Quake Wiki
Register
Quake Wiki
m (Reverted edits by Hawki (talk | block) to last version by Deathstalker666)
(It said "quake 1" instead of "track 1". Also cleaned up another sentence in music section)
Tags: Visual edit Mobile edit Mobile web edit
(26 intermediate revisions by 15 users not shown)
Line 7: Line 7:
   
   
'''''Quake''''' is a first-person shooter video game that was developed by [[id Software]] and published by GT Interactive Software. The game was released on June 22, 1996 for Microsoft DOS. Due to the old nature of the game, it is recommended that users check out the [[:Category:Quake troubleshooting|Troubleshooting]] guides.
+
'''''Quake''''' is a First-person shooter video game that was developed by [[id Software]] and published by GT Interactive Software. The retail version (1.01) was released on July 12, 1996 for Microsoft DOS. Due to the old nature of the game, it is recommended that users check out the [[:Category:Quake troubleshooting|Troubleshooting]] guides.
   
On February 24, 1996 the multiplayer demo, [[Qtest]], was released. [[Quake 2]] was released on December 9, 1997; however, this game is a sequel in name only. Quake also has two official expansion packs, [[Quake Mission Pack 1: Scourge of Armagon]] and [[Quake Mission Pack 2: Dissolution of Eternity]].
+
On February 24, 1996 the multiplayer demo, ''[[Qtest]]'', was released. The earliest shareware release, 0.91, was completed on June 21, 1996 and released the following day after being compiled single-handedly by [[John Romero]]. ''[[Quake 2]]'' was released on December 9, 1997. However, this game is a sequel in name only. Quake also has two official expansion packs, [[Quake Mission Pack 1: Scourge of Armagon]] and [[Quake Mission Pack 2: Dissolution of Eternity]].
   
Like Doom, it was a first person shooter and was clearly influenced by Doom in its style of gameplay, design, and story. For example, Quake features a similar arsenal of [[Weapons (Q1)|Weapons]] as well as [[Teleporter (Q1)|teleporters]]. Features original to ''Quake'', like the [http://en.wikipedia.org/wiki/Command-line_interface console], later appeared in ''Doom'' [[source port]]s. Once the official ''Quake'' [[Wikipedia:source code|source code]] was released, some Doom source ports incorporated portions of the Quake source. ''Quake ''has three [[Game Modes]] of play; Single Player, [[Cooperative]], and Deathmatch, similar to the Game Modes of ''Doom''. Like Doom, this game had [[demo]]s and speedruns. However, although influencing the style of gameplay Doom had, this was the first game by [[Wikipedia:id Software|id Software]] to feature 3D models compared to Doom's 2D sprites.
+
''Quake'' was one of the first fully 3D First-person shooter games. It has its influences from ''Doom'' in terms of gameplay, design, and story. For example, ''Quake'' features a similar arsenal of [[Weapons (Q1)|Weapons]] as well as [[Teleporter (Q1)|teleporters]]. Features original to ''Quake'', like the [http://en.wikipedia.org/wiki/Command-line_interface console], later appeared in Doom [[source port]]s. Once the official ''Quake'' [[Wikipedia:source code|source code]] was released, some Doom source ports incorporated portions of the Quake source. ''Quake ''has three [[Game Modes]] of play; Single Player, [[Cooperative]], and Deathmatch, similar to the Game Modes of ''Doom''. Like ''Doom'', this game had [[demo]]s and speedruns. However, although influencing the style of gameplay ''Doom'' had, this was the first game by [[Wikipedia:id Software|id Software]] to feature 3D models compared to'' Doom'''s 2D sprites.
   
 
See [[History of Quake]].
 
See [[History of Quake]].
Line 20: Line 20:
 
{{Quote (Q1)|Quake has two basic goals. First, stay alive. Second, get out of the place you're in. The first level of each episode ends in a slipgate - these signify that you've entered another dimension. When you complete an entire dimension (this takes five to eight levels), you encounter another slipgate which returns you to the start.|Goal of the Game}}
 
{{Quote (Q1)|Quake has two basic goals. First, stay alive. Second, get out of the place you're in. The first level of each episode ends in a slipgate - these signify that you've entered another dimension. When you complete an entire dimension (this takes five to eight levels), you encounter another slipgate which returns you to the start.|Goal of the Game}}
   
The player takes the role of [[Ranger (Q1)|Ranger]], who is sent into a portal in order to stop an enemy code-named "[[Shub-Niggurath|Quake]]". Previously, the government had been experimenting with teleportation technology, and upon development of a working prototype called a "[[Slipgate]]", this enemy has compromised the human connection with [[Teleporter (Q1)|their own teleportation system]], using it to insert death squads into the 'human' dimension, supposedly in order to test the martial capabilities of humanity.
+
The player takes the role of a unnamed protagonist (called [[Ranger (Q1)|Ranger]] in [[Quake III Arena|''Quake III Arena'']]'')'', who is sent into a portal in order to stop an enemy code-named "[[Shub-Niggurath|Quake]]". Previously, the government had been experimenting with teleportation technology, and upon development of a working prototype called a "[[Slipgate]]", this enemy has compromised the human connection with [[Teleporter (Q1)|their own teleportation system]], using it to insert death squads into the 'human' dimension, supposedly in order to test the martial capabilities of humanity.
   
