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Speeds and feeds
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A line drawing showing some basic concepts of speeds and feeds in the context of lathe work. The angular velocity of the workpiece (rev/min) is called the "spindle speed" by machinists. Its tangential linear equivalent at the workpiece surface (m/min or sfm) is called the "cutting speed", "surface speed", or simply the "speed" by machinists. The "feeds" may be for the X-axis or the Z-axis (typically mm/rev or inch/rev for lathe work; sometimes measured as mm/min or inch/min). Notice that as the tool plunges closer to the workpiece's center, the same spindle speed will yield a decreasing surface (cutting) speed (because each rev represents a smaller circumferential distance, but takes the same amount of time). Most CNC lathes have CSS to counteract that natural decrease, which speeds up the spindle as the tool plunges in.
Milling cutter paused after taking a cut. Arrows show the vectors of various velocities collectively known as speeds and feeds. The circular arrow represents the angular velocity of the spindle (rev/min), called the "spindle speed" by machinists. The tangential arrow represents the tangential linear velocity (m/min or sfm) at the outer diameter of the cutter, called the "cutting speed", "surface speed", or simply the "speed" by machinists. The arrow colinear with the slot that has been milled represents the linear velocity at which the cutter is advanced laterally (usually mm/min or inch/min for milling; may also be measured as mm/rev or inch/rev). This velocity is called the "feed" by machinists.
The phrase speeds and feeds or feeds and speeds refers to two separate velocities in machine tool practice, cutting speed and feed rate. They are often considered as a pair because of their combined effect on the cutting process. Each, however, can also be considered and analyzed in its own right.
Cutting speed (also called surface speed or simply speed) is the speed difference (relative velocity) between the cutting tool and the surface of the workpiece it is operating on. It is expressed in units of distance along the workpiece surface per unit of time, typically surface feet per minute (sfm) or meters per minute (m/min).[1] Feed rate (also often styled as a solid compound, feedrate, or called simply feed) is the relative velocity at which the cutter is advanced along the workpiece; its vector is perpendicular to the vector of cutting speed. Feed rate units depend on the motion of the tool and workpiece; when the workpiece rotates (e.g., in turning and boring), the units are almost always distance per spindle revolution (inches per revolution [in/rev or ipr] or millimeters per revolution [mm/rev]).[2] When the workpiece does not rotate (e.g., in milling), the units are typically distance per time (inches per minute [in/min or ipm] or millimeters per minute [mm/min]), although distance per revolution or per cutter tooth are also sometimes used.[2]
If variables such as cutter geometry and the rigidity of the machine tool and its tooling setup could be ideally maximized (and reduced to negligible constants), then only a lack of power (that is, kilowatts or horsepower) available to the spindle would prevent the use of the maximum possible speeds and feeds for any given workpiece material and cutter material. Of course, in reality those other variables are dynamic and not negligible; but there is still a correlation between power available and feeds and speeds employed. In practice, lack of rigidity is usually the limiting constraint.
The phrases "speeds and feeds" or "feeds and speeds" have sometimes been used metaphorically to refer to the execution details of a plan, which only skilled technicians (as opposed to designers or managers) would know.
Contents
[hide]
1 Cutting speed
1.1 Machinability rating
2 Spindle speed
2.1 Spindle speed calculations
2.1.1 Approximation
2.1.2 Accuracy
3 Feed rate
3.1 Formula to determine feed rate
4 Depth of cut
5 Interrelationship of theory and practice
6 Academic research examples
7 References
8 Bibliography
8.1 Further reading
9 External links
Cutting speed[edit]
Cutting speed may be defined as the rate at the workpiece surface, irrespective of the machining operation used. A cutting speed for mild steel of 100 ft/min is the same whether it is the speed of the cutter passing over the workpiece, such as in a turning operation, or the speed of the cutter moving past a workpiece, such as in a milling operation. The cutting conditions will affect the value of this surface speed for mild steel.
Schematically, speed at the workpiece surface can be thought of as the tangential speed at the tool-cutter interface, that is, how fast the material moves past the cutting edge of the tool, although "which surface to focus on" is a topic with several valid answers. In drilling and milling, the outside diameter of the tool is the widely agreed surface. In turning and boring, the surface can be defined on either side of the depth of cut, that is, either the starting surface or the ending surface, with neither definition being "wrong" as long as the people involved understand the difference. An experienced machinist summed this up succinctly as "the diameter I am turning from" versus "the diameter I am turning to."[3] He uses the "from", not the "to", and explains why, while acknowledging that some others do not. The logic of focusing on the largest diameter involved (OD of drill or end mill, starting diameter of turned workpiece) is that this is where the highest tangential speed is, with the most heat generation, which is the main driver of tool wear.[3]
There will be an optimum cutting speed for each material and set of machining conditions, and the spindle speed (RPM) can be calculated from this speed. Factors affecting the calculation of cutting speed are:
The material being machined (steel, brass, tool steel, plastic, wood) (see table below)
The material the cutter is made from (Carbon steel, high speed steel (HSS), carbide, ceramics)
The economical life of the cutter (the cost to regrind or purchase new, compared to the quantity of parts produced)
Cutting speeds are calculated on the assumption that optimum cutting conditions exist. These include:
Metal removal rate (finishing cuts that remove a small amount of material may be run at increased speeds)
Full and constant flow of cutting fluid (adequate cooling and chip flushing)
Rigidity of the machine and tooling setup (reduction in vibration or chatter)
Continuity of cut (as compared to an interrupted cut, such as machining square section material in a lathe)
Condition of material (mill scale, hard spots due to white cast iron forming in castings)
The cutting speed is given as a set of constants that are available from the material manufacturer or supplier. The most common materials are available in reference books or charts, but will always be subject to adjustment depending on the cutting conditions. The following table gives the cutting speeds for a selection of common materials under one set of conditions. The conditions are a tool life of 1 hour, dry cutting (no coolant), and at medium feeds, so they may appear to be incorrect depending on circumstances. These cutting speeds may change if, for instance, adequate coolant is available or an improved grade of HSS is used (such as one that includes cobalt).
Cutting speeds for various materials using a plain high speed steel cutter
Material type
Meters per min (MPM)
Surface feet per min (SFM)
Steel (tough) 15–18 50–60
Mild Steel 30–38 100–125
Mild Steel (with coolant) 60-76 200-250
Cast Iron (medium) 18–24 60–80
Alloy Steels (1320–9262) 20–37 65–120[4]
Carbon Steels (C1008–C1095) 21–40 70–130[5]
Free Cutting Steels (B1111–B1113 & C1108–C1213) 35–69 115–225[5]
Stainless Steels (300 & 400 series) 23–40 75–130[6]
Bronzes 24–45 80–150
Leaded Steel (Leadloy 12L14) 91 300[7]
Aluminium 75–105 250–350
Aluminum (with coolant) 150-210 500-700
Brass 90–210 300–700[8]
Machinable Wax 200
Acetal Copolymer (Delrin) 350
Polyethylene 400
Acrylic (with coolant) 500
Wood 600-1000
Machinability rating[edit]
Main article: Machinability
The machinability rating of a material attempts to quantify the machinability of various materials. It is expressed as a percentage or a normalized value. The American Iron and Steel Institute (AISI) determined machinability ratings for a wide variety of materials by running turning tests at 180 surface feet per minute (sfpm). It then arbitrarily assigned 160 Brinell B1112 steel a machinability rating of 100%. The machinability rating is determined by measuring the weighed averages of the normal cutting speed, surface finish, and tool life for each material. Note that a material with a machinability rating less than 100% would be more difficult to machine than B1112 and material and a value more than 100% would be easier.
