Quake

aka: Quake 64, Quake Mobile, Quake: The Doomed Dimension
Moby ID: 374
Windows Specs
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Description official descriptions

An enemy with the codename ''Quake'', which is believed to come from another dimension, is using teleporter gates to invade Earth. The player takes the role of a nameless soldier who arrives at his base only to find out Quake has overrun it and killed everyone. Somewhere in the base, there must be a teleporter to Quake's realm. The mission is clear: take the fight to the enemy, overcome countless hordes of monsters, and exact revenge.

id Software's follow-up to Doom and Doom II, Quake is a first-person shooter. Its main technological innovation is the use of a true 3D engine - the levels themselves, as well as the enemies, are polygonal. This not only allows for more natural level-designs and character animations, but also for more realistic lighting and the inclusion of simulated physics that have an effect on gameplay: grenades can bounce off walls and around corners, for example.

In single-player mode, gameplay consists mainly of proceeding through the levels (spread over four distinct episodes) in search of an exit, killing everything that moves. Interaction with the game world is reduced to a minimum: since there is no use key, buttons are pressed by running into or shooting at them. As in id's earlier games, many secrets are waiting to be discovered, including a few hidden levels.

Unlike Doom's rather straightforward design that couples futuristic environments with demonic imagery, the theme of Quake's levels, enemies, and weapons is not so easily pinpointed. While each episode begins in a futuristic military base (with a technological 'slipgate' as the level exit), later levels take place in environments inspired by medieval fantasy and gothic horror (castles, dungeons, and caverns) and the player passes through magical portals to advance. In a departure from Doom's colorful environments, all Quake levels are dominated by earth colors.

The enemies conform to the mishmash of designs: there are human opponents armed with shotguns and energy weapons in the early levels, while the later levels include medieval knights, ghosts, zombies, ogres (armed with grenade launchers and chainsaws), and some more unearthly beasts. The player's weapons, while relatively modern, all have a low-tech feel. Besides a (bloodstained) axe, there are shotguns, nailguns, rocket and grenade launchers, and the Thunderbolt, which discharges electrical energy.

Quake was one of the first games playable natively over the Internet in addition to LANs. The single-player levels can be played cooperatively, but the game is most famous for its deathmatch mode. One-on-one duels, team play, and free-for-all competition are possible. The emphasis is on fast reaction and skillful maneuvering through the levels. All of the single-player maps can be used as arenas, but the game also comes with six maps specially designed for deathmatch.

Spellings

  • 雷神之锤 - Simplified Chinese spelling

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Credits (DOS version)

27 People (15 developers, 12 thanks) · View all

Reviews

Critics

Average score: 87% (based on 61 ratings)

Players

Average score: 4.0 out of 5 (based on 465 ratings with 19 reviews)

Not quite what it was supposed to be

The Good
This game has about the greatest 3D graphics you can get without 3D acceleration, on a 486. On modern computers you can set the resolution quite high and enjoy the edgy monsters running smoothly in the atmospheric interiors.

This game also has one of the best soundtracks I've seen in a PC game. I'm not talking about that boring Nince-Inch Nails stuff, I'm talking about the fact that you can play this with any music CD in the drive (my personal favorite for this game is Larry & the Lefthanded's Quantum Rider, but playing Quake with Mike Flowers Pops playing in the background can give you a novel perspective on things!), which is nothing remarkable today, but this was the first game I played that had a CD soundtrack, and didn't need the game CD in the drive in order to run.

The Bad
While, technically, Quake is far better than Doom, I never could get into it in the same way. The levels are well designed, the monsters are multitudinous, and the guns kill, but the feeling just isn't there. Now if they had opted for a more original approach, as in Duke Nukem 3D, they might have made a classic, but Quake is too obviously just "Doom 3D", and I'd rather play Doom than Quake nowadays.

Oh, yeah, Quake was (and still seems to be) a very popular multiplayer game on the internet. I don't like that. I tried playing over the 'net and these kids who couldn't even spell their names right kept beating the pants off me. I hate death-matches! Put a tax on internet gaming, that's what I always say... <grumble, grumble> and give me my pants back!

