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Quake



 
 
Quake is a first-person shooter
First-person shooter

File:Freedoom aaa.pngFirst-person shooter is a Video game genres, featuring a First person , with which the player views the action as if through the eyes of the protagonist and in which the primary element is combat based around shooting....
 computer game that was released by id Software
Id Software

id Software is an American video game developer from Mesquite, Texas. The company was founded in 1991 by four members of the computer company Softdisk: game programmer John D....
 on June 22, 1996. It was the first game in the popular Quake series of computer and video games.

Quake was released just as the Internet
Internet

The Internet is a global network of interconnected computers, enabling users to share information along multiple channels. Typically, a computer that connects to the Internet can access information from a vast array of available server and other computers by moving information from them to the computer's local memory....
 was commercially coming of age, and much of its popularity arose because it was one of the few games of its kind playable over the internet rather than just a local network.

Quake and its four sequels, Quake II
Quake II

Quake II, released on December 9, 1997, is a first-person shooter Personal computer game developed by id Software and distributed by Activision....
, Quake III Arena
Quake III Arena

Quake III Arena , is a multiplayer first-person shooter Video game released on December 2, 1999. The game was Game development by id Software and featured music composed by Sonic Mayhem and Front Line Assembly....
, Quake 4
Quake 4

Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was computer game developer by Raven Software and distributor by Activision....
, and Enemy Territory: Quake Wars
Enemy Territory: Quake Wars

Enemy Territory: Quake Wars is a first-person shooter video game, and is the follow-up to Wolfenstein: Enemy Territory. However, it is set in the same science fiction universe as Quake II and Quake 4, with a minimal back-story serving as a prequel to Quake II....
 have sold over 4 million copies combined.






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Encyclopedia


Quake is a first-person shooter
First-person shooter

File:Freedoom aaa.pngFirst-person shooter is a Video game genres, featuring a First person , with which the player views the action as if through the eyes of the protagonist and in which the primary element is combat based around shooting....
 computer game that was released by id Software
Id Software

id Software is an American video game developer from Mesquite, Texas. The company was founded in 1991 by four members of the computer company Softdisk: game programmer John D....
 on June 22, 1996. It was the first game in the popular Quake series of computer and video games.

Quake was released just as the Internet
Internet

The Internet is a global network of interconnected computers, enabling users to share information along multiple channels. Typically, a computer that connects to the Internet can access information from a vast array of available server and other computers by moving information from them to the computer's local memory....
 was commercially coming of age, and much of its popularity arose because it was one of the few games of its kind playable over the internet rather than just a local network.

Quake and its four sequels, Quake II
Quake II

Quake II, released on December 9, 1997, is a first-person shooter Personal computer game developed by id Software and distributed by Activision....
, Quake III Arena
Quake III Arena

Quake III Arena , is a multiplayer first-person shooter Video game released on December 2, 1999. The game was Game development by id Software and featured music composed by Sonic Mayhem and Front Line Assembly....
, Quake 4
Quake 4

Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was computer game developer by Raven Software and distributor by Activision....
, and Enemy Territory: Quake Wars
Enemy Territory: Quake Wars

Enemy Territory: Quake Wars is a first-person shooter video game, and is the follow-up to Wolfenstein: Enemy Territory. However, it is set in the same science fiction universe as Quake II and Quake 4, with a minimal back-story serving as a prequel to Quake II....
 have sold over 4 million copies combined. In 2002, a version of Quake was produced for mobile phone
Mobile phone

A mobile phone is a long-range, electronic device used for mobile voice or data communication over a network of specialized base stations known as cell sites....
s. A copy of Quake was also sold in 2001, labeled Ultimate Quake, which included the original Quake, Quake II, and Quake III Arena.

In 2008 Quake was honored at the 59th Annual Technology & Engineering Emmy Award
Technology & Engineering Emmy Award

A Technology and Engineering Emmy Award is given by the National Academy of Television Arts and Sciences for outstanding achievement in technical or engineering development....
s for advancing the art form of user modifiable games. John Carmack accepted the award.

