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==Release== The first episode was released as shareware for free distribution by Apogee and the whole original trilogy of episodes made available for purchase on May 5 as ''Wolfenstein 3D'', though the purchased episodes were not actually shipped to customers until a few weeks later. The second trilogy that Miller had convinced id to create was released soon after as an add-on pack titled ''The Nocturnal Missions''.<ref name="MOD113117"/> Players were able to buy each trilogy separately or as a single game.<ref name="TUH"/> In 1993 Apogee also published the ''Wolfenstein 3D Super Upgrades'' pack, which included 815 fan-made levels called "WolfMaster", along with a map editor titled "MapEdit" and a random level generator named "Wolf Creator".<ref name="3DRlegacy"/><ref name="SuperWolfUpgrade"/> A retail ''Wolfenstein'' episode double the length of the Apogee episodes, ''Spear of Destiny'', was released through FormGen on September 18, 1992. FormGen later published two mission packs titled "Return to Danger" and "Ultimate Challenge", each the same length as ''Spear of Destiny'', in May 1994, and later that year published ''Spear of Destiny'' and the two mission packs together as the ''Spear of Destiny Super CD Package''. Id released the original six Apogee episodes as a retail title through [[GT Interactive|GT Software]] in 1993 and produced a collection of both the Apogee and FormGen episodes released through [[Activision]] in 1998.<ref name="Apogee FAQ"/> There were two intended promotions associated with the original Apogee release, both of which were cancelled. A pushable wall maze led to a sign reading "Call Apogee and say [[Aardwolf]]" ("Snapity" in beta versions);<ref name="IDInterview"/><ref name="JoeSigCall"/> it was intended that the first person to find the sign and carry out its instructions would win a prize (consisting of US$1,000 or a line of Apogee games for life),<ref name="IDInterview"/><ref name="JoeSigCall"/> but the quick creation of level editors and [[cheating in video games|cheat]] programs for the game soon after release led id and Apogee to give up on the idea. Additionally, after completing an episode the player is given a three-letter code in addition to their total score and time. This code was intended to be a verification code as part of a high-score contest, but the sudden prevalence of editor programs resulted in the cancellation of the contest without ever being formally announced.<ref name="Aardwolf"/> [[Imagineer (Japanese company)|Imagineer]] bought the rights for the game,<ref name="SNESRights"/> and commissioned id to port the game to the [[Super Nintendo Entertainment System]] (SNES) for a US$100,000 advance. The team was busy with the [[development of Doom|development of ''Doom'']], plus their work on ''Spear of Destiny'',<ref name="Romero-PortWolf3D"/> and ignored the project for seven or eight months, finally hiring [[Rebecca Heineman]] to do the work.<ref name="wolf3d-Terraform"/><ref name="GDC2011"/><ref name="RomeroGDC"/> She made no progress on the port, however, and the id team members instead spent three weeks frantically learning how to make SNES games and creating the port by March 1993.<ref name="wolf3d-Terraform"/> This version was written in C and compiled in the 65816 assembly language, making use of [[binary space partitioning]] rather than raycasting in order to give it speed.<ref name="Romero-PortWolf3D"/><ref name="scarydarkfast43-44"/> Carmack had to resize existing images to fit the SNES resolution.<ref name="Romero-PortWolf3D"/> [[Nintendo]] insisted on censoring the game in accordance with their policies; this included first making all blood green and then finally removing it, removing Nazi imagery and German voice clips, and replacing enemy dogs with giant rats.<ref name="wolf3d-Terraform"/><ref name="Wolf3D-JagPlay"/> The port was released in Japan on February 10, 1994, under the name ''Wolfenstein 3D: The Claw of Eisenfaust'' before being released in North America and Europe later that year.<ref name="WolfenJP"/> Using the source code of the SNES port, on a whim John Carmack later converted the game to run on the [[Atari Jaguar]]. [[Atari Corporation]] approved the conversion for publication and Carmack spent three weeks, assisted by [[Dave Taylor (game programmer)|Dave Taylor]], improving the port's graphics and quality to what he later claimed was four times more detail than the DOS version. He also removed the changes that Nintendo had insisted on.<ref name="Wolf3D-Jag"/> The game itself, however, had to be slowed down to work properly on the console.<ref name="Wolf3D-JagPlay"/> ''Wolfenstein 3D'' has also been ported to numerous other platforms.<ref name="GameFan2-6"/> In 1993, Alternate Worlds Technology licensed ''Wolfenstein 3D'' and converted it into a [[virtual reality]] arcade game.<ref name="VR-Wolf3D"/><ref name="Wolf3D-AVT"/> The 1994 Acorn Archimedes port was done in UK by programmer Eddie Edwards and published by Powerslave Software.<ref name="Wolf3D-RISC"/><ref name="wolfencorn"/> By 1994, a port for the [[Sega Genesis|Sega Mega Drive]] was under development by [[Imagineer (Japanese company)|Imagineer]], who intended to release it by September, but it was cancelled due to technical problems.<ref name="Wolf3D-MDrive"/><ref name="SFus5"/> The 1994 [[Classic Mac OS]] version of the game had three releases: ''The First Encounter'', a shareware release; ''The Second Encounter'', with 30 exclusive levels; and ''The Third Encounter'', with all 60 levels from the DOS version.<ref name="MacWolf"/> An [[Atari Lynx]] version of the game was offered earlier by Atari for id, but work on the port was never started, save for a few images.<ref name="Romero-PortWolf3D"/><ref name="LynxUG"/><ref name="LynxPodcast"/> A [[3DO Interactive Multiplayer|3DO]] version was released in October 1995.<ref name="wolfen3do"/><ref name="WolfenJP3DO"/> The Apple IIGS port was started in Fall 1994 by Vitesse with Heineman as the initial developer, with later graphics assistance by Ninjaforce Entertainment, but due to licensing problems with id it was not released until February 1998.<ref name="Wolf3D-GSII"/><ref name="NinjaForce"/><ref name="SheppyWare"/> An open source [[iOS]] port programmed by John Carmack himself was released in 2009.<ref name="CarmackComm"/><ref name="wolfenios"/><ref name="Wolf3D-iOS"/><ref name="Wolf3D-OpenSource"/> An unofficial port for the [[Game Boy Color]] was made in 2016.<ref name="Wolf3D-GBC"/> An Android port titled ''Wolfenstein 3D Touch'' (later renamed ''ECWolf'') was released and published by Beloko Games.<ref name="Wolf3D-Android"/> Other releases include the [[Game Boy Advance]] (2002), [[Xbox Live Arcade]], and [[PlayStation Network]].<ref name="wolfengba"/><ref name="wolfenxbla"/><ref name="wolfenpsn"/> These ports' sound, graphics, and levels sometimes differ from the original. Many of the ports include only the Apogee episodes, but the iOS port includes ''Spear of Destiny'', and a 2007 [[Steam (service)|Steam]] release for PC, macOS, and Linux includes all of the FormGen episodes.<ref name="wolfenios"/><ref name="wolfensteam"/> [[Bethesda Softworks]], whose parent company bought id Software in 2009, celebrated the 20th anniversary of ''Wolfenstein 3D''{{'}}s release by producing a free-to-play [[browser game|browser-based]] version of the game in 2012, though the website was removed a few years later.<ref name="wolfenbrowse"/>
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