The Bottom Line
Play this before you play Doom, if possible. Once you have completed Doom, you have no reason whatsoever to play this on your own. If you like death-matches and you have a dated machine, Quake is as good as the next FP3DSEU, I suppose. Buy Duke3D instead, if you can find it!

DOS · by Late (77) · 2001

Sleepless hours, messy room, tired eyes and 100 bottles of Coca-Cola. This describes the Quake player in 1996. And I can see why.

The Good
Graphics. Of course I can't judge this game agains likes of Gears of War, but for that time it was something that absolutely won people's heart, from ghastly corridors to hell's front door. And monsters we're in 3D, not sprites.

Sound. From monster's snores to double-barreled shotgun's sound, it was all in place. Sound is very important in this game, because it adds a little bit to scare factor.

Music. The music fits into game very well and makes you feel the adrenaline.

Multiplayer. It doesn't have the same impact that it had 10 years ago, but MP is still rock solid. Servers are quite lonely, but community is still strong.

The Bad
Single-player and it's story. It's totally dumbed down and everything becomes so repetitive. You just have one objective, finish the level and kill the bad guys. And story is usual "evil tries to demolish mankind".

Textures. Textures are so repetitive, that I wanted to scream. Every level is so earth-like and muddy.

There aren't a lot of bad things about this game, but these few still manage to hurt this game.

The Bottom Line
Game has everything that you need. Superb graphics (at least 10 years ago), scary atmosphere and great sound & music and story (even if it is totally pointless). But SP gradually wears down. At first it's locations are mindblowing and awesome, but after that the textures start to repeat itselves. I was screaming after seeing for the millionth time those same old earth-like textures. There's no variety, almost everything is copy. And objectives are nothing but finish the level and kill baddies. Now, moving to baddies. Actually monsters are quite cool and add spice to the game, from lousy armed men to yeti-like monster. You can see absolutely immediately, that one of the monster designer is Lovecraft fan. And also, the monsters are not sprites but in 3D! That was one of the advancements that iD made.

And the Quake engine is marvellous. With Gouraud shading for moving objects and static lightmap for nonmoving objects. After the source code was released by Carmack in '99, derivative engines came out and these also improved original engine. And of course you can't deny countless maps & mods that came out after the game was released. A lot even surpass original maps and add a lot of variety and exploring. Game's biggest plus is MP. Now it's a little bit aged and servers are often deserted, but I imagine what it was about 10 years ago. It was crowded, people we're thrilled. They chatted, swapped tips and even met each other in real life. Tournaments were held, money won and MP community was growing, growing and growing. That's all thanks to MP, what was those days a big hit. And because of Quake MP's simplicity. You just joined and played, even if you got fragged like hell. Oh well, time to stop bothering you. As I said: The SP is lousy and gradually wears off, but MP is strong. I can see what historical value this game has and what milestone it was, but I still can't blindly shout: Quake owns.

Windows · by Donatello (466) · 2006

Couldn't live up to the enormous hype.

The Good
Quake was a marvelous tech demo. The graphics were true 3D, and the multiplayer component was (apparently, I really don't know firsthand) revolutionary in its day, as one could easily hop on and find opponents through that direct TCP/IP thingie everyone was ooohhing and ahhhing over.

The Bad
The single player game just wasn't all that compelling after the intense, Mars-meets-Hell action of Doom and Doom II. Plus, Quake set a new low bar for storytelling--there is no story, period. I haven't really played multiplayer Quake, and the idea of trigger-happy FPS fragging online just hasn't ever appealled to me, so I can't bury or praise Quake on that score.

The graphics are not now, nor were they ever, as impressive as they were alleged to be. YES, it was true 3D and used polygons instead of sprites, but that doesn't mean it was pretty to look at. The bad guys tend to look polygonal, which just doesn't cut it for me; I'll take good-looking sprites over jagged blobs any day. Not to mention how utterly BROWN the whole thing is…ick!