As the sole surviving protagonist in Operation Counterstrike, the player must advance, starting each of the four episodes from a human held but overrun military base, before fighting through other dimensions, traversing these via slipgate or their otherworld equivalent. Once passing through each slipgate, the player's main objective is to survive and locate the exit which will take him to the next level. The player will find a [[Rune |Rune]] at the end of each [[Episodes of Quake|Episode]]. Once all 4 runes have been collected, the player then can confront Quake (Shub-Niggurath) and complete the game.
+
As the sole surviving protagonist in [[Operation Counter-Strike]], the player must advance, starting each of the four episodes from a human held but overrun military base, before fighting through other dimensions, traversing these via slipgate or their otherworldly equivalent. Once passing through each slipgate, the player's main objective is to survive and locate the exit which will take him to the next level. The player will find a [[Rune |Rune]] at the end of each [[Episodes of Quake|Episode]]. Once all four runes have been collected, the player can then [[Shub-Niggurath's Pit (Quake)|face-off against]] Quake (Shub-Niggurath) and defeat her to complete the game.
   
 
==Levels==
 
==Levels==
Line 28: Line 28:
   
 
[[File:Quake Demos|right|335 px]]
 
[[File:Quake Demos|right|335 px]]
The game consists of 38 separate "levels" or "maps", grouped into seven episodes. Of those seven, the starting episode [[Welcome to Quake]] and final episode [[Shub-Niggurath's Pit|Final Level]] are not traditionally counted as episodes, they are simply placed in their own separate episode to be differentiated from the standard episodes.
+
The game consists of 38 separate "levels" or "maps", grouped into seven episodes. Of those seven, the starting episode [[Welcome to Quake]] and final episode [[Shub-Niggurath's Pit (Quake)|Final Level]] are not traditionally counted as episodes, they are simply placed in their own separate episode to be differentiated from the standard episodes.
   
Each Single Player episode represents individual dimensions that the player can access through magical portals (as opposed to the technological Slipgate) that are discovered over the course of the game. At the start of each episode, the player is deployed in a futuristic military base and he has to find a slipgate that will take him to the alternate realm. The various realms consist of a number of [[Base]], [[Medieval]] and [[Runic]] type maps.
+
Each Single Player episode represents individual dimensions that the player can access through magical portals (as opposed to the technological Slipgate) that are discovered over the course of the game. At the start of each episode, the player is deployed in a futuristic military base and they have to find a slipgate that will take them to the alternate realm. The various realms consist of a number of [[Base]], [[Medieval]], and [[Runic]] type maps.
   
 
There is also a Multiplayer episode, [[Deathmatch Arena]]. This simply consists of the official Deathmatch levels and is done for categorization in a similar manner to the starting and ending episodes of the Single Player game.
 
There is also a Multiplayer episode, [[Deathmatch Arena]]. This simply consists of the official Deathmatch levels and is done for categorization in a similar manner to the starting and ending episodes of the Single Player game.
   
The maps inspired by several dark fantasy influences, notably that of H. P. Lovecraft; most notably, the end boss of the first episode is named Chthon, and the final boss is named Shub-Niggurath, although there is little resemblance to the original literary descriptions. Some levels have Lovecraftian names as well, such as the Vaults of Zin or the Ebon Fortress. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints.
+
The maps are inspired by several dark fantasy influences, notably that of H. P. Lovecraft; most notably, the end boss of the first episode is named Chthon, and the final boss is named Shub-Niggurath, although there is little resemblance to their original literary descriptions. Some levels have Lovecraftian names as well, such as the Vaults of Zin or the Ebon Fortress. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints.
   
===List of Episodes===
+
==='''List of Episodes'''===
 
*[[Welcome to Quake]]
 
*[[Welcome to Quake]]
 
*[[Episode 1: Dimension of the Doomed]]
 
*[[Episode 1: Dimension of the Doomed]]
Line 42: Line 42:
 
*[[Episode 3: The Netherworld]]
 
*[[Episode 3: The Netherworld]]
 
*[[Episode 4: The Elder World]]
 
*[[Episode 4: The Elder World]]
*[[Shub-Niggurath's Pit|Final Level]]
+
*[[Shub-Niggurath's Pit (Quake)|Final Level]]
 
*[[Deathmatch Arena]]
 
*[[Deathmatch Arena]]
   