History

A preview included with id
Id Software

id Software is an American video game developer from Mesquite, Texas. The company was founded in 1991 by four members of the computer company Softdisk: game programmer John D....
's very first release, 1990's Commander Keen, advertised a game entitled The Fight for Justice as a follow-up to the Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and a "Ring of Regeneration." Conceived as a VGA
Video Graphics Array

The term Video Graphics Array refers specifically to the display hardware first introduced with the IBM Personal System/2 line of computers in 1987, but through its widespread adoption has also come to mean either an analogue electronics computer display standard, the 15-pin D-subminiature VGA connector or the 640×480 resolution its...
 full-color side-scrolling RPG
Computer role-playing game

A computer role-playing game is a broad video game genre originally developed for personal computers and other home computers. While technically not a separate genre, and sharing the same defining characteristics as console RPGs there are nonetheless general tendencies that make them distinct from RPGs on other platforms....
, The Fight for Justice was never released.

Pre-release and QTest

Quake was given as a title to the game that id Software
Id Software

id Software is an American video game developer from Mesquite, Texas. The company was founded in 1991 by four members of the computer company Softdisk: game programmer John D....
 was working on shortly after the release of Doom II
Doom II

Doom II: Hell on Earth is a first-person shooter video game created by id Software. It was originally released on the IBM PC on October 10, 1994....
. The earliest information released described Quake as focusing on a Thor
Thor

Thor is the red-haired and bearded god of thunder in Germanic mythology and Germanic paganism, and its subsets: Norse paganism, Anglo-Saxon paganism and Continental Germanic mythology....
-like character who wields a giant hammer, and is able to knock away enemies by throwing the hammer (complete with real-time inverse kinematics
Inverse kinematics

Inverse kinematics is the process of determining the parameters of a kinematic pair flexible object in order to achieve a desired pose. Inverse kinematics is a type of motion planning....
). At the start, the levels were supposed to be designed in an Aztec style, but the choice was dropped some months into the project. Early screenshots then showed medieval environments and dragons. The plan was for the game to have more RPG-style elements. However, work was very slow on the engine, since Carmack not only was developing a fully 3D engine, but also a TCP/IP networking model (Carmack later said that he should have done two separate projects which developed those things). Eventually, the whole id team began to think that the original concept may not have been as wise a choice as they first believed. Thus, the final game was very stripped down from its original intentions, and instead featured gameplay similar to Doom and its sequel, although levels and enemies were closer to medieval RPG style rather than science-fiction. Praised throughout the gaming community, it quickly dethroned previous FPS
First-person shooter

File:Freedoom aaa.pngFirst-person shooter is a Video game genres, featuring a First person , with which the player views the action as if through the eyes of the protagonist and in which the primary element is combat based around shooting....
 titles and revolutionized the way multiplayer games were developed.

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 or different from their final versions (notably the boxes of nails, then called flechettes, displayed the NIN
Nine Inch Nails

Nine Inch Nails is an American industrial rock music group, founded in 1988 by Trent Reznor in Cleveland, Ohio, Ohio. As its main Producer , singer, songwriter, and instrumentalist, Reznor is the only official member of Nine Inch Nails and remains solely responsible for its direction....
 logo). Nevertheless, 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.

Quake engine


Quake popularized several major advances in the 3D game genre:
  • polygonal 3D models for players and monsters (instead of the prerendered sprite
    Sprite (computer graphics)

    In computer graphics, a sprite is a two-dimensional/three-dimensional or animation that is integrated into a larger scene.Sprites were originally invented as a method of quickly compositing several images together in two-dimensional video games using special hardware....
    s)
  • fully 3D world in which play takes place (rather than a 2.5D
    2.5D

    2.5D is an informal term used to describe visual phenomena which is actually 2D with 3D looking graphics. This is often also called pseudo-3D....
     map)
  • was partially programmable by QuakeC
    QuakeC

    QuakeC is an interpreted programming language developed in 1996 by John D. Carmack of id Software to program parts of the computer game Quake....
     which lead fans to create so called modifications (mods)
    Mod (computer gaming)

    Mod or modification is a term generally applied to Personal computer game, especially first-person shooters, Role-playing games and real-time strategy games....
  • prerendered lightmaps
    Lightmap

    A lightmap is a 3D engine light data structure which contains the brightness of surfaces in a video game. Lightmaps are precomputed and used for static objects....


Gameplay

Quake has two fundamental modes of gameplay
Gameplay

Gameplay includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to "what the player does"....
: single player and multiplayer.

Single Player

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.

Before the start level, there is a set of three pathways with easy, medium, and hard skill levels; in order to reach the Nightmare skill level (described in the game manual as "so bad that it was hidden, so people won't wander in by accident"), the player must drop through the water before the Episode 4 entrance and jump into a secret passage.

