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Wikipedia

Quake (video game)

Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series,[10] it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft.

Quake
Developer(s)id Software[a]
Publisher(s)GT Interactive[b]
Designer(s)John Romero
American McGee
Sandy Petersen
Tim Willits
Programmer(s)John Carmack
Michael Abrash
John Cash
Artist(s)Adrian Carmack
Kevin Cloud
Paul Steed
Composer(s)
  • Nintendo 64
    Aubrey Hodges
    Scourge of Armagon, Dissolution of Eternity
    Jeehun Hwang
SeriesQuake
EngineQuake engine[c]
Platform(s)
Release
June 22, 1996
  • MS-DOS, Windows
    • NA: June 22, 1996 (shareware)[2]
    • NA: July 22, 1996 (full version)[1]
    • EU: August 25, 1996[3]
    • WW: May 31, 2007 (Steam)
  • Linux
    • WW: July 5, 1996[4]
  • Mac OS
  • Saturn
    • EU: November 27, 1997[6]
    • NA: December 2, 1997
  • Nintendo 64
    • NA: March 24, 1998
    • EU: May 24, 1998
  • Nintendo Switch, PlayStation 4, Xbox One
    • WW: August 19, 2021[7]
  • PlayStation 5, Xbox Series X/S
    • WW: October 12, 2021[8]
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

The successor to id Software's Doom series, Quake built upon the technology and gameplay of its predecessor.[11] Unlike the Doom engine before it, the Quake engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After Doom helped popularize multiplayer deathmatches, Quake added various multiplayer options. Online multiplayer became increasingly common, with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable. Quake featured music composed by Trent Reznor and his band Nine Inch Nails.[9]

Quake is often cited as one of the best video games ever made.[12][13][14] Despite its critical acclaim, Quake's development was controversial in the history of id Software. Due to creative differences and a lack of leadership, the majority of the team left the company after the game's release, including co-founder John Romero.[15] An "enhanced" version of Quake was developed by Nightdive Studios and published by Bethesda Softworks and was released for Nintendo Switch, PlayStation 4, Windows, and Xbox One consoles in August 2021, including the original game's first two expansions and two episodes developed by MachineGames. The PlayStation 5 and Xbox Series X/S versions were released in October 2021.[8]

Gameplay edit

In Quake's single-player mode, players explore levels, facing monsters and finding secret areas before reaching an exit. Switches or keys open doors, and reaching the exit takes the player to the next level. Before accessing an episode, there is a set of three pathways with easy, medium, and hard skill levels. The fourth skill level, "Nightmare", was described by the game manual to be "so bad that the entry is hidden, so people won't wander in by accident".[16]

Quake's single-player campaign is organized into four individual episodes with seven to eight levels in each (including one secret level per episode, one of which is a "low gravity" level that challenges the player's abilities in a different way). If the player's character dies, they must restart at the beginning of that level. The game may be saved at any time in the PC versions and between levels in the console versions. Upon completing an episode, the player is returned to the hub "START" level, where another episode can be chosen. Each episode starts the player from scratch, without any previously collected items. Episode one (which formed the shareware or downloadable demo version of Quake) has the most traditional layout with a boss in the last level. The ultimate objective at the end of each episode is to recover a magic rune. After all of the runes are collected, the floor of the hub level opens up to reveal an entrance to the "END" level which contains a final puzzle.

 
In-game screenshot

Multiplayer edit

In multiplayer mode, players on several computers connect to a server (which may be a dedicated machine or on one of the player's computers), where they can either play the single-player campaign together in co-op (cooperative) mode, or play against each other in multiplayer. When players die in multiplayer mode, they can immediately respawn, but will lose any items that were collected. Similarly, items that have been picked up previously respawn after some time, and may be picked up again. The most popular multiplayer modes are all forms of deathmatch. Deathmatch modes typically consist of either free-for-all (no organization or teams involved), one-on-one duels, or organized teamplay with two or more players per team (or clan). Players frequently implement mods during teamplay. Monsters are not normally present in teamplay, as they get in the way and reveal the positions of the players.

The gameplay in Quake was considered unique for its time because of the different ways the player can maneuver through the game.[17] Bunny hopping or strafe jumping allow faster movement, while rocket jumping enables the player to reach otherwise-inaccessible areas at the cost of some self-damage. The player can start and stop moving suddenly, jump unnaturally high, and change direction while moving through the air. Many of these non-realistic behaviors contribute to Quake's appeal. Multiplayer Quake was one of the first games singled out as a form of electronic sport.[18] A notable participant was Dennis Fong, who won John Carmack's Ferrari 328 at the Microsoft-sponsored Red Annihilation tournament in 1997.[citation needed]

Synopsis edit

In the single-player game, the player takes the role of the unnamed protagonist, named Ranger in later games (voiced by Trent Reznor),[19] sent into a portal in order to stop an enemy code-named "Quake". The government had been experimenting with teleportation technology and developed a working prototype called a "Slipgate"; the mysterious Quake compromised the Slipgate by connecting it with its own teleportation system, using it to send death squads to the "Human" dimension in order to test the martial capabilities of humanity.

The sole surviving protagonist in "Operation Counterstrike" is Ranger, who must advance, starting each of the four episodes from an overrun human military base, before fighting his way into other dimensions, reaching them via the Slipgate or their otherworld equivalent. After passing through the Slipgate, Ranger's main objective is to collect four magic runes from four dimensions of Quake; these are the key to stopping the enemy and ending the invasion of Earth.

The single-player campaign consists of 30 separate levels, or "maps", divided into four episodes (with a total of 26 regular maps and four secret ones), as well as a hub level to select a difficulty setting and episode, and the game's final boss level. Each subsequent episode represents individual dimensions that the player can access through the Slipgate or magical portals (in the case of the latter 3 episodes) that are discovered over the course of the game. The various realms consist of a number of gothic, medieval, and lava-filled caves and dungeons, with a recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The game's setting is inspired by dark fantasy influences, including H. P. Lovecraft's Cthulhu Mythos.[20] Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua" in the manual, the boss of the first episode is named Chthon, the main villain is named Shub-Niggurath and is explicitly stated to be an Old One, and the four episodes all have Lovecraftian names.[20]

Development edit

A preview included with id Software's first release, 1990's Commander Keen, advertised a game entitled The Fight for Justice as a follow-up to the Commander Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and a "Ring of Regeneration". Conceived as a VGA full-color side-scrolling role-playing video game, The Fight for Justice was never released.[citation needed]

Lead designer and director John Romero later conceived of Quake as an action game taking place in a fully 3D world, inspired by Sega AM2's 3D fighting game Virtua Fighter. Quake was also intended to feature Virtua Fighter influenced third-person melee combat, but id Software considered it to be risky. Because the project was taking too long, the third-person melee was eventually dropped. This led to creative differences between Romero and id Software, and eventually his departure from the company after Quake was released.[21][22] Even though he led the project, Romero did not receive any money from Quake.[23] In 2000, Romero released Daikatana, the game that he envisioned Quake being, and despite its shaky development, and being considered one of the worst games of all time,[24][25] he said Daikatana was "more fun to make than Quake" due to the lack of creative interference.[26]

Quake was given as a title to the game that id Software was working on shortly after the release of Doom II. The earliest information released described Quake as focusing on a Thor-like character who wields a giant hammer,[27][28][29] and is able to knock away enemies by throwing the hammer (complete with real-time inverse kinematics).[citation needed] Initially, the levels were supposed to be designed in an Aztec style, but the choice was dropped some months into the project.[citation needed] Early screenshots then showed medieval environments and dragons.[citation needed] The plan was for the game to have more role-playing-style elements. However, work was very slow on the engine, since John Carmack, the main programmer of Quake, was not only developing a fully 3D engine, but also a TCP/IP networking model (Carmack later said that he should have done two separate projects which developed those things).[citation needed] Working with a game engine that was still in development presented difficulties for the designers.[30]

Eventually, the whole id Software team began to think that the original concept may not have been as wise a choice as they first believed.[29] Thus, the final game was very stripped down from its original intentions, and instead featured gameplay similar to Doom and its sequel, although the levels and enemies were closer to medieval RPG style rather than science-fiction. In a December 1, 1994, post to an online bulletin board, John Romero wrote, "Okay, people. It seems that everyone is speculating on whether Quake is going to be a slow, RPG-style light-action game. Wrong! What does id do best and dominate at? Can you say "action"? I knew you could. Quake will be constant, hectic action throughout – probably more so than Doom".[31]

Quake was programmed by John Carmack, Michael Abrash, and John Cash. The levels and scenarios were designed by American McGee, Sandy Petersen, John Romero, and Tim Willits, and the graphics were designed by Adrian Carmack, Kevin Cloud and Paul Steed. Cloud created the monster and player graphics using Alias.[32]

The game engine developed for Quake, the Quake engine, popularized several major advances in the first-person shooter genre: polygonal models instead of prerendered sprites; full 3D level design instead of a 2.5D map; prerendered lightmaps; and allowing end users to partially program the game (in this case with QuakeC), which popularized fan-created modifications (mods).

Before the release of the full game or the shareware version of Quake, id Software released QTest on February 24, 1996. It was described as a technology demo and was limited to three multiplayer maps. There was no single-player support and some of the gameplay and graphics were unfinished or different from their final versions. QTest gave gamers their first peek into the filesystem and modifiability of the Quake engine, and many entity mods (that placed monsters in the otherwise empty multiplayer maps) and custom player skins began appearing online before the full game was even released.[33]

Initially, the game was designed so that when the player ran out of ammunition, the player character would hit enemies with a gun-butt.[29] Shortly before release this was replaced with an axe.

The release of Quake marks the end of the classic lineup at id Software. Due to conflicts with game design and ideas, animosity grew during development that majority of the staff resigned from id after the game's release including Romero, Abrash, Shawn Green, Jay Wilbur, Petersen and Mike Wilson.[34] Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. He volunteered to take lead as he had five years of experience as project manager in MicroProse, but he was turned down by Carmack.[35]

Audio edit

Quake's music and sound design was done by Trent Reznor and Nine Inch Nails, using ambient soundscapes and synthesized drones to create atmospheric tracks. In an interview, Reznor remarked that the Quake soundtrack "is not music, it's textures and ambiences and whirling machine noises and stuff. We tried to make the most sinister, depressive, scary, frightening kind of thing... It's been fun."[36] The game includes an homage to Reznor in the form of ammo boxes for the "Nailgun" and "Super Nailgun" decorated with the Nine Inch Nails logo.

