

The picture shown here is a table by Laz Rojas, showing each Second Encounter map and each corresponding PC map.
WOLFENSTEIN 3D 3DO MAC
This is based upon both the Mac and SNES code, and has compatibility with most MacWolf scenarios. In 1998, a long awaited port to the Apple IIGS was completed by Eric Shepherd, a former employee of Logicware along with Burger Becky. This eventually led to low sales of the Mac version of Wolfenstein 3D. If purchased at a store, this did not affect customers much, but for those that registered the game from the First Encounter, this could have been extremely expensive, not to mention a bit cheap as the 30 level Second Encounter set was merely 30 modified levels from the PC set. MacPlay, seeing an opportunity to maximize profits, decided to release the SNES level set as the registered version of their port of Wolf3D, using the first level cluster as a 3 level demo (First Encounter), and then eventually release the entirety of the PC 60-level set virtually unchanged as the complete commercial version, known as Third Encounter. Aside from running in an engine more similar to the SNES version of Wolfenstein 3D, it featured 128x128 sprites and textures and much higher quality sound and music than the DOS version. This version was almost completely different from the PC version. In 1994, MacPlay released their own version of Wolfenstein 3D, programmed by "Burger" Becky Heinemann. These changes were not carried over to the Jaguar or 3DO ports - they were uncensored like all other versions of Wolf3D. Further changes were made to the SNES version to comply with Nintendo's censorship guidelines, specifically the removal of all blood, changed actors for the dog and Hitler, and Nazi imagery. A few other changes were made as well, such as changing Gretel Grosse, Otto Giftmacher, and General Fatface to Trans Grosse, the Ubermutant and the Death Knight. Due to system limitations and changes in the engine, instead of including all 60 levels in their entirety, 30 levels were selected and then condensed to accommodate the SNES' lower memory.
WOLFENSTEIN 3D 3DO SOFTWARE
Originally released on for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. These levels were originally developed by id Software for their SNES port of Wolf3D. Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen.

This is also known as The Claw of Eisenfaust in the Japanese version of Wolfenstein 3D. It is made up of 30 condensed levels selected from the PC set, edited mainly to fit the limitations of the SNES. My friends at 3DO were begging for DOOM to be on their platform and with christmas 1995 coming soon (I took this job in August of 1995, with a mid October golden master date), I literally lived in my office, only taking breaks to take a nap and got this port completed.Second Encounter, also known as Original Encounter, is the official name for the map set used by the SNES port of Wolfenstein 3D, as well as the Mac, Jaguar, 3DO and Apple IIGS ports.
WOLFENSTEIN 3D 3DO CODE
After numerous requests for this version, I found out that there was no such thing and that Art Data Interactive was under the false impression that all anyone needed to do to port a game from one platform to another was just to compile the code and adding weapons was as simple as dropping in the art. I was told that there was a version in existance with new levels, weapons and features and it only needed “polishing” and optimization to hit the market. Firstly, this was the product of ten intense weeks of work due to the fact that I was misled about the state of the port when I was offered the project. Yes, this is the infamous port of DOOM for the 3DO. Ported by Rebecca Heineman for Art Data Interactive.