Machinability ratings can be used in conjunction with the Taylor tool life equation, VTn = C in order to determine cutting speeds or tool life. It is known that B1112 has a tool life of 60 minutes at a cutting speed of 100 sfpm. If a material has a machinability rating of 70%, it can be determined, with the above knowns, that in order to maintain the same tool life (60 minutes), the cutting speed must be 70 sfpm (assuming the same tooling is used).
When calculating for copper alloys, the machine rating is arrived at by assuming the 100 rating of 600 SFM. For example, phosphorus bronze (grades A–D) has a machinability rating of 20. This means that phosphor bronze runs at 20% the speed of 600 SFM or 120 SFM. However, 165 SFM is generally accepted as the basic 100% rating for "grading steels".[9]
Spindle speed[edit]
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The spindle speed is the rotational frequency of the spindle of the machine, measured in revolutions per minute (RPM). The preferred speed is determined by working backward from the desired surface speed (sfm or m/min) and incorporating the diameter (of workpiece or cutter).
The spindle may hold the:
Material (as in a screw machine)
Drill bit in a drill
Milling cutter in a milling machine
Router bit in a wood router
Shaper cutter or knife in a wood shaper or spindle moulder
Grinding wheel on a grinding machine.
Or it may hold the chuck, which then holds the workpiece in a lathe. In these cases the tool is often a stationary tool bit, although there are plenty of exceptions, such as in thread milling.
Excessive spindle speed will cause premature tool wear, breakages, and can cause tool chatter, all of which can lead to potentially dangerous conditions. Using the correct spindle speed for the material and tools will greatly enhance tool life and the quality of the surface finish.
For a given machining operation, the cutting speed will remain constant for most situations; therefore the spindle speed will also remain constant. However, facing, forming, parting off, and recess operations on a lathe or screw machine involve the machining of a constantly changing diameter. Ideally this means changing the spindle speed as the cut advances across the face of the workpiece, producing constant surface speed (CSS). Mechanical arrangements to effect CSS have existed for centuries, but they were never applied commonly to machine tool control. In the pre-CNC era, the ideal of CSS was ignored for most work. For unusual work that demanded it, special pains were taken to achieve it. The introduction of CNC-controlled lathes has provided a practical, everyday solution via automated CSS. By means of the machine's software and variable speed electric motors, the lathe can increase the RPM of the spindle as the cutter gets closer to the center of the part.
Grinding wheels are designed to be run at a maximum safe speed, the spindle speed of the grinding machine may be variable but this should only be changed with due attention to the safe working speed of the wheel. As a wheel wears it will decrease in diameter, and its effective cutting speed will be reduced. Some grinders have the provision to increase the spindle speed, which corrects for this loss of cutting ability; however, increasing the speed beyond the wheels rating will destroy the wheel and create a serious hazard to life and limb.
Generally speaking, spindle speeds and feed rates are less critical in woodworking than metalworking. Most woodworking machines including power saws such as circular saws and band saws, jointers, Thickness planers rotate at a fixed RPM. In those machines, cutting speed is regulated through the feed rate. The required feed rate can be extremely variable depending on the power of the motor, the hardness of the wood or other material being machined, and the sharpness of the cutting tool.
In woodworking, the ideal feed rate is one that is slow enough not to bog down the motor, yet fast enough to avoid burning the material. Certain woods, such as black cherry and maple are more prone to burning than others. The right feed rate is usually obtained by "feel" if the material is hand fed, or by trial and error if a power feeder is used. In thicknessers (planers), the wood is usually fed automatically through rubber or corrugated steel rollers. Some of these machines allow varying the feed rate, usually by changing pulleys. A slower feed rate usually results in a finer surface as more cuts are made for any length of wood.
Spindle speed becomes important in the operation of routers, spindle moulders or shapers, and drills. Older and smaller routers often rotate at a fixed spindle speed, usually between 20,000 and 25,000 rpm. While these speeds are fine for small router bits, using larger bits, say more than 1-inch (25 mm) or 25 millimeters in diameter, can be dangerous and can lead to chatter. Larger routers now have variable speeds and larger bits require slower speed. Drilling wood generally uses higher spindle speeds than metal, and the speed is not as critical. However, larger diameter drill bits do require slower speeds to avoid burning.
Cutting feeds and speeds, and the spindle speeds that are derived from them, are the ideal cutting conditions for a tool. If the conditions are less than ideal then adjustments are made to the spindle's speed, this adjustment is usually a reduction in RPM to the closest available speed, or one that is deemed (through knowledge and experience) to be correct.
Some materials, such as machinable wax, can be cut at a wide variety of spindle speeds, while others, such as stainless steel require much more careful control as the cutting speed is critical, to avoid overheating both the cutter and workpiece. Stainless steel is one material that work hardens very easily, therefore insufficient feed rate or incorrect spindle speed can lead to less than ideal cutting conditions as the work piece will quickly harden and resist the tool's cutting action. The liberal application of cutting fluid can improve these cutting conditions; however, the correct selection of speeds is the critical factor.
Spindle speed calculations[edit]
Most metalworking books have nomograms or tables of spindle speeds and feed rates for different cutters and workpiece materials; similar tables are also likely available from the manufacturer of the cutter used.
The spindle speeds may be calculated for all machining operations once the SFM or MPM is known. In most cases we are dealing with a cylindrical object such as a milling cutter or a workpiece turning in a lathe so we need to determine the speed at the periphery of this round object. This speed at the periphery (of a point on the circumference, moving past a stationary point) will depend on the rotational speed (RPM) and diameter of the object.
One analogy would be a skateboard rider and a bicycle rider travelling side by side along the road. For a given surface speed (the speed of this pair along the road) the rotational speed (RPM) of their wheels (large for the skater and small for the bicycle rider) will be different. This rotational speed (RPM) is what we are calculating, given a fixed surface speed (speed along the road) and known values for their wheel sizes (cutter or workpiece).
The following formulae[10] may be used to estimate this value.
Approximation[edit]
The exact RPM is not always needed, a close approximation will work (using 3 for the value of π {\displaystyle {\pi }} ).
