Programming pioneer Silas Warner dies

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Programming pioneer Silas Warner dies

Designer of Castle Wolfenstein passes away February 26, 2004.

Wolfenstein The New Order Ultra Settings in Awesome 4K!!! WOW!! 09-10-22


Always remember recruits, NOBODY wins a war, everyone looses BUT this is a fun game!!!!

Wolfenstein is a series of World War II video games originally developed by Muse Software.[1] The majority of the games follow William “B.J.” Blazkowicz, an American Army captain and his fight against the Axis powers. Earlier titles are centered around Nazis attempting to harness supernatural and occult forces, while later games are set in an alternate history in which Axis powers won World War II.

The first two games in the series, Castle Wolfenstein and Beyond Castle Wolfenstein, focused on stealth-based gameplay from a top-down perspective. Beginning with id Software’s Wolfenstein 3D, they shifted to, and helped popularize, the first-person shooter genre. After ZeniMax Media acquired id Software, including the Wolfenstein franchise, Swedish developer MachineGames became the series’ primary developer.

Castle Wolfenstein was developed by American programmer Silas Warner, along with Dale Gray and George Varndell, and published in 1981 by his company M.U.S.E. Inc. (later known as Muse Software).[2] Warner is cited as a pioneer in the early eras of video gaming, especially in the stealth genre.[3][4]

Castle Wolfenstein was initially conceptualized by Warner after he saw the 1961 British-American war film The Guns of Navarone, which follows the efforts of an Allied commando unit as they attempt to destroy a seemingly impregnable German fortress.[5][6] That same day Warner, played the multi-directional shooter arcade game, Berzerk, in which the player navigates through a maze with laser-shooting robots.[7] After playing the game, Warner thought about taking the design of Berzerk and replacing the robots with Nazis.[8] He eventually settled on the idea of a game based on the arcade shoot ’em up genre, where players dodge enemies with the intent of killing them, but instead changing the objective to escape the enemy guards and their castle, not necessarily to kill and destroy them; this made shooting guards simply a means to an end and not an end in itself.[6]

Castle Wolfenstein is often credited as one of the first video games in the stealth genre, as it focuses more on avoiding or disarming enemies, and killing them is considered a last resort.[9] Castle Wolfenstein was also the first computer game to feature digitized speech[10] and influenced the development of other similar game franchises such as Metal Gear and Thief.[11] Muse Software released the follow-up, Beyond Castle Wolfenstein in 1984 before the company legally disestablished on October 7, 1987.[12]

Wolfenstein: The New Order (2014)
Main article: Wolfenstein: The New Order
The New Order is set after the end of World War II, in an alternate universe where the Axis powers won World War II. In 1946, as the Nazis expand their regime all over the world, OSA agent William “B.J.” Blazkowicz is sent to assassinate General Deathshead, as part of a last all-out effort by Allied airborne and commando forces. The mission is a failure and, after the unit is slaughtered by the Nazi forces, Blazkowicz barely escapes the compound, sustaining a critical head injury which renders him unconscious and subsequently puts him in a coma.

In 1960, fourteen years later, B.J. finds himself settled in an asylum, unaware of the events that took place during his coma, and about to be executed by the Nazis who have ordered the asylum liquidated. Awakened into full strength, Blazkowicz fights his way out of the building, escaping with a wounded nurse, Anya. B.J. locates the Resistance and helps them fight the Nazis, dismantling them and ultimately crippling their dominance around the world.

After the publishing rights were moved from Activision to Bethesda Softworks, development on The New Order began in 2010 by MachineGames.

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Wolfenstein 2022 Gameplay (PC HD) LİVE


was developed by American programmer Silas Warner, along with Dale Gray and George Varndell, and published in 1981 by his company M.U.S.E. Inc. (later known as Muse Software).[2] Warner is cited as a pioneer in the early eras of video gaming, especially in the stealth genre.[3][4]

Castle Wolfenstein was initially conceptualized by Warner after he saw the 1961 British-American war film The Guns of Navarone, which follows the efforts of an Allied commando unit as they attempt to destroy a seemingly impregnable German fortress.[5][6] That same day Warner, played the multi-directional shooter arcade game, Berzerk, in which the player navigates through a maze with laser-shooting robots.[7] After playing the game, Warner thought about taking the design of Bezerk and replacing the robots with Nazis.[8] He eventually settled on the idea of a game based on the arcade shoot ’em up genre, where players dodge enemies with the intent of killing them, but instead changing the objective to escape the enemy guards and their castle, not necessarily to kill and destroy them; this made shooting guards simply a means to an end and not an end in itself.[6]

Castle Wolfenstein is often credited as one of the first video games in the stealth genre, as it focuses more on avoiding or disarming enemies, and killing them is considered a last resort.[9] Castle Wolfenstein was also the first computer game to feature digitized speech[10] and influenced the development of other similar game franchises such as Metal Gear and Thief.[11] Muse Software released the follow-up, Beyond Castle Wolfenstein in 1984 before the company legally disestablished on October 7, 1987.[12]

