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{{redirect3|Ultima Underworld|For the sequel, see [[Ultima Underworld II: Labyrinth of Worlds]]}}
{{Infobox VG
{{Infobox VG
| title = Ultima Underworld: The Stygian Abyss
| title = Ultima Underworld: The Stygian Abyss
Line 6: Line 7:
| designer = [[Paul Neurath]], [[Doug Church]]
| designer = [[Paul Neurath]], [[Doug Church]]
| engine = Underworld engine
| engine = Underworld engine
| released = [[Image:Flag of the United States.svg|22px|United States of America]] [[27 March]] [[1992]]<br/>[[Image:Flag of Japan.svg|22px|Japan]] [[March 14]] [[1997]] (PSX)<br/> [[May 29]], [[2002]] (Windows Mobile)
| released = [[Image:Flag of the United States.svg|22px|United States of America]] March 27, 1992<br/>[[Image:Flag of Japan.svg|22px|Japan]] March 14, 1997 (PSX)<br/> May 29, 2002 (Windows Mobile)
| genre = [[First person perspective]], [[Adventure game|Adventure]], [[Action RPG]]
| genre = [[First person perspective]], [[Adventure game|Adventure]], [[Action RPG]]
| modes = [[Single player]]
| modes = [[Single player]]
| ratings = <!--PG?-->
| ratings = <!--PG?-->
| platforms = [[DOS]]<br />[[FM Towns]] (Japan only)<br />[[NEC PC-9801]]<br />[[PlayStation]] (Japan only)<br>[[Windows Mobile]]
| platforms = [[DOS]]<br />[[FM Towns]] (Japan only)<br />[[NEC PC-9801]] (Japan only)<br />[[PlayStation]] (Japan only)<br />[[Windows Mobile]]
| media = [[Floppy disk]]s (4), [[CD-ROM]] (1)
| media = [[Floppy disk]]s (4), [[CD-ROM]] (1)
| requirements =
| requirements =
| input = [[Computer keyboard|Keyboard]], [[Computer mouse|Mouse]], [[Joystick]]
| input = [[Computer keyboard|Keyboard]], [[Computer mouse|Mouse]], [[Joystick]]
}}
}}
'''''Ultima Underworld: The Stygian Abyss''''' is a [[Video game|computer game]], developed by [[Looking Glass Studios|Blue Sky Productions]] (later Looking Glass Studios) and published by [[Origin Systems]] in March, [[1992 in video gaming|1992]]. It is part of the ''[[Ultima (video game series)|Ultima]]'' series. In [[1993]], a sequel, ''[[Ultima Underworld II: Labyrinth of Worlds]]'', was released. In [[2002]], a [[Microsoft Windows |Windows]] mobile version of the game was ported for the [[Pocket PC]] by Zio Interactive.
'''''Ultima Underworld: The Stygian Abyss''''' is a [[computer role-playing game]] developed by [[Looking Glass Studios|Blue Sky Productions]] (later Looking Glass Studios) and released by [[Origin Systems]] on March 27, 1992. It is part of the ''[[Ultima (video game series)|Ultima]]'' series.


As in other ''Ultima'' games, the player takes control of the [[Avatar (Ultima)|Avatar]], this time on a quest to reach the bottom of a multi-layered, non-linear dungeon. The game was the first first-person role-playing game to use 3D graphics, as well as the first real-time indoor 3D game that allowed the player to look up and down, and jump. Other innovations include inclined surfaces, lighting, multiple heights and 3D objects.
The game was born from a concept brought to Origin by Blue Sky of a "simulation style" [[Computer role-playing game|CRPG]] using advanced 3D engine technology that was later combined with the ''Ultima'' gaming universe created by [[Richard Garriott]]. It was released before, and featured significantly more complex technology and gameplay than, for example, ''[[Wolfenstein 3D]]'' by [[id Software]], and had higher system requirements (a [[Intel 80386|386]] processor, 2 MB of RAM, and DOS 4.0 to 6.22;<ref name="UU:SA tech specs">[http://www.mobygames.com/game/ultima-underworld-the-stygian-abyss/techinfo Technical Specs for ''Ultima Underworld: The Stygian Abyss''] at Moby Games. Retrieved 24 February 2008</ref> compared to ''Wolfenstein 3D'''s [[Intel 80286|286]], 640 kB of RAM, and only DOS 3.0 to 3.3<ref name="Wolf3D tech specs">[http://www.mobygames.com/game/dos/wolfenstein-3d/techinfo Technical Specs for ''Wolfenstein 3D''] at Moby Games. Retrieved 24 February 2008</ref>).