R P M = C u t t i n g S p e e d × 12 π × D i a m e t e r {\displaystyle RPM={CuttingSpeed\times 12 \over \pi \times Diameter}}
e.g. for a cutting speed of 100 ft/min (a plain HSS steel cutter on mild steel) and diameter of 10 inches (the cutter or the work piece)
R P M = C u t t i n g S p e e d × 12 π × D i a m e t e r = 12 × 100 f t / m i n 3 × 10 i n c h e s = 40 r e v s / m i n {\displaystyle RPM={CuttingSpeed\times 12 \over \pi \times Diameter}={12\times 100ft/min \over 3\times 10inches}={40revs/min}}
and, for an example using metric values, where the cutting speed is 30 m/min and a diameter of 10 mm,
R P M = S p e e d π × D i a m e t e r = 1000 × 30 m / m i n 3 × 10 m m = 1000 r e v s / m i n {\displaystyle RPM={Speed \over \pi \times Diameter}={1000\times 30m/min \over 3\times 10mm}={1000revs/min}}
Accuracy[edit]
However, for more accurate calculations, and at the expense of simplicity, this formula can be used:
R P M = S p e e d C i r c u m f e r e n c e = S p e e d π × D i a m e t e r {\displaystyle RPM={Speed \over Circumference}={Speed \over \pi \times Diameter}}
and using the same example
R P M = 100 f t / m i n π × 10 i n c h e s ( 1 f t 12 i n c h e s ) = 100 2.62 = 38.2 r e v s / m i n {\displaystyle RPM={100ft/min \over \pi \times 10\,inches\left({\frac {1ft}{12\,inches}}\right)}={100 \over 2.62}=38.2revs/min}
and using the same example as above
R P M = 30 m / m i n π × 10 m m ( 1 m 1000 m m ) = 1000 ∗ 30 π ∗ 10 = 955 r e v s / m i n {\displaystyle RPM={30m/min \over \pi \times 10\,mm\left({\frac {1m}{1000\,mm}}\right)}={1000*30 \over \pi *10}=955revs/min}
where:
RPM is the rotational speed of the cutter or workpiece.
Speed is the recommended cutting speed of the material in meters/minute or feet/min
Diameter in millimeters or inches.
Feed rate[edit]
Feed rate is the velocity at which the cutter is fed, that is, advanced against the workpiece. It is expressed in units of distance per revolution for turning and boring (typically inches per revolution [ipr] or millimeters per revolution). It can be expressed thus for milling also, but it is often expressed in units of distance per time for milling (typically inches per minute [ipm] or millimeters per minute), with considerations of how many teeth (or flutes) the cutter has then determining what that means for each tooth.
Feed rate is dependent on the:
Type of tool (a small drill or a large drill, high speed or carbide, a boxtool or recess, a thin form tool or wide form tool, a slide knurl or a turret straddle knurl).
Surface finish desired.
Power available at the spindle (to prevent stalling of the cutter or workpiece).
Rigidity of the machine and tooling setup (ability to withstand vibration or chatter).
Strength of the workpiece (high feed rates will collapse thin wall tubing)
Characteristics of the material being cut, chip flow depends on material type and feed rate. The ideal chip shape is small and breaks free early, carrying heat away from the tool and work.
Threads per inch (TPI) for taps, die heads and threading tools.
Cut Width. Any time the width of cut is less than half the diameter, a geometric phenomenon called Chip Thinning reduces the actual chipload. Feedrates need to be increased to offset the effects of chip thinning, both for productivity and to avoid rubbing which reduces tool life.
When deciding what feed rate to use for a certain cutting operation, the calculation is fairly straightforward for single-point cutting tools, because all of the cutting work is done at one point (done by "one tooth", as it were). With a milling machine or jointer, where multi-tipped/multi-fluted cutting tools are involved, then the desirable feed rate becomes dependent on the number of teeth on the cutter, as well as the desired amount of material per tooth to cut (expressed as chip load). The greater the number of cutting edges, the higher the feed rate permissible: for a cutting edge to work efficiently it must remove sufficient material to cut rather than rub; it also must do its fair share of work.
The ratio of the spindle speed and the feed rate controls how aggressive the cut is, and the nature of the swarf formed.
Formula to determine feed rate[edit]
This formula[11] can be used to figure out the feed rate that the cutter travels into or around the work. This would apply to cutters on a milling machine, drill press and a number of other machine tools. This is not to be used on the lathe for turning operations, as the feed rate on a lathe is given as feed per revolution.
F R = R P M × T × C L {\displaystyle FR={RPM\times T\times CL}}
Where:
FR = the calculated feed rate in inches per minute or mm per minute.
RPM = is the calculated speed for the cutter.
T = Number of teeth on the cutter.
CL = The chip load or feed per tooth. This is the size of chip that each tooth of the cutter takes.
Depth of cut[edit]
Cutting speed and feed rate come together with depth of cut to determine the material removal rate, which is the volume of workpiece material (metal, wood, plastic, etc.) that can be removed per time unit
Interrelationship of theory and practice[edit]
Speed-and-feed selection is analogous to other examples of applied science, such as meteorology or pharmacology, in that the theoretical modeling is necessary and useful but can never fully predict the reality of specific cases because of the massively multivariate environment. Just as weather forecasts or drug dosages can be modeled with fair accuracy, but never with complete certainty, machinists can predict with charts and formulas the approximate speed and feed values that will work best on a particular job, but cannot know the exact optimal values until running the job. In CNC machining, usually the programmer programs speeds and feedrates that are as maximally tuned as calculations and general guidelines can supply. The operator then fine-tunes the values while running the machine, based on sights, sounds, smells, temperatures, tolerance holding, and tool tip lifespan. Under proper management, the revised values are captured for future use, so that when a program is run again later, this work need not be duplicated.
As with meteorology and pharmacology, however, the interrelationship of theory and practice has been developing over decades as the theory part of the balance becomes more advanced thanks to information technology. For example, an effort called the Machine Tool Genome Project is working toward providing the computer modeling (simulation) needed to predict optimal speed-and-feed combinations for particular setups in any internet-connected shop with less local experimentation and testing.[12] Instead of the only option being the measuring and testing of the behavior of its own equipment, it will benefit from others' experience and simulation; in a sense, rather than 'reinventing a wheel', it will be able to 'make better use of existing wheels already developed by others in remote locations'.
Academic research examples[edit]
Speeds and feeds have been studied scientifically since at least the 1890s. The work is typically done in engineering laboratories, with the funding coming from three basic roots: corporations, governments (including their militaries), and universities. All three types of institution have invested large amounts of money in the cause, often in collaborative partnerships. Examples of such work are highlighted below.
In the 1890s through 1910s, Frederick Winslow Taylor performed turning experiments[13] that became famous (and seminal). He developed Taylor's Equation for Tool Life Expectancy.
Scientific study by Holz and De Leeuw of the Cincinnati Milling Machine Company[14] did for milling cutters what F. W. Taylor had done for single-point cutters.
"Following World War II, many new alloys were developed. New standards were needed to increase [U.S.] American productivity. Metcut Research Associates, with technical support from the Air Force Materials Laboratory and the Army Science and Technology Laboratory, published the first Machining Data Handbook in 1966. The recommended speeds and feeds provided in this book were the result of extensive testing to determine optimum tool life under controlled conditions for every material of the day, operation and hardness."[3]
Flórez-Orrego et al. 2010, studied the effect of the variation of cutting parameters in the surface integrity in turning of an AISI 304 stainless steel. They found that the feed rate has the greatest impairing effect on the quality of the surface, and that besides the achievement of the desired roughness profile, it is necessary to analyze the effect of speed and feed on the creation of micropits and microdefects on the machined surface. Moreover, they found that the conventional empirical relation that relates feed rate to roughness value does not fit adequately for low cutting speeds.
References[edit]
Jump up ^ Smid 2008, pp. 74,85–90.
^ Jump up to: a b Smid 2008, pp. 74,91–92.
^ Jump up to: a b c Gosselin, Jim (2016), "Calculating surface footage and RPM for optimum tool life", Production Machining, 16 (5): 28–29.
Jump up ^ Brown & Sharpe, pp. 222, 223.
^ Jump up to: a b Brown & Sharpe, p. 222.