 
==Difficulty==
 
==Difficulty==
In [http://quake.wikia.com/wiki/Quake Quake], there are 4 difficulty levels. These are Easy (Meant for little kids and grandmas), Normal (Most people should start Quake at Medium skill), Hard (Here at id, we play hard skill, and we think you should too, when you're ready) and [http://quake.wikia.com/wiki/Nightmare Nightmare ](This is so bad that the entry is hidden, so people don't wander in by accident. If you find it, don't say we didn't warn you). The first three difficulty levels can be chosen from the very first map when starting a new game. Hard is, of course, the hardest difficulty to choose as the player must jump over a pit of [http://quake.wikia.com/wiki/Lava Lava]. Lava balls shoot upwards and if the player gets hit by one, he/she will stall in the air and fall in the lava, resulting in death.
+
In ''[http://quake.wikia.com/wiki/Quake Quake]'', there are 4 difficulty levels. These are Easy (Meant for little kids and grandmas), Normal (Most people should start Quake at Medium skill), Hard (Here at id, we play hard skill, and we think you should too, when you're ready) and [http://quake.wikia.com/wiki/Nightmare Nightmare ](This is so bad that the entry is hidden, so people don't wander in by accident. If you find it, don't say we didn't warn you). The first three difficulty levels can be chosen from the very first map when starting a new game. Hard is, of course, the hardest difficulty to choose as the player must jump over a pit of [http://quake.wikia.com/wiki/Lava Lava]. Lava balls shoot upwards and if the player gets hit by one, he/she will stall in the air and fall in the lava, resulting in death.
   
 
Unlike the other difficulty levels, [http://quake.wikia.com/wiki/Nightmare Nightmare ]is hidden and can only be obtained if the player knows where to look. To find Nightmare, go through any portal at the start and then walk up the steps leading to [http://quake.wikia.com/wiki/Episode_4:_The_Elder_World Episode 4]. Jump into the [http://quake.wikia.com/wiki/Water Water ]and then go backwards from where the player entered before falling out the bottom. If done right, the player will land on a wooden beam. If he/she misses, then look up and he/she will see the beam and know where to fall on the next try. Follow the beam to the opening in the wall and the player will find a lava portal. Go through this portal to play the [http://quake.wikia.com/wiki/Nightmare Nightmare ]difficulty. [http://quake.wikia.com/wiki/Nightmare Nightmare ]difficulty makes the monsters' attacks a lot faster. This is mostly seen in the [http://quake.wikia.com/wiki/Ogre Ogres], who now fire their grenades a lot faster and the [http://quake.wikia.com/wiki/Shambler Shamblers], whose charge up time to launch ranged attacks is much quicker.
 
Unlike the other difficulty levels, [http://quake.wikia.com/wiki/Nightmare Nightmare ]is hidden and can only be obtained if the player knows where to look. To find Nightmare, go through any portal at the start and then walk up the steps leading to [http://quake.wikia.com/wiki/Episode_4:_The_Elder_World Episode 4]. Jump into the [http://quake.wikia.com/wiki/Water Water ]and then go backwards from where the player entered before falling out the bottom. If done right, the player will land on a wooden beam. If he/she misses, then look up and he/she will see the beam and know where to fall on the next try. Follow the beam to the opening in the wall and the player will find a lava portal. Go through this portal to play the [http://quake.wikia.com/wiki/Nightmare Nightmare ]difficulty. [http://quake.wikia.com/wiki/Nightmare Nightmare ]difficulty makes the monsters' attacks a lot faster. This is mostly seen in the [http://quake.wikia.com/wiki/Ogre Ogres], who now fire their grenades a lot faster and the [http://quake.wikia.com/wiki/Shambler Shamblers], whose charge up time to launch ranged attacks is much quicker.
Line 52: Line 52:
 
==Game Modes==
 
==Game Modes==
   
===Single Player===
+
==='''Single Player'''===
The basic storyline version of the game, where the player plays the levels by him or her self. This is the only mode where a player can save or load a game. This is also the only mode that [[Cheats]] can be done in the console without modifying the game files. This mode has [[Monsters (Q1)|Enemies]] as well.
+
The basic storyline version of the game, where the player plays the levels by him or herself and faces off with the game's various [[Monsters (Q1)|enemies]]. This is the only mode where a player can save or load a game. This is also the only mode that [[Cheats]] can be done in the console without modifying the game files.
   
===[[Cooperative]]===
+
==='''Multiplayer'''===
  +
Players can set up servers to play with other players, mainly in Deathmatch. There are maps created specifically for Deathmatch, but the players can also play a Multplayer version of Single Player levels. In it, there are no [[Monsters (Q1)|Enemies]] and more [[Weapons (Q1)|Weapons]] and [[Ammo (Q1)|Ammo]] scattered across the levels. Puzzles are often already solved, and as a result, [[Key]]s are no longer needed. Level exits have rings around them to prevent the player from entering them accidentally.
Coop for short, this mode is simply the Multiplayer version of the Single Player game. When a player dies, instead of having to reload they just respawn, but at the expense that they lose a point from their score. More than one player can play in this game, assisting each other against the [[Monsters (Q1)|Enemies]] of ''Quake''.
 
   
  +
The main objective for all players is to frag (FPS term for kill) other players to score points. However, should a player kill himself (such as using his or her own explosive weapon on him or herself) or gets killed by the level design (such as a trap), he or she loses a point.
===Deathmatch===
 
  +
The main attraction of Multiplayer. The creator of the server sets up if there is to be teams or friendly fire. There are maps created specifically for Deathmatch, but the players can also play a Multplayer version of Single Player levels. In it, there are no [[Monsters (Q1)|Enemies]]. There are more [[Weapons (Q1)|Weapons]] and [[Ammo (Q1)|Ammo]]. Puzzles often are already solved, and level exits have rings around them to prevent the player from entering them accidentally. There are no [[Keys]]. Instead, the players kill each other. The one who kills the most players gets the highest score of points, and for each time a non-player (yourself or the level) kills a player, the player loses a point.
 