The game received widespread critical acclaim and eventually sold almost 500,000 copies, and went on to be featured on multiple hall of fame lists. It influenced a wide range of developers, including [[Bethesda Softworks]] and [[id Software]]. In 1993, a sequel, ''[[Ultima Underworld II: Labyrinth of Worlds]]'', was released. In 2002, a [[Microsoft Windows|Windows]] mobile version of the game was ported for the [[Pocket PC]] by Zio Interactive.

==Gameplay==
The gameplay is set entirely indoors, requiring the player to explore various dungeons and caverns. Progression is event driven and non linear. The player can explore and revisit areas at will and many obstacles encountered often have multiple solutions. [[Richard Garriott]] considers the ''Underworld'' series to be more action-oriented than the regular ''Ultima'' series.<ref name="gameplay1">{{cite web | url = http://www.gamespot.com/features/ultima/g18.html | title = The Ultima Legacy | work = [[GameSpot]] | accessdate = August 10, 2006}}</ref>

The player views the game world from a [[first person (video games)|first-person]] [[perspective (visual)|perspective]]. A [[point-and-click]] interface is used to interact with the game world through activating various action icons. A more advanced [[drag-and-drop]] mode was also available. Items can be picked up and kept in the player's inventory as long as there is sufficient carrying capacity. Dropped items will persist throughout the course of the game. The game world is highly interactive; the player must be kept fed, and weapons and other items wear with use. [[Torch]]es, for example, eventually extinguish after prolonged use, but can also be replenished with oil. Other examples of interactivity include using corn on a lit torch to create [[popcorn]].

While many inhabitants of the game are hostile [[monster]]s, the player will also encounter more intelligent inhabitants who may be conversed with. The combat system is mostly focused on melee combat; ranged weapons are present but are limited in availability. Spellcasting is done by selecting an appropriate combination of runestones. There is a wide selection of spells, from offensive spells, such as Fireball, to utility spells, such as Night Vision.

==Plot==
The player is cast in the role of the [[Avatar (Ultima)|Avatar]], the protagonist of the ''Ultima'' series. The avatar is being haunted in his dreams by a ghost who is trying to warn him of a great danger in [[Britannia (Ultima)|Britannia]]. The avatar finally allows the ghost take him to Britannia, where he witnesses the kidnapping of a baron's daughter by a wizard. The wizard escapes, and the Avatar is caught by the baron's guards and taken before him. The Avatar is found guilty of the crime and banished to the Great Stygian Abyss, to either rescue the baron's daughter or perish within. The player has to deal with the survivors of a failed colony and, in the end, discovers a plot to summon a [[demon]] into Britannia. In relation to the main ''Ultima'' series, the game takes place after ''[[Ultima VI]]''.
The player is cast in the role of the [[Avatar (Ultima)|Avatar]], the protagonist of the ''Ultima'' series. The avatar is being haunted in his dreams by a ghost who is trying to warn him of a great danger in [[Britannia (Ultima)|Britannia]]. The avatar finally allows the ghost take him to Britannia, where he witnesses the kidnapping of a baron's daughter by a wizard. The wizard escapes, and the Avatar is caught by the baron's guards and taken before him. The Avatar is found guilty of the crime and banished to the Great Stygian Abyss, to either rescue the baron's daughter or perish within. The player has to deal with the survivors of a failed colony and, in the end, discovers a plot to summon a [[demon]] into Britannia. In relation to the main ''Ultima'' series, the game takes place after ''[[Ultima VI]]''.


==Development==
Despite its technical excellence, the game was not a great financial success. Today the game has a cult following among fans of the ''Ultima series'', in some [[abandonware]] circles, and by the occasional nostalgic early 1990s gamer. In 1993, ''Ultima Underworld'' won the [[Origins Award]] for ''Best Fantasy or Science Fiction Computer Game of 1992''.
''Ultima Underworld'' was conceived in 1989 by Paul Neurath, after he had finished work on ''[[Space Rogue]]''.<ref name=cvg /> ''Space Rogue'' "took the first, tentative in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction" said Neurath in 2002.<ref name= cvg /> He found that the way it blended the elements was jarring, however, and felt that there was a seamless way of combining them, thereby creating a more immersive experience.<ref name=cvg />