Jump up ^ Brown & Sharpe, p. 224.
Jump up ^ Brown & Sharpe 2, p. 5.
Jump up ^ Brown & Sharpe, p. 226.
Jump up ^ Brown & Sharpe 2, pp. 120, 224, 225.
Jump up ^ Culley 1988.
Jump up ^ Smid 2003, p. 90.
Jump up ^ Zelinski 2011.
Jump up ^ Taylor 1907.
Jump up ^ Woodbury 1972, pp. 79–81.
Bibliography[edit]
Brown & Sharpe. "Brown and Sharpe Speeds and Feeds Chart". Automatic Screw Machine Handbook. Providence, R.I.: Brown & Sharpe Manufacturing Co.
Brown & Sharpe 2. "Cam & Tool Design: Surface Cutting Speeds Chart". Automatic Screw Machine Handbook. Providence, R.I.: Brown & Sharpe Manufacturing Co.
Brown & Sharpe 3. "Machinebility of Materials, Composition and Machinability Chart". Automatic Screw Machine Handbook. Providence, R.I.: Brown & Sharpe Manufacturing Co.
Culley, Ron (1988). Fitting and machining. Melbourne, Victoria: RMIT Publications. ISBN 0-7241-3819-6.
Flórez-Orrego, Daniel Alexander; Varela-Jiménez, Luis Bernardo; Escobar-Atehortua, Julian David; López-Ochoa, Diana Maria (November 24–26, 2010). "Effect of the variation of cutting parameters in surface integrity in turning processing of an AISI 304 austenitic stainless steel". Rio de Janeiro, Brazil: TriboBR, First International Brazilian Conference on Tribology.
Smid, Peter (2003). "Feed Rate Equation". CNC Programming Handbook. Industiral Press, Inc.
Smid, Peter (2008), CNC Programming Handbook (3rd ed.), New York: Industrial Press, ISBN 9780831133474, LCCN 2007045901.
Taylor, Frederick Winslow (1907), On the art of cutting metals, Philadelphia, Pennsylvania, USA: ASME.
Woodbury, Robert S. (1972), Studies in the history of machine tools, Cambridge, MA, USA: MIT Press, ISBN 9780262730334.
Zelinski, Peter (2010-12-15). "The Online Optimizer: Coming soon: The Machine Tool Genome Project promises to let almost any machine shop use its machining centers more productively. Shops will benefit from tap-test findings without personally tapping any of their own machines or tools". Modern Machine Shop. Cincinnati, Ohio, USA: Gardner Publications Inc. 83 (9): 70–73.
Further reading[edit]
Groover, Mikell P. (2007). "Theory of Metal Machining". Fundamentals of Modern Manufacturing (3rd ed.). John Wiley & Sons, Inc. pp. 491–504. ISBN 0-471-74485-9.
External links[edit]
Basic Speeds and Feeds Calculator
Illustrated Speed and feed calculator
Cuttingspeed Software Calculator
CNC Online Feeds and Speeds Calculator
Chip Thinning Tutorial
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Return to Castle Wolfenstein
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Return to Castle Wolfenstein
Developer(s)
Gray Matter Interactive
Additional work:[show]
Nerve Software (multiplayer/Xbox)
Splash Damage (additional multiplayer)
Raster Productions (PlayStation 2)
Publisher(s)
Activision
Director(s)
Drew Markham
Producer(s)
Greg Goodrich
Designer(s)
Mal Blackwell, Richard Farrelly
Programmer(s)
Sherman Archibald
Artist(s)
Michael Kaufman
Writer(s)
Steve Goldberg
Composer(s)
Bill Brown[1]
Series
Wolfenstein
Engine
id Tech 3
Platform(s)
Microsoft Windows
Linux
Mac OS
Xbox
PlayStation 2
Release
Microsoft Windows
NA: November 19, 2001
EU: November 30, 2001
Linux
March 16, 2002
Mac OS X
April 2002
Xbox
NA: May 6, 2003
EU: May 15, 2003
PlayStation 2
NA: May 27, 2003
EU: June 6, 2003
Steam
August 4, 2007
Genre(s)
First-person shooter
Mode(s)
Single-player, multiplayer
Return to Castle Wolfenstein is a first-person shooter video game published by Activision,[2] released on November 19, 2001 for Microsoft Windows and subsequently for PlayStation 2, Xbox, Linux and Macintosh. The game serves as both a remake and a reboot to the Wolfenstein series. This single player game was developed by Gray Matter Interactive[2][3] and Nerve Software[2][3] developed its multiplayer mode. id Software, the creators of Wolfenstein 3D, oversaw the development and were credited as executive producers.[4] The multiplayer side eventually became the most popular part of the game, and was influential in the genre. Splash Damage created some of the maps for the Game of the Year edition.[2] A loose sequel, titled Wolfenstein, was released on August 18, 2009.
Contents
[hide]
1 Plot
2 Multiplayer
2.1 Gameplay modes
3 Development
3.1 Ports
3.1.1 Console version differences
3.2 Source code release
4 Film
5 Reception
5.1 Controversy
5.2 Awards
6 Sequels
7 References
8 External links
Plot[edit]
In the year 1943, World War II is in full swing. Assigned to the Office of Secret Actions (OSA) from the military, US Army Ranger William "B.J." Blazkowicz and British operative Agent One are sent into Egypt to investigate increasing activity of the Nazi SS Paranormal Division. The duo find themselves witness to the SS blundering and releasing an ancient curse around the dig site, resurrecting scores of zombies from their slumber. Pushing through the mummies and Nazis, B.J and Agent One are led to an airfield and a location to follow. As they tail the SS, the two are shot down near Austria and captured by the Nazis. Agent One and Blazkowicz are carted away and imprisoned in Castle Wolfenstein, a remote, medieval castle that serves as a stronghold, prison, and research station. During their incarceration, Agent One is tortured for information and dies from electrocution exposure. B.J., however, manages to escape Castle Wolfenstein's dungeon and fights his way out of the castle, using a cable car to leave the area and meet up with Kessler, a member of the German resistance in a nearby village.
Meanwhile, the SS Paranormal Division, under Oberführer Helga von Bulow, has long since moved from Egypt and has been excavating the catacombs and crypts of an ancient church within the village itself in search of the resting place of a "Dark Knight". The Division's sloppy precautions have led to the release of an ancient curse and the awakening of hordes of undead creatures, this time including Saxon knights. The majority of the SS finally realize the dangers and seal off the entrance into the catacombs, leaving many soldiers trapped inside. B.J. descends regardless and fights both Nazis and undead until he arrives at the ancient house of worship, the Defiled Church, where Nazi scientist Professor Zemph is conducting a 'life essence extraction' on the corpse of a Dark Knight, which, thanks to some Nazi technology, succeeds. Shortly before B.J.'s arrival, Zemph tries to talk the impatient Helga von Bulow out of retrieving an ancient Thulian artifact, the "Dagger of Warding" from a nearby altar in an isolated area of the church, but she shoots him and proceeds. This final blunder awakens another monster, Olaric, which kills and dismembers her. Blazkowicz, after a heated battle against spirits and demon attacks, defeats Olaric, and then is airlifted out with Zemph's notes and the dagger.