Some digital re-releases of the game lack the CD soundtrack that came with the original shareware release. The 2021 enhanced version includes the soundtrack.[37]

Community content edit

Quake can be heavily modified by altering the graphics, audio, or scripting in QuakeC, and has been the focus of many fan created "mods". The first mods were small gameplay fixes and patches initiated by the community, usually enhancements to weapons or gameplay with new enemies. Later mods were more ambitious and resulted in Quake fans creating versions of the game that were drastically different from id Software's original release.[citation needed]

The first major Quake mod was Team Fortress. This mod consists of Capture the Flag gameplay with a class system for the players. Players choose a class, which creates various restrictions on weapons and armor types available to that player, and also grants special abilities. For example, the bread-and-butter Soldier class has medium armor, medium speed, and a well-rounded selection of weapons and grenades, while the Scout class is lightly armored, very fast, has a scanner that detects nearby enemies, but has very weak offensive weapons. One of the other differences with CTF is the fact that the flag is not returned automatically when a player drops it: running over one's flag in Threewave CTF would return the flag to the base, and in TF the flag remains in the same spot for preconfigured time and it has to be defended on remote locations. This caused a shift in defensive tactics compared to Threewave CTF. Team Fortress maintained its standing as the most-played online Quake modification for many years. Team Fortress would go on to become Team Fortress Classic and get a sequel, Team Fortress 2.[citation needed]

Another popular mod was Threewave Capture the Flag (CTF), primarily authored by Dave 'Zoid' Kirsch. Threewave CTF is a partial conversion consisting of new levels, a new weapon (a grappling hook), power-ups, new textures, and new gameplay rules. Typically, two teams (red and blue) would compete in a game of Capture the flag, though a few maps with up to four teams (red, blue, green, and yellow) were created. Capture the Flag soon became a standard game mode included in most popular multiplayer games released after Quake. Rocket Arena provides the ability for players to face each other in small, open arenas with changes in the gameplay rules so that item collection and detailed level knowledge are no longer factors. A series of short rounds, with the surviving player in each round gaining a point, instead tests the player's aiming and dodging skills and reflexes. Clan Arena is a further modification that provides team play using Rocket Arena rules. One mod category, "bots", was introduced to provide surrogate players in multiplayer mode.[citation needed]

Arcane Dimensions is a single-player mod. It is a partial conversion with breakable objects and walls, enhanced particle system, numerous visual improvements and new enemies and weapons. The level design is much more complex in terms of geometry and gameplay than in the original game.[38][39]

There are a large number of custom levels that have been made by users and fans of Quake. As of 2019, new maps are still being made, over 20 years since the game's release. Custom maps are new maps that are playable by loading them into the original game. Custom levels of various gameplay types have been made, but most are in the single-player and deathmatch genres. More than 1500 single-player and a similar number of deathmatch maps have been made for Quake.[40]

Source ports edit

VQuake edit

In late 1996, id Software released VQuake, a source port of the Quake engine to support hardware accelerated rendering on graphics cards using the Rendition Vérité chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered Quake. It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting, optional anti-aliasing, and improved source code clarity, as the improved performance finally allowed the use of gotos to be abandoned in favor of proper loop constructs. As the name implied, VQuake was a proprietary source port specifically for the Vérité; consumer 3D acceleration was in its infancy at the time, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed to never write a proprietary port again, citing his frustration with Rendition's Speedy3D API.[citation needed]

QuakeWorld edit

To improve the quality of online play, id Software released QuakeWorld in December 1996, a build of the Quake engine that featured significantly revamped network code including the addition of client-side prediction. The original Quake's network code would not show the player the results of their actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward, the client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if it ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LAN, a high bandwidth, very low latency connection, but the latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to a build-up of previously-sent movement requests. John Carmack has admitted that this was a serious problem that should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home.[citation needed]

After months of private beta testing, QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released on December 13, 1996. The client portion followed on December 17.[41] Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30.[42] QuakeWorld has been described by IGN as the first popular online first-person shooter.[43]

With the help of client-side prediction, which allowed players to see their own movement immediately without waiting for a response from the server, QuakeWorld's network code allowed players with high-latency connections to control their character's movement almost as precisely as when playing in single-player mode. The Netcode parameters could be adjusted by the user so that QuakeWorld performed well for users with high and low latency. The trade off to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed; this was known as "warping". As a result, some serious players, particularly in the U.S., still preferred to play online using the original Quake engine (commonly called NetQuake) rather than QuakeWorld. However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play. Following the success of QuakeWorld, client-side prediction has become a standard feature of nearly all real-time online games. As with all other Quake upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998.[citation needed]

GLQuake edit

On January 22, 1997, id Software released GLQuake. This was designed to use the OpenGL 3D API to access hardware 3D graphics acceleration cards to rasterize the graphics, rather than having the computer's CPU fill in every pixel. In addition to higher framerates for most players, GLQuake provided higher resolution modes and texture filtering. GLQuake also experimented with reflections, transparent water, and even rudimentary shadows. GLQuake came with a driver enabling the subset of OpenGL used by the game to function on the 3dfx Voodoo Graphics card, the only consumer-level card at the time capable of running GLQuake well. Previously, John Carmack had experimented with a version of Quake specifically written for the Rendition Vérité chip used in the Creative Labs PCI 3D Blaster card. This version had met with only limited success, and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware.[citation needed]

WinQuake edit

On March 11, 1997, id Software released WinQuake, a version of the non-OpenGL engine designed to run under Microsoft Windows; the original Quake had been written for MS-DOS, allowing for launch from Windows 95, but could not run under Windows NT-based operating systems because it required direct access to hardware. WinQuake instead accessed hardware via Win32-based APIs such as DirectSound, DirectInput, and DirectDraw that were supported on Windows 95, Windows NT 4.0 and later releases. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed the last barrier to widespread popularity of the game.

vkQuake edit

On July 20, 2016, Axel Gneiting, an id Tech employee responsible for implementing the Vulkan rendering path to the id Tech 6 engine used in Doom (2016), released a source port called vkQuake under the GPLv2.[44][non-primary source needed][45]

Release edit

Ports edit

The first port to be completed was the Linux port Quake 0.91 by id Software employee Dave D. Taylor using X11 on July 5, 1996,[4] followed by a SPARC Solaris port later that year also by Taylor. An SVGAlib port for Linux was created by programmer Greg Alexander in 1997 using leaked source code but was later mainlined by id,[46] unlike similar unofficial ports for OS/2, Amiga, Java VMs, and Mac OS.[47] The first commercially released port was for Mac OS, done by MacSoft and Lion Entertainment, Inc. (the latter company ceased to exist just prior to the port's release,[48] leading to MacSoft's involvement) in late August 1997.[5] ClickBOOM announced version for Amiga-computers in 1998.[49] Finally in 1999, a retail version of the Linux port was distributed by Macmillan Digital Publishing USA in a bundle with the two existing add-ons as Quake: The Offering.[50][51][52]

Quake was also ported to home console systems. On December 2, 1997, the game was released for the Sega Saturn. Initially GT Interactive was to publish this version itself,[53] but it later cancelled the release and the Saturn rights were picked up by Sega.[54] Sega took the project away from the original development team, who had been encountering difficulties getting the port to run at a decent frame rate, and assigned it to Lobotomy Software.[55] The Saturn port uses Lobotomy Software 3D engine, SlaveDriver (also used in PowerSlave and Duke Nukem 3D for the Saturn).[56] It is the only version of Quake rated "T" for Teen instead of "M" for Mature.

Quake was ported to the PlayStation by Lobotomy Software, but the company was not able to find a publisher for it. A port for the Atari Jaguar was reported as 30% complete in a May 1996 issue of Ultimate Future Games magazine, but it was never released.[57][58] A port of Quake was planned for Panasonic M2 prior to cancellation of the system.[59]

On March 24, 1998, the game was released for the Nintendo 64 by Midway Games. This version was developed by the same programming team that worked on Doom 64,[60] at id Software's request.[61] The Nintendo 64 version was originally slated to be released in 1997, but Midway delayed it until March 1998 to give the team time to implement the deathmatch modes.[62]

Both console ports required compromises because of the limited CPU power and ROM storage space for levels. For example, the levels were rebuilt in the Saturn version in order to simplify the architecture, thereby reducing demands on the CPU.[63] The Saturn version omits the four secret levels from the original PC version of the game, replacing them with four exclusive secret levels: Purgatorium, Hell's Aerie, The Coliseum, and Watery Grave. It also contains an exclusive unlockable, "Dank & Scuz", which is a story set in the Quake milieu and presented in the form of a slide show with voice acting. There are no multiplayer modes in the Saturn version. The Nintendo 64 version includes 25 single-player levels from the PC version, though it is missing The Grisly Grotto, The Installation, The Ebon Fortress, The Wind Tunnels, The Sewage System, and Hell's Atrium. It also does not use the hub map where the player chooses a difficulty level and an episode; the difficulty level is chosen from a menu when starting the game, and all of the levels are played in sequential order. The Nintendo 64 version, while lacking the cooperative multiplayer mode, includes two player deathmatch. All six of the deathmatch maps from the PC version are in the Nintendo 64 port, as well as an exclusive deathmatch level, The Court of Death.

In 1998, LBE Systems and Lazer-Tron released a prototype titled Quake: Arcade Tournament Edition in the arcades in limited quantities.[64]

An unreleased Game Boy Advance port of Quake was in development from Randy Linden in 2002, and was pitched to id Software in that year. The port was rejected by the company, and Linden's work would remain unused until prototypes of his work were dumped in June 2022.[65] Two homebrew ports of Quake for the Nintendo DS exist, QuakeDS[66] and CQuake.[67] Both run well; however, multiplayer does not work on QuakeDS.[66] Since the source code for Quake was released, a number of unofficial ports have been made available for PDAs and mobile phones, such as PocketQuake, as well as versions for the Symbian S60 series of mobile phones and Android mobile phones.[68][69][70] The Rockbox project also distributes a version of Quake that runs on some MP3 players.[71]

In 2005, id Software signed a deal with publisher Pulse Interactive to release a version of Quake for mobile phones. The game was engineered by Californian company Bear Naked Productions.[72] Initially due to be released on only two mobile phones, the Samsung Nexus (for which it was to be an embedded game) and the LG VX360.[73] Quake Mobile was reviewed by GameSpot on the Samsung Nexus and they cited its US release as October 2005; they also gave it a "Best Mobile Game" in their E3 2005 Editor's Choice Awards.[74] It is unclear as to whether the game actually did ship with the Samsung Nexus. The game is only available for the DELL x50v and x51v, both of which are PDAs, not mobile phones.[74] Quake Mobile does not feature the Nine Inch Nails soundtrack due to space constraints.[73] Quake Mobile runs the most recent version of GL Quake (Quake v.1.09 GL 1.00) at 800x600 resolution and 25 fps. The most recent version of Quake Mobile is v.1.20 which has stylus support. There was an earlier version v.1.19 which lacked stylus support. The two Quake expansion packs, Scourge of Armagon and Dissolution of Eternity, are also available for Quake Mobile.

A Flash-based version of the game by Michael Rennie runs Quake at full speed in any Flash-enabled web browser. Based on the shareware version of the game, it includes only the first episode and is available for free on the web.[75]

Expansion packs edit

There were two official expansion packs released for Quake. The expansion packs pick up where the first game left off, include all of the same weapons, power-ups, monsters, and gothic atmosphere/architecture, and continue/finish the story of the first game and its protagonist. An unofficial third expansion pack, Abyss of Pandemonium, was developed by the Impel Development Team, published by Perfect Publishing, and released on April 14, 1998; an updated version, version 2.0, titled Abyss of Pandemonium – The Final Mission was released as freeware.[76] An authorized expansion pack, Q!ZONE was developed and published by WizardWorks, and released in 1996. An authorized level editor, Deathmatch Maker was developed by Virtus Corporation and published by Macmillan Digital Publishing in 1997. It contained an exclusive Virtus' Episode. In honor of Quake's 20th anniversary, MachineGames, an internal development studio of ZeniMax Media, who are the current owners of the Quake IP, released online a new expansion pack for free, called Episode 5: Dimension of the Past.[77]

Scourge of Armagon edit

Quake Mission Pack No. 1: Scourge of Armagon was the first official mission pack, released on March 5, 1997.[78] Developed by Hipnotic Interactive, it features three episodes divided into seventeen new single-player levels (three of which are secret), a new multiplayer level, a new soundtrack composed by Jeehun Hwang, and gameplay features not originally present in Quake, including rotating structures and breakable walls. Unlike the main Quake game and Mission Pack No. 2, Scourge does away with the episode hub, requiring the three episodes to be played sequentially. The three new enemies include Centroids, large cybernetic scorpions with nailguns; Gremlins, small goblins that can steal weapons and multiply by feeding on enemy corpses; and Spike Mines, floating orbs that detonate when near the player. The three new weapons include the Mjolnir, a large lightning emitting hammer; the Laser Cannon, which shoots bouncing bolts of energy; and the Proximity Mine Launcher, which fires grenades that attach to surfaces and detonate when an opponent comes near. The three new power-ups include the Horn of Conjuring, which summons an enemy to protect the player; the Empathy Shield, which halves the damage taken by the player between the player and the attacking enemy; and the Wetsuit, which renders the player invulnerable to electricity and allows the player to stay underwater for a period of time. The storyline follows Armagon, a general of Quake's forces, planning to invade Earth via a portal known as the 'Rift'. Armagon resembles a giant gremlin with cybernetic legs and a combined rocket launcher/laser cannon for arms.