Neurath had been a fan of [[computer role-playing games]] (CRPGs) like ''[[Wizardry]]'', but found fault with their simple, abstract visuals.<ref name=ttlg /> He believed that ''Dungeon Master'''s detailed take on first-person presentation provided a "glimpse into the future", and sought to create a fantasy CRPG that would "bring even more immediacy" to the experience than ''Dungeon Master'' had.<ref name=ttlg /> In 1990, Neurath wrote a design document for a game simply titled "''Underworld''".<ref name=cvg /> After contracting ex-Origin artist Doug Wike to do concept work, he assembled a company, named Blue Sky Productions, to create the game.<ref name=ttlg /> Among the first hirees were [[Doug Church]] and Dan Schmidt,<ref name=ttlg /> who would go on to be the project leaders of ''[[System Shock]]'' and ''[[Terra Nova: Strike Force Centauri]]'', respectively.<ref name=ssmanual>''System Shock'' Terminal Access manual, page 47</ref><ref name=tnovamanual>''Terra Nova: Strike Force Centauri'' manual, page 72</ref>
== References ==
<references />


An early difficulty was creating feasible real-time [[texture mapping]]. Neurath had experimented unsuccessfully with the concept in the late 80's, but he contacted programmer Chris Green (later a programmer on ''[[The Elder Scrolls: Arena]]''), who was able to create a working [[algorithm]].<ref name=ttlg /><ref name=cvg /> After a few months of work, the team had a prototype, which it pitched to publishers including Origin, who they eventually settled on. Origin suggested that the game be reworked to fit into its ''[[Ultima]]'' universe, and so the game was renamed ''Ultima Underworld''.<ref name=ttlg /><ref name=cvg />
== See also ==

It was released before, and featured significantly more complex technology and gameplay than, for example, ''[[Wolfenstein 3D]]'' by [[id Software]], and had higher system requirements (a [[Intel 80386|386]] processor, 2 MB of RAM, and DOS 4.0 to 6.22;<ref name="uutech">{{cite web |url=http://www.mobygames.com/game/ultima-underworld-the-stygian-abyss/techinfo |title=Technical Specs for Ultima Underworld: The Stygian Abyss |work=[[MobyGames]] |accessdate=2008-02-24}}</ref> compared to ''Wolfenstein 3D'''s [[Intel 80286|286]], 640 kB of RAM, and only DOS 3.0 to 3.3<ref name="wolf3d">{{cite web |url=http://www.mobygames.com/game/dos/wolfenstein-3d/techinfo |title=Technical Specs for Wolfenstein 3D |work=[[MobyGames]] |accessdate=2008-02-24}}</ref>).

==Reception==
The game received critical acclaim, and eventually sold nearly 500,000 copies.<ref name=ttlg>{{cite web | url=http://www.ttlg.com/articles/uw1.asp | title=The Story of ''Ultima Underworld'' | last=Neurath | first=Paul | date=June 23, 2000 | accessdate=February 12 | accessyear=2009 }}</ref> In 1993, ''Ultima Underworld'' won the [[Origins Award]] for ''Best Fantasy or Science Fiction Computer Game of 1992''.

''[[Pelit]]'' gave the game 98 out of 100 and summarized that "Ultima Underworld is something totally new in the CRPG field. The Virtual Fantasy of the Abyss left reviewers speecheless."<ref name="pelit">{{Citation|last=Nirvi|first=Niko|title=Virtuualifantasian mestarinäyte|newspaper=[[Pelit]]|pages=22-24|date=2/1992}}</ref>

==Legacy==
''Ultima Underworld'' was the first first-person role-playing game to use 3D graphics.<ref name="gama2">{{cite web | url=http://www.gamasutra.com/view/feature/2674/educational_feature_a_history_and_.php?page=1 | title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 1) | date=April 25, 2006 | publisher=[[Gamasutra]] | author=Shahrani, Sam | accessdate=February 10 | accessyear=2009 }}</ref> The game served as a direct influence on [[Bethesda Softworks]]' ''[[The Elder Scrolls: Arena]]'',<ref name='TES1'>{{cite web|url=http://www.elderscrolls.com/tenth_anniv/tenth_anniv-arena.htm |title=Arena: Behind the Scenes |accessdate=2007-09-28 |publisher=[[Bethesda Softworks]]}}</ref> and the 2002 game ''[[Arx Fatalis]]''. The developers of ''Arx Fatalis'', [[Arkane Studios]], have stated that the game was actually intended to be third game in the ''Ultima Underworld'' series, however they could not obtain a license for the ''Underworld'' name.<ref>{{cite web |url=http://www.gamespot.com/pc/rpg/arxfatalis/news.html?sid=2856384&mode=previews |title=Arx Fatalis Preview |date=2002-03-20 |publisher=[[GameSpot]] |author= Todd, Brett |accessdate=2009-02-09}}</ref>