With the lead with Helga seeming to have come to a close, the OSA begins to shift its focus to one of Germany's leading scientific researchers and Head of the SS Special Projects Division, Oberführer Wilhelm "Deathshead" Strasse. Their investigation leads the OSA to realizing that Deathshead is preparing to launch an attack on London. He intends to use a V-2 rocket fitted with an experimental biological warhead, launching it from his base near Katamarunde in the Baltics. Due to the stealthy nature in which the OSA needs to act, Blazkowicz is parachuted some distance from the missile base and separated from his equipment. After collecting his gear, he smuggles himself into a supply truck bound for the base. Once inside, Blazkowicz destroys the V-2 on its launchpad and fights his way out of the facility towards an airbase filled with experimental jet aircraft. There, he commandeers a "Kobra" rocket-plane and flies to safety in Malta.
Eager to know more about Deathshead and his secret projects, the OSA sends Blazkowicz to the bombed-out city of Kugelstadt, where he is assisted by members of the German Kreisau Circle resistance group in breaking into a ruined factory and exfiltrating a defecting scientist. It is there he discovers the blueprints for the Reich's latest weapon, the Venom Gun, an electrically operated hand-held minigun. He also procures the weapon itself. Blazkowicz eventually breaks into Deathshead's underground research complex, the Secret Weapons Facility. There he encounters the horrific fruits of Deathshead's labors: creatures, malformed, and twisted through surgery and mechanical implants. The creatures escape from their containments and go on a rampage. Blazkowicz fights his way through the facility, only to see Deathshead escape the chaos by U-boat, and learns of his destination by interrogating a captured German officer.
Blazkowicz, with his newly found information, is then parachuted into Norway, close to Deathshead's mysterious "X-Labs". After breaking into the facility, which has been overrun by the twisted creatures he encountered in Kugelstadt (dubbed 'Lopers'), Blazkowicz retrieves Deathshead's journal, its content directly linking Deathshead's research to the rest of the SS Paranormal's occult activity. He then confronts several new prototype creatures called Übersoldaten (super soldiers), towering monstrosities coated in armor, powered by hydraulic legs and carrying powerful weapons. Finally catching up with Deathshead, Blazkowicz comes face to face with a completed and fully armored Übersoldat, and kills the researchers who have developed it. After the Übersoldat is destroyed, Deathshead shouts over the speakers in frustration and astonishment before escaping in a Kobra rocket-plane and disappears for the rest of the game.
After studying the documents captured by Blazkowicz, the OSA has become aware of a scheme codenamed 'Operation: Resurrection', a plan to resurrect Heinrich I, a legendary and powerful Saxon warlock-king from 943 AD. Despite the skepticism of senior Allied commanders, the OSA parachutes Blazkowicz back near Castle Wolfenstein, at the Bramburg Dam, where he fights his way until he arrives at the village town of Paderborn. After assassinating all the senior officers of the SS Paranormal Division present there for the resurrection, Blazkowicz fights his way through Chateau Schufstaffel and into the grounds beyond. After fighting two more Übersoldaten, Blazkowicz enters an excavation site near Castle Wolfenstein.
Inside the excavation site, Blazkowicz fights Nazi guards and prototype Übersoldaten, and makes his way to a boarded-up entrance to Castle Wolfenstein's underground crypts. There, he finds that the ruined and decaying sections of the castle has become infested with undead creatures, which are attacking the castle's desperate garrison. After fighting his way through the underworkings of the castle, Blazkowicz arrives too late at the site of a dark ceremony to prevent the resurrection of Heinrich I. At the ceremony, SS psychic and Oberführerin Marianna Blavatsky conjures up dark spirits, which transform three of Deathshead's Übersoldaten into Dark Knights, Heinrich's lieutenants. She ultimately raises Heinrich I, who "thanks" her by turning her into his undead slave. In a climactic battle, Blazkowicz, after exhausting most of his arsenal, destroys the three Dark Knights, the undead Marianna Blavatsky, and eventually Heinrich I. In the distance, Reichsführer-SS Heinrich Himmler watches in horror, remarking afterwards "This American... he has ruined everything" as he leaves for Berlin to face an expectant Hitler.
Back in the OSA, Operation Resurrection is closed and Blazkowicz is off on some "R&R" — shooting Nazis.
Multiplayer[edit]
Wolfenstein MultiPlayer (MP) is an objective game mode, in which players are split into two teams - Axis and Allies. Each team has a set of objectives to complete, the Allies usually being to destroy some sort of Axis objective, and the Axis objectives being to defend their object(s). These objectives are split into two categories, primary and secondary. Primary objectives are ones which must be completed for victory, generally stealing secret documents or destroying a radar array; however secondary objectives are ones which are optional - they do not have to be completed, but if they are they may aid the appropriate team, such as blowing out a door to allow access into a tunnel which shortens travel time or allows less-noticeable infiltration of the enemy base.
Each team has access to a slightly different set of weapons, matching those used by each side in World War II. Players can choose from four different classes: Soldier, Medic, Lieutenant and Engineer. Soldiers can carry heavy weapons such as the Panzerfaust or Venom Cannon or Flamethrower which are not available to other classes, Medics can health other teammates, Engineers can breach obstacles, and Lieutenants can supply ammo to teammates.
Each class specializes in a certain aspect of the game, and an effective team will balance players out using all four classes, such as a soldier for blasting through enemy defences, a medic for supporting the team and keeping them alive (Soldier making up for the lack of firepower with medics, medics making up for the lack of health), a Lieutenant to resupply teammates with ammo (especially soldiers) and engineers to complete the objective, having their way cleared by the soldier which is then supported by the Lieutenant.
Gameplay modes[edit]
There are three different modes of play in Wolf MP, each allowing for a different experience - objective, stopwatch, and checkpoint. Stopwatch calls for the Allied side to complete a set of objectives within a predefined time limit. The opposing team then become the Allies and have to complete the objectives in a shorter time than the now Axis. Checkpoint gamemode is a mode in which teams capture flags. It may be more commonly known as Capture the Flag (CTF). Whichever team is first to control all the flags at once, wins. The team-based networked multiplayer features different character classes that must work together in order to win. There are four classes — lieutenant, medic, engineer, and soldier — the soldier can be one of several subclasses depending upon the special/heavy weapon that he selects. The multiplayer demo includes a beachhead assault map similar to Omaha Beach.
Development[edit]
Return to Castle Wolfenstein (RTCW) is a reboot of the early first-person shooter Wolfenstein 3D. It includes a story-based single player campaign (which uses certain themes from the original game), as well as a team-based networked multiplayer mode.
In the campaign, Allied agents from the fictional "Office of Secret Actions" (OSA) are sent to investigate rumors surrounding one of Heinrich Himmler's personal projects, the SS Paranormal Division (also see Ahnenerbe). The agents are, however, captured before completing their mission and are imprisoned in Castle Wolfenstein. Taking the role of Blazkowicz, the player must escape the castle. The player soon investigates the activities of the SS Paranormal Division, which include research on resurrecting corpses and biotechnology, while also sabotaging weapons of mass destruction such as V-2 rockets and biological warheads. During the game the player battles Waffen SS soldiers, elite Fallschirmjäger (paratroopers) known as Black Guards, undead creatures, and Übersoldaten (supersoldiers) formed from a blend of surgery and chemical engineering conducted by Wilhelm "Deathshead" Strasse. The end boss is an undead Saxon warrior-prince named Heinrich I.
