The SEGA Saturn version of Quake was the first official console port released for Quake. It was designed by Lobotomy Software and released by Sega in North America on December 2, 1997 and in PAL regions on November 28, 1997. Unlike the later Nintendo 64 version, the Saturn version uses the Slavedriver engine, which as the name suggests, was developed to power the Sega Saturn game PowerSlave. Consequently, all of the Quake levels had to be totally reconstructed for the Saturn version, except for the four secret levels E1M8: Ziggurat Vertigo, E2M7: The Underearth, E3M7: The Haunted Halls, and E4M8: The Nameless City. These were eliminated altogether and replaced with the Saturn exclusive levels E1M8: Purgatorium, E2M7: Hell's Aerie, E3M7: the Coliseum, and E4M8: Watery Grave.[1]
In addition to the four exclusive secret levels, the Saturn version includes an exclusive hazard, the Void, and an exclusive unlockable, "Dank & Scuz", which is a story set in the Quake milieu and presented in the form of a slide show with voice acting. The port has no multiplayer modes, so all of the deathmatch maps from the PC version were removed.
Changes to GLQuake[]
- The 3D models were redone due to the hardware’s reliance on quadrilaterals.
- A loading bar and loading screens were included. Each episode has its own unique loading screen. Introduction and the secret levels have their own unique loading screen, with Introduction having 5 different loading screens (first load and after each episode); all four secret levels share a single loading screen.
- For some reason, Episode 1 and Episode 3's loading screens are the same.
- Episode 2's loading screen actually depicts E1M4: The Grisly Grotto.
- The main menu before starting a game was a simple map with a rotating camera showing the Quake logo, the SEGA logo, Id Software logo, and Lobotomy Software logo.
- The in-game text is animated.
- Text will appear indicating which difficulty was enabled.
- There exists colored lighting, often animated.
- Weapon viewmodels are rendered as sprites.
- Corpses disappear after a few seconds.
- More enemies will teleport into the levels, especially the exclusive levels.
- Dead enemies will not immediately relinquish their Backpacks.
- Zombies can always be gibbed, whether they are lying down or not.
- Armor benefits from the Pentagram of Protection.
- Most of the sounds have been sped up.
- However, the expiration sound effect for the Quad Damage became more prolonged.
- The liquids look different, and they are animated.
- Aquatic shadows within liquids are visible.
- The Double-Barrelled Shotgun fires more rapidly.
- The Nail Traps are rendered as textures and are more difficult to dodge.
- The NIN (Nine Inch Nails) logo on the Nailgun ammo boxes is absent.
- Intermission cameras at the end of each level will sway left and right.
Level Changes[]
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- Uses a single path to the difficulties, rather than separate ones. Only Easy and Normal difficulties are easily accessed.
- Nightmare difficulty's portal remains but there is an apparent lack of a Hard difficulty portal.
- When returning here after completing an episode, the player is placed before the difficulty select rather than in the middle of episode hallways like the PC port. The exception to this is when you have all 4 runes.
- Shub-Niggurath's pit is part of the introductory level instead of being its own map. The original entrance remains a teleport despite this.
- Upon falling into the water, the path to open the way further is directly in front of them instead of to the side.
- The bars that open after going through the side tunnel move downward instead of retreating into the wall.
- The side path to the quad damage is on the same level as the portal, instead of dropping down.
- The end intermission screen shows your entire campaign secrets and kills, with a total of 105 secrets. The total of kills caps out at 999, however.
- The horseshoe design is altered, as the bridge and second building after the initial elevator is straight ahead instead of to the right.
- The secret in the river is changed slightly to accomodate, with the megahealth at a dead end and the elevator back into the first building leading to between the door and elevator instead of near the armor.
- A large wall exists under the walkway to the nailgun room, blocking off sight. Similarly, the nailgun room has a door now.
- The slime bridge will drop down from above the slime, rather than extend from the wall.
- Lacks the 100 Health secret above the slime ramp room.
- There is a ramp leading into the slime instead of a small walkway over a railing. The teleport at the secret within the slime now leads directly in front of the second building's door instead of above it.
- A large door exists before the final slipgate with a grunt behind it.
- The grunt and ogre at the start are facing the player thus will immediately aggro.
- The roof in the opening room is simplified.
- The upper area above the gold key is enclosed with additional walls.
- The zombies triggered by the gold key are teleported in instead of raised by hidden func_doors.
- The giant spike is replaced with a trap_spikeshooter that is hard to avoid being hit at least once.
- The drop after this part is deeper than the original, submerging you completely in water initially.
- In the room after the flooded section, the small steps jutting out of the wall are replaced with a half-wall that functions as much larger steps.
- Instead of killing the two ogres to access secret #3, you need to hit the two demon murals on the wall which are not glowing to remove the bars.
- The bars preventing you from leaving the giant elevator are simplified, being two vertical bars instead of three horizontal bars.
- There are only 42 enemies in normal difficulty, instead of the standard 47, with a few scrags, ogres, and zombies cut.
- The shootable buttons for secret #1 are shifted slightly. Instead of being at 3 o'clock and 9 o'clock from the entrance, they are instead at 10 o'clock and 4 o'clock.
- The giant cavern is shrunk down, especially above water.
- The section where an ogre rises out of the water after obtaining the supernailgun is removed; the ogre now teleports in directly in front of the player.
- The exit to the secret level is octagonal instead of round.
- Has 41 enemies in normal instead of 42, lacking a single scrag.
- Players start in a small inlet, with the camera facing the wall in the direction of the Gloom Keep.
- The central arch at the entrance of the keep is simplified in both polygon and texture use.
- The func_trains that push the player off the thin bridge over fiends are made into taller but thinner rectangular blocks.
- Tha trigger for secret #3 is changed from a lightpost to a simple, larger block.
- The shadow of the quake logo in the room with the teleporter leading to secret #4 and the gold key is missing.
- Unlike previous levels, there's an additional enemy in normal mode for a total of 40 instead of 39.
- The intricate floors over lava is replaced with simple walkways.
- The func_door that opens the drop to the room with the silver key is changed to lower and return, instead of move sideways and remain open.
- The spike crusher lost its spikes, and the bars preventing players from going behind the crusher immediately were removed allowing players to immediately go to secret #2.
- The dark path before the zombie room is slightly extended with more corners.
- Said zombies teleport in instead of dropping from monster closets above.; the closet remains for secret #4 however.
- The bridge to the gold key will drop down instead of extend from the floor.
- The shambler at the end will be aggro'd immediately, with no lights slowly activating.
- The pillars will not immediately return after electrocuting chthon, forcing players to wait for them to return before electrocuting him again.
- There are no telefragging zombies and shamblers. As such there is only 1 kill.
- An entirely new level replacing E1M8: Ziggurat Vertigo.
- An entirely new level replacing E2M7: The Underearth.
- An entirely new level replacing E3M7: The Haunted Halls.
- An entirely new level replacing E4M8: The Nameless City.