Tim Soete of GameSpot gave it a score 8.6 out of 10.[79]

Dissolution of Eternity edit

Quake Mission Pack No. 2: Dissolution of Eternity was the second official mission pack, released on March 19, 1997.[80] Developed by Rogue Entertainment, it features two episodes divided into fifteen new single-player levels, a new multiplayer level, a new soundtrack, and several new enemies and bosses. Notably, the pack lacks secret levels. The eight new enemies include Electric Eels, Phantom Swordsmen, Multi-Grenade Ogres (which fire cluster grenades), Hell Spawn, Wraths (floating, robed undead), Guardians (resurrected ancient Egyptian warriors), Mummies, and statues of various enemies that can come to life. The four new types of bosses include Lava Men, Overlords, large Wraths, and a dragon guarding the "temporal energy converter". The two new power-ups include the Anti Grav Belt, which allows the player to jump higher; and the Power Shield, which lowers the damage the player receives. Rather than offering new weapons, the mission pack gives the player four new types of ammo for existing weapons, such as "lava nails" for the Nailgun, cluster grenades for the Grenade Launcher, rockets that split into four in a horizontal line for the Rocket Launcher, and plasma cells for the Thunderbolt, as well as a grappling hook to help with moving around the levels.

Tim Soete of GameSpot gave it a score of 7.7 out of 10.[81]

Dimension of the Past edit

To celebrate Quake's 20th anniversary, a mission pack was developed by MachineGames and released on June 24, 2016. It features 10 new single-player levels and a new multiplayer level, but does not use new gameplay additions from Scourge of Armagon and Dissolution of Eternity. Chronologically, it is set between the main game and the first two expansions.[82][83][84]

Enhanced version and Dimension of the Machine edit

At the launch of the 2021 QuakeCon@Home on August 19, 2021, Bethesda released an "enhanced" version of Quake for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S consoles, developed by Nightdive Studios.[85] In addition to support for modern systems and improved rendering techniques, the enhanced version includes both mission packs, Scourge of Armagon and Dissolution of Eternity. It also includes two episodes created by MachineGames: the previously-released Dimension of the Past and a new one called Dimension of the Machine. A port of Quake 64 was also included in its entirety via the newly-implemented "Add-On" menu.[86][87][88][37]

Reception edit

Critical reception edit

Quake was critically acclaimed on the PC. Aggregating review websites GameRankings and Metacritic gave the original PC version 93% and 94/100,[89][91] and the Nintendo 64 port 76% and 74/100.[90][92] A Next Generation critic lauded the game's realistic 3D physics and genuinely unnerving sound effects.[100] GamePro said Quake had been over-hyped but is excellent nonetheless, particularly its usage of its advanced 3D engine. The review also praised the sound effects, atmospheric music, and graphics, though it criticized that the polygons used to construct the enemies are too obvious at close range.[106]

Less than a month after Quake was released (and a month before they actually reviewed the game), Next Generation listed it as number 9 on their "Top 100 Games of All Time", saying that it is similar to Doom but supports a maximum of eight players instead of four.[107] In 1996, Computer Gaming World declared Quake the 36th-best computer game ever released,[108] and listed "telefragged" as #1 on its list of "the 15 best ways to die in computer gaming".[109] In 1997, the Game Developers Choice Awards gave Quake three spotlight awards for Best Sound Effects, Best Music or Soundtrack and Best On-Line/Internet Game.[110]

Entertainment Weekly gave the game a B+ and called it "an extended bit of subterranean mayhem that offers three major improvements over its immediate predecessor [Doom]." He identified these as the graphics, the audio design, and the amount of violent action.[111]

Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and stated that "Though replay value is limited by the lack of interactive environments or even the semblance of a plot, there's no doubt that Quake and its engine are something powerful and addictive."[101]

The Saturn version received mostly negative reviews, as critics generally agreed that it did not bring over the elements that make the game enjoyable. In particular, critics reviled the absence of the multiplayer mode, which they felt had eclipsed the single player campaign as the reason to play Quake.[93][102][112][113] Kraig Kujawa wrote in Electronic Gaming Monthly, "Quake is not a great one-player game - it gained its notoriety on the Net as a multiplayer." and his co-reviewer Sushi-X concluded "Without multiplayer, I'd pass."[93] Most reviews also said the controls are much worse than the PC original, in particular the difficulty of aiming at enemies without the benefit of either mouse-controlled camera or a second analog stick.[93][97][113] GamePro noted that the graphics are very pixelated and blurry, to the point where people unfamiliar with Quake would not be able to discern what they're looking at. They concluded, "Quake may not be the worst Saturn game available, but it certainly doesn't live up to its PC heritage."[113] Most critics did find the port technically impressive, particularly the added light sourcing.[93][102][112] However, Next Generation pointed out that "Porting Quake to a console is nothing more than an excuse for bragging rights. It's simply a way to show that the limited architecture of a 32-bit system has the power to push the same game that those mighty Pentium PCs take for granted."[102] Even Rich Leadbetter of Sega Saturn Magazine, which gave the port a 92%, acknowledged that it was a proverbial dancing bear, noting several conspicuous compromises the port made and stating as his concluding argument, "Look, it's Quake on the Saturn - the machine has no right to be doing this!"[112] GameSpot opined that the game's lack of plot makes the single-player campaign feel too shallow and lacking in motivation to appeal to most gamers.[97] Most critics compared the port unfavorably to the Saturn version of Duke Nukem 3D (which came out just a few months earlier), mainly in terms of gameplay.[93][102][112][113]

Reviews for the Nintendo 64 version praised its lighting effects[94][99][114] and smooth frame rate in single-player mode.[94][98][99][103] IGN added the caveats that the environments are simplified from the PC version and the pre-rendered light sourcing is less impressive than the real-time light sourcing of the Saturn version, but judged the visuals overall to be superior to those of the unaccelerated PC version.[99] GamePro went so far as to say the graphics are as clean as those of GLQuake,[114] while Next Generation was more moderate, concluding that "As a whole, Quake 64 doesn't live up to the experience offered by the high-end, 3D-accelerated PC version; it is, however, an entertaining gaming experience that is worthy of a close look and a nice addition to the blossoming number of first-person shooters for Nintendo 64."[103] Most reviews found fault with the multiplayer, stating that the frame rate takes a hit in this mode,[94][98][99][114] some of the levels are too large with only two players present,[94][98] and the game should have supported four players, as previous Nintendo 64 shooters Hexen: Beyond Heretic and GoldenEye 007 did.[94][99] However, Next Generation pointed out that due to the lack of a link cable for the Nintendo 64, Quake with four players would inevitably have meant a severely compromised frame rate and small view screen.[103] GameSpot also felt the multiplayer was fun despite its limitations, and noted that setting up a deathmatch was quicker and easier on the Nintendo 64 than on PC.[98] Reviewers sharply differed over the controls, with Electronic Gaming Monthly, IGN, and GamePro all describing them as precise, responsive, and intuitive,[94][99][114] while GameSpot and Next Generation complained that finding the right control required fiddling with the settings and even at best felt lacking compared to a keyboard-and-mouse setup.[98][103] Reviews generally concluded that while the Nintendo 64 version would not appeal to Quake veterans due to its multiplayer shortcomings and lack of exclusive content, it was a strong enough conversion for non-PC gamers to enjoy the Quake experience.[94][98][99][103][114]

Next Generation reviewed the arcade version of the game, rating it three stars out of five, and stated that "For those who don't have LAN or internet capabilities, check out arcade Quake. It's a blast."[104]

In 1998, PC Gamer declared it the 28th-best computer game ever released, and the editors called it "one of the most addictive, adaptable, and pulse-pounding 3D shooters ever created".[115] In 2003, Quake was inducted into GameSpot's list of the greatest games of all time.[116]

Enhanced version edit

Nintendo Life gave the Switch version a rave review, saying it "wisely avoids tinkering with the magic formula that made the game so great in the first place, instead keeping the look and feel of the original intact whilst carefully adding all manner of modern bells and whistles in a feature-packed port that's an absolute dream to spend time with." They particularly praised the level designs, puzzle elements, atmospheric game world, and numerous configuration options for the graphical upgrades and multiplayer sessions. They argued that the smooth performance in both docked and handheld mode and ability to play the game as portable makes the Switch version the definitive version of the game.[122]

Sales edit

According to David Kushner in Masters of Doom, id Software released a retail shareware version of Quake before the game's full retail distribution by GT Interactive. These shareware copies could be converted into complete versions through passwords purchased via phone. However, Kushner wrote that "gamers wasted no time hacking the shareware to unlock the full version of the game for free." This problem, combined with the scale of the operation, led id Software to cancel the plan. As a result, the company was left with 150,000 unsold shareware copies in storage. The venture damaged Quake's initial sales and caused its retail push by GT Interactive to miss the holiday shopping season. Following the game's full release, Kushner remarked that its early "sales were good — with 250,000 units shipped — but not a phenomenon like Doom II."[15]

In the United States, Quake placed sixth on PC Data's monthly computer game sales charts for November and December 1996.[124] Its shareware edition was the sixth-best-selling computer game of 1996 overall, while its retail SKU claimed 20th place.[125] The shareware version sold 393,575 copies[126] and grossed $3,005,519 (~$5.2 million in 2022) in the United States during 1996.[127] It remained in PC Data's monthly top 10 from January to April 1997,[128][129][130][131] but was absent by May.[132] During its first 12 months, Quake sold 373,000 retail copies and earned $18 million in the United States, according to PC Data.[133] Its final retail sales for 1997 were 273,936 copies, which made it the country's 16th-highest computer game seller for the year.[134]

In 1997, id estimated that there may be as many as 5 million copies of Quake circulating.[135] The game sold over 1.4 million copies by December 1997.[136] Sales of Quake reached 550,000 units in the United States alone by December 1999.[137]

Legacy edit

The source code of Quake was released on December 22, 1999.[138] The id Software maps, objects, textures, sounds, and other creative works remain under their original proprietary license. The shareware distribution of Quake is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of Quake in order to receive the registered version of the game which includes more single-player episodes and the deathmatch maps. Based on the success of the first Quake game, and later published Quake II and Quake III Arena, Quake 4 was released in October 2005, developed by Raven Software using the Doom 3 engine.[citation needed]

