In 1992, Wolfenstein 3D stormed onto PCs and laid the foundation for the modern first-person shooter. We revisit how John Carmack, John Romero, Tom Hall, and Adrian Carmack left Softdisk, experimented with Commander Keen, and eventually struck a deal with Apogee to release their groundbreaking work. The episode explores Carmack’s ray casting breakthroughs, Romero’s design push for fast and loud gameplay, and the gritty art and music that brought Castle Wolfenstein to life. Our conversation digs into critic and player reviews, from early magazine praise to nostalgic stories of hidden passages, secret Pac-Man levels, and food scavenged from castle floors. We also cover bans in Germany, clones built on its engine, and Wolfenstein’s role as the grandfather of FPS games. Join us as we storm, strafe, and shoot our way through Wolfenstein 3D on today’s trip down Memory Card Lane.