  +
===[[Cooperative|'''Cooperative''']]===
 
<p style="font-weight:normal;">'''Co-op''' for short, this mode is simply the Multiplayer version of the Single Player game. When a player dies, instead of having to reload they just respawn, but at the expense that they lose a point from their score. More than one player can play in this game, assisting each other against the enemies of ''Quake''.</p>
   
 
==Enemies==
 
==Enemies==
The enemies of Quake are a diverse group of creatures spawned by their leader, [[Shub-Niggurath]]. The enemies range from the weakest like possessed humans and dogs to the deadliest such as the Vore and Shambler. Most of the creatures do not have eyes, as the world would be too dark and dingy for them to be able to see. For all the types of enemies there are different types of weapons to deal with them. Click on one of the links below corresponding with the enemy that is giving you a rotten time to find out all you need to know to kill it with ease.
+
The enemies of Quake are a diverse group of creatures spawned by their leader, [[Shub-Niggurath]]. The enemies range from the weakest such as possessed humans and dogs to the deadliest such as the Vore and Shambler. Most of the creatures do not have eyes, as the world would be too dark and dingy for them to be able to see. For all the types of enemies there are different types of weapons to deal with them. Click on one of the links below corresponding with the enemy that is giving you a rotten time to find out all you need to know to kill it with ease.
   
 
{{Template:QuakeEnemy}}
 
{{Template:QuakeEnemy}}
   
 
==Weapons==
 
==Weapons==
The weapons of Quake, from the weakest to the most powerful, become more efficient when mixed with strategy. Through playing Quake, the player will find out that the enemies from above can be killed much easier if the player learns which weapons work best on which enemies. Click on one of the links below to find out about each of the weapons on Quake.
+
Although the weapons of Quake are arranged to have players start with the weakest weapons and gradually get the strongest weapons, all weapons can be equally useful when mixed with strategy. Through playing Quake, the player will find out that the enemies from above can be killed much easier if the player learns which weapons work best on which enemies. Click on one of the links below to find out about each of the weapons on Quake.
   
 
{{Template:QuakeWeapon}}
 
{{Template:QuakeWeapon}}
   
 
==Power-ups==
 
==Power-ups==
The Power-ups of Quake have a variety of uses. Each one gives the player an advantage, though most are timed unless they are Armor or Health. Some can give the players the ability to travel on [[Hazards]] that could not previously traversed without risking death.
+
The Power-ups of Quake have a variety of uses. Each one gives the player an advantage, though most have a timed duration (of 30 seconds) unless they are Armor or Health. Some can give the players the ability to travel on [[Hazards]] that could not previously traversed without risking death.
 
{{Template:QuakeHealth}}
 
{{Template:QuakeHealth}}
   
Line 82: Line 84:
 
''Main article:'' [[Quake Soundtrack]]
 
''Main article:'' [[Quake Soundtrack]]
   
As well as plenty of explosions and gunfire, Quake has a music soundtrack composed by [[Nine Inch Nails]] front-man, Trent Reznor. The music plays on each level of the game. Due to its ambient nature, the tracks attempt to give the levels an extra level of atmosphere while the player is walking through a ghostly ancient realm. The [[Nailgun (Q1)|Nailgun's]] ammo boxes are decorated with the [[Easter Egg#NIN Logo|NIN logo]].
+
As well as plenty of explosions and gunfire, Quake has a music soundtrack composed by [[Nine Inch Nails]] front-man, Trent Reznor. The music plays on each level of the game. Due to its ambient nature, the tracks attempt to give the levels an extra level of atmosphere while the player is walking through a ghostly ancient realm. The [[Nailgun (Q1)|Nailgun's]] ammo boxes are decorated with the [[Easter Egg#NI.D0.98 Logo|NIИ logo]].
   
 
The music on the disc is a standard audio CD-audio files which means the music can be played off a CD player and ripped onto the computer to play on media player such as SonicStage.
 
The music on the disc is a standard audio CD-audio files which means the music can be played off a CD player and ripped onto the computer to play on media player such as SonicStage.
Line 88: Line 90:
 
The disc must be inserted in order to play the music in game.
 
The disc must be inserted in order to play the music in game.
   
Unlike [[Quake 2|Quake II]], the tracks on the Quake soundtrack do not have names. Instead they are simply listed as Quake 1, Quake 2, Quake 3 and so on. Fan made names have been given to them in respect to how they sound and what levels they appear on. However, both have game data for track one, and start with music on Track 2.
+
Unlike [[Quake 2|Quake II]], the tracks on the Quake soundtrack do not have names. Instead they are simply listed as Track 2, Track 3 and so on. Fan made names have been given to them in respect to how they sound and what levels they appear on. On the CD the game data is Track 1, and the music starts on Track 2.
   