Quake was the game primarily responsible for the emergence of the machinima artform of films made in game engines, thanks to edited Quake demos such as Ranger Gone Bad and Blahbalicious, the in-game film The Devil's Covenant, and the in-game-rendered, four-hour epic film The Seal of Nehahra. On June 22, 2006, it had been ten years since the original uploading of the game to cdrom.com archives. Many Internet forums had topics about it, and it was a front-page story on Slashdot.[139] On October 11, 2006, John Romero released the original map files for all of the levels in Quake under the GPL[citation needed].[140]

Quake has four sequels: Quake II, Quake III Arena, Quake 4, and Enemy Territory: Quake Wars. In 2002, a version of Quake was produced for mobile phones.[141] A copy of Quake was also released as a compilation in 2001, labeled Ultimate Quake, which included the original Quake, Quake II, and Quake III Arena which was published by Activision. In 2008, Quake was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of user modifiable games. John Carmack accepted the award. Years after its original release, Quake is still regarded by many critics as one of the greatest and most influential games ever made.[142]

Speedruns edit

As an example of the dedication that Quake has inspired in its fan community, a group of expert players recorded speedrun demos (replayable recordings of the player's movement) of Quake levels completed in record time on the "Nightmare" skill level. The footage was edited into a continuous 19 minutes, 49 seconds demo called Quake done Quick and released on June 10, 1997. Owners of Quake could replay this demo in the game engine, watching the run unfold as if they were playing it themselves.[citation needed]

Most full-game speedruns are a collaborative effort by a number of runners (though some have been done by single runners on their own). Although each particular level is credited to one runner, the ideas and techniques used are iterative and collaborative in nature, with each runner picking up tips and ideas from the others, so that speeds keep improving beyond what was thought possible as the runs are further optimized and new tricks or routes are discovered. Further time improvements of the continuous whole game run were achieved into the 21st century. In addition, many thousands of individual level runs are kept at Speed Demos Archive's Quake section, including many on custom maps. Speedrunning is a counterpart to multiplayer modes in making Quake one of the first games promoted as a virtual sport.[citation needed]

Sequels edit

After the departure of Sandy Petersen, the remaining id employees chose to change the thematic direction substantially for Quake II, making the design more technological and futuristic, rather than maintaining the focus on Lovecraftian fantasy. Quake 4 followed the design themes of Quake II, whereas Quake III Arena mixed these styles; it had a parallel setting that housed several "id all-stars" from various games as playable characters. The mixed settings occurred because Quake II originally began as a separate product line.[143] The id designers fell back on the project's nickname of "Quake II" because the game's fast-paced, tactile feel felt closer to a Quake game than a new franchise.[144] Since any sequel to the original Quake had already been vetoed, it became a way of continuing the series without continuing the storyline or setting of the first game. In June 2011, John Carmack made an offhand comment that id Software was considering going back to the "...mixed up Cthulhu-ish Quake 1 world and rebooting [in] that direction."[145]

See also edit

Notes edit

  1. ^ The enhanced version of the game was developed by Nightdive Studios.
  2. ^
    • ClickBOOM published the game on the AmigaOS;
    • MacSoft published the game for the Mac OS;
    • Sega published the game for the Sega Saturn;
    • Midway Games published the game for the Nintendo 64;
    • Macmillan Digital Publishing USA published the game for Linux.
    • In 2001, Activision published the game in a compilation pack which includes Quake II and Quake III Arena known as Ultimate Quake.
    • In 2021, Bethesda Softworks published the enhanced version of the game.
  3. ^ The Sega Saturn version of the game, developed by Lobotomy Software, uses the Slavedriver engine. The 2021 enhanced version uses the Kex Engine.