Quake's claim to greatness has to be that it paved the way for later games that were both technically brilliant AND aesthetically pleasing. Sorry Mr. Romero, but I just don't think design was law in this case.



The Bottom Line
Quake was a fabulous tech demo, but only a decent game. A "classic" in its brief heyday, it's just "ok" now.

DOS · by PCGamer77 (3158) · 2002

[ View all 19 player reviews ]

Discussion

Subject By Date
Paul Steed credit leilei (343) Aug 13, 2012
What music? null-geodesic (106) Jun 12, 2008

Trivia

1001 Video Games

The PC version of Quake appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Scrapped versions

The Game Boy Advance version of Quake was in development by AGB Games. There were also plans for port to Sony PlayStation by Lobotomy Software, which was able to work, under some circumstances, in 60 FPS. First one was cancelled for unknown reasons, while second cancellation was caused by fact, that developer failed to find a publisher.

3D cards support

The original game had software rendering mode only. You could download glquake to use your 3d accelerated card. A special version was made for the intergraph rendition cards called vquake.

Anaconda level

Bizarre product tie-ins: for the release of the movie Anaconda, Sony pictures released through their website an add-on level for Quake titled Temple of the Mist were you made your way trough an ancient temple searching for the altar that holds the key to escape. Obviously, before escaping you have to go mano a mano with the Anaconda itself...weird uh?

Development

The original Quake was supposed to have a medieval environment, but a few months before its release, most of the medieval-role playing aspects of the game were removed (i.e. one of the weapons was going to be a sword and there was a dragon to fight with) and the result was a game with guns but such enemies like the fiend or the death knight (these were included in the original project). Many original design elements were scrapped -- the kernel idea behind Quake was this massive Thor-like warhammer that you could slam down on the ground to make shockwaves ripple through the game world. This "ultimate weapon" idea followed John Romero to his game Daikatana.

The original concept was inspired by a character named Quake in id's long D&D campaign (which actually ended with demons destroying the universe due to John Romero's greed), DM'd by John Carmack. Because of the switch to sci-fi, Romero was angry enough to leave id after Quake, even though Carmack fired him first. He later used another inspiration from the D&D campaign to make Daikatana.

Deathmatch

Kornelia, a famous female Quake player, won the "TEN GibFest Contest" at the computer game developers conference at Santa Clara. As a result, she was afforded the opportunity to play John Romero in a 1v1 deathmatch. She beat him 22 to 1 and also took home a P200 MMX system.

Dopefish

Quake is yet another of id Software's games that contains the infamous Dopefish. The level you can find the Dopefish on is E2M3, The Well of Wishes, in a secret location that you'd probably need a walkthrough to get to. Incidentally, "The Well of Wishes" is the same title as a Commander Keen 4: Secret of the Oracle level where the Dopefish first appears.

Engine

The engine that iD Software started to make Quake with was called Six Degrees of Freedom

German index

On August 31, 1996, Quake was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS/BPjM indexed games.

IFQuake

Taking John Romero's work on the Apple ][ bootloader for Infocom's Zork Zero as a point of departure, in 2004 Jason Bergman released IFQuake -- the difficulty-selection stage and first level of the shareware version of Quake implemented as a text adventure game, downloadable at http://mirror.ifarchive.org/if-archive/games/zcode/ifquake.zip

Innovations

Almost incidentally, Quake introduced the now-standard concept of a FPS 'console', and popularised 'mouselook' as *the* absolute standard control interface. Although the specifications required a Pentium, Quake ran acceptably well on a 486 DX4/100 and, at a push, the faster 486es. Along with Magic Carpet it was however the game that most established the Pentium as a must-have processor. It was also the first game which offered the opportunity for both Amiga and PC gamers to play online together.

Machinima

Machinima, an animated film using the 3D environment of a game, started with the Quake engine. Doom already had a recording feature, but it wasn't until Quake when people added narrative and called it "movies" that the genre was born. The first known machinima is Diary of a Camper, by a group of players called The Rangers, released on October 26, 1996.

