Quake is a first-person shooter computer game that was released by id Software on June 22 1996. It was the first game in the popular Quake series of computer and video games.
It can be said that the original Quake game pushed most PC hardware to its limits, due to never-before-seen features it offered: complex textured 3D environments, polygon-modelled enemies with certain intelligence, and the like. Quake was able to overshadow almost all 3D-shooters at the time, including Blood and Duke Nukem 3D, both based on simpler 3D requirements and sprite-based characters. In fact, the poor performance of 486 processors on Quake pushed many people to upgrade to Pentium processors, while the excellent performance of the Pentium Pro, coupled with a fast video card, led to many servers and high-end workstations being used for Quake gaming. Its mixture of dark, horror fantasy with good 3D shooting action was a major departure from other light-themed games of the time.
The majority of programming work on the Quake engine was done by John Carmack. Michael Abrash, a program performance optimization specialist, was brought in to help make the software rendering engine fast enough to be feasible. The background music for the game was composed by Trent Reznor, of Nine Inch Nails (within the game, the ammo box for the nailgun has the Nine Inch Nails logo on it in reference to this). Quake was released just as the Internet was commercially coming of age, and gamers were graduating from local bulletin boards to the global online community. id Software recognized, before anyone else, that the future of competitive gaming lay with the Internet, and so Quake was the second game whose multiplayer could be played against many people on the Internet rather than with only people on a local network.
Quake and its three follow up games (which many do not regard as true sequels), Quake II, Quake III Arena and Quake 4, have sold over 4 million copies combined. In 2005, a version of Quake was produced for mobile phones.
In single-player mode, players explore and navigate to the exit of each level, facing many challenging monsters and a few secret areas along the way. Usually there are buttons to press or keys to collect in order to open doors before the exit can be reached. Once reaching the exit, the game takes the player to the next level. Quake's single-player campaign is organized into four individual episodes of about eight levels each (each including a secret level, one of which is a "low gravity" level - Ziggurat Vertigo in Episode 1, Dimension of the Doomed - that challenges the player's abilities in a different way). As items are collected, they are carried to the next level, each usually more challenging than the last. If the player dies during a level, he is restarted at the beginning of the level and loses all his items. However, games may be saved at any time. Upon completing each episode, the player is returned to the hub Start level, where he can then enter the next episode. Each episode starts the player from scratch, without any previously-collected items. Episode I (which formed the shareware or downloadable demo version of Quake) has a boss in the last level. There is also an End level after all four episodes are completed, containing the final boss.
In multiplayer mode, no monsters are normally present. 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 play against each other. Typically in multiplayer mode, when a player dies he can immediately respawn, but loses any items he has collected and so must start collecting them again. Similarly, items that have been picked up previously respawn after some time, and may be picked up again. Multiplayer Quake is considered to have much greater replay value than single player (with the possible exception of speedrunning), since the opponents not only have the same capabilities as your player (instead of being slower, weaker, or more poorly armed, like most of the monsters), and can collect items in the levels, but, being human opponents, are generally much more clever and less predictable than the computer-controlled opponents.
The multiplayer modes included in the game are all forms of deathmatch. Deathmatch modes typically consist of either free-for-all ("FFA" - each player for himself), 1v1 duels, or organized teamplay with two or more players per team (or clan). Teamplay is also frequently played with one or another mod. Quake is still perhaps the best game available for pure deathmatch gameplay, while later games are often stronger in modes such as Capture the flag.
The gameplay in Quake is considered unique because of the different ways the player can maneuver through the game. For example: bunny hopping or strafe jumping can be used to move faster than normal, while rocket jumping enables the player to reach otherwise-inaccessible areas (or just move faster), 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. The nature of the gameplay is often fast and frenzied, and has gotten considerably faster over the years as players mastered advanced movement techniques.
