
On the other hand the spike traps - especially when paired alongside those devilish fans - make for another moment of quasi-platforming (timing). The Wolf3D starts to show as big, open rooms are the only thing really appropriate for the rushing dishes. The namesake, of course, are the fast-flying cats in cups which deserve about as much respect as you can muster, plus the cannon-toting officers. Things get harder with the introduction of a few more enemies.

I suppose that the air vent obstacle in the southeastern area sort of approximates platforming when the plane of action is flat. The berserker ambush with the walls flinging to the other side of the room is a great moment and a fantastic intro for the newest monster. Depending on how you navigate the map you may have to travel it several times. The main feature of this level is a moving floor circuit, the result of powerful ventilation fans. Having its associated ambush lock the player in is a nice way to further differentiate this from its gameplay origins. The Golden Shotgun also makes its debut, a weapon useful mainly to continuous players. The villain actually introduces the level's major trap so if it wipes you out, you deserve it.

with an unexpected (but appreciated) Easter egg. Proton-esque diatribes delivered via camera. And, lastly, the exit mechanism, which would suck with Wolf3D's speed but feels pretty neat at Doom's.Ī slightly larger area to explore and introducing the charming Dr. Secret-hunting also introduces a few other mechanics, namely the golden shell rescues as well as your stronger hitscan enemies plus the shotgun. It also shows you how to divine secrets, though they're pretty straightforward since you're looking for cracked walls. Already it's hammered in that it's basically a Wolf3D clone but the destructible objects yielding munchies are a nice change-up and all of the normal enemies are the easily-slain variety. A short intro-style level to initiate you into the core gameplay conceits.
