worldwide in 2003.

A companion to the series is the book Boys from the Blackstuff, the making of TV drama, by Bob Millington and Robin Nelson.

title: Boys from the Blackstuff


text:
Skidmore

Skidmore may refer to:

United States

 * Skidmore, Kansas
 * Skidmore, Maryland
 * Skidmore, Michigan, an unincorporated community
 * Skidmore, Missouri, a city
 * Skidmore, Texas
 * Skidmore, West Virginia
 * Skidmore Fountain, a public fountain in Portland, Oregon

Other uses

 * Skidmore (surname), a family name
 * Skidmore College, in Saratoga Springs, New York, USA
 * Skidmore Studio, a design studio in Detroit, Michigan, United States
 * Skidmore v. Swift & Co., a 1944 United States Supreme Court case establishing the Skidmore deference

title: Skidmore


text:
Havant and South Downs College

HSDC is a Further education college located in Waterlooville, Hampshire, England. The college was formed on 1 August 2017 following a merger of South Downs College and Havant Sixth Form College.

The College subsequently merged with Alton College on 1 March 2019, to become HSDC, composed of three campuses; HSDC Alton, HSDC Havant and HSDC South Downs. The College provision includes nearly 40 A Level subjects across the three campuses as well as vocational courses including T Levels (from September 2020), UAL and BTEC qualifications and apprenticeships delivered in partnership with leading local and national businesses.

The college has just under 7,500 students, with nearly 4,200 of these being full-time students, and 380 apprentices.

Campuses
HSDC has three main campuses all located within Hampshire:
 * HSDC South Downs: This site is the former location of South Downs College and is the Vocational hub of HSDC. Address – College Road, Waterlooville, Hampshire, PO7 8AA
 * HSDC Havant: This site is the former location of Havant Sixth Form College and is an A Level Centre of Excellence. Address – New Road, Havant, Hampshire, PO9 1QL.
 * HSDC Alton: This site is the former location of Alton College and provides a broad educational offer. Address – Old Odiham Road, Alton, Hampshire, GU34 2LX

Courses
In addition to the full-time A Level and Vocational courses taught at HSDC, there are also a range of part-time and Higher Education courses on offer. A number of the HSDC Higher Education courses are taught in partnership with local universities including the University of Chichester and the University of Portsmouth.

Academic performance
In 2018 the A Level pass rate was 99%.

History
At the time of the original merger in 2016 there were 1,200 students at Havant College and 4,000 at South Downs College.

Notable alumni

 * Emma Barton – soap actress who plays Honey Mitchell in EastEnders
 * Nick Bright – radio and television presenter.
 * Kirsty Dillon – actress who plays Gail Stephens in Midsomer Murders.
 * Matt Edmondson – television and radio presenter.
 * Ben Miles – actor.
 * Lorraine Stanley – soap actress who plays Karen Taylor in EastEnders.
 * Marc Wootton – comedian and actor.
 * Comfort Yeates – trampoline gymnast.

title: Havant and South Downs College


text:
Volkswagen Group A platform

The Volkswagen Group A platform is an automobile platform shared among compact and mid-size cars of the Volkswagen Group.

The first version debuted in 1974 and was originally based on the engineering concept of the Volkswagen Golf Mk1, and is applicable to either front- or four-wheel drive vehicles, using only front-mounted transverse engines.

Volkswagens based on this platform have been colloquially referred to by generation number, e.g. the first Golf version (A1) is referred to as a Mark 1 Golf." Often each generation is designated by substituting "Mark" for "A," but this can be misleading. For example, the Mk1 and Mk2 Scirocco are both based on the A1 platform. Furthermore, confusion was possible with the Volkswagen Passat, which has been produced on both the B platform alongside the Audi A4, as well as the A platform depending on the generation.  Volkswagen has never used the Mark or Mk designations.

Volkswagen Group introduced a new alphanumeric nomenclature for vehicle platforms for the fourth generation. Under Volkswagen's revised platform naming system, the "A4" platform became the PQ34 platform, and what would have been called the A5 platform was called the PQ35 platform.

The platform code is composed as follows:

 * A letter, P, indicating a passenger car platform
 * A letter indicating the configuration of the engine:
 * Q indicates a transverse engine (Quer in German)
 * A digit indicating the platform size or class:
 * 3 corresponds to compact cars
 * 4 corresponds to mid-size cars
 * A digit indicating the generation or evolution

The A platform has been superseded by the MQB platform for new models, with the exception of a few models only sold in certain markets.