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External links edit

quake, video, game, this, article, about, video, game, series, quake, series, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find,. This article is about the video game For the series see Quake series This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Quake video game news newspapers books scholar JSTOR August 2017 Learn how and when to remove this template message Quake is a first person shooter game developed by id Software and published by GT Interactive The first game in the Quake series 10 it was originally released for MS DOS Microsoft Windows and Linux in 1996 followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998 In the game players must find their way through various maze like medieval environments while battling monsters using an array of weaponry Quake takes inspiration from gothic fiction and the works of H P Lovecraft QuakeDeveloper s id Software a Publisher s GT Interactive b Designer s John RomeroAmerican McGeeSandy PetersenTim WillitsProgrammer s John CarmackMichael AbrashJohn CashArtist s Adrian CarmackKevin CloudPaul SteedComposer s Trent ReznorNine Inch Nails 9 Nintendo 64Aubrey HodgesScourge of Armagon Dissolution of EternityJeehun HwangSeriesQuakeEngineQuake engine c Platform s MS DOSAmigaOSClassic Mac OSRISC OSSaturnNintendo 64LinuxWindowsPlayStation 4PlayStation 5Xbox OneXbox Series X SNintendo SwitchReleaseJune 22 1996 MS DOS WindowsNA June 22 1996 shareware 2 NA July 22 1996 full version 1 EU August 25 1996 3 WW May 31 2007 Steam LinuxWW July 5 1996 4 Mac OSNA August 28 1997 5 SaturnEU November 27 1997 6 NA December 2 1997Nintendo 64NA March 24 1998EU May 24 1998Nintendo Switch PlayStation 4 Xbox OneWW August 19 2021 7 PlayStation 5 Xbox Series X SWW October 12 2021 8 Genre s First person shooterMode s Single player multiplayerThe successor to id Software s Doom series Quake built upon the technology and gameplay of its predecessor 11 Unlike the Doom engine before it the Quake engine offered full real time 3D rendering and had early support for 3D acceleration through OpenGL After Doom helped popularize multiplayer deathmatches Quake added various multiplayer options Online multiplayer became increasingly common with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable Quake featured music composed by Trent Reznor and his band Nine Inch Nails 9 Quake is often cited as one of the best video games ever made 12 13 14 Despite its critical acclaim Quake s development was controversial in the history of id Software Due to creative differences and a lack of leadership the majority of the team left the company after the game s release including co founder John Romero 15 An enhanced version of Quake was developed by Nightdive Studios and published by Bethesda Softworks and was released for Nintendo Switch PlayStation 4 Windows and Xbox One consoles in August 2021 including the original game s first two expansions and two episodes developed by MachineGames The PlayStation 5 and Xbox Series X S versions were released in October 2021 8 Contents 1 Gameplay 1 1 Multiplayer 2 Synopsis 3 Development 3 1 Audio 3 2 Community content 3 3 Source ports 3 3 1 VQuake 3 3 2 QuakeWorld 3 3 3 GLQuake 3 3 4 WinQuake 3 3 5 vkQuake 4 Release 4 1 Ports 4 2 Expansion packs 4 2 1 Scourge of Armagon 4 2 2 Dissolution of Eternity 4 2 3 Dimension of the Past 4 3 Enhanced version and Dimension of the Machine 5 Reception 5 1 Critical reception 5 2 Enhanced version 5 3 Sales 6 Legacy 6 1 Speedruns 6 2 Sequels 7 See also 8 Notes 9 References 10 External linksGameplay editIn Quake s single player mode players explore levels facing monsters and finding secret areas before reaching an exit Switches or keys open doors and reaching the exit takes the player to the next level Before accessing an episode there is a set of three pathways with easy medium and hard skill levels The fourth skill level Nightmare was described by the game manual to be so bad that the entry is hidden so people won t wander in by accident 16 Quake s single player campaign is organized into four individual episodes with seven to eight levels in each including one secret level per episode one of which is a low gravity level that challenges the player s abilities in a different way If the player s character dies they must restart at the beginning of that level The game may be saved at any time in the PC versions and between levels in the console versions Upon completing an episode the player is returned to the hub START level where another episode can be chosen Each episode starts the player from scratch without any previously collected items Episode one which formed the shareware or downloadable demo version of Quake has the most traditional layout with a boss in the last level The ultimate objective at the end of each episode is to recover a magic rune After all of the runes are collected the floor of the hub level opens up to reveal an entrance to the END level which contains a final puzzle nbsp In game screenshotMultiplayer edit In multiplayer mode players on several computers connect to a server which may be a dedicated machine or on one of the player s computers where they can either play the single player campaign together in co op cooperative mode or play against each other in multiplayer When players die in multiplayer mode they can immediately respawn but will lose any items that were collected Similarly items that have been picked up previously respawn after some time and may be picked up again The most popular multiplayer modes are all forms of deathmatch Deathmatch modes typically consist of either free for all no organization or teams involved one on one duels or organized teamplay with two or more players per team or clan Players frequently implement mods during teamplay Monsters are not normally present in teamplay as they get in the way and reveal the positions of the players The gameplay in Quake was considered unique for its time because of the different ways the player can maneuver through the game 17 Bunny hopping or strafe jumping allow faster movement while rocket jumping enables the player to reach otherwise inaccessible areas at the cost of some self damage The player can start and stop moving suddenly jump unnaturally high and change direction while moving through the air Many of these non realistic behaviors contribute to Quake s appeal Multiplayer Quake was one of the first games singled out as a form of electronic sport 18 A notable participant was Dennis Fong who won John Carmack s Ferrari 328 at the Microsoft sponsored Red Annihilation tournament in 1997 citation needed Synopsis editIn the single player game the player takes the role of the unnamed protagonist named Ranger in later games voiced by Trent Reznor 19 sent into a portal in order to stop an enemy code named Quake The government had been experimenting with teleportation technology and developed a working prototype called a Slipgate the mysterious Quake compromised the Slipgate by connecting it with its own teleportation system using it to send death squads to the Human dimension in order to test the martial capabilities of humanity The sole surviving protagonist in Operation Counterstrike is Ranger who must advance starting each of the four episodes from an overrun human military base before fighting his way into other dimensions reaching them via the Slipgate or their otherworld equivalent After passing through the Slipgate Ranger s main objective is to collect four magic runes from four dimensions of Quake these are the key to stopping the enemy and ending the invasion of Earth The single player campaign consists of 30 separate levels or maps divided into four episodes with a total of 26 regular maps and four secret ones as well as a hub level to select a difficulty setting and episode and the game s final boss level Each subsequent episode represents individual dimensions that the player can access through the Slipgate or magical portals in the case of the latter 3 episodes that are discovered over the course of the game The various realms consist of a number of gothic medieval and lava filled caves and dungeons with a recurring theme of hellish and satanic imagery reminiscent of Doom such as pentagrams and images of demons on the walls The game s setting is inspired by dark fantasy influences including H P Lovecraft s Cthulhu Mythos 20 Dimensional Shamblers appear as enemies the Spawn enemies are called Formless Spawn of Tsathoggua in the manual the boss of the first episode is named Chthon the main villain is named Shub Niggurath and is explicitly stated to be an Old One and the four episodes all have Lovecraftian names 20 Development editA preview included with id Software s first release 1990 s Commander Keen advertised a game entitled The Fight for Justice as a follow up to the Commander Keen trilogy It would feature a character named Quake the strongest most dangerous person on the continent armed with thunderbolts and a Ring of Regeneration Conceived as a VGA full color side scrolling role playing video game The Fight for Justice was never released citation needed Lead designer and director John Romero later conceived of Quake as an action game taking place in a fully 3D world inspired by Sega AM2 s 3D fighting game Virtua Fighter Quake was also intended to feature Virtua Fighter influenced third person melee combat but id Software considered it to be risky Because the project was taking too long the third person melee was eventually dropped This led to creative differences between Romero and id Software and eventually his departure from the company after Quake was released 21 22 Even though he led the project Romero did not receive any money from Quake 23 In 2000 Romero released Daikatana the game that he envisioned Quake being and despite its shaky development and being considered one of the worst games of all time 24 25 he said Daikatana was more fun to make than Quake due to the lack of creative interference 26 Quake was given as a title to the game that id Software was working on shortly after the release of Doom II The earliest information released described Quake as focusing on a Thor like character who wields a giant hammer 27 28 29 and is able to knock away enemies by throwing the hammer complete with real time inverse kinematics citation needed Initially the levels were supposed to be designed in an Aztec style but the choice was dropped some months into the project citation needed Early screenshots then showed medieval environments and dragons citation needed The plan was for the game to have more role playing style elements However work was very slow on the engine since John Carmack the main programmer of Quake was not only developing a fully 3D engine but also a TCP IP networking model Carmack later said that he should have done two separate projects which developed those things citation needed Working with a game engine that was still in development presented difficulties for the designers 30 Eventually the whole id Software team began to think that the original concept may not have been as wise a choice as they first believed 29 Thus the final game was very stripped down from its original intentions and instead featured gameplay similar to Doom and its sequel although the levels and enemies were closer to medieval RPG style rather than science fiction In a December 1 1994 post to an online bulletin board John Romero wrote Okay people It seems that everyone is speculating on whether Quake is going to be a slow RPG style light action game Wrong What does id do best and dominate at Can you say action I knew you could Quake will be constant hectic action throughout probably more so than Doom 31 Quake was programmed by John Carmack Michael Abrash and John Cash The levels and scenarios were designed by American McGee Sandy Petersen John Romero and Tim Willits and the graphics were designed by Adrian Carmack Kevin Cloud and Paul Steed Cloud created the monster and player graphics using Alias 32 The game engine developed for Quake the Quake engine popularized several major advances in the first person shooter genre polygonal models instead of prerendered sprites full 3D level design instead of a 2 5D map prerendered lightmaps and allowing end users to partially program the game in this case with QuakeC which popularized fan created modifications mods Before the release of the full game or the shareware version of Quake id Software released QTest on February 24 1996 It was described as a technology demo and was limited to three multiplayer maps There was no single player support and some of the gameplay and graphics were unfinished or different from their final versions QTest gave gamers their first peek into the filesystem and modifiability of the Quake engine and many entity mods that placed monsters in the otherwise empty multiplayer maps and custom player skins began appearing online before the full game was even released 33 Initially the game was designed so that when the player ran out of ammunition the player character would hit enemies with a gun butt 29 Shortly before release this was replaced with an axe The release of Quake marks the end of the classic lineup at id Software Due to conflicts with game design and ideas animosity grew during development that majority of the staff resigned from id after the game s release including Romero Abrash Shawn Green Jay Wilbur Petersen and Mike Wilson 34 Petersen claimed in July 2021 that the lack of a team leader was the cause of it all He volunteered to take lead as he had five years of experience as project manager in MicroProse but he was turned down by Carmack 35 Audio edit Main article Quake soundtrack Quake s music and sound design was done by Trent Reznor and Nine Inch Nails using ambient soundscapes and synthesized drones to create atmospheric tracks In an interview Reznor remarked that the Quake soundtrack is not music it s textures and ambiences and whirling machine noises and stuff We tried to make the most sinister depressive scary frightening kind of thing It s been fun 36 The game includes an homage to Reznor in the form of ammo boxes for the Nailgun and Super Nailgun decorated with the Nine Inch Nails logo Some digital re releases of the game lack the CD soundtrack that came with the original shareware release The 2021 enhanced version includes the soundtrack 37 Community content edit Quake can be heavily modified by altering the graphics audio or scripting in QuakeC and has been the focus of many fan created mods The first mods were small gameplay fixes and patches initiated by the community usually enhancements to weapons or gameplay with new enemies Later mods were more ambitious and resulted in Quake fans creating versions of the game that were drastically different from id Software s original release citation needed The first major Quake mod was Team Fortress This mod consists of Capture the Flag gameplay with a class system for the players Players choose a class which creates various restrictions on weapons and armor types available to that player and also grants special abilities For example the bread and butter Soldier class has medium armor medium speed and a well rounded selection of weapons and grenades while the Scout class is lightly armored very fast has a scanner that detects nearby enemies but has very weak offensive weapons One of the other differences with CTF is the fact that the flag is not returned automatically when a player drops it running over one s flag in Threewave CTF would return the flag to the base and in TF the