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* The game was originally called ''Timequake''.<ref>[https://twitter.com/romero/status/280117795314880512 John Romero's tweet about the Axe Ogre]</ref> |
* The game was originally called ''Timequake''.<ref>[https://twitter.com/romero/status/280117795314880512 John Romero's tweet about the Axe Ogre]</ref> |
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* This was the first game that id Software did not release on floppy disks.<ref name="Twitter">[https://twitter.com/romero/status/606723225586823168 Tweet by John Romero] where he stated, ‘''Quake was the 1st game we didn’t sell on floppies. Almost no GB-sized games. 1996.''’ <!--Retrieved 2015-June-05--></ref> |
* This was the first game that id Software did not release on floppy disks.<ref name="Twitter">[https://twitter.com/romero/status/606723225586823168 Tweet by John Romero] where he stated, ‘''Quake was the 1st game we didn’t sell on floppies. Almost no GB-sized games. 1996.''’ <!--Retrieved 2015-June-05--></ref> |
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− | * A PlayStation version was developed by Lobotomy Software, but was canned due to difficulties finding a publisher. |
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* When Quake was originally released, Romero thought that the mouse-look was too advanced to be default, so it was made optional. Nonetheless, in a later update, it was made default.<ref name="Twitter2">[https://twitter.com/romero/status/719115335488708608 Tweet by John Romero] where he stated, ‘'' when we released Quake I thought mouselook was too advanced as a default so made it an option. Defaulted on in later update.''’ <!--Retrieved 2016-April-10--></ref> |
* When Quake was originally released, Romero thought that the mouse-look was too advanced to be default, so it was made optional. Nonetheless, in a later update, it was made default.<ref name="Twitter2">[https://twitter.com/romero/status/719115335488708608 Tweet by John Romero] where he stated, ‘'' when we released Quake I thought mouselook was too advanced as a default so made it an option. Defaulted on in later update.''’ <!--Retrieved 2016-April-10--></ref> |
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* [[Tim Willits]], a level designer for ''Quake'', considered this to be the most influential game that [[id Software]] designed. <ref>http://gamingbolt.com/id-software-exclusive-interview-with-tim-willitis-creative-director-on-rage</ref> |
* [[Tim Willits]], a level designer for ''Quake'', considered this to be the most influential game that [[id Software]] designed. <ref>http://gamingbolt.com/id-software-exclusive-interview-with-tim-willitis-creative-director-on-rage</ref> |