In addition to the obvious skill needed to react quickly, aim precisely, dodge other players' shots, and jump across tricky spaces, Quake also requires considerable knowledge of the sometimes confusingly-contorted maps (made more complex by the frequent use of teleporters, which work uniquely well in Quake) as well as careful planning in order to collect needed items and conserve health and ammunition. Beginning players are often surprised by how much of a difference level knowledge makes, often assuming that other players must be cheating because they seem to come out of nowhere, always seem to know what corner to shoot around, or never seem to die. Strategies include regularly picking up items to prevent one's opponent from having access to them and controlling certain critical areas of each level. Duels often take place with opponents mostly out of sight of each other, jockeying for position and carefully stocking up on items, with sudden changes in speed of play when one player or the other gains an advantage. Sound also plays a central role in keeping track of other players and even items in the game, so many players use headphones to give the clearest sound and directionality. Teamplay adds even more tactical layers, with different ways to communicate and co-operate.
Multiplayer Quake was one of the first games that people singled out as possibly a form of electronic sport, with presumed parallels to tennis (dueling) or soccer (teamplay). Of course, the notion of an 'electronic' sport shows it requires no physical fitness.
Online Quake play is also a significant social activity, with players chatting during gameplay, or even just talking while connected through the server without actually playing the game at all. Many players have built enduring friendships with people they met online while playing Quake.
Although the moniker "Quake" originally applied to the protagonist, the final story describes Quake as simply being "the enemy". It has been implied by other sources that Quake is a master antagonist, possibly leaving open the option for a direct sequel in which this person or creature is a boss character. This has neither been confirmed nor denied by John Romero or id Software.
It should be noted, however, that by the time the game was released the specifics of the story had become relatively unimportant and somewhat disorganized. This is mainly due to a last-minute mix of two different game designs - John Romero wanted to make a dark fantasy hand to hand combat/RPG hybrid game while level designers Tim Willits and American McGee wanted to make a more futuristic, Doom-like game. Ultimately the Doom-like mechanics were implemented and many of the dark fantasy design elements were incorporated into the graphics and visual effects of the game. Some fans claim the chaotic and ominous design compliments the chaotic and violent gameplay while other players find it sloppy and incoherent. To most multiplayer "deathmatch" players, the various environments simply provide interesting spaces for gameplay.
Partly due to the internal power struggle surrounding the game design, Romero was asked to resign from id Software soon after the game was released. He went on to co-found the ill-fated development company Ion Storm. Petersen left shortly thereafter.
The unnamed hero of Quake reappears as one of the selectable characters in Quake III Arena, where he is known as "Ranger". However, Quake is one of the only modern id games not to have a true sequel - after the departure of Romero, the remaining id employees chose to change the thematic direction substantially for Quake II, making the design more technological and futuristic rather than dark fantasy; Quake IV followed the design themes of Quake II, whereas Quake III Arena lacked a standard single-player campaign entirely as this episode was meant for multiplay only. Many have claimed that Painkiller is Quake's spiritual sequel, as that game successfully implements dark fantasy and horror themes with challenging end bosses like the ones included in the original Quake designs.
Quake popularized several major advances in the 3D game genre: it uses 3-dimensional models for players and monsters instead of 2-dimensional sprites; and the world in which play takes place is created as a true 3-dimensional space, rather than a 2-dimensional map with height information which is then rendered to 3D. Previous 3D games such as Doom and Wolfenstein 3D (sometimes called 2.5D games) used a restricted-view mathematical trick when rendering their 3-dimensional view. This allowed a true 3D view, but only in a straight-ahead look (you can tell the difference by tilting up and down in those games, which is really just a distortion trick of the straight-ahead view rather than a true rotated rendering.)
Quake also incorporated the use of lightmaps and dynamic light sources, as opposed to the sector-based static lighting used in games of the past. Quake by default used the keyboard to strafe left and right and look up and down, using the mouse like Doom to move forward and backward and turn left and right. This produced awkward movements, and required settings like "auto-level" that would move the viewpoint back to straight forward as you moved and "auto vertical aim" that would automatically shoot things above and below you. Probably because of this the level design in Quake was more suited to the 2.5D environment of Doom. Only in a few spots in the game was the monster that was shooting you above or below you. Quake did have the option of using the mouse to look/aim/orient ("mouselook") and the keyboard to move forward, backward and sideways, but it was not the default until Quake 2 was released.
