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The History of the Game
Note: Many pages referenced here are linked to web.archive.org.  That site can be very slow, so viewing the archive can work out better.

This article is not guaranteed to be entirely accurate, but it has been written as accurately as possible.  Feel free to click the e-mail link and let him know if there is something incorrect.

www.bolt-action.com on Web Archive (archive1, archive2)
www.wulfram.com on Web Archive (archive1)
www.erida.com on Web Archive (archive1, archive2)


       A question is frequently asked and frequently answered, sometimes incorrectly, about the history of Wulfram.  How old is Wulfram?  Why is it Wulfram II(2)?  Where is Wulfram 1?

       Well, way back in 1996 a group of developers named Rick, Bernt, and Jon (who has been a name in software/game development for many years to this day) decided they were going to make a hover-vehicle warfare game called Standoff.  The group was collectively known as Bolt-Action Software.  They didn't have the game quite fleshed out yet, but they were getting there.  The game had a blue and red team, a single piloted vehicle, and few base units and the starships which dropped cargo boxes and could be moved around and fight eachother.  There was only a single defensive unit structure called the Sentry, which fired flak shells at the enemy (sound familiar?).  As for weapons, tanks came with built in missiles and an autocannon.  Missiles could be replaced by grabbing some from a refuel pad.  The teams were effectively nameless and the flags were very different.  The blue team even had the Pope as a team flag!

       By 1998, the Total Entertainment Network (called TEN) decided to host the game.  Wulfram was born!  Visually, the differences between Wulfram and Standoff were minor.  Biggest difference was that more weapons were fleshed out.  The vehicle came with 2 weapons still built-in, only now tanks came with a pulse shell instead of a cluster of heat-seeking missiles.  Fuel pads now carried many weapons to load into the vehicle: piercer missiles, thumper missiles, mines, caltrops, and "seeker missiles" that were fully-guided missiles (sound familiar?).  The Sentry base unit were now called Flak Turrets.  Games were launched from a lounge, and teams could be named whatever you wanted them to be.

      In late 1999, Shockforce came into being and was hosted at iMagic Online (later becoming iMagic Entertainment Network or iEN).  A new vehcile called the Scout was born, that had a repair beam as a secondary weapon instead of a pulse cannon.  The gun turret was born and  the seeker missile became hunter missile.  Team names became officially the Azure Alliance for blue and the Crimson Federation for red.

     Relations between Bolt Action and iEN went awry at some point and the two companies went separate ways.  The game entered a sort of limbo, where it seemed to be the end of Shockforce until Bolt-action renamed the game to Wulfram II and had very laggy server put up to keep folks happy.  They also announced the release of a new version of Shockforce, which was going to be called Erida.  Folks playing Wulfram 2 dealt with the lag and chaos that were beginning to become commonplace in hopes Erida would arrive sometime soon.

     However, Bolt-Action did not survive for very long.  After working on the development of a game called "Barbaric Smackdown" in addition to Wulfram/Shockforce and trying to sell their services as developers of landscape rendering engines they were incredbly in-debt and going nowhere. 

   Bolt-Action bit the dust around late 2000, possibly earlier, and Bernt Habbermier took it upon himself  to continue the development of Erida.  Then, disaster struck, when a hard drive failure destroyed all of Bernt's time and effort spent on the new version of the game.

   As a result, Bernt began to focus on Wulfram II as his project instead of Erida in 2001.  A Moderator department was formed to manage the now hostile and largely abusive community and donations were now accepted to help support Wulfram II.  In 2002 a Training Levels system was implemented and the Activist Department was created.   A fairly buggy Direct 3D rendering engine was released as well.  Squad Wars came into existence... and eventually the game became the game we all play today.

-Occulodignatio

Wulfram II  ©2001-2004 Bernt Habbermier. All rights reserved. Wulfram II  is a trademark or registered trademark of Bernt Habbermier in the U.S. and/or other countries.
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