flag remains in the same spot for preconfigured time and it has to be defended on remote locations This caused a shift in defensive tactics compared to Threewave CTF Team Fortress maintained its standing as the most played online Quake modification for many years Team Fortress would go on to become Team Fortress Classic and get a sequel Team Fortress 2 citation needed Another popular mod was Threewave Capture the Flag CTF primarily authored by Dave Zoid Kirsch Threewave CTF is a partial conversion consisting of new levels a new weapon a grappling hook power ups new textures and new gameplay rules Typically two teams red and blue would compete in a game of Capture the flag though a few maps with up to four teams red blue green and yellow were created Capture the Flag soon became a standard game mode included in most popular multiplayer games released after Quake Rocket Arena provides the ability for players to face each other in small open arenas with changes in the gameplay rules so that item collection and detailed level knowledge are no longer factors A series of short rounds with the surviving player in each round gaining a point instead tests the player s aiming and dodging skills and reflexes Clan Arena is a further modification that provides team play using Rocket Arena rules One mod category bots was introduced to provide surrogate players in multiplayer mode citation needed Arcane Dimensions is a single player mod It is a partial conversion with breakable objects and walls enhanced particle system numerous visual improvements and new enemies and weapons The level design is much more complex in terms of geometry and gameplay than in the original game 38 39 There are a large number of custom levels that have been made by users and fans of Quake As of 2019 update new maps are still being made over 20 years since the game s release Custom maps are new maps that are playable by loading them into the original game Custom levels of various gameplay types have been made but most are in the single player and deathmatch genres More than 1500 single player and a similar number of deathmatch maps have been made for Quake 40 Source ports edit VQuake edit In late 1996 id Software released VQuake a source port of the Quake engine to support hardware accelerated rendering on graphics cards using the Rendition Verite chipset Aside from the expected benefit of improved performance VQuake offered numerous visual improvements over the original software rendered Quake It boasted full 16 bit color bilinear filtering reducing pixelation improved dynamic lighting optional anti aliasing and improved source code clarity as the improved performance finally allowed the use of gotos to be abandoned in favor of proper loop constructs As the name implied VQuake was a proprietary source port specifically for the Verite consumer 3D acceleration was in its infancy at the time and there was no standard 3D API for the consumer market After completing VQuake John Carmack vowed to never write a proprietary port again citing his frustration with Rendition s Speedy3D API citation needed QuakeWorld edit To improve the quality of online play id Software released QuakeWorld in December 1996 a build of the Quake engine that featured significantly revamped network code including the addition of client side prediction The original Quake s network code would not show the player the results of their actions until the server sent back a reply acknowledging them For example if the player attempted to move forward the client would send the request to move forward to the server and the server would determine whether the client was actually able to move forward or if it ran into an obstacle such as a wall or another player The server would then respond to the client and only then would the client display movement to the player This was fine for play on a LAN a high bandwidth very low latency connection but the latency over a dial up Internet connection is much larger than on a LAN and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen This made gameplay much more difficult especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment Players would experience jerky laggy motion that sometimes felt like ice skating where they would slide around with seemingly no ability to stop due to a build up of previously sent movement requests John Carmack has admitted that this was a serious problem that should have been fixed before release but it was not caught because he and other developers had high speed Internet access at home citation needed After months of private beta testing QuakeWorld written by John Carmack with help from John Cash and Christian Antkow was released on December 13 1996 The client portion followed on December 17 41 Official id Software development stopped with the test release of QuakeWorld 2 33 on December 21 1998 The last official stable release was 2 30 42 QuakeWorld has been described by IGN as the first popular online first person shooter 43 With the help of client side prediction which allowed players to see their own movement immediately without waiting for a response from the server QuakeWorld s network code allowed players with high latency connections to control their character s movement almost as precisely as when playing in single player mode The Netcode parameters could be adjusted by the user so that QuakeWorld performed well for users with high and low latency The trade off to client side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be or in extreme cases that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed this was known as warping As a result some serious players particularly in the U S still preferred to play online using the original Quake engine commonly called NetQuake rather than QuakeWorld However the majority of players especially those on dial up connections preferred the newer network model and QuakeWorld soon became the dominant form of online play Following the success of QuakeWorld client side prediction has become a standard feature of nearly all real time online games As with all other Quake upgrades QuakeWorld was released as a free unsupported add on to the game and was updated numerous times through 1998 citation needed GLQuake edit On January 22 1997 id Software released GLQuake This was designed to use the OpenGL 3D API to access hardware 3D graphics acceleration cards to rasterize the graphics rather than having the computer s CPU fill in every pixel In addition to higher framerates for most players GLQuake provided higher resolution modes and texture filtering GLQuake also experimented with reflections transparent water and even rudimentary shadows GLQuake came with a driver enabling the subset of OpenGL used by the game to function on the 3dfx Voodoo Graphics card the only consumer level card at the time capable of running GLQuake well Previously John Carmack had experimented with a version of Quake specifically written for the Rendition Verite chip used in the Creative Labs PCI 3D Blaster card This version had met with only limited success and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware citation needed WinQuake edit On March 11 1997 id Software released WinQuake a version of the non OpenGL engine designed to run under Microsoft Windows the original Quake had been written for MS DOS allowing for launch from Windows 95 but could not run under Windows NT based operating systems because it required direct access to hardware WinQuake instead accessed hardware via Win32 based APIs such as DirectSound DirectInput and DirectDraw that were supported on Windows 95 Windows NT 4 0 and later releases Like GLQuake WinQuake also allowed higher resolution video modes This removed the last barrier to widespread popularity of the game vkQuake edit On July 20 2016 Axel Gneiting an id Tech employee responsible for implementing the Vulkan rendering path to the id Tech 6 engine used in Doom 2016 released a source port called vkQuake under the GPLv2 44 non primary source needed 45 Release editPorts edit The first port to be completed was the Linux port Quake 0 91 by id Software employee Dave D Taylor using X11 on July 5 1996 4 followed by a SPARC Solaris port later that year also by Taylor An SVGAlib port for Linux was created by programmer Greg Alexander in 1997 using leaked source code but was later mainlined by id 46 unlike similar unofficial ports for OS 2 Amiga Java VMs and Mac OS 47 The first commercially released port was for Mac OS done by MacSoft and Lion Entertainment Inc the latter company ceased to exist just prior to the port s release 48 leading to MacSoft s involvement in late August 1997 5 ClickBOOM announced version for Amiga computers in 1998 49 Finally in 1999 a retail version of the Linux port was distributed by Macmillan Digital Publishing USA in a bundle with the two existing add ons as Quake The Offering 50 51 52 Quake was also ported to home console systems On December 2 1997 the game was released for the Sega Saturn Initially GT Interactive was to publish this version itself 53 but it later cancelled the release and the Saturn rights were picked up by Sega 54 Sega took the project away from the original development team who had been encountering difficulties getting the port to run at a decent frame rate and assigned it to Lobotomy Software 55 The Saturn port uses Lobotomy Software 3D engine SlaveDriver also used in PowerSlave and Duke Nukem 3D for the Saturn 56 It is the only version of Quake rated T for Teen instead of M for Mature Quake was ported to the PlayStation by Lobotomy Software but the company was not able to find a publisher for it A port for the Atari Jaguar was reported as 30 complete in a May 1996 issue of Ultimate Future Games magazine but it was never released 57 58 A port of Quake was planned for Panasonic M2 prior to cancellation of the system 59 On March 24 1998 the game was released for the Nintendo 64 by Midway Games This version was developed by the same programming team that worked on Doom 64 60 at id Software s request 61 The Nintendo 64 version was originally slated to be released in 1997 but Midway delayed it until March 1998 to give the team time to implement the deathmatch modes 62 Both console ports required compromises because of the limited CPU power and ROM storage space for levels For example the levels were rebuilt in the Saturn version in order to simplify the architecture thereby reducing demands on the CPU 63 The Saturn version omits the four secret levels from the original PC version of the game replacing them with four exclusive secret levels Purgatorium Hell s Aerie The Coliseum and Watery Grave It also contains an exclusive unlockable Dank amp Scuz which is a story set in the Quake milieu and presented in the form of a slide show with voice acting There are no multiplayer modes in the Saturn version The Nintendo 64 version includes 25 single player levels from the PC version though it is missing The Grisly Grotto The Installation The Ebon Fortress The Wind Tunnels The Sewage System and Hell s Atrium It also does not use the hub map where the player chooses a difficulty level and an episode the difficulty level is chosen from a menu when starting the game and all of the levels are played in sequential order The Nintendo 64 version while lacking the cooperative multiplayer mode includes two player deathmatch All six of the deathmatch maps from the PC version are in the Nintendo 64 port as well as an exclusive deathmatch level The Court of Death In 1998 LBE Systems and Lazer Tron released a prototype titled Quake Arcade Tournament Edition in the arcades in limited quantities 64 An unreleased Game Boy Advance port of Quake was in development from Randy Linden in 2002 and was pitched to id Software in that year The port was rejected by the company and Linden s work would remain unused until prototypes of his work were dumped in June 2022 65 Two homebrew ports of Quake for the Nintendo DS exist QuakeDS 66 and CQuake 67 Both run well however multiplayer does not work on QuakeDS 66 Since the source code for Quake was released a number of unofficial ports have been made available for PDAs and mobile phones such as PocketQuake as well as versions for the Symbian S60 series of mobile phones and Android mobile phones 68 69 70 The Rockbox project also distributes a version of Quake that runs on some MP3 players 71 In 2005 id Software signed a deal with publisher Pulse Interactive to release a version of Quake for mobile phones The game was engineered by Californian company Bear Naked Productions 72 Initially due to be released on only two mobile phones the Samsung Nexus for which it was to be an embedded game and the LG VX360 73 Quake Mobile was reviewed by GameSpot on the Samsung Nexus and they cited its US release as October 2005 they also gave it a Best Mobile Game in their E3 2005 Editor s Choice Awards 74 It is unclear as to whether the game actually did ship with the Samsung Nexus The game is only available for the DELL x50v and x51v both of which are PDAs not mobile phones 74 Quake Mobile does not feature the Nine Inch Nails soundtrack due to space constraints 73 Quake Mobile runs the most recent version of GL Quake Quake v 1 09 GL 1 00 at 800x600 resolution and 25 fps The most recent version of Quake Mobile is v 1 20 which has stylus support There was an earlier version v 1 19 which lacked stylus support The two Quake expansion packs Scourge of Armagon and Dissolution of Eternity are also available for Quake Mobile A Flash based version of the game by Michael Rennie runs Quake at full speed in any Flash enabled web browser Based on the shareware version of the game it includes only the first episode and is available for free on the web 75 Expansion packs edit There were two official expansion packs released for Quake The expansion packs pick up where the first game left off include all of the same weapons power ups monsters and gothic atmosphere architecture and continue finish the story of the first game and its protagonist An unofficial third expansion pack Abyss of Pandemonium was developed by the Impel Development Team published by Perfect Publishing and released on April 14 1998 an updated version version 2 0 titled Abyss of Pandemonium The Final Mission was released as freeware 76 An authorized expansion pack Q ZONE was developed and published by WizardWorks and released in 1996 An authorized level editor Deathmatch Maker was developed by Virtus Corporation and published by Macmillan Digital Publishing in 1997 It contained an exclusive Virtus Episode In honor of Quake s 20th anniversary MachineGames an internal development studio of ZeniMax Media who are the current owners of the Quake IP released online a new expansion pack for free called Episode 5 Dimension of the Past 77 Scourge of Armagon edit Quake Mission Pack No 1 Scourge of Armagon was the first official mission pack released on March 5 1997 78 Developed by Hipnotic Interactive it features three episodes divided into seventeen new single player levels three of which are secret a new multiplayer level a new soundtrack composed by Jeehun Hwang and gameplay features not originally present in Quake including rotating structures and breakable walls Unlike the main Quake game and Mission Pack No 2 Scourge does away with the episode hub requiring the three episodes to be played sequentially The three new enemies include Centroids large cybernetic scorpions with nailguns Gremlins small goblins that can steal weapons and multiply by feeding on enemy corpses and Spike Mines floating orbs that detonate when near the player