Quake was also one the first games to support 3d hardware acceleration. While initially released with only software rendering, OpenGL support was soon added. Many believe that this kick-started the independent 3D graphics card revolution, "GLQuake" being the first application to truly demonstrate the capabilities of the 3dfx "Voodoo" chipset at the time. The only two other cards capable of rendering GLQuake were a professional (very expensive) Integraphics 3D OpenGL card, and, later, the PowerVR cards. The Quake engine was later licensed by Valve Corporation for use in Half-Life.
Quake uses the client/server model, where a server has control of all game events. All players connect to this server in order to participate, with the server telling the clients what is happening in the game. The server may either be a dedicated server or a listen server. Even in the latter situation, Quake still uses the client-server model, as opposed to the peer-to-peer networking used by some other games. Quake thus cannot suffer from de-synchronized network games that could occur from different clients disagreeing with each other, since the server is always the final authority.
Depending on the client's specific route to the server, different clients will get different ping times. The lower a player's latency (ping time) is, the smoother his or her in-game motions are, which makes it easier to aim, move, and score. Someone playing at the PC or within the same LAN as the server gets a substantial advantage due to essentially no lag.
While gamers had been deathmatching each other via IPX LAN connections, serial cable connections, and modems in the Doom, Heretic, and Hexen series of games, it was not until Quake that the Internet deathmatch community really began.
The first major Quake mod was Threewave Capture the Flag (CTF), primarily authored by Dave 'Zoid' Kirsch. Threewave CTF is a partial conversion consisting of new maps, a new weapon (a grappling hook), some new textures and new rules of game play. 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 has become a standard game mode included in most popular multiplayer games released after Quake, in addition to Deathmatch first introduced in Doom. The mod was vastly popular and as of 2005 there is still a community of players who play the Quake CTF mod. The popularity of the specific Quake Threewave CTF mod stems from the speed of the game and the grappling hook. In most cases a player has the ability to travel from one base to another base in a matter of seconds. The grappling hook acts as a slingshot, where advanced players can maneuver themselves in the air by using the strafe keys. Players would master flying around and shooting rockets with precise aim. The Threewave CTF Quake mod was converted into a ClanRing modification coded by J.P. Grossman and Paul Baker, geared towards match play. Quake CTF Clans used this mod to play 20 minute private matches. This same ClanRing modification would later be upgraded by pulsewidth and rook. This was widely used for team deathmatch tournaments. As of late 2005 two CTF servers still get active gameplay, nearly 10 years after the game's initial release. In 2005, woods released a new ctf textures for the Threewave CTF maps for use with the new engines.
The popular Team Fortress mod for QuakeWorld consists of Capture the Flag gameplay, but 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 your flag in Threewave CTF would return the flag to the base, 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. TeamFortress maintained its standing as the most-played online modification of Quake for many years.
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 teamplay using Rocket Arena rules. Such game modes are commonly found in later games under names like Last Man Standing.
More extreme mods have included AirQuake (a primitive jet fighter simulation), Quake Rally (an off-road car racing game) and Quake Chess. These, however, were stretching the engine's capabilities to the limit, and were more curiosities than particularly playable games.
One interesting category of mod is the bot. These were introduced to provide surrogate players in multiplayer mode, and are a particular challenge of artificial intelligence behavior implemented with the limited scripting system of QuakeC. Botblasts were for a time popular contests to see who could perform the best against one or more bots under specified conditions. Like speedruns, each player would record a demo (film) of his matches and use the best performance as his entry. Prominent Quake bots included the Zeus Bot, Reaper Bot, Omicron Bot, Oak Bot, FrikBot and Frog Bot.
There have been thousands of third-party single-player and deathmatch maps made for Quake. They vary in quality enormously, but the best custom maps are generally accepted to be better than the id Software maps in the original game. Some of the best and most ambitious single player custom maps are episodes like Nehahra, Insomnia and Zerstorer, and single maps like Marcher Fortress, Cassandra Calamity and Bestial Devastation. Two of the most popular multiplayer maps are Aerowalk by Preacher (popular strategy guide here) and Blood Run (ztndm3) by ztn.