The cable car in the castle is based on the 1968 movie Where Eagles Dare, where a U.S. Army Brigadier General is captured and taken prisoner to the Schloß Adler, a fortress high in the Alps above the town of Werfen, reachable only by cable car, and the headquarters of the German Secret Service in southern Bavaria.[5][6] The supernatural element is based on the story of Castle Wewelsburg, a 17th-century castle occupied by the Germans under Heinrich Himmler's control, and used for occult rituals and practices.[7][8]
One of the multiplayer maps (also released individually as the multiplayer demo) depicts Omaha Beach in Operation Overlord, and is reportedly inspired by the introduction of Saving Private Ryan.[9] This put RTCW in competition with another Quake III: Team Arena-powered World War II-themed first person shooter, Medal of Honor: Allied Assault which also features its own take on Omaha Beach.
In the German version of the game, it avoids making direct reference to Nazi Party and the "Third Reich", in order to comply with strict laws in Germany. The player is not battling Nazis but a secret sect called the "Wolves" led by Heinrich Höller, whose name is a pun of the original character Himmler (Himmler roughly translates as "Heavener", Höller as "Heller"). The Nazi swastika is also not present: the German forces use a Wolfenstein logo which is a combination of a stylized double-headed eagle prominent in most Nazi symbolism, a "W" (standing for Wolfenstein), and the Quake III: Team Arena "QIII" logo (the game engine and network code that RTCW is based upon).[10] The "W" eagle logo is prominently seen on the cover art for the American version (above).
Music pieces such as Moonlight sonata[11] and Für Elise[citation needed] are used in the single player campaign.
The game is powered by a heavily modified version of the Quake III: Team Arena engine, with changes made to support large outdoor areas. The Return to Castle Wolfenstein engine was subsequently used as the foundation for Wolfenstein: Enemy Territory (Splash Damage/Activision), "Trinity: The Shatter Effect" (Gray Matter Interactive/Activision) (shown at E3 in 2003, but assumed cancelled)[12] and Call of Duty (Infinity Ward/Activision).
There are many different releases of Return to Castle Wolfenstein. The original release, version 1.0, came in a game box featuring a book-like flap. A Collector's Edition, packaged in a metal case, was released at the same time. The contents of the Collector's Edition changed depending on when it was purchased and could include a poster and fabric patch, a poster and a bonus CD, or just the bonus CD. The Game of the Year Edition (2002 - v.1.33) came with the original Wolfenstein 3D, game demos, and seven new multiplayer maps (Trenchtoast, Tram Siege, Ice, Chateau, Keep, The Damned, and Rocket.) The Platinum Edition (2004 - v.1.41) included Wolfenstein: Enemy Territory, a stand-alone multiplayer expansion, and Wolfenstein 3D. Return to Castle Wolfenstein: Tides of War also came with the original Wolfenstein 3D as an unlockable after beating the campaign, and included some enhancements like surround sound.[13][14]
Ports[edit]
The game was released for Linux and Macintosh platforms in 2002, with the Linux port done internally by Timothee Besset[15] and the Mac port done by Aspyr Media.[16][17] In 2003, the game was ported to the PlayStation 2 and Xbox video game consoles and subtitled as Operation Resurrection and Tides of War, respectively.[18] Since the official source code release, the game has also been ported to Android under the name RTCW4A[19] (the data files from the original game are required to play).
Console version differences[edit]
Both console versions include an additional single player prequel mission, set in the fictional town of Ras El-Hadid in Egypt. The latter half of the level features an extensive underground burial site with many undead enemies, as does the original first mission. This prequel level is likely closer to the developers' true intentions for the story, as indicated by the distinctly Egyptian design of the burial site, including the presence of sand, traps, mummies and hieroglyphs on the walls in some areas (in the original storyline, this site is found in the middle of a German village during the second mission). By contrast, the single player storyline in the Windows version starts at Castle Wolfenstein.[20]
The PS2 version has a bonus feature which allows players to purchase items at the end of each level by finding secrets.[14] In the Xbox version a Secret Bonus is awarded after every level when all the secret areas for that level have been found.[14] It also has several new equipable items and weapons as well as new enemies. The two player co-op mode is exclusive to Xbox and allows the second player to play as Agent One, altering the game in which he was never killed and played out the missions to the end. This allows for the story to support that Agent One either survived up to the events of Wolfenstein the Old Blood and was finally named Wesley or have been killed and replaced by someone named Wesley. Xbox version also has downloadable content,[21][22][23] system link play and had online multiplayer via Xbox Live before Live play was disabled for original Xbox games.[18] A Platinum Hits edition of the game was also released for the Xbox.[24] The PlayStation 2 version does not support online multiplayer.[25]
Source code release[edit]
The source code for Return to Castle Wolfenstein and Enemy Territory was released under the GNU General Public License (GPL) on August 12, 2010.[26] The ioquake3 developers at icculus.org announced the start of respective engine projects soon after.[27]
Film[edit]
A Return to Castle Wolfenstein film was announced in 2002 with Rob Cohen attached to direct. Little information has been available since, however, with the exception of a July 20, 2005 IGN interview. The interview discussed the Return to Castle Wolfenstein film with id employees.[28] In the interview, Todd Hollenshead indicated that the movie was in the works, though still in the early stages.
On August 3, 2007, Variety confirmed Return to Castle Wolfenstein, to be written and directed by Roger Avary and produced by Samuel Hadida.[29] On November 2, 2012, Roger Avary has signed on to write and direct the film. The film is being described as a mix of Inglourious Basterds and Captain America.[30]
Reception[edit]
Reception
Aggregate scores
Aggregator
Score
GameRankings (PC) 86.75%[31]
(XBOX) 84.78%[32]
(PS2) 69.81%[33]
Metacritic (PC) 88/100[34]
(XBOX) 84/100[35]
(PS2) 66/100[36]
Review scores
Publication
Score
Eurogamer 8[37]
Game Revolution B[38]
GameSpot 9.2[39]
IGN 9[40]
In the United States, Return to Castle Wolfenstein sold 350,000 copies and earned $17 million by August 2006, after its release in November 2001. It was the country's 48th best-selling computer game between January 2000 and August 2006. Combined sales of all Wolfenstein computer games released between January 2000 and August 2006 had reached 660,000 units in the United States by the latter date.[41] Return to Castle Wolfenstein received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[42] indicating sales of at least 100,000 copies in the United Kingdom.[43]
Return to Castle Wolfenstein received favorable reviews from critics. At Metacritic, it scores 88/100 (based on 32 reviews),[34] and on GameRankings it scores 86.75% (based on 50 reviews).[31] Eurogamer's Tom Bramwell called Return to Castle Wolfenstein "a worthy addition to the stable of id Software affiliated shoot 'em ups. The single player game is average to good and takes quite a while to finish, but the game really earns its salt by shipping with a first class multiplayer element."[37]
Controversy[edit]
In March 2008, the United States Department of State published a report to Congress, "Contemporary Global Anti-Semitism", that described Return to Castle Wolfenstein as an "anti-Semitic video game" with no qualifications.[44] The report picked up on an article originally written in 2002 by Jonathan Kay of the New York Times regarding the recent introduction of "Nazi protagonists" in the online gaming market (referring specifically to Day of Defeat and Wolfenstein).[45] The article was published just 19 days before Medal of Honor: Allied Assault was released which shares many similar features, and the Nazi protagonists in multiplayer.