id Software's use of [[texture mapping]] in ''[[Catacomb 3D]]'', a precurser to ''[[Wolfenstein 3D]]'', was directly influenced by ''Ultima Underworld''.<ref name="gama2" /><ref name="cvg">{{cite web | url=http://www.computerandvideogames.com/article.php?id=28003 | title=Feature: Games that changed the world: ''Ultima Underworld'' | date=April 16, 2002 | publisher=[[Computer and Video Games]] | author=Mallinson, Paul | accessdate=February 10 | accessyear=2009 }}</ref> It was not until 1996, with ''[[Duke Nukem 3D]]'', that a major title from a company other than Looking Glass Studios would feature inclined surfaces.<ref name="gama2" /> An enhanced version of ''Ultima Underworld'''s engine was later used for ''[[System Shock]]''.<ref name="gama">{{cite web |url=http://gamasutra.com/features/20060428/shahrani_01.shtml |title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 2) |date=2006-04-28 |publisher=[[Gamasutra]] |author= Shahrani, Sam |accessdate=2009-02-10}}</ref>

''Computer Gaming World'' placed the game 68th on its 1996 "150 Best Games of All Time" list.<ref name=cgw>{{cite journal | journal=[[Computer Gaming World]] | title=150 Best (and 50 Worst) Games of All Time | issue=148 | month=November | year=1996 }}</ref> [[IGN]] named ''Ultima Underworld: The Stygian Abyss'' one of the "Top 100 Games of All Time" in 2005, placing 99th on their list. The noted the game "helped usher a new era in digital entertainment...it offered a slew of innovative ideas that changed the action-RPG genre for the better".<ref name="ign">{{cite web |url=http://top100.ign.com/2005/091-100.html |title=IGN's Top 100 Games (2005) |work=[[IGN]] |accessdate=2009-02-09}}</ref>

==See also==
* ''[[Ultima Online: Stygian Abyss]]''. An ''[[Ultima Online]]'' [[expansion pack]] based in the same location.
* ''[[Ultima Online: Stygian Abyss]]''. An ''[[Ultima Online]]'' [[expansion pack]] based in the same location.
* ''[[Arx Fatalis]]''
* ''[[Arx Fatalis]]''


==References==
== External links ==
{{reflist}}

==External links==
*{{moby game|id=/ultima-underworld-the-stygian-abyss|name=''Ultima Underworld: The Stygian Abyss''}}
*{{moby game|id=/ultima-underworld-the-stygian-abyss|name=''Ultima Underworld: The Stygian Abyss''}}
* [http://www.bootstrike.com/Uw1/index.html Bootstrike's Ultima Underworld I Files Collection], a UW1 file resource center
* [http://www.bootstrike.com/Uw1/index.html Bootstrike's Ultima Underworld I Files Collection], a ''UW1'' file resource center




{{Ultima}}
{{Ultima}}

{{Looking Glass Studios}}
{{Looking Glass Studios}}


[[Category:1992 video games|Ultima Underworld: The Stygian Abyss]]
[[Category:1992 video games]]
[[Category:Role-playing video games]]
[[Category:Action role-playing video games]]
[[Category:DOS games]]
[[Category:DOS games]]
[[Category:FM Towns games]]
[[Category:FM Towns games]]
[[Category:NEC PC-9801 games]]
[[Category:PlayStation games]]
[[Category:Looking Glass Studios games]]
[[Category:Looking Glass Studios games]]
[[Category:NEC PC-9801 games]]
[[Category:Origins Award winners]]
[[Category:Origins Award winners]]
[[Category:PlayStation games]]
[[Category:Ultima|Stygian Abyss]]
[[Category:Ultima|Stygian Abyss]]
[[Category:Action role-playing video games]]
[[Category:Windows Mobile Professional games]]
[[Category:Windows Mobile Professional games]]


