Talk:Rise of the Triad

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I was bold / Citation really needed?[edit]

I got bold and edited the bit about Ludicrous Gibs only happening in cheat mode (which is preposterously untrue).

Also, do we really need a "citation" for the cut bits? The information about the cut characters is presented to the player during the end credits -- I'd say that is a perfectly reliable source. - Torben Frost

Double its[edit]

Found the following in the misc. section: "Rise of the Triad is somewhat well known for its one of its most unrealistic features, Gibs.". I suppose this is an error, but am not excactly sure.

Fixed. If the grammar looks wrong, be bold and fix it. If you make a mistake, someone can revert or further correct it.--Drat (Talk) 17:39, 23 December 2005 (UTC)[reply]

Bonuses[edit]

Make a list of the single player end-of-level bonuses? I think it's worthy for the article, because of the number of bonuses and the names.--DooMDrat 00:54, Mar 31, 2005 (UTC)

Another weapon[edit]

I remember another weapon, a sort of purple staff, which has a sort of heart seeking spell, as devastating as other weapons of RotT ;) --Serenity-Fr 23:10, 6 December 2005 (UTC)[reply]

Ahh yes, the Dark Staff. I haven't gotten that far in the game to use it yet. I'll just put in a generic description for now.--Drat (Talk) 03:10, 7 December 2005 (UTC)[reply]

unofficial console ports[edit]

recently an anon made this edit:http://en.wikipedia.org/w/index.php?title=Rise_of_the_Triad&diff=39897233&oldid=39896495

it seems there are xbox and dreamcast ports but they were unofficial (and the xbox one at least almost certainly illegal). Should unofficial ports get a rott placed in the category of games for those consoles? Plugwash 19:33, 16 February 2006 (UTC)[reply]

BBFC rating[edit]

I notice that the BBFC rating was just changed from 15 to 12. I have a scan of my box of ROTT, which clearly says 15. I'm a bit short on time right now, so won't do anything about it just this moment. --Dave2 11:55, 22 May 2006 (UTC)[reply]

Hmm, looking at the contents of the package, whilst the CD itself has a 15 logo, the promotional booklet for the Kixx range shows a 12 logo on the ROTT entry. I think this may be a case of Eidos failing it, since the registration card also asks me if I have a "Nintendo Ultra 64", though I guess that could just have been a forward-thinking registration card before the name was switched to Nintendo 64. --Dave2 21:50, 22 May 2006 (UTC)[reply]

Ludicrous Gibs[edit]

This event wasn't just enabled in a cheat mode, it could happen in normal mode, just not very often. Bihal 02:03, 27 June 2006 (UTC)[reply]


Powerups?[edit]

What about a list of the powerups?--Cyhborg 05:19, 4 December 2006 (UTC)[reply]

Added a list of three powerups I remember. I forget the rest, but I know there is one that made it like you were on drugs, and another one that allowed you to bounce. I forget the name of them --IAmTheRad 08:12, 13 December 2006 (UTC)

Shrooms. There were definitely mushrooms you could take. There was a secret level called the The Grand Vomitorium which was just a big indoor room filled with shrooms, trampolines, and some other device/powerup that catapulted you around sideways. 216.243.36.133 (talk) 08:21, 11 August 2011 (UTC)[reply]

Added the other powerups. I know there's a better description of them somewhere, but this was all I could think of at the time. --IAmTheRad 05:37, 30 December 2006 (UTC)

Cut Elements[edit]

In one of the last edits, it was mentioned that "The alternate enemy types is mentioned in the ROTT in Hell article". But I can't find that article in the ROTT article... is it in the external links with another name? Anyway, a note should be placed in that paragraph pointing to that article. Sega381 11:56, 2 January 2007 (UTC)[reply]

It's mentioned in this page, which is the second page of the ROTT in Hell article included in the last external link. Specifically, this paragraph under the Actors section:
There where also other enemies, and they appeared in the manual, but they aren't in the game. "The female guards were removed from the game at the end of development after the manual was already printed." Joe Siegler says in the ROTT FAQ. "The reason for this is that the plan was to have the game randomly pick between a male/female guard of the same type. So, the game would have to keep the sounds/graphics for both the male and female guards in memory at once, and because of this, it really increased the amount of memory needed to play the game. It was impossible to do this and make it work nicely in 8 megs, or AT ALL in 4 megs, so the idea was dropped. However, the manuals were already printed, so there wasn't anything that could be done about it. If you play ROTT all the way through, and finish it (the registered version) the right way, you'll see a (VERY LONG) list of credits. At the end is a list of "Actors who were cut from the game". Since they were already digitized, we made use of a single frame of them, and stuck 'em in. There were alternates to the low guard, the Overpatrol, and the Strike guards. The rest didn't have female counterparts."
MarphyBlack 12:12, 2 January 2007 (UTC)[reply]
Great, thanks! Sega381 13:27, 2 January 2007 (UTC)[reply]