A1
The A1 platform debuted on the Mk1 Golf on its launch in 1974, and continued into the early 1990s, when the last remaining models using the platform - the Scirocco, Cabriolet, and Caddy - were discontinued.

A1 platform cars (Typ numbers in brackets):
 * Volkswagen Golf Mk1 (17)
 * Volkswagen Golf Cabriolet (155)
 * Volkswagen Jetta Mk1 (16)
 * Volkswagen Caddy Mk1 (14)
 * Volkswagen Scirocco Mk1 & Mk2 (53/53B)
 * Volkswagen Citi Golf

A2
The A2 platform debuted in 1983 on the Mk2 Golf, and lasted until 1998, when the original SEAT Toledo (the first Volkswagen-developed SEAT following the Spanish company's takeover by Volkswagen) was replaced.

The Volkswagen Passat B3 was based on a stretched A2 platform. The Volkswagen Corrado, while being an A2 platform car, uses some components from the A3 platform, notably the rear suspension assembly and some front suspension parts.

A2 platform cars (Typ numbers in brackets):
 * Volkswagen Corrado (53I)
 * Volkswagen Golf Mk2 (19E)
 * Volkswagen Jetta II (1G)
 * SEAT Toledo Mk1 (1L)
 * Chery A11 and Chery A15
 * Vortex Corda
 * Volkswagen Jetta King
 * Volkswagen Jetta Pioneer

A3
The A3 platform was only used for two models - the Mk3 Golf, launched in 1991, and its saloon equivalent, the Vento, launched in early 1992.

A3 platform cars (Typ numbers in brackets):
 * Volkswagen Golf Mk3 (1E)
 * Volkswagen Vento/Jetta III (1H)

The smaller A03 platform, used in the Polo (6N) is based on the A3 platform as well, and shares many components.

SEAT Ibiza (6K) and derived models, uses components of both A3 and A03 platforms.

PQ34 (A4)
The A4 platform (PQ34 under the revised scheme) debuted on the Audi A3 in 1996 and went on to be used for many different models over the next two decades.

PQ34 platform cars (Typ numbers in brackets):
 * Audi A3 Mk1 (8L)
 * Audi TT Mk1 (8N)
 * Volkswagen Golf Mk4 (1J)
 * Volkswagen Bora/Jetta (1J/9M)
 * Volkswagen Lavida (18)
 * Volkswagen New Beetle (1C/1Y/9C)
 * SEAT León Mk1 (1M)
 * SEAT Toledo Mk2 (1M)
 * Škoda Octavia Mk1 (1U)
 * Škoda Kamiq (chinese version)

PQ35 (A5)/PQ46 (A6)
The PQ35 platform was designed to be more modular than previous A platforms. For the first time, a fully independent suspension was used in the rear of all A platform vehicles. The PQ46 platform is a variant derived from this platform primarily intended for larger vehicles, such as mid-size cars and crossovers. A common misconception is that the PQ46 based sixth and seventh generations of the Passat, are based on the PL46 (B6) and B7 platforms. However, this transverse engine Passat has little in common with the longitudinal engine "B6" and "B7" Audi A4.

PQ35 platform cars
(Type numbers in brackets):
 * Audi A3 Mk2 (8P)
 * Audi TT Mk2 (8J)
 * Audi Q3 Mk1 (8U)
 * SEAT León Mk2 (1P)
 * SEAT Toledo Mk3 (5P)
 * SEAT Altea (5P)
 * Škoda Octavia Mk2 (1Z)
 * Škoda Yeti (5L)
 * Volkswagen Touran (1T)
 * Volkswagen Caddy Mk3 (2K)
 * Volkswagen Golf Mk5 (1K)
 * Volkswagen Golf Mk6 (5K)
 * Volkswagen Jetta Mk5 (1K)
 * Volkswagen Scirocco Mk3 (13)
 * Volkswagen Jetta Mk6 (1K)
 * Volkswagen Beetle (A5) (16)
 * Volkswagen Eos (1F)

PQ46 platform cars
(Type numbers in brackets):
 * Škoda Superb (3T)
 * Volkswagen CC (3C/35)
 * Volkswagen Passat B6 & B7 (3C)
 * Volkswagen Passat NMS (A32/A33)
 * Volkswagen Sharan Mk2 (7N)
 * SEAT Alhambra Mk2 (7N)
 * Volkswagen Tiguan Mk1 (5N)

title: Volkswagen Group A platform