[[cs:Ultima Underworld]]
[[de:Ultima Underworld]]
[[fr:Ultima Underworld]]
[[pl:Ultima Underworld]]
[[pt:Ultima Underworld]]
[[fi:Ultima Underworld: The Stygian Abyss]]
[[fi:Ultima Underworld: The Stygian Abyss]]

Revision as of 04:26, 15 February 2009

Ultima Underworld: The Stygian Abyss
The Stygian Abyss
Developer(s)Blue Sky Productions
Publisher(s)Origin Systems
Designer(s)Paul Neurath, Doug Church
EngineUnderworld engine
Platform(s)DOS
FM Towns (Japan only)
NEC PC-9801 (Japan only)
PlayStation (Japan only)
Windows Mobile
ReleaseUnited States of America March 27, 1992
Japan March 14, 1997 (PSX)
May 29, 2002 (Windows Mobile)
Genre(s)First person perspective, Adventure, Action RPG
Mode(s)Single player

Ultima Underworld: The Stygian Abyss is a computer role-playing game developed by Blue Sky Productions (later Looking Glass Studios) and released by Origin Systems on March 27, 1992. It is part of the Ultima series.

As in other Ultima games, the player takes control of the Avatar, this time on a quest to reach the bottom of a multi-layered, non-linear dungeon. The game was the first first-person role-playing game to use 3D graphics, as well as the first real-time indoor 3D game that allowed the player to look up and down, and jump. Other innovations include inclined surfaces, lighting, multiple heights and 3D objects.

The game received widespread critical acclaim and eventually sold almost 500,000 copies, and went on to be featured on multiple hall of fame lists. It influenced a wide range of developers, including Bethesda Softworks and id Software. In 1993, a sequel, Ultima Underworld II: Labyrinth of Worlds, was released. In 2002, a Windows mobile version of the game was ported for the Pocket PC by Zio Interactive.

Gameplay

The gameplay is set entirely indoors, requiring the player to explore various dungeons and caverns. Progression is event driven and non linear. The player can explore and revisit areas at will and many obstacles encountered often have multiple solutions. Richard Garriott considers the Underworld series to be more action-oriented than the regular Ultima series.[1]

The player views the game world from a first-person perspective. A point-and-click interface is used to interact with the game world through activating various action icons. A more advanced drag-and-drop mode was also available. Items can be picked up and kept in the player's inventory as long as there is sufficient carrying capacity. Dropped items will persist throughout the course of the game. The game world is highly interactive; the player must be kept fed, and weapons and other items wear with use. Torches, for example, eventually extinguish after prolonged use, but can also be replenished with oil. Other examples of interactivity include using corn on a lit torch to create popcorn.

While many inhabitants of the game are hostile monsters, the player will also encounter more intelligent inhabitants who may be conversed with. The combat system is mostly focused on melee combat; ranged weapons are present but are limited in availability. Spellcasting is done by selecting an appropriate combination of runestones. There is a wide selection of spells, from offensive spells, such as Fireball, to utility spells, such as Night Vision.

Plot

The player is cast in the role of the Avatar, the protagonist of the Ultima series. The avatar is being haunted in his dreams by a ghost who is trying to warn him of a great danger in Britannia. The avatar finally allows the ghost take him to Britannia, where he witnesses the kidnapping of a baron's daughter by a wizard. The wizard escapes, and the Avatar is caught by the baron's guards and taken before him. The Avatar is found guilty of the crime and banished to the Great Stygian Abyss, to either rescue the baron's daughter or perish within. The player has to deal with the survivors of a failed colony and, in the end, discovers a plot to summon a demon into Britannia. In relation to the main Ultima series, the game takes place after Ultima VI.

Development

Ultima Underworld was conceived in 1989 by Paul Neurath, after he had finished work on Space Rogue.[2] Space Rogue "took the first, tentative in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction" said Neurath in 2002.[2] He found that the way it blended the elements was jarring, however, and felt that there was a seamless way of combining them, thereby creating a more immersive experience.[2]

Neurath had been a fan of computer role-playing games (CRPGs) like Wizardry, but found fault with their simple, abstract visuals.[3] He believed that Dungeon Master's detailed take on first-person presentation provided a "glimpse into the future", and sought to create a fantasy CRPG that would "bring even more immediacy" to the experience than Dungeon Master had.[3] In 1990, Neurath wrote a design document for a game simply titled "Underworld".[2] After contracting ex-Origin artist Doug Wike to do concept work, he assembled a company, named Blue Sky Productions, to create the game.[3] Among the first hirees were Doug Church and Dan Schmidt,[3] who would go on to be the project leaders of System Shock and Terra Nova: Strike Force Centauri, respectively.[4][5]