1992–2001: id Software
In November 1991, the recently established video game development company Id Software, founded by programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack, were planning their next major game after finishing their contract with their former employer Softdisk.[13] After an initial suggestion for a Sci-fi game by Hall titled “It’s Green and Pissed”, about fighting mutants in a research lab, Romero proposed a 3D remake of Castle Wolfenstein. The team gravitated to the idea as Hall, Romero, and John Carmack had all enjoyed playing the 1981 original.[14] The team initially believed they wouldn’t be able to use the name because of copyright issues; however they found that the trademark had already lapsed by 1986.[15]

Production for Wolfenstein 3D began on December 15, 1991.[16] Romero pitched the idea as a 3D version of Castle Wolfenstein and the team initially planned to include many of the same features that Castle Wolfenstein and its sequel had included such as dragging and looting dead bodies, and opening crates. They also began to implement other ideas inspired by the stealth aspect of Castle Wolfenstein such as swapping uniforms with guards, and stealth attacking enemies; the team was also able to get it working so if a guard saw a dead body they tried finding the player.[17][15] However, the stealth related features were eventually removed as Romero found that they impeded the flow of the game; Romero stated in an interview that “the problem is that the game came to a dead stop when you did these things… we didn’t want to slow it down so we actually removed the features and left it fast.” As Romero further explained in another interview: “The game was most fun when it was a breakneck run through maps with tons of blasting down Nazis. Anything that slowed down that gameplay had to go.”[18]

id’s Wolfenstein 3D was released on May 5, 1992 and published by Apogee Software.[19] The game was credited helping establish the first-person shooter genre, [11][20] and marked a new direction for the franchise itself. 3D was the first game to feature a first-person view and 3D graphics, breaking away from the more reserved gameplay of Castle Wolfenstein that valued stealth and resource management. The game instead adapted the run and gun style that would set the template for the first-person shooter genre.[21] Wolfenstein 3D was also the first game to feature William “B.J.” Blazkowicz, an American spy of Polish descent, who would become the main protagonist of the series.[22]

id Software was hoping to make around $60,000 from the game upon its release.[17] By the end of 1993, the game had sold over 100,000 copies, plus a further 100,000 units of its prequel Wolfenstein 3D: Spear of Destiny.[18][23]

Games
Release timeline
1981 Castle Wolfenstein
1982
1983
1984 Beyond Castle Wolfenstein
1985
1986
1987
1988
1989
1990
1991
1992 Wolfenstein 3D
Spear of Destiny
1993
1994
1995
1996
1997
1998
1999
2000
2001 Return to Castle Wolfenstein
2002
2003 Wolfenstein: Enemy Territory
2004
2005
2006
2007
2008 Wolfenstein RPG
2009 Wolfenstein
2010
2011
2012
2013
2014 Wolfenstein: The New Order
2015 Wolfenstein: The Old Blood
2016
2017 Wolfenstein II: The New Colossus
2018
2019 Wolfenstein: Youngblood
Digital #Shorts #fyp #youtube

Jon Majerowski – Jean-Luc – John Warner IV Otherworldly Adventures 2022


Remember ! Minds are like parachutes: they only function when they are open.

Warner flew Jean-Luc into DC rom England, I flew in from Ohio. There were massive travel delays and cancelations it was June and there were storms and then there were just really no good reasons for some of it. We met at Warner’s place in DC and got a special whirlwind tour of the most esoteric parts of the city. We then traveled to Warner’s farm in Virginia and spend the week talking through some of the works most intriguing mysteries. If I were able to record on 1/4 of our conversations it would be mind blowing to everyone.

This was recorded on the last day, right before we were to catch our flight back to Ohio, another storm stranded us back in DC for the night and thankfully back at Warner’s place until our rescheduled flight the next night. These two men are amazing, their perspectives and experiences range far beyond their years and I am very fortunate to call them my friends.

This was us sitting down in the “bunker”, with no pre planning or script, even the puppet show.

This will not be the last time the 3 of us get together.

People are allowed their own opinions and last time I checked the USA still has freedom of speech.

John Warner IV
https://www.johnwwarnerivauthor.com
The son of retired Senator John W. Warner III (R-VA), former Secretary of the Navy and Chairman of the Armed Services Committee (KBE), and Catherine Mellon, banking heiress and daughter of philanthropist Paul Mellon (OSS, KBE), Warner says growing up in a family that had a seat at many of the most historically significant tables led to his insatiable quest to find and reveal hidden truths behind world events

Jon Majerowski
ALL LINKS – https://linktr.ee/ufosonthelevel
YOUTUBE: https://www.youtube.com/c/UFOsOnTheLevel
TWITTER: https://twitter.com/jonmajerowski​
PODCASTS: https://anchor.fm/ufosonthelevel​
CONTACT: [email protected]

Jean-Luc Infini – https://twitter.com/InfiniLuc

SPECIAL THANKS to @TUPACABRA2 for helping me with the audio!

#uap #ufo #disclosure #ttsa #ufotwitter

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