Ian Paul Freeley/I. P. Freeley[edit]

Has anyone else noticed this? Maybe it's just an in-game joke from the developers, but the character Ian Paul Freeley's name can be shortened to I. P. Freeley, a common prank name. Discuss at will. BurningAfterTheDawn 05:05, 26 August 2007 (UTC)[reply]

That's exactly right, at the end of the game in the "character interviews," When he comments he says "I save the freakin' world and all people ask about is my name!" 阿修羅96 20:39, 26 August 2007 (UTC)[reply]

I've never played the whole version of the game, I always had the demo so I didn't know what the ending may have been. That's a great little joke they threw in there. 24.31.111.166 01:03, 27 August 2007 (UTC)[reply]

Developer Balls[edit]

What about Developer Balls? What do they give and where can be found? —Preceding unsigned comment added by 91.77.58.23 (talk) 13:26, 24 September 2008 (UTC)[reply]

3D Game Engine[edit]

Which 3d game engine did Rise of the Triad use then? At the bottom of the wiki page it states two engines (BUILD by Ken Silverman & Wolf3D engine by ID Software). It could've been a mix/merge between the two.... who knows.. unless someone is acquinted with Wolf3D and Ken Silverman source code.

Quote: "The engine is an enhanced variant of the Wolfenstein 3D engine."

Looks like ROTT was based off Wolf3D engine.. with possibility of some merged code from Ken's BUILD engine.... which means... Duke 3D has some ID SOFTWARE code in it... which effectively mean ALL big 3D FPS games (except Unreal)... came from ID's Wolf3D being the granddaddy of them all.—Preceding unsigned comment added by Andwan0 (talkcontribs)

All that means is that ROTT uses a combined engine. It doesn't mean that the base build engine necessarily incorporated iD Software code.--Drat (Talk) 04:40, 4 February 2010 (UTC)[reply]

File:ROTT Packshot.jpeg Nominated for speedy Deletion[edit]

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Further background to ROTT[edit]

Hi all, I found this excerpt within the README file, within the source code of ROTT (available form the 3DR website) - there's some good content that we really should add to the article.

A little history... by Scott Miller (Located in: Rise of the Triad (v1.3 CD Version) Source Code Release - December 20, 2002)

ROTT, as it quickly became known, marked a turning point for Apogee. It was our first in-house game since I started the company in 1987 with my home grown Kroz games, the games that started the shareware revolution that resulted in the launch of three of the most successful independent PC developers, Epic, Id, and us -- all three still kicking after 12+ years (as of Dec. '02). It's hard to believe we're among the oldest of all surviving independent PC developers in the world now. Before ROTT, Apogee, as we were then known, solely worked with outside development teams, often funding and helping organize these teams, and helping guide their game designs using our experience. But around 1993 it was evident that this method wasn't going to work out much longer because as games got larger and more complicated to make, team sizes had to grow, too. So, in 1994 we started hiring developers to form our own internal team, with the first of those hires including William Scarboro, Nolan Martin, Mark Dochtermann, Jim Dosé, and the ever creative Tom Hall to run the show.

As Tom notes above, ROTT was originally an Id-approved sequel to Wolfenstein 3-D, using the original Wolf engine. The game was going to be called, Wolfenstein: Rise of the Triad, and explore what happened after Hitler's demise. About 4-5 months into development, though, a surprise call from John Romero ended the project, and we were left with a lot of content specific to the Wolfenstein premise, which had to be rolled into a new game concept so that we didn't waste all that we'd done. The result was a bit of a mish-mash, and as Tom says above, the project probably should've been restarted using our new Build engine, which our second internal team down the hall was using, making Duke Nukem 3D.

ROTT ended up selling several hundred thousand copies and making enough money to keep Duke 3D funded. But it was at this time that we knew we had to make a radical company change to shift with the times, and so we created the 3D Realms label, and began phasing out Apogee, which we were leaving behind with the glory days of shareware, and the arcade-style games Apogee was best known for. 82.108.73.231 (talk) 15:15, 7 June 2012 (UTC)[reply]

Reception?[edit]

Maybe a reception section would be interesting for this article. --82.170.113.123 (talk) 12:20, 28 September 2012 (UTC)[reply]

Music[edit]

A few times you can read about the sence of humour that programmers had put into the game, but I don´t read anything about the fact that when the internal clock of your computer was set to the 25th of december, the background-music would turn into christmas tunes...Oxygene7-13 (talk) 12:41, 4 July 2015 (UTC)[reply]

Source[edit]