The three new weapons include the Mjolnir a large lightning emitting hammer the Laser Cannon which shoots bouncing bolts of energy and the Proximity Mine Launcher which fires grenades that attach to surfaces and detonate when an opponent comes near The three new power ups include the Horn of Conjuring which summons an enemy to protect the player the Empathy Shield which halves the damage taken by the player between the player and the attacking enemy and the Wetsuit which renders the player invulnerable to electricity and allows the player to stay underwater for a period of time The storyline follows Armagon a general of Quake s forces planning to invade Earth via a portal known as the Rift Armagon resembles a giant gremlin with cybernetic legs and a combined rocket launcher laser cannon for arms Tim Soete of GameSpot gave it a score 8 6 out of 10 79 Dissolution of Eternity edit Quake Mission Pack No 2 Dissolution of Eternity was the second official mission pack released on March 19 1997 80 Developed by Rogue Entertainment it features two episodes divided into fifteen new single player levels a new multiplayer level a new soundtrack and several new enemies and bosses Notably the pack lacks secret levels The eight new enemies include Electric Eels Phantom Swordsmen Multi Grenade Ogres which fire cluster grenades Hell Spawn Wraths floating robed undead Guardians resurrected ancient Egyptian warriors Mummies and statues of various enemies that can come to life The four new types of bosses include Lava Men Overlords large Wraths and a dragon guarding the temporal energy converter The two new power ups include the Anti Grav Belt which allows the player to jump higher and the Power Shield which lowers the damage the player receives Rather than offering new weapons the mission pack gives the player four new types of ammo for existing weapons such as lava nails for the Nailgun cluster grenades for the Grenade Launcher rockets that split into four in a horizontal line for the Rocket Launcher and plasma cells for the Thunderbolt as well as a grappling hook to help with moving around the levels Tim Soete of GameSpot gave it a score of 7 7 out of 10 81 Dimension of the Past edit To celebrate Quake s 20th anniversary a mission pack was developed by MachineGames and released on June 24 2016 It features 10 new single player levels and a new multiplayer level but does not use new gameplay additions from Scourge of Armagon and Dissolution of Eternity Chronologically it is set between the main game and the first two expansions 82 83 84 Enhanced version and Dimension of the Machine edit At the launch of the 2021 QuakeCon Home on August 19 2021 Bethesda released an enhanced version of Quake for Microsoft Windows Nintendo Switch PlayStation 4 PlayStation 5 Xbox One and Xbox Series X S consoles developed by Nightdive Studios 85 In addition to support for modern systems and improved rendering techniques the enhanced version includes both mission packs Scourge of Armagon and Dissolution of Eternity It also includes two episodes created by MachineGames the previously released Dimension of the Past and a new one called Dimension of the Machine A port of Quake 64 was also included in its entirety via the newly implemented Add On menu 86 87 88 37 Reception editCritical reception edit ReceptionAggregate scoresAggregatorScoreGameRankings93 PC 89 76 N64 90 Metacritic94 100 PC 91 74 100 N64 92 Review scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp SAT 105 Electronic Gaming Monthly6 5 10 SAT 93 8 0 10 N64 94 GameFan275 300 SAT 95 GameSpot9 3 10 PC 96 6 4 10 SAT 97 6 9 10 N64 98 IGN8 10 N64 99 Next Generation nbsp nbsp nbsp nbsp nbsp PC 100 nbsp nbsp nbsp nbsp nbsp MAC 101 nbsp nbsp nbsp nbsp nbsp SAT 102 nbsp nbsp nbsp nbsp nbsp N64 103 nbsp nbsp nbsp nbsp nbsp ARC 104 Quake was critically acclaimed on the PC Aggregating review websites GameRankings and Metacritic gave the original PC version 93 and 94 100 89 91 and the Nintendo 64 port 76 and 74 100 90 92 A Next Generation critic lauded the game s realistic 3D physics and genuinely unnerving sound effects 100 GamePro said Quake had been over hyped but is excellent nonetheless particularly its usage of its advanced 3D engine The review also praised the sound effects atmospheric music and graphics though it criticized that the polygons used to construct the enemies are too obvious at close range 106 Less than a month after Quake was released and a month before they actually reviewed the game Next Generation listed it as number 9 on their Top 100 Games of All Time saying that it is similar to Doom but supports a maximum of eight players instead of four 107 In 1996 Computer Gaming World declared Quake the 36th best computer game ever released 108 and listed telefragged as 1 on its list of the 15 best ways to die in computer gaming 109 In 1997 the Game Developers Choice Awards gave Quake three spotlight awards for Best Sound Effects Best Music or Soundtrack and Best On Line Internet Game 110 Entertainment Weekly gave the game a B and called it an extended bit of subterranean mayhem that offers three major improvements over its immediate predecessor Doom He identified these as the graphics the audio design and the amount of violent action 111 Next Generation reviewed the Macintosh version of the game rating it four stars out of five and stated that Though replay value is limited by the lack of interactive environments or even the semblance of a plot there s no doubt that Quake and its engine are something powerful and addictive 101 The Saturn version received mostly negative reviews as critics generally agreed that it did not bring over the elements that make the game enjoyable In particular critics reviled the absence of the multiplayer mode which they felt had eclipsed the single player campaign as the reason to play Quake 93 102 112 113 Kraig Kujawa wrote in Electronic Gaming Monthly Quake is not a great one player game it gained its notoriety on the Net as a multiplayer and his co reviewer Sushi X concluded Without multiplayer I d pass 93 Most reviews also said the controls are much worse than the PC original in particular the difficulty of aiming at enemies without the benefit of either mouse controlled camera or a second analog stick 93 97 113 GamePro noted that the graphics are very pixelated and blurry to the point where people unfamiliar with Quake would not be able to discern what they re looking at They concluded Quake may not be the worst Saturn game available but it certainly doesn t live up to its PC heritage 113 Most critics did find the port technically impressive particularly the added light sourcing 93 102 112 However Next Generation pointed out that Porting Quake to a console is nothing more than an excuse for bragging rights It s simply a way to show that the limited architecture of a 32 bit system has the power to push the same game that those mighty Pentium PCs take for granted 102 Even Rich Leadbetter of Sega Saturn Magazine which gave the port a 92 acknowledged that it was a proverbial dancing bear noting several conspicuous compromises the port made and stating as his concluding argument Look it s Quake on the Saturn the machine has no right to be doing this 112 GameSpot opined that the game s lack of plot makes the single player campaign feel too shallow and lacking in motivation to appeal to most gamers 97 Most critics compared the port unfavorably to the Saturn version of Duke Nukem 3D which came out just a few months earlier mainly in terms of gameplay 93 102 112 113 Reviews for the Nintendo 64 version praised its lighting effects 94 99 114 and smooth frame rate in single player mode 94 98 99 103 IGN added the caveats that the environments are simplified from the PC version and the pre rendered light sourcing is less impressive than the real time light sourcing of the Saturn version but judged the visuals overall to be superior to those of the unaccelerated PC version 99 GamePro went so far as to say the graphics are as clean as those of GLQuake 114 while Next Generation was more moderate concluding that As a whole Quake 64 doesn t live up to the experience offered by the high end 3D accelerated PC version it is however an entertaining gaming experience that is worthy of a close look and a nice addition to the blossoming number of first person shooters for Nintendo 64 103 Most reviews found fault with the multiplayer stating that the frame rate takes a hit in this mode 94 98 99 114 some of the levels are too large with only two players present 94 98 and the game should have supported four players as previous Nintendo 64 shooters Hexen Beyond Heretic and GoldenEye 007 did 94 99 However Next Generation pointed out that due to the lack of a link cable for the Nintendo 64 Quake with four players would inevitably have meant a severely compromised frame rate and small view screen 103 GameSpot also felt the multiplayer was fun despite its limitations and noted that setting up a deathmatch was quicker and easier on the Nintendo 64 than on PC 98 Reviewers sharply differed over the controls with Electronic Gaming Monthly IGN and GamePro all describing them as precise responsive and intuitive 94 99 114 while GameSpot and Next Generation complained that finding the right control required fiddling with the settings and even at best felt lacking compared to a keyboard and mouse setup 98 103 Reviews generally concluded that while the Nintendo 64 version would not appeal to Quake veterans due to its multiplayer shortcomings and lack of exclusive content it was a strong enough conversion for non PC gamers to enjoy the Quake experience 94 98 99 103 114 Next Generation reviewed the arcade version of the game rating it three stars out of five and stated that For those who don t have LAN or internet capabilities check out arcade Quake It s a blast 104 In 1998 PC Gamer declared it the 28th best computer game ever released and the editors called it one of the most addictive adaptable and pulse pounding 3D shooters ever created 115 In 2003 Quake was inducted into GameSpot s list of the greatest games of all time 116 Enhanced version edit Enhanced versionAggregate scoreAggregatorScoreMetacritic81 100 PC 117 85 100 XSXS 118 87 100 PS4 119 87 100 NS 120 Review scoresPublicationScoreDestructoid9 10 PC NS 121 Nintendo Life nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp NS 122 Push Square8 10 PS4 123 Nintendo Life gave the Switch version a rave review saying it wisely avoids tinkering with the magic formula that made the game so great in the first place instead keeping the look and feel of the original intact whilst carefully adding all manner of modern bells and whistles in a feature packed port that s an absolute dream to spend time with They particularly praised the level designs puzzle elements atmospheric game world and numerous configuration options for the graphical upgrades and multiplayer sessions They argued that the smooth performance in both docked and handheld mode and ability to play the game as portable makes the Switch version the definitive version of the game 122 Sales edit According to David Kushner in Masters of Doom id Software released a retail shareware version of Quake before the game s full retail distribution by GT Interactive These shareware copies could be converted into complete versions through passwords purchased via phone However Kushner wrote that gamers wasted no time hacking the shareware to unlock the full version of the game for free This problem combined with the scale of the operation led id Software to cancel the plan As a result the company was left with 150 000 unsold shareware copies in storage The venture damaged Quake s initial sales and caused its retail push by GT Interactive to miss the holiday shopping season Following the game s full release Kushner remarked that its early sales were good with 250 000 units shipped but not a phenomenon like Doom II 15 In the United States Quake placed sixth on PC Data s monthly computer game sales charts for November and December 1996 124 Its shareware edition was the sixth best selling computer game of 1996 overall while its retail SKU claimed 20th place 125 The shareware version sold 393 575 copies 126 and grossed 3 005 519 5 2 million in 2022 in the United States during 1996 127 It remained in PC Data s monthly top 10 from January to April 1997 128 129 130 131 but was absent by May 132 During its first 12 months Quake sold 373 000 retail copies and earned 18 million in the United States according to PC Data 133 Its final retail sales for 1997 were 273 936 copies which made it the country s 16th highest computer game seller for the year 134 In 1997 id estimated that there may be as many as 5 million copies of Quake circulating 135 The game sold over 1 4 million copies by December 1997 136 Sales of Quake reached 550 000 units in the United States alone by December 1999 137 Legacy editThe source code of Quake was released on December 22 1999 138 The id Software maps objects textures sounds and other creative works remain under their original proprietary license The shareware distribution of Quake is still freely redistributable and usable with the GPLed engine code One must purchase a copy of Quake in order to receive the registered version of the game which includes more single player episodes and the deathmatch maps Based on the success of the first Quake game and later published Quake II and Quake III Arena Quake 4 was released in October 2005 developed by Raven Software using the Doom 3 engine citation needed Quake was the game primarily responsible for the emergence of the machinima artform of films made in game engines thanks to edited Quake demos such as Ranger Gone Bad and Blahbalicious the in game film The Devil s Covenant and the in game rendered four hour epic film The Seal of Nehahra On June 22 2006 it had been ten years since the original uploading of the game to cdrom com archives Many Internet forums had topics about it and it was a front page story on Slashdot 139 On October 11 2006 John Romero released the original map files for all of the levels in Quake under the GPL citation needed 140 Quake has four sequels Quake II Quake III Arena Quake 4 and Enemy Territory Quake Wars In 2002 a version of Quake was produced for mobile phones 141 A copy of Quake was also released as a compilation in 2001 labeled Ultimate Quake which included the original Quake Quake II and Quake III Arena which was published by Activision In 2008 Quake was honored at the 59th Annual Technology amp Engineering Emmy Awards for advancing the art form of user modifiable games John Carmack accepted the award Years after its original release Quake is still regarded by many critics as one of the greatest and most influential games ever made 142 Speedruns edit As an example of the dedication that Quake has inspired in its fan community a group of expert players recorded speedrun demos replayable recordings of the player s movement of Quake levels completed in record time on the Nightmare skill level The footage was edited into a continuous 19 minutes 49 seconds demo called Quake done Quick and released on June 10 1997 Owners of Quake could replay this demo in the game engine watching the run unfold as if they were playing it themselves citation needed Most full game speedruns are a collaborative effort by a number of runners though some have been done by single runners on their own Although each particular level is credited to one runner the ideas and techniques used are iterative and collaborative in nature with each runner picking up tips and ideas from the others so