Qtest1

Quake was preceded by Qtest1, a tech demo which was released in February 1996. It consisted of three small, monster-free levels which illustrated the game's engine. Of particular note was Test3, which became the basis for the second level of Quake's first episode (of the other levels, Test2 seemed to be a very, very early incarnation of 'Ziggurat Vertigo', the infamous low-gravity secret level). The engine was almost fully complete, although wall-mounted torches were still sprite-based.

Although the test had no game - rather like the original Doom 'alpha releases' - multiplayer support was, fortunately, included. The infamous 'rocket jump' was discovered quite quickly, as Qtest included both rocket and grenade launchers.

"Chris ([email protected])" eventually discovered that monsters were included in the game's source code, and a patch released in June 1996 allowed players to experience early versions of Quake's beasties.

References

All of the sounds and music for Quake were produced by Trent Reznor, the man behind the industrial/alternative group Nine Inch Nails. The ammo boxes for the nailgun ("nails") have the band's logo (NIN) on the side.

References to the game

One of the songs on Karl Sander's album Saurian Meditation, "Elder God Shrine", was named after the Quake level E4M3 which has the same name.

Saturn version

The Saturn version of Quakeis the only version with coloured lighting, something Lobotomy Software added to the saturn version

Source code release

In 1999, id Software made the complete source code for Quake freely available to the public. You can download it here.

Speedruns

Quake inspired the art of speedruns: trying to beat a game as fast as possible. The initial release was Quake Done Quick, completed in 19:49 and released on 1997. As of 2012, players still work on breaking the latest records.

Zeeboo version

On June 15, 2010, both Quake and Quake II were removed from Zeebo's wireless network, the Brazilian Zeebonet. Both games were offered for 10 Z-credits and each Brazilian Zeebo came with 35 Z-credits, so the games were sold virtually for free. They were replaced for Zeebo Extreme Rolimã and Zeebo Extreme Jetboard as free downloads.

Awards

  • Computer Gaming World
    • November 1996 (15th anniversary issue) - #36 in the “150 Best Games of All Time” list
    • November 1996 (15th anniversary issue) – The Best Way To Die In Computer Gaming (being telefragged)
    • November 1996 (15th anniversary issue) –Worst Back Story of All Time
    • November 1996 (15th anniversary issue) – #5 Least Rewarding Ending of All Time
    • May 1997 (Issue #154) – Action Game of the Year
    • May 1997 (Issue #154) – Action Game of the Year (Readers' Choice)
    • May 1997 (Issue #154) – Special Award for Technological Achievement (for its engine)
    • April 1999 (Issue #177) - Introduced into the Hall of Fame
    • March 2001 (Issue #200) - #8 Best Game of All Time
  • GameSpy
    • 2001 – #5 Top Game of All Time
  • GameStar (Germany)
    • Issue 12/1999 - #7 in the "100 Most Important PC Games of the Nineties" ranking
  • PC Gamer
    • April 2000 - #14 in the "All-Time Top 50 Games" poll
    • April 2005 - #26 in the "50 Best Games of All Time" list
  • Power Play
  • Świat Gier Komputerowych
    • February 1997 (Issue #50) – readers' award Hitek'96 for the best foreign game of 1996

Information also contributed by Adam Baratz, Ashley Pomerov, chirinea, Darksaviour69, D Michael, Erkan O; keth, Maw, n-n, PCGamer77, Pseudo_Intellectual; Sciere, Scott Monster, Xoleras, Zack Green and Zovni

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Contributors to this Entry

Game added by robotriot.

Zeebo added by chirinea. Nintendo 64 added by Kartanym. Windows Mobile, Amiga, Acorn 32-bit added by Kabushi. Windows added by The cranky hermit. Macintosh added by Ace of Sevens. SEGA Saturn added by quizzley7.

Additional contributors: JubalHarshaw, Andrew Hartnett, Ledmeister, Roedie, Unicorn Lynx, Atomic Punch!, erc, Kabushi, Patrick Bregger, Titan10, Karsa Orlong, MrFlibble, FatherJack, R3dn3ck3r.

Game added November 3, 1999. Last modified March 6, 2024.