 
==Quit Messages==
 
==Quit Messages==
Line 113: Line 115:
   
 
==[[:Category:Quake ports|Ports]]==
 
==[[:Category:Quake ports|Ports]]==
  +
As a result of the game's popularity, console ports have been made:
*[[Quake (SEGA Saturn version)]] - December 2, 1997
 
*[[Quake (Amiga version)]] - January 1, 1998
+
*[[Quake (SEGA Saturn version)|''Quake'' for SEGA Saturn]] - December 2, 1997
*[[Quake (Nintendo 64 version)]] - March 24, 1998
+
*[[Quake (Amiga version)|''Quake'' for the Amiga]] - January 1, 1998
  +
*[[Quake (Nintendo 64 version)|''Quake'' for the Nintendo 64]] - March 24, 1998
  +
*Quake Advance - for the Game Boy Advance (cancelled, 2002)
   
 
==Official [[Source port|Source Ports]]==
 
==Official [[Source port|Source Ports]]==
*[[GLQuake]] - January 22, 1997
+
*[[GLQuake]] - January 22, 1997 - This uses OpenGL graphics.
*[[WinQuake]] - March 11, 1997
+
*[[WinQuake]] - March 11, 1997 - Designed to run under Microsoft Windows operating systems. Unlike the former, WinQuake does not use OpenGL.
   
 
==Reception==
 
==Reception==
 
[[File:Quakead.jpg|thumb|European advertisement]]
 
[[File:Quakead.jpg|thumb|European advertisement]]
Gamers were quick to judge Quake in a negative light upon release of the alpha and shareware versions. Reasons for their early dismissal of the game include the levels being extremely small, that the world was too monochrome, and that the game simply didn't compare to Duke Nukem 3D which had a more interactive world.
+
Gamers were quick to judge Quake in a negative light upon release of the alpha and shareware versions. Reasons for their early dismissal of the game include the levels being extremely small, that the world was too monochrome, and that the game simply didn't compare to ''Duke Nukem 3D'' which had a more interactive world.
   
Quake has received near-unanimous critical acclaim from reviewers since its commercial release, receiving an aggregated score of 94% on Metacritic and 93% on GameRankings.
+
''Quake'' has received near-unanimous critical acclaim from reviewers since its commercial release, receiving an aggregated score of 94% on Metacritic and 93% on GameRankings.
   
Quake was widely anticipated among both gamers and the press due to the fact that [[id Software]]'s previous game, Doom, had been very successful. After release, many felt disappointed because Quake was not as revolutionary as people were hoping for. Duke Nukem 3D, another first person shooter game released earlier in the year, had more detail than Quake despite using 2D sprites. However, Quake is one of the first FPS games to allow for TCP/IP connections, meaning that it was one of the first that could be played on the internet instead of a LAN. This means that while Quake was rather unsuccessful as a Single Player game, it received wide popularity for its Multiplayer component.
+
Quake was widely anticipated among both gamers and the press due to the fact that [[id Software|id Software's]] previous game, Doom, had been very successful. After release, many felt disappointed because Quake was not as revolutionary as people were hoping for. Duke Nukem 3D, another first person shooter game released earlier in the year, had more environmental detail than Quake despite using 2D sprites. However, Quake is one of the first FPS games to allow for TCP/IP connections, meaning that it was one of the first that could be played on the internet instead of a LAN. This means that while Quake was rather unsuccessful as a Single Player game, it received wide popularity for its Multiplayer component.
   
Though Duke Nukem 3D was more interactive, reviewer Steve Bauman of Computer Games Magazine states that "the enviroments for Quake are intense, not cartoony." Being one of the people to dismiss the shareware version, he states "the later levels reveal more confidence and cleverness in their designs". He even states at one moment that Quake is "the best action game on the planet". His biggest gripe with the game is that it "takes no chances" and "doesn't tinker with the standard formula set by Wolfenstien 3D." He also feels that multiplayer, though considered by him to be "mind-boggingly exciting", "often degenerates into 'who can find the rocket launcher first' rather than showing off player skill or strategy". 
+
Though ''Duke Nukem 3D'' was more interactive, reviewer Steve Bauman of Computer Games Magazine states that "the enviroments for Quake are intense, not cartoony." Being one of the people to dismiss the shareware version, he states "the later levels reveal more confidence and cleverness in their designs". He even states at one moment that Quake is "the best action game on the planet". His biggest gripe with the game is that it "takes no chances" and "doesn't tinker with the standard formula set by Wolfenstien 3D." He also feels that multiplayer, though considered by him to be "mind-boggingly exciting", "often degenerates into 'who can find the rocket launcher first' rather than showing off player skill or strategy".
   
GameSpot agreed with positive reviews and praised every aspect of the game, stating "Quake is a masterpiece on every level, with its ominous atmosphere, silky-smooth animation, incredibly well-balanced gameplay and level design, and unparalleled soundtracks." 
+
GameSpot agreed with positive reviews and praised every aspect of the game, stating "Quake is a masterpiece on every level, with its ominous atmosphere, silky-smooth animation, incredibly well-balanced gameplay and level design, and unparalleled soundtracks."
   
 
==Trivia==
 
==Trivia==
 
* 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>
* Quake was one of the first FPS games to be made fully in 3D.
 