that speeds keep improving beyond what was thought possible as the runs are further optimized and new tricks or routes are discovered Further time improvements of the continuous whole game run were achieved into the 21st century In addition many thousands of individual level runs are kept at Speed Demos Archive s Quake section including many on custom maps Speedrunning is a counterpart to multiplayer modes in making Quake one of the first games promoted as a virtual sport citation needed Sequels edit After the departure of Sandy Petersen the remaining id employees chose to change the thematic direction substantially for Quake II making the design more technological and futuristic rather than maintaining the focus on Lovecraftian fantasy Quake 4 followed the design themes of Quake II whereas Quake III Arena mixed these styles it had a parallel setting that housed several id all stars from various games as playable characters The mixed settings occurred because Quake II originally began as a separate product line 143 The id designers fell back on the project s nickname of Quake II because the game s fast paced tactile feel felt closer to a Quake game than a new franchise 144 Since any sequel to the original Quake had already been vetoed it became a way of continuing the series without continuing the storyline or setting of the first game In June 2011 John Carmack made an offhand comment that id Software was considering going back to the mixed up Cthulhu ish Quake 1 world and rebooting in that direction 145 See also editDiary of a Camper a short film made in Quake Binary space partitioning a technology used in QuakeNotes edit The enhanced version of the game was developed by Nightdive Studios ClickBOOM published the game on the AmigaOS MacSoft published the game for the Mac OS Sega published the game for the Sega Saturn Midway Games published the game for the Nintendo 64 Macmillan Digital Publishing USA published the game for Linux In 2001 Activision published the game in a compilation pack which includes Quake II and Quake III Arena known as Ultimate Quake In 2021 Bethesda Softworks published the enhanced version of the game The Sega Saturn version of the game developed by Lobotomy Software uses the Slavedriver engine The 2021 enhanced version uses the Kex Engine References edit blue s Quake Rag July News Blue s News July 1997 Retrieved October 2 2019 July 19 The registered Quake will ship on Monday July 22 The latest update from Mike Wilson of id Software the full version of quake will be shipping to our direct order customers on monday id Software s QUAKE hits retail outlets worldwide QUAKE and a Slurpee Gamers can pick up QUAKE shareware at 7 Eleven Business Wire August 30 1996 Archived from the original on August 20 2008 Retrieved November 2 2022 via The Free Library Online Gaming Review February 10 1998 Archived from the original on February 10 1998 Retrieved April 16 2023 a b blue s Quake Rag July News Blue s News July 1997 Retrieved October 2 2019 July 5 Linux Quake Released Dave Taylor s eagerly awaited Linux port of Quake 0 91 303 KB has been released a b blue s Quake Rag August 23 29 1997 News Blue s News August 1997 Retrieved October 2 2019 Thursday August 28 1997 MacQuake Out I ve heard from several people that the full MacQuake is now available in stores sega online quake saturn February 1 1998 Archived from the original on February 1 1998 Retrieved May 3 2023 Quake rated for modern consoles and PC Polygon August 19 2021 a b Quake s free next gen upgrade now available for Xbox Series X S and PS5 Eurogamer October 12 2021 Retrieved October 12 2021 a b American McGee on Quake Quaddicted 2011 Retrieved December 13 2014 Retro Diary Retro Gamer Bournemouth Imagine Publishing 104 13 July 2012 ISSN 1742 3155 OCLC 489477015 Hsu Dan October 1997 Creature Feature Electronic Gaming Monthly No 99 Ziff Davis p 102 Gordon David February 6 1999 The 50 Best Video games A Legend In Your Own Living Room The Independent The 100 Greatest Games Of All Time Empire Archived from the original on May 15 2011 Retrieved April 30 2023 FHM s 100 Greatest Games of All Time FHM com January 11 2010 Archived from the original on April 30 2013 Retrieved April 30 2023 a b Kushner David 2003 Masters of Doom How Two Guys Created An Empire And Transformed Pop Culture Random House 226 ISBN 0 375 50524 5 Quake game manual ID Software 1996 p 3 Fitzpatrick Alex Pullen John Patrick Raab Josh Grossman Lev Eadicicco Lisa Peckham Matt Vella Matt August 23 2016 The 50 Best Video Games of All Time Ranked Time Magazine Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Games Development ICOMP 06 Las Vegas Nevada USA June 26 29 2006 CSREA Press 2006 ISBN 1 60132 005 1 OCLC 255355771 Romero John romero February 27 2015 branrags Zyargeikunn Trent Reznor did all the player sounds Tweet via Twitter a b Wilson Mike June 22 2021 Cthulu and Quad Damage Quake at 25 Bloody Disgusting Retrieved January 28 2023 Does John Romero Still Enjoy Shooting People Next Generation No 30 June 1997 pp 9 12 An Audience with John Romero Edge No 45 May 1997 May 2 1997 pp 18 23 My original idea was to do something like Virtua Fighter in a 3D world with full contact fighting but you d also be able to run through a world and do the same stuff you do in Quake only when you got into these melees the camera would pull out into a third person perspective It would ve been great but nobody else had faith in trying it The project was taking too long and everybody just wanted to fall back on the safe thing the formula Meet John Romero One of the Godfathers of the First Person Shooter Motherboard May 28 2015 Archived from the original on December 11 2021 Retrieved August 21 2019 via YouTube Byrd Matthew December 31 2018 20 Most Disappointing Games Ever Made Den of Geek Retrieved August 30 2019 Kelly Andy Senior Tom June 25 2019 22 of the worst PC games of all time PC Gamer Retrieved August 30 2019 Barton Matt March 27 2010 Matt Chat 55 Daikatana with John Romero Archived from the original on December 11 2021 Retrieved August 21 2019 via YouTube Longden Willie Francis June 1994 This Horse Is A Norse The Rumor Bag Computer Gaming World p 178 Lombardi Chris July 1994 To Hell and Back Again Computer Gaming World pp 20 24 a b c Jevons Daniel Leadbetter Richard May 1996 The Maximum id Inquisition Begins Here Maximum The Video Game Magazine Emap International Limited 6 96 97 The Great Escape Next Generation No 34 Imagine Media October 1997 p 44 Quake Short Stories Maximum The Video Game Magazine Emap International Limited 1 135 October 1995 Earth Quake Maximum The Video Game Magazine Emap International Limited 5 124 9 April 1996 Davison Pete August 2 2013 Blast from the Past III Quaking in Fear USgamer Archived from the original on August 4 2013 Retrieved November 26 2015 Barton Matt Matt Chat 54 Quake with John Romero Archived from the original on December 11 2021 Retrieved July 15 2021 via YouTube Petersen Sandy July 2 2021 Why Is Quake Like That Archived from the original on December 11 2021 Retrieved July 15 2021 via YouTube More Pictures Maximum The Video Game Magazine No 2 Emap International Limited November 1995 pp 126 7 a b Koch Cameron August 19 2021 Original Quake Is Back This Time On Consoles And With Its Original Soundtrack GameSpot Retrieved August 19 2021 Meer Alec July 20 2016 Arcane Dimensions Is Quake Rethought For 2016 RockPaperShotgun Retrieved October 18 2018 Ferrari Lily May 1 2018 Review QUAKE Arcane Dimensions Mod v1 70 puts AAA FPS to shame Good Morning Gamers Retrieved October 18 2018 Statistics on Quake Singleplayer Maps Quaddicted com 2008 Retrieved March 23 2008 GameSpy com Articles October 16 2006 Archived from the original on October 16 2006 Retrieved December 21 2020 Blue s News August 22 28 1998 bluesnews com The History of Online Shooters IGN January 7 2010 Retrieved November 7 2015 Gneiting Axel July 20 2016 My Vulkan Quake 1 Port running In the Shadows mod Some stuff still missing Code is here github com Novum vkQuake Retrieved August 6 2016 via Twitter vkQuake on github GitHub October 16 2019 Wilson Hamish February 27 2023 Building a Retro Linux Gaming Computer Part 27 Lost Souls GamingOnLinux Retrieved February 27 2023 Hildinger Colin L 1997 Quake for OS 2 OS 2 eZine blue s Quake Rag August 2 8 1997 News Blue s News August 1997 Retrieved October 2 2019 Thursday August 7 1997 M acQuake Maker Closes According to a USENET posting apparently written by Lion Entertainment President Douglas Grounds Lion the software house working on the Macintosh ports of Quake Shadow Warrior Unreal and Deadlock is closing up shop leaving the future of those projects up in the air Official Quake Announcement from clickBOOM Retrieved January 4 2017 Linux Technology Spotlight Macmillan Computer Publishing USA E Commerce Times July 27 1999 Archived from the original on May 21 2013 Retrieved February 4 2013 We ve got Linux Quaking Happypenguin org May 13 1999 Archived from the original on October 5 2008 Product Release Quake The Offering Quake II Collusus MediaGold June 1999 Archived from the original on December 24 2014 Retrieved February 4 2013 Coming Soon Quake Sega Saturn Magazine No 8 Emap International Limited June 1996 p 15 Leadbetter Richard February 1997 1997 Starts with a Bang Sega Saturn Magazine No 16 Emap International Limited p 18 Quake Exclusive News Sensation Sega Saturn Magazine No 18 Emap International Limited April 1997 p 7 Leadbetter Rich May 1997 Quake Sega Saturn Magazine No 19 Emap International Limited p 15 Scene Atari 95 Eine Auswahl an geplanten Titeln Mega Fun in German No 28 CT Computec Verlag GmbH amp Co KG January 1995 p 22 Buyers Guide Part 2 Jaguar The Big One Quake Ultimate Future Games No 18 May 1996 p 77 News E3 96 3DO M2 Dream List 3DO Magazine No 12 Paragon Publishing July 1996 p 4 Gaming Gossip Electronic Gaming Monthly No 93 Ziff Davis April 1997 p 28 In the Studio Next Generation No 28 Imagine Media April 1997 p 19 Impressed by Nintendo 64 s conversion of Doom id Software immediately granted the Quake conversion rights to Midway even requesting that the same Doom team be responsible Quake 64 Electronic Gaming Monthly No 101 Ziff Davis December 1997 p 46 Leadbetter Rich May 1997 Quake Speak Lobotomy Talk from the Epicentre Sega Saturn Magazine No 19 Emap International Limited pp 16 17 Quake Arcade Tournament Edition The International Arcade Museum Retrieved November 24 2011 Ostler Anne Marie June 10 2022 Cancelled Quake GBA port found on developer s 256MB Flash Card GamesRadar Retrieved June 13 2022 a b QuakeDS Archived from the original on August 3 2009 CQuake Project Retrieved November 24 2011 Home Pocket Quake Pocketmatrix com Archived from the original on November 30 2011 Retrieved November 24 2011 Soltani Dario September 10 2007 How to Install and play Quake on your Symbian Phone SimplySymbian com Archived from the original on September 15 2007 Quake for Android Forum xda developers com May 27 2010 Retrieved November 24 2011 PluginQuake lt Main lt Wiki Rockbox project Retrieved August 10 2019 Gibson Ellie June 27 2005 Quake coming to 3D enabled mobile handsets GamesIndustry biz Eurogamer registration required a b Score Avery October 25 2005 Quake Mobile Review on Mobile GameSpot CBS Interactive Archived from the original on January 24 2013 a b Quake Mobile for Windows Mobile CNET Archived from the original on January 6 2012 Retrieved November 24 2011 Quake ported to Adobe Flash Abyss of Pandemonium for DOS 1998 MobyGames mobygames com 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Davis February 1998 p 107 a b c d e f g h Review Crew Quake 64 Electronic Gaming Monthly No 105 Ziff Davis April 1998 p 98 GameFan volume 5 issue 12 December 1997 pages 24 amp 106 107 Ward Trent Quake Review GameSpot Retrieved May 12 2017 a b c Quake Review GameSpot March 5 1998 Retrieved May 20 2021 a b c d e f g Quake Review GameSpot February 18 1998 Archived from the original on May 8 2013 Retrieved January 21 2023 a b c d e f g h Casamassina Matt March 24 1998 Quake IGN Retrieved January 21 2023 a b Earth Shattering Next Generation No 22 Imagine Media October 1996 p 179 a b Finals Next Generation No 36 Imagine Media December 1997 p 176 a b c d e Finals Next Generation No 38 Imagine Media February 1998 pp 114 115 a b c d e f Finals Next Generation No 41 Imagine Media May 1998 p 108 a b Finals Next Generation No 46 Imagine Media October 1998 p 134 Michael L House Quake Sega Saturn Review Allgame Archived from the original on November 15 2014 Retrieved July 13 2022 Major Mike November 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Quake Remastered for PC Reviews Metacritic Retrieved December 6 2022 Quake Remastered for Xbox Series X Reviews Metacritic Retrieved December 6 2022 Quake Remastered for PlayStation 4 Reviews Metacritic Retrieved December 6 2022 Quake Remastered for Switch Reviews Metacritic Retrieved December 6 2022 Handley Zoey August 27 2021 Review Quake 2021 Remaster Destructoid Retrieved December 6 2022 a b O Reilly PJ August 23 2021 Review Quake The Definitive Version Of An Iconic Flawless FPS Nintendo Life Retrieved December 6 2022 Banas Graham August 30 2021 Review Quake PS4 New Coat of Paint for Legendary FPS Push Square Retrieved December 6 2022 Staff April 1997 PC Data Best Sellers Computer Gaming World No 153 p 32 Bauman Steve November 2000 A Decade of Gaming Top Sellers of 1996 Computer Games Magazine 120 70 Screen Digest Screen Digest 1997 p 132 Top Selling CD ROMs Ranked by Unit Sales in 1996 The Wall Street Journal Almanac 1998 Ballantine Books 486 November 11 1997 ISBN 9780345405210 Staff May 1997 READ ME PC Data Best Sellers Computer Gaming World No 154 p 34 Staff June 1997 READ ME PC Data Best Sellers Computer Gaming World No 155 p 36 Lee Helen May 1 1997 PC Data Releases Monthly Numbers GameSpot Archived from the original on March 6 2000 Feldman Curt June 3 1997 Diablo Stayin Alive GameSpot Archived from the original on February 26 2000 Staff September 1997 READ ME PC Data Best Sellers Computer Gaming World No 158 p 31 Takahashi Dean Ramstad Evan December 9 1997 New Sequel to Quake Beefs Up Blood Guts to Spur Bigger Sales The Wall Street Journal Archived from the original on May 20 2018 Retrieved May 20 2018 Staff April 1998 The Best Selling Games of 1997 PC Gamer US 5 4 44 Takahashi Dean January 6 1997 Violent Quake Is Shaking Up The World of Internet Games The Wall Street Journal Retrieved September 7 2021 nbsp Subscription required Li Kenneth December 14 1997 Net gamers in league Daily News New York p 204 Retrieved October 10 2021 via Newspapers com Ajami Amer December 13 1999 Quake III Sales Through the Roof GameSpot Archived from the original on March 4 2000 Mullen Micheal December 22 1999 Quake Source Code Released GameSpot Archived from the original on December 14 2000 Retrieved June 22 2023 timothy June 23 2006 Quake is 10 Slashdot Slashdot Geeknet Romero John October 11 2006 Quake Map Sources Released Rome ro Archived from the original on October 22 2006 Pocket Quake ARM for Windows Mobile CNET Retrieved November 24 2011 Cifaldi Frank September 1 2006 The Gamasutra Quantum Leap Awards First Person Shooters Gamasutra UBM TechWeb Quake 4 Preview PC Gamer 2004 full citation needed Quake II Is 15 You Are Old Rock Paper Shotgun 2012 Yin Poole Wesley June 17 2011 John Carmack s vision for the next Quake Eurogamer External links editQuake at Curlie Quake on GitHub Quake at MobyGames Retrieved from https en wikipedia org w index php title Quake video game amp oldid 1197956867, wikipedia, wiki, book, books, library,

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