The quantity, quality, artistry and diversity of custom maps for Quake is notable. For deathmatch in particular, the balance and "flow" of gameplay designed into the custom maps rose to a highly-refined art, in addition to purely aesthetic considerations. In addition, new maps continue to be made into 2006 for the game, almost 10 years after it was originally released.
Many of the best custom mappers have gone on to obtain full-time paid jobs at various software development houses, based on the custom maps they made.
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 one continuous 19 minutes, 49 seconds demo called Quake done Quick (QdQ) and released on 10th June, 1997. Owners of the game could replay this demo in the game engine, watching the run unfold as if they were playing it themselves.
This involved a number of players recording run-throughs of individual levels, using every trick and shortcut they could discover in order to minimize the time it took to complete, usually to a degree that even the original level designers found difficult to comprehend, and in a manner that often bypassed large areas of the level. Stitching a series of the fastest runs together into a coherent whole created an amazing demonstration of the game played in a way that most players could never have imagined. Recamming is also used with speedruns in order to make the experience more movie-like, with arbitrary control of camera angles, editing, and sound that can be applied with editing software after the runs are first recorded. It should also be noted that the fastest possible time for a given level is not necessarily the fastest time used to contribute to "running" the entire game. One good example is grabbing the grenade launcher in an early level, an act that actually slows down the time for that level over the best possible, but actually speeds up the overall game time by allowing the runner to bypass a big chunk of a map in a later level that they could not otherwise do but for the launcher.
A second attempt, Quake done Quicker (QdQr), reduced the complete time to 16 minutes, 35 seconds (a reduction of 3 minutes, 14 seconds). QdQr was released 13th September, 1997. One of the levels included was the result of an online competition to see who could get the fastest time. It didn't hurt that the fastest also happened to be one of the prettiest.
The culmination of this process of improvement was the unbelievable Quake done Quick with a Vengeance (QdQwav). Released three years to the day after QdQr, this pared down the time taken to complete all four episodes, on Nightmare difficulty, to 12 minutes, 23 seconds (a further reduction of 4 minutes, 12 seconds) , partly by using techniques that had formerly been shunned in such films as being less aesthetically pleasing. This run was recorded as an in-game demo but interest was such that an .avi video clip was created to allow those without the game to see the run.
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".
Shotgun: The default weapon. The shotgun is a weak hitscan weapon with a moderate fire rate. Seldom used when other weapons are available, except occasionally for sniping at long distances due to the relatively narrow pellet spread.
Super shotgun: A double-barrelled shotgun. Does more damage and has a wider pellet spread, but takes two rounds per shot and has a slower fire rate. Moderately useful for closeup or finishing damaged opponents, or in conjunction with quad damage. Uses ammunition more efficiently than the shotgun, since for the two shells it comsumes, it does more damage than two single shots from the regular shotgun.
Nailgun: A rapid-fire projectile weapon with relatively light damage.
Super nailgun: A more powerful, damaging nailgun, uses up nails twice as fast than the regular nailgun. A moderately powerful weapon, very good with quad damage. (Also known as the perforator.)
Grenade launcher: An explosive weapon that throws grenades in an arc. A unique weapon, somewhat different from grenade launchers in other games due to limited projectile speed and range (resulting in high arcs), and grenades that bounce off of inanimate surfaces, only exploding after hitting a living creature or a 2.5 second timer elapses. Can be used to grenade jump.
Rocket launcher: An explosive projectile weapon, the dominant weapon in the game in most levels that have it. Rockets travel in a straight line, relatively fast and have slightly more damage than grenades. Rockets always explode on impact. Frequently used for rocketjumping.
Thunderbolt: An electrical discharge weapon with a beam in the form of a solid jagged (but straight) line. Aiming is challenging, though, since the beam jumps around rather than turning smoothly. One of the most powerful weapons in the game. Also will discharge when the player using it is in water deeper than ankle-depth, which will release all of its remaining battery power in a massive explosion and almost invariably kill the player and anything in the water around him. (Also known as the Lightning Gun and "shaft".)