 
* 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>
  +
* A PlayStation version was developed by Lobotomy Software, but was canned due to difficulties finding a publisher.
* When Quake was originally released, Romero thought that mouselook 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>
 
* [[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>
* The Chinese name, 雷神之锤, translated into English means Raijin’s Hammer. Raijin is the Japanese deity of both thunder and lightning. This was referring to the Hammer of Thunderbolts, which was scrapped later on.
+
* Quake's Chinese name, 雷神之锤, when translated into English means "Thunder God’s Hammer". This was referring to the Hammer of Thunderbolts, a weapon which was scrapped later on.
   
 
==Downloads==
 
==Downloads==
Line 149: Line 153:
   
 
* '''Source Code''' - The source code to the original Quake engine! The maps and game art are not included. [ftp://ftp.idsoftware.com/idstuff/source/q1source.zip Link]
 
* '''Source Code''' - The source code to the original Quake engine! The maps and game art are not included. [ftp://ftp.idsoftware.com/idstuff/source/q1source.zip Link]
  +
  +
* '''Quake Injector '''- Quake Injector is a tool used to download Single Player maps easier. [https://www.quaddicted.com/files/tools/quakeinjector-alpha2.zip Link]
   
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
   
==External links==
+
==External Links==
   
 
* [http://www.idsoftware.com/games/quake/quake/ Official site]
 
* [http://www.idsoftware.com/games/quake/quake/ Official site]
Line 161: Line 167:
 
*[http://www.moddb.com/games/quake MODDB]
 
*[http://www.moddb.com/games/quake MODDB]
 
*[http://www.gamefront.com/files/listing/pub2/Quake Downloads from GameFront]
 
*[http://www.gamefront.com/files/listing/pub2/Quake Downloads from GameFront]
*[http://store.steampowered.com/app/2310/ PURCHASE from STEAM]
+
*[http://store.steampowered.com/app/2310/ Purchase from Steam]
  +
*[https://www.gog.com/game/quake_the_offering Purchase from GoG]
 
*[https://www.facebook.com/pages/Quake/8723859970 FaceBook]
 
*[https://www.facebook.com/pages/Quake/8723859970 FaceBook]
 
* [https://www.youtube.com/playlist?list=PLFF2CB1DD64D20871 Youtube Walkthrough by Lingyan203]
 
* [https://www.youtube.com/playlist?list=PLFF2CB1DD64D20871 Youtube Walkthrough by Lingyan203]
Line 167: Line 174:
 
* [https://www.youtube.com/playlist?list=PLB23A1958E837C1F3 Youtube Walkthrough by revenant0519]
 
* [https://www.youtube.com/playlist?list=PLB23A1958E837C1F3 Youtube Walkthrough by revenant0519]
 
*[http://www.angelfire.com/games4/guns/quake/index.htm TRAV'S FAVORITE SHOOTERS]
 
*[http://www.angelfire.com/games4/guns/quake/index.htm TRAV'S FAVORITE SHOOTERS]
  +
*[http://quakeone.com/ QuakeOne]
   
 
{{Quakes}}
 
{{Quakes}}
Line 172: Line 180:
 
{{Quake I}}
 
{{Quake I}}
   
[[es:Quake (videojuego)]]
+
[[es:Quake]]
 
[[ru:Quake]]
 
[[ru:Quake]]
   

Revision as of 23:53, 28 May 2021

This article appeared in Quake   This article appeared in real life  

For the series, see Quake (series). For the entity codenamed Quake, see Shub-Niggurath.
thumbframe
Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Shambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.

—id Software overview [1]


Quake is a First-person shooter video game that was developed by id Software and published by GT Interactive Software. The retail version (1.01) was released on July 12, 1996 for Microsoft DOS. Due to the old nature of the game, it is recommended that users check out the Troubleshooting guides.

On February 24, 1996 the multiplayer demo, Qtest, was released. The earliest shareware release, 0.91, was completed on June 21, 1996 and released the following day after being compiled single-handedly by John Romero. Quake 2 was released on December 9, 1997. However, this game is a sequel in name only. Quake also has two official expansion packs, Quake Mission Pack 1: Scourge of Armagon and Quake Mission Pack 2: Dissolution of Eternity.

Quake was one of the first fully 3D First-person shooter games. It has its influences from Doom in terms of gameplay, design, and story. For example, Quake features a similar arsenal of Weapons as well as teleporters. Features original to Quake, like the console, later appeared in Doom source ports. Once the official Quake source code was released, some Doom source ports incorporated portions of the Quake source. Quake has three Game Modes of play; Single Player, Cooperative, and Deathmatch, similar to the Game Modes of Doom. Like Doom, this game had demos and speedruns. However, although influencing the style of gameplay Doom had, this was the first game by id Software to feature 3D models compared to Doom's 2D sprites.

See History of Quake.

Story

Main Article: Quake Story

Quake has two basic goals. First, stay alive. Second, get out of the place you're in. The first level of each episode ends in a slipgate - these signify that you've entered another dimension. When you complete an entire dimension (this takes five to eight levels), you encounter another slipgate which returns you to the start.

—Goal of the Game

The player takes the role of a unnamed protagonist (called Ranger in Quake III Arena), who is sent into a portal in order to stop an enemy code-named "Quake". Previously, the government had been experimenting with teleportation technology, and upon development of a working prototype called a "Slipgate", this enemy has compromised the human connection with their own teleportation system, using it to insert death squads into the 'human' dimension, supposedly in order to test the martial capabilities of humanity.

