When I first played Wolfenstein 1-D, it was pointless. Your avatar is a small white line traveling from the left to the right side exit, on a gray line. Graphics are utterly simple--doors, soldiers, ammo and everything else is a different colored, short line above the long gray "map" line. Since you can maneuver only in two directions, left and right, you cannot bob and weave between waves of bullets. The best you can do to avoid bullets is timing the opening and closing of doors as a barrier.
However, as I was discussing Wolfenstein 1-D with a colleague, on how ridiculous it was...it dawned on me. What makes a shooter like Wolfenstein or any other FPS? The typical FPS mission goal is to shoot your way to the exit and manage resources like ammo and health boosters along the way. Wolfenstein 1-D is a simple example of FPS level design, the fine balancing of monsters, health boosters, and ammo. Imbalance one resource or hazard and the game becomes too easy or impossible. Wolfenstein 1-D is great example of the core of an FPS design.