An early difficulty was creating feasible real-time texture mapping. Neurath had experimented unsuccessfully with the concept in the late 80's, but he contacted programmer Chris Green (later a programmer on The Elder Scrolls: Arena), who was able to create a working algorithm.[3][2] After a few months of work, the team had a prototype, which it pitched to publishers including Origin, who they eventually settled on. Origin suggested that the game be reworked to fit into its Ultima universe, and so the game was renamed Ultima Underworld.[3][2]

It was released before, and featured significantly more complex technology and gameplay than, for example, Wolfenstein 3D by id Software, and had higher system requirements (a 386 processor, 2 MB of RAM, and DOS 4.0 to 6.22;[6] compared to Wolfenstein 3D's 286, 640 kB of RAM, and only DOS 3.0 to 3.3[7]).

Reception

The game received critical acclaim, and eventually sold nearly 500,000 copies.[3] In 1993, Ultima Underworld won the Origins Award for Best Fantasy or Science Fiction Computer Game of 1992.

Pelit gave the game 98 out of 100 and summarized that "Ultima Underworld is something totally new in the CRPG field. The Virtual Fantasy of the Abyss left reviewers speecheless."[8]

Legacy

Ultima Underworld was the first first-person role-playing game to use 3D graphics.[9] The game served as a direct influence on Bethesda Softworks' The Elder Scrolls: Arena,[10] and the 2002 game Arx Fatalis. The developers of Arx Fatalis, Arkane Studios, have stated that the game was actually intended to be third game in the Ultima Underworld series, however they could not obtain a license for the Underworld name.[11]

id Software's use of texture mapping in Catacomb 3D, a precurser to Wolfenstein 3D, was directly influenced by Ultima Underworld.[9][2] It was not until 1996, with Duke Nukem 3D, that a major title from a company other than Looking Glass Studios would feature inclined surfaces.[9] An enhanced version of Ultima Underworld's engine was later used for System Shock.[12]

Computer Gaming World placed the game 68th on its 1996 "150 Best Games of All Time" list.[13] IGN named Ultima Underworld: The Stygian Abyss one of the "Top 100 Games of All Time" in 2005, placing 99th on their list. The noted the game "helped usher a new era in digital entertainment...it offered a slew of innovative ideas that changed the action-RPG genre for the better".[14]

See also

References

  1. ^ "The Ultima Legacy". GameSpot. Retrieved August 10, 2006.
  2. ^ a b c d e f g Mallinson, Paul (April 16, 2002). "Feature: Games that changed the world: Ultima Underworld". Computer and Video Games. Retrieved February 10. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  3. ^ a b c d e f g Neurath, Paul (June 23, 2000). "The Story of Ultima Underworld". Retrieved February 12. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  4. ^ System Shock Terminal Access manual, page 47
  5. ^ Terra Nova: Strike Force Centauri manual, page 72
  6. ^ "Technical Specs for Ultima Underworld: The Stygian Abyss". MobyGames. Retrieved 2008-02-24.
  7. ^ "Technical Specs for Wolfenstein 3D". MobyGames. Retrieved 2008-02-24.
  8. ^ Nirvi, Niko (2/1992), "Virtuualifantasian mestarinäyte", Pelit, pp. 22–24 {{citation}}: Check date values in: |date= (help)
  9. ^ a b c Shahrani, Sam (April 25, 2006). "Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 1)". Gamasutra. Retrieved February 10. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)
  10. ^ "Arena: Behind the Scenes". Bethesda Softworks. Retrieved 2007-09-28.
  11. ^ Todd, Brett (2002-03-20). "Arx Fatalis Preview". GameSpot. Retrieved 2009-02-09.
  12. ^ Shahrani, Sam (2006-04-28). "Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 2)". Gamasutra. Retrieved 2009-02-10.
  13. ^ "150 Best (and 50 Worst) Games of All Time". Computer Gaming World (148). 1996. {{cite journal}}: Unknown parameter |month= ignored (help)
  14. ^ "IGN's Top 100 Games (2005)". IGN. Retrieved 2009-02-09.