Nails are used for the nailgun and super nailgun. These ammo boxes are adorned with a "NIN" logo, a nod to soundtrack composer Trent Reznor of Nine Inch Nails.
Rockets are used for the grenade launcher and rocket launcher.
Cells are used for the Lightning Gun.
In multiplayer games, these respawn 30 seconds after being picked up.
Armor comes in three types: green, yellow and red, from weakest to most powerful. These reduce the number of health points of damage the player suffers. Green absorbs 30% of damage and gives you 100% armor, yellow absorbs 60% damage and gives you 150% armor and red absorbs 80% damage and gives you 200% armor.
In multiplayer games, these respawn 20 seconds after being picked up.
Pentagram of Protection makes the player invulnerable to damage for 30 seconds. In multiplayer games, respawns every five minutes.
Ring of Shadows makes the player invisible, except for the eyes, for 30 seconds. In multiplayer games, respawns every five minutes. (Often referred to as simply "eyes".)
Megahealth provides an additional 100 health. Health above 100 gradually ticks down until it reaches 100 again. If two megahealths are picked up at the same time, the maximum health is 250, and health ticks down faster than with one. In multiplayer games, respawns 20 seconds after countdown to 100 completes.
| Episode | Level | Title | Designer | Notes |
|---|---|---|---|---|
| Start | start | Welcome to Quake | John Romero | hub level |
| Episode I Dimension of the Doomed | ||||
| e1m1 | The Slipgate Complex | John Romero | ||
| e1m2 | Castle of the Damned | Tim Willits | ||
| e1m3 | The Necropolis | Tim Willits | ||
| e1m4 | The Grisly Grotto | Tim Willits | ||
| e1m5 | Gloom Keep | Tim Willits | ||
| e1m6 | The Door To Chthon | American McGee | ||
| e1m7 | The House of Chthon | American McGee | ||
| e1m8 | Ziggurat Vertigo | American McGee | secret level, low gravity | |
| Episode II The Realm of Black Magic | ||||
| e2m1 | The Installation | John Romero | ||
| e2m2 | The Ogre Citadel | John Romero | ||
| e2m3 | The Crypt of Decay | John Romero | ||
| e2m4 | The Ebon Fortress | John Romero | ||
| e2m5 | The Wizard's Manse | John Romero | ||
| e2m6 | The Dismal Oubliette | John Romero | ||
| e2m7 | The Underearth | Tim Willits | secret level | |
| Episode III The Netherworld | ||||
| e3m1 | Termination Central | John Romero | ||
| e3m2 | The Vaults of Zin | American McGee | ||
| e3m3 | The Tomb of Terror | American McGee | ||
| e3m4 | Satan's Dark Delight | American McGee | ||
| e3m5 | Wind Tunnels | Tim Willits | ||
| e3m6 | Chambers of Torment | American McGee & Tim Willits | ||
| e3m7 | The Haunted Halls | American McGee | secret level | |
| Epiosde IV The Elder World | ||||
| e4m1 | The Sewage System | Tim Willits | ||
| e4m2 | The Tower of Despair | Sandy Petersen | ||
| e4m3 | The Elder God Shrine | Sandy Petersen | ||
| e4m4 | The Palace of Hate | Sandy Petersen | ||
| e4m5 | Hell's Atrium | Sandy Petersen | ||
| e4m6 | The Pain Maze | Sandy Petersen | ||
| e4m7 | Azure Agony | Sandy Petersen | ||
| e4m8 | The Nameless City | Sandy Petersen | secret level | |
| End | end | Shub-Niggurath's Pit | John Romero | |
| The Deathmatch Arenas | ||||
| dm1 | The Place of Two Deaths | Tim Willits | ||
| dm2 | Claustrophobopolis | American McGee | ||
| dm3 | The Abandoned Base | John Romero | ||
| dm4 | The Bad Place | American McGee | ||
| dm5 | The Cistern | Tim Willits | ||
| dm6 | The Dark Zone | Tim Willits |
Before the release of the game or the demo of the game, 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, but the game's multiplayer support caused Quake servers to spring up everywhere overnight. QTest also 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.