Todd Hollenshead, chief executive of id Software at the time of the original article stated:
"The trend you're seeing with new games is, to some extent, a reflection of what's going in the culture ... For instance, you've now got games with terrorists and counterterrorists. And World War II games such as Return to Castle Wolfenstein and Day of Defeat reflect what you see in popular movies... I don't doubt there are going to be people that go out and distort what the multiplayer gaming experience is and say, 'Oh, I can't believe you guys did this.' There are a lot of critics of the game industry, and they look for things to criticize."[45]
Awards[edit]
The game was nominated at 2002 Game Developers Choice Awards in the "Excellence in Programming" category (Sherman Archibald, John Carmack, and Ryan Feltrin).
Sequels[edit]
A multiplayer-only spinoff of the series, Wolfenstein: Enemy Territory, was originally planned as a full-fledged expansion pack for Return to Castle Wolfenstein developed by Splash Damage. The single player component of the game was never completed and thus was removed entirely. The developers at that point decided the multiplayer part would be released as a free, downloadable standalone game. Enemy Territory is a team-based networked multiplayer game which involves completing objectives through teamwork using various character classes.
This gameplay was later reutilized in a full-fledged commercial game Enemy Territory: Quake Wars set in id Software's Quake universe. A semi-sequel called Wolfenstein was developed by Raven Software and id Software and published by Activision,[46] and released on August 18, 2009. A sequel titled Wolfenstein: The New Order and a standalone prequel expansion titled Wolfenstein: The Old Blood have also been released in 2014 and 2015. The New Order storyline was followed up in Wolfenstein II: The New Colossus which was released in late 2017.
References[edit]
Jump up ^ "COPYING.txt". August 13, 2010. Retrieved August 14, 2010. [permanent dead link]
^ Jump up to: a b c d "id Software and Activision Release Return to Castle Wolfenstein: Game of the Year Edition" (Press release). Mesquite, Texas: Activision. June 26, 2002. Archived from the original on March 26, 2017. Retrieved 2017-03-25.
^ Jump up to: a b Wolpaw, Erik (November 21, 2001). "Return to Castle Wolfenstein Review". gamespot.com. Gamespot. Archived from the original on March 26, 2017. Retrieved March 25, 2017. The first team, Gray Matter Studios--which, under the name Xatrix, had previously produced Redneck Rampage and Kingpin--was hired to create the single-player campaign, while a new development house, Nerve Software, concentrated its energies on the multiplayer component.
Jump up ^ "Games: Return to Castle Wolfenstein". Nvidia.com. Nvidia. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ "Archived copy". Archived from the original on 2010-12-20. Retrieved 2011-02-07. Behind Enemy Lines: The Making of 'Return to Castle Wolfenstein' documentary
Jump up ^ "Archived copy". Archived from the original on 2011-09-28. Retrieved 2011-02-07. tweakers.net history of wolfenstein (Dutch) Google translated
Jump up ^ Russell, Stuart (2007). La fortezza di Heinrich Himmler — Il centro ideologico di Weltanschauung delle SS — Cronaca per immagini della scuola-SS Haus Wewelsburg 1934-1945 [Heinrich Himmlers Burg — Das Weltanschauliche Zentrum Der SS — Bildchronick der SS-Schule Haus Wewelsburg 1934-1945]. Roma: Editrice Thule Italia. ISBN 978-88-902781-0-5.
Jump up ^ Mikel Reparaz (March 13, 2009). "The secret history of Wolfenstein". Gamesradar. Archived from the original on July 24, 2016. Retrieved July 5, 2016.
Jump up ^ Kay, Jonathan (January 3, 2002). "Defying a Taboo, Nazi Protagonists Invade Video Games". The New York Times. Archived from the original on August 27, 2016. Retrieved March 25, 2017.
Jump up ^ "Die Rückkehr zu Castle Wolfenstein" [The Return to Castle Wolfenstein] (in German). Chip.de. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ "Return to Castle Wolfenstein - Windows, Macintosh, Linux, Xbox, Playstation 2 (2001)". HardcoreGaming101. Archived from the original on March 13, 2017. Retrieved March 25, 2017.
Jump up ^ Adams, Dan (May 15, 2003). "E3 2003: Trinity". IGN. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ Reed, Kristan (June 5, 2003). "Return to Castle Wolfenstein: Tides of War". Eurogamer. Archived from the original on November 17, 2015. Retrieved March 25, 2017.
^ Jump up to: a b c Goldstein, Hilary (May 28, 2003). "Return to Castle Wolfenstein Head-to-Head". IGN. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ Furness, James (November 15, 2001). "On Wolf's Goldness". Blue's News. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ Cohen, Peter (December 18, 2001). "Aspyr to publish Mac Return to Castle Wolfenstein". Yahoo!. Archived from the original on December 29, 2001. Retrieved March 25, 2017.
Jump up ^ Macworld Staff (December 18, 2001). "Aspyr to publish Mac Return to Castle Wolfenstein". macworld.com. IDG. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
^ Jump up to: a b "Return to Castle Wolfenstein: Tides of War". IGN. November 21, 2002. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ RTCW4A - Android Apps on Google Play Archived 2014-02-02 at the Wayback Machine.
Jump up ^ Torres, Ricardo (November 21, 2002). "Return to Castle Wolfenstein impressions". Gamespot. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ Boulding, Aaron (June 4, 2003). "Fresh Wolfenstein". IGN. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ "Safe Return". IGN. July 7, 2003. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ "Tides are Changing". IGN. August 6, 2003. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ Goldstein, Hilary (June 22, 2004). "Top 10 Xbox Platinum Hits". IGN. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ Smith, David (November 22, 2002). "Return to Castle Wolfenstein: Operation Resurrection". IGN. Archived from the original on March 26, 2017. Retrieved March 25, 2017.
Jump up ^ ftp://ftp.idsoftware.com/idstuff/source/[permanent dead link]
Jump up ^ Larabel, Michael (June 13, 2010). "id Software Open-Sources ET, RTCW". Phoronix. Archived from the original on August 16, 2010. Retrieved August 13, 2010.
Jump up ^ "Comic-Con 2005: IGN Interviews id Software CEO Todd Hollenshead" Archived 2006-06-15 at the Wayback Machine. from IGN
Jump up ^ Marc Graser, August 2, 2007,"Hadida storms 'Castle' rights" Archived 2007-09-15 at the Wayback Machine. from Variety.
Jump up ^ 'Pulp Fiction' writer will direct 'Castle Wolfenstein' movie Archived 2012-11-03 at the Wayback Machine.
^ Jump up to: a b "Return to Castle Wolfenstein for PC". GameRankings. Archived from the original on July 26, 2014. Retrieved May 20, 2014.
Jump up ^ "Return to Castle Wolfenstein: Tides of War". GameRankings. Archived from the original on June 1, 2015. Retrieved July 19, 2014.
Jump up ^ "Return to Castle Wolfenstein: Operation Resurrection". GameRankings. Archived from the original on September 9, 2015. Retrieved July 19, 2014.
^ Jump up to: a b "Return to Castle Wolfenstein for PC Reviews". Metacritic. Archived from the original on May 13, 2015. Retrieved May 20, 2014.
Jump up ^ "Return to Castle Wolfenstein: Tides of War". Metacritic. Archived from the original on February 1, 2015. Retrieved July 19, 2014.