As the sole surviving protagonist in Operation Counter-Strike, the player must advance, starting each of the four episodes from a human held but overrun military base, before fighting through other dimensions, traversing these via slipgate or their otherworldly equivalent. Once passing through each slipgate, the player's main objective is to survive and locate the exit which will take him to the next level. The player will find a Rune at the end of each Episode. Once all four runes have been collected, the player can then face-off against Quake (Shub-Niggurath) and defeat her to complete the game.

Levels

Main Article: Episodes of Quake

The game consists of 38 separate "levels" or "maps", grouped into seven episodes. Of those seven, the starting episode Welcome to Quake and final episode Final Level are not traditionally counted as episodes, they are simply placed in their own separate episode to be differentiated from the standard episodes.

Each Single Player episode represents individual dimensions that the player can access through magical portals (as opposed to the technological Slipgate) that are discovered over the course of the game. At the start of each episode, the player is deployed in a futuristic military base and they have to find a slipgate that will take them to the alternate realm. The various realms consist of a number of Base, Medieval, and Runic type maps.

There is also a Multiplayer episode, Deathmatch Arena. This simply consists of the official Deathmatch levels and is done for categorization in a similar manner to the starting and ending episodes of the Single Player game.

The maps are inspired by several dark fantasy influences, notably that of H. P. Lovecraft; most notably, the end boss of the first episode is named Chthon, and the final boss is named Shub-Niggurath, although there is little resemblance to their original literary descriptions. Some levels have Lovecraftian names as well, such as the Vaults of Zin or the Ebon Fortress. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints.

List of Episodes

Difficulty

In Quake, there are 4 difficulty levels. These are Easy (Meant for little kids and grandmas), Normal (Most people should start Quake at Medium skill), Hard (Here at id, we play hard skill, and we think you should too, when you're ready) and Nightmare (This is so bad that the entry is hidden, so people don't wander in by accident. If you find it, don't say we didn't warn you). The first three difficulty levels can be chosen from the very first map when starting a new game. Hard is, of course, the hardest difficulty to choose as the player must jump over a pit of Lava. Lava balls shoot upwards and if the player gets hit by one, he/she will stall in the air and fall in the lava, resulting in death.

Unlike the other difficulty levels, Nightmare is hidden and can only be obtained if the player knows where to look. To find Nightmare, go through any portal at the start and then walk up the steps leading to Episode 4. Jump into the Water and then go backwards from where the player entered before falling out the bottom. If done right, the player will land on a wooden beam. If he/she misses, then look up and he/she will see the beam and know where to fall on the next try. Follow the beam to the opening in the wall and the player will find a lava portal. Go through this portal to play the Nightmare difficulty. Nightmare difficulty makes the monsters' attacks a lot faster. This is mostly seen in the Ogres, who now fire their grenades a lot faster and the Shamblers, whose charge up time to launch ranged attacks is much quicker.

Game Modes

Single Player

The basic storyline version of the game, where the player plays the levels by him or herself and faces off with the game's various enemies. This is the only mode where a player can save or load a game. This is also the only mode that Cheats can be done in the console without modifying the game files.

Multiplayer

Players can set up servers to play with other players, mainly in Deathmatch. There are maps created specifically for Deathmatch, but the players can also play a Multplayer version of Single Player levels. In it, there are no Enemies and more Weapons and Ammo scattered across the levels. Puzzles are often already solved, and as a result, Keys are no longer needed. Level exits have rings around them to prevent the player from entering them accidentally.

The main objective for all players is to frag (FPS term for kill) other players to score points. However, should a player kill himself (such as using his or her own explosive weapon on him or herself) or gets killed by the level design (such as a trap), he or she loses a point.

Cooperative

Co-op for short, this mode is simply the Multiplayer version of the Single Player game. When a player dies, instead of having to reload they just respawn, but at the expense that they lose a point from their score. More than one player can play in this game, assisting each other against the enemies of Quake.

Enemies

The enemies of Quake are a diverse group of creatures spawned by their leader, Shub-Niggurath. The enemies range from the weakest such as possessed humans and dogs to the deadliest such as the Vore and Shambler. Most of the creatures do not have eyes, as the world would be too dark and dingy for them to be able to see. For all the types of enemies there are different types of weapons to deal with them. Click on one of the links below corresponding with the enemy that is giving you a rotten time to find out all you need to know to kill it with ease.

Enemies

                         


Bosses

   


Weapons

Although the weapons of Quake are arranged to have players start with the weakest weapons and gradually get the strongest weapons, all weapons can be equally useful when mixed with strategy. Through playing Quake, the player will find out that the enemies from above can be killed much easier if the player learns which weapons work best on which enemies. Click on one of the links below to find out about each of the weapons on Quake.

               


Power-ups

The Power-ups of Quake have a variety of uses. Each one gives the player an advantage, though most have a timed duration (of 30 seconds) unless they are Armor or Health. Some can give the players the ability to travel on Hazards that could not previously traversed without risking death.