On July 22, 1996, id Software released the full version of Quake. Upon registration, players who already had the shareware version could unlock three additional episodes and a series of deathmatch-only maps. id supported the release of Quake with multiple patches, the mod source code (QuakeC), the tools source code, and frequent .plan updates. The shrinkwrapped retail version was distributed by GT Interactive.
As the name implied, VQuake was a proprietary port specifically for the Vérité; consumer 3D acceleration was in its infancy, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed never to write a proprietary port again, citing his frustration with Rendition's Speedy3D API.
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 low latency (also referred to as Low Ping Bastards or LPBs) as well as high latency (sometimes called High Ping Bait (HPBs) or High Ping Weenies/Whiners (HPWs)).
The tradeoff 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 USA, 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, despite being updated numerous times through 1998.
On March 11, 1997, id Software released WinQuake, a version of the engine designed to run under Microsoft Windows; the original Quake had been written for DOS, allowing for launch from Windows 95, but could not run under Windows NT-based operating systems. WinQuake used Win32-based APIs such as DirectDraw, DirectSound and DirectInput that were supported on Windows 95, Windows NT 4.0 and later releases. Carmack caused some controversy, however, by eschewing Direct3D, opting instead of continue supporting OpenGL. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed the last barrier to widespread popularity of the game.
Quake was also ported to console systems. In 1997, it was ported to Sega Saturn by Lobotomy. It is widely considered to be some of the most advanced 3D work ever cranked out of the console; it's also the only version of Quake that is rated 'T' for Teen instead of 'M' for Mature. In 1998, Quake was brought to Nintendo 64 by Midway Games.
Both console ports required some compromises because of the limited CPU power and ROM storage space for maps. The Saturn version lacked multiplayer but had most of the maps from the original game, with only the secret levels (Ziggurat Vertigo (E1M8), The Underearth (E2M7), The Haunted Halls (E3M7) and The Nameless City (E4M8)) not making the cut. Instead, it had four new maps: Purgatorium, Hell's Aerie, The Coliseum and Watery Grave. The N64 version had multiplayer, but was missing The Grisly Grotto (E1M4), The Installation (E2M1), The Ebon Fortress (E2M4), The Wind Tunnels (E3M5), The Sewage System (E4M1) and Hell's Atrium (E4M5). It also lacks the "START" map where you choose difficulty and episode; difficulty is chosen when starting the game, and all the levels play in sequential order from The Slipgate Complex (E1M1) to Shub Niggurath's Pit (END).
A port for the Commodore Amiga was also made available in 1998 by ClickBOOM Software. It is currently only available in a 68K version (though the game is pretty much unplayable on anything less than a 68060 CPU).
Many more ports were done after the source code release, such as numerous homebrew ports for the Dreamcast and Xbox consoles. Most recently, an engine designed for Windows Mobile powered Pocket PCs has been released, which utilises the 3D chip found in a few Dell PDAs.
Based on the success of the first Quake game, id later published Quake II and Quake III Arena; Quake 4 was released in October 2005. It was developed by Raven Software utilising the Doom 3 engine.
It is also interesting to note that 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 ingame film The Devil's Covenant and the ingame rendered four hour epic film The Seal of Nehahra.
On June 22, 2006, it had been 10 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.*
Level/scenario design: American McGee, Sandy Petersen, John Romero, Tim Willits
Graphics: Adrian Carmack, Kevin Cloud
Music: Trent Reznor
Sound: Trent Reznor
Project Manager: Shawn C. Green
Support: Barrett Alexander
Business: Mike Wilson, Jay Wilbur, Donna Jackson, Todd Hollenshead
Additional work on sound code, UNIX ports: Dave Taylor
Linux ports: Dave "Zoid" Kirsch
Special Thanks To: Sean Barrett, Raymond Chen, DJ Delorie, Andy Glew, Lance Hacking, Chris Hecker, Todd Laney, Terje Mathisen, Charles Sandmann, Jon Vondrak, Billy Zelsnack
The following expansion packs are unofficial:
QuakeWorld Leagues and Competitions:
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