Jump up ^ "Return to Castle Wolfenstein: Operation Resurrection". Metacritic. Archived from the original on October 22, 2015. Retrieved July 19, 2014.
^ Jump up to: a b Bramwell, Tom (21 December 2001). "Return to Castle Wolfenstein". Eurogamer. Archived from the original on 4 March 2016. Retrieved May 20, 2014.
Jump up ^ B., Johnny (December 1, 2001). "Return to Castle Wolfenstein Review". Game Revolution. Archived from the original on September 10, 2015. Retrieved May 20, 2014.
Jump up ^ Wolpaw, Erik (November 27, 2001). "Return to Castle Wolfenstein Review". GameSpot. CBS Interactive. Archived from the original on December 14, 2001. Retrieved October 26, 2016.
Jump up ^ "Return to Castle Wolfenstein". IGN. November 30, 2001. Archived from the original on June 1, 2014. Retrieved May 20, 2014.
Jump up ^ Edge Staff (August 25, 2006). "The Top 100 PC Games of the 21st Century". Edge. Archived from the original on October 17, 2012.
Jump up ^ "ELSPA Sales Awards: Silver". Entertainment and Leisure Software Publishers Association. Archived from the original on February 21, 2009.
Jump up ^ Caoili, Eric (November 26, 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra. Archived from the original on September 18, 2017.
Jump up ^ "Contemporary Global Anti-Semitism: p58" Archived 2017-05-03 at the Wayback Machine. from United States Department of State (PDF).
^ Jump up to: a b "Defying a Taboo, Nazi Protagonists Invade Video Games" Archived 2008-12-07 at the Wayback Machine. from the New York Times
Jump up ^ E3 2008: Wolfenstein, Singularity unveiled at Activision Blizzard event Archived 2008-12-07 at the Wayback Machine.
External links[edit]
Official id Software website
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Return to Castle Wolfenstein at MobyGames
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Helen George
From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
Helen George
Helen George at the Glamour Women of the Year Awards 2015
Born
Helen Thomas
(1984-06-19) 19 June 1984 (age 34)
Harborne, Birmingham, England[1]
Occupation
Actress
Years active
2008–present
Spouse(s)
Oliver Boot (m. 2011–2015)
Partner(s)
Jack Ashton (2016–present)
Children
1
Helen George (born Helen Thomas; 19 June 1984) is an English actress. She plays Trixie Franklin on the BBC TV drama series Call the Midwife. In 2015, she participated in the thirteenth series of BBC One's Strictly Come Dancing; she was paired with Aljaž Skorjanec, and finished in sixth place.
Contents
1 Early life
2 Career
3 Personal life
4 Filmography
5 References
6 External links
Early life[edit]
George was born Helen Thomas in Harborne, Birmingham, to political science professor Neil Thomas and social worker Margareth Thomas. She has a sister, Elizabeth, a veterinarian.[1]
George studied ballet as a child, eventually becoming a junior associate at Birmingham Royal Ballet, and was active in sports, competing in the long jump. As a child she dreamed of being the first female manager of the Aston Villa football club.[1]
George decided that she wanted to work in musical theatre at the age of 15, when she was in a production of Les Misérables at her secondary school, Henry Beaufort Winchester.[2] She is a graduate of the Royal Academy of Music, London and the Birmingham School of Acting.[1]
Career[edit]
George attended the Royal Academy of Music, London, studying musical theatre. She gained her first role some two weeks after graduation in the play The Woman in White.[2] She was a backing singer for Elton John during a tour, in which her sister Victoria Ingle also sang. She sang at venues including both Wembley Arena and the Royal Albert Hall.[2]
George was cast in the role of Trixie on the BBC One series Call the Midwife, based on the book by Jennifer Worth. She was daunted by the prospect of working with the likes of Pam Ferris and Jenny Agutter.[3] As part of the role she was trained in the medical techniques of the 1950s, including how to deliver a baby. During the first series, she practised this at home with her husband taking the role of a pregnant woman, and her Yorkshire Terrier being the 'baby'.[4] In 2012, she underwent a press tour in the United States to promote the series there.[3] She also starred in the music video for singer Birdy's cover of "1901".[5]
In August 2015, George was announced as one of the celebrities who would compete in the thirteenth series of Strictly Come Dancing.[6] She was partnered with professional dancer Aljaž Skorjanec.[7] Despite continuously getting high remarks from the judges, George was eliminated in week 11, finishing in sixth place.
Personal life[edit]
George married actor Oliver Boot in December 2012.[8] They met when they were both in Hotel Babylon, but started their relationship several years later.[4] In August 2015, representatives of George confirmed that she and Boot had split up after three years of marriage.[9]
In April 2016, she began dating her Call The Midwife co-star Jack Ashton when they went to South Africa to film the show's Christmas special.[10] In September 2017, their daughter, Wren Ivy, was born.[11]
Filmography[edit]
Film and television roles
Year
Title
Role
Notes
2008 Hotel Babylon Susie Episode: #3.2
2011 7 Lives Valerie
2011 Doctors Andrea Towers Episode: "A Life in the Day"
2011 The Three Musketeers Blonde
2012 Scar Tissue Mel Farrow
2012–present Call the Midwife Trixie Franklin Main cast
2015 Strictly Come Dancing (2015) Herself; a contestant
2017 Red Dwarf Aniter M-Corp: Season 12, Episode 5
References[edit]
^ Jump up to: a b c d Laws, Roz (3 October 2015). "Who is Strictly Come Dancing's Helen George?". The Birmingham Mail. Retrieved 25 November 2017.
^ Jump up to: a b c "Helen George: Call The Midwife is bringing family drama back to TV". Metro. 10 January 2013. Retrieved 17 March 2013.
^ Jump up to: a b Marshall, Denise (11 February 2003). "Call The Midwife has started a baby boom but not for me, admits Helen George". Daily Express. Retrieved 17 March 2013.
^ Jump up to: a b Woods, Judith (13 January 2013). "Exclusive interview: By George, she's got it!". Daily Mail. Retrieved 17 March 2013.
Jump up ^ Birdy (10 February 2012). "Birdy - 1901 [Official Music Video]" – via YouTube.
Jump up ^ "Born to boogie, it's Helen George!". BBC.
Jump up ^ Debnath, Neela (5 September 2015). "Strictly Come Dancing 2015: Ola Jordan joins Olympian Iwan Thomas as couples unveiled". Sunday Express. Retrieved 6 September 2015.
Jump up ^ "Fabulous does…Vintage shopping with Helen George". Fabulous. 20 January 2013. Archived from the original on 22 April 2013. Retrieved 17 March 2013.
Jump up ^ "Strictly contestant Helen George splits up from husband Oliver Boot following three years of marriage". Daily Mail.
Jump up ^ "Call The Midwife's Helen George gives birth to first child". Yahoo! Celebrity News UK. 3 October 2017. Retrieved 25 November 2017.
Jump up ^ Sutton, Megan (16 October 2017). "Call The Midwife's Helen George reveals her baby daughter's beautiful name". Good Housekeeping. Retrieved 25 November 2017.
External links[edit]
Helen George on IMDb
Authority control
WorldCat Identities
VIAF: 316391011
Retrieved from "https://en.wikipedia.org/w/index.php?title=Helen_George&oldid=864894043"
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