Health

     

Armor

     

Other

       

Music

Main article: Quake Soundtrack

As well as plenty of explosions and gunfire, Quake has a music soundtrack composed by Nine Inch Nails front-man, Trent Reznor. The music plays on each level of the game. Due to its ambient nature, the tracks attempt to give the levels an extra level of atmosphere while the player is walking through a ghostly ancient realm. The Nailgun's ammo boxes are decorated with the NIИ logo.

The music on the disc is a standard audio CD-audio files which means the music can be played off a CD player and ripped onto the computer to play on media player such as SonicStage.

The disc must be inserted in order to play the music in game.

Unlike Quake II, the tracks on the Quake soundtrack do not have names. Instead they are simply listed as Track 2, Track 3 and so on. Fan made names have been given to them in respect to how they sound and what levels they appear on. On the CD the game data is Track 1, and the music starts on Track 2.

Quit Messages

  • "Press Y to quit like a big loser in life, press N to stay proud and successful"
  • "Man, I oughta smack you for trying to quit! Press Y to get smacked out."
  • "Um, Asmodeus dislikes his children trying to quit. Press Y to return to your tinkertoys."
  • "If you press Y to quit, I will summon Satan all over your hard drive!"
  • "Milord, methinks that thou art a lowly quitter. Is this true?"
  • "Do I need to bust your face open for trying to quit?"
  • "If you quit now, I'll throw a blanket-party for you next time!"
  • "Are you gonna quit this game just like everything else?"

Exit Screen

Why did you quit from the registered version of QUAKE? Did the scary 
monsters frighten you? Or did Mr. Sandman tug at your little lids? 
No matter! What is important is you love our game, and gave us your 
money. Congratulations, you are probably not a thief.
                                                                 Thank you.

Patches

See: Quake Version History

Ports

As a result of the game's popularity, console ports have been made:

Official Source Ports

  • GLQuake - January 22, 1997 - This uses OpenGL graphics.
  • WinQuake - March 11, 1997 - Designed to run under Microsoft Windows operating systems. Unlike the former, WinQuake does not use OpenGL.

Reception

Quakead

European advertisement

Gamers were quick to judge Quake in a negative light upon release of the alpha and shareware versions. Reasons for their early dismissal of the game include the levels being extremely small, that the world was too monochrome, and that the game simply didn't compare to Duke Nukem 3D which had a more interactive world.

Quake has received near-unanimous critical acclaim from reviewers since its commercial release, receiving an aggregated score of 94% on Metacritic and 93% on GameRankings.

Quake was widely anticipated among both gamers and the press due to the fact that id Software's previous game, Doom, had been very successful. After release, many felt disappointed because Quake was not as revolutionary as people were hoping for. Duke Nukem 3D, another first person shooter game released earlier in the year, had more environmental detail than Quake despite using 2D sprites. However, Quake is one of the first FPS games to allow for TCP/IP connections, meaning that it was one of the first that could be played on the internet instead of a LAN. This means that while Quake was rather unsuccessful as a Single Player game, it received wide popularity for its Multiplayer component.

Though Duke Nukem 3D was more interactive, reviewer Steve Bauman of Computer Games Magazine states that "the enviroments for Quake are intense, not cartoony." Being one of the people to dismiss the shareware version, he states "the later levels reveal more confidence and cleverness in their designs". He even states at one moment that Quake is "the best action game on the planet". His biggest gripe with the game is that it "takes no chances" and "doesn't tinker with the standard formula set by Wolfenstien 3D." He also feels that multiplayer, though considered by him to be "mind-boggingly exciting", "often degenerates into 'who can find the rocket launcher first' rather than showing off player skill or strategy".

GameSpot agreed with positive reviews and praised every aspect of the game, stating "Quake is a masterpiece on every level, with its ominous atmosphere, silky-smooth animation, incredibly well-balanced gameplay and level design, and unparalleled soundtracks."

Trivia

  • The game was originally called Timequake.[2]
  • This was the first game that id Software did not release on floppy disks.[3]
  • A PlayStation version was developed by Lobotomy Software, but was canned due to difficulties finding a publisher.
  • 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.[4]
  • Tim Willits, a level designer for Quake, considered this to be the most influential game that id Software designed. [5]
  • Quake's Chinese name, 雷神之锤, when translated into English means "Thunder God’s Hammer". This was referring to the Hammer of Thunderbolts, a weapon which was scrapped later on.

Downloads

  • Patch - If you have an old version of Quake, use this patch to get it to 1.06, then update 1.06 to 1.08, the latest version 1.06 1.08
  • Quark level editor - Create your own maps! Link
  • Source Code - The source code to the original Quake engine! The maps and game art are not included. Link
  • Quake Injector - Quake Injector is a tool used to download Single Player maps easier. Link

References

  1. id Software: Quake
  2. John Romero's tweet about the Axe Ogre
  3. Tweet by John Romero where he stated, ‘Quake was the 1st game we didn’t sell on floppies. Almost no GB-sized games. 1996.
  4. 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.
  5. http://gamingbolt.com/id-software-exclusive-interview-with-tim-willitis-creative-director-on-rage

External Links

Quake Series(in order of release)
QuakeQuake IIQuake III ArenaQuake III RevolutionQuake 4 - Quake Wars - Quake Live - Quake Champions - Quake 6