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, he must restart at the beginning of the level. 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
Boss (video games)

A boss is a computer-controlled opponent which is found in video games. Their purpose is to test the skills that the player has accumulated over the course of a game....
 in the last level. The ultimate objective at the end of the episode is to recover the magic rune. There are four runes; the Rune of Earth Magic, Black Magic, Hell Magic, and Elder Magic, from the episodes of Dimension of the Doomed, Realm of Black Magic, Netherworld, and Elder World, respectively. After all of the runes are collected, the floor of the Start opens up to reveal an entrance to the End level which contains the final boss.

Multiplayer


In multiplayer mode, 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
Spawning (computer gaming)

In Video game, spawning is the in-game creation of an entity, such as a player video game character, a non-player character , or an item. Respawning is the recreation of an entity after its death, destruction or removal, or at the end of a round....
 after some time, and may be picked up again.

The single-player campaign can be played in co-op mode.

The most popular multiplayer modes are all forms of deathmatch
Deathmatch (gaming)

Deathmatch is a widely-used gameplay mode integrated into many shooter and real-time strategy computer games. The goal of a deathmatch game is to kill as many other players as possible until a certain condition or limit is reached, commonly being a frag limit or time limit....
. Deathmatch modes typically consist of either free-for-all (no organization or teams involved), one-on-one duels, or organized teamplay with two or more players per team (or clan
Clan (computer gaming)

In video game, a clan or guild is a group of players who regularly play together in a particular multiplayer games. These games range from groups of a few friends to 1000-person organizations, with a broad range of structures, goals and members....
). Teamplay is also frequently played with one or another mod
Mod (computer gaming)

Mod or modification is a term generally applied to Personal computer game, especially first-person shooters, Role-playing games and real-time strategy games....
. Typically, no monsters are normally present, as they serve no purpose other than to get in the way and give away the player.

The gameplay in Quake was considered unique for its time because of the different ways the player can maneuver through the game. For example: bunny hopping
Bunny hopping

Bunny hopping, or bunny jumping, is a term used in computer and video games to describe the basic movement technique in which a player jumps repeatedly instead of running in order to move faster or/and to avoid enemy fire....
 or strafe jumping can be used to move faster than normal, while rocket jumping
Rocket jumping

In first-person shooter Video game, rocket jumping is the technique of pointing a shoulder-launched missile weapon or other similar explosive weapon at the ground or at a wall then firing and jumping at the same time....
 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 become considerably faster over the years as players mastered advanced movement techniques.

There is obvious skill needed to react quickly, aim precisely, dodge other players' shots, and jump across tricky spaces. As Quake did not include any automap, it also requires considerable knowledge of the sometimes confusingly-contorted maps (made more complex by the frequent use of teleporters) as well as careful planning in order to collect needed items and conserve health and ammunition. 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 cooperate.

Multiplayer Quake was one of the first games that people singled out as a form of electronic sport
Electronic sports

Electronic sports, abbreviated e-sports or eSports, is used as a general term to describe the play of video games competitively. Other terms include competitive gaming, cybersports, cyber athletics and V-Sports ...
. Most notable was Dennis "Thresh" Fong
Dennis Fong

Dennis "Thresh" Fong is an entrepreneur and retired celebrity pro gamer. Fong has been called "the Michael Jordan of video games", a "Top 20 Entrepreneur Under 35" by Red Herring magazine, and voted as the "Top North American E-Sports Figure of All Time" by the E-Sports Entertainment Association, is best known for co-founding Xfire, an ins...
 who won John Carmack's Ferrari 308
Ferrari 308

The name, Ferrari 308, refers to a 3 liter 8-cylinder Ferrari sports car. There were two different-looking 308s:* Ferrari GT4 - A Bertone-styled 2+2 V8 successor to the Ferrari Dino....
 at the Microsoft-sponsored Red Annihilation
Red Annihilation

Red Annihilation was a Quake competitive eSport event, sponsored by Microsoft, held in May 1997. The winner, Dennis Fong, took home John D....
 tournament in 1997.

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.

Story

The player takes the role of an unnamed soldier sent into a portal in order to stop an enemy code name
Code name

A code name or cryptonym is a word or name used clandestinely to refer to another name or word. Code names are often used for military purposes, or in espionage....
d "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.

The sole surviving protagonist in Operation Counterstrike is the player, who must advance, starting each of the four episodes from a human held but overrun military base, before fighting through into 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, not unlike that of id Software's previous hit, Doom.

The game consists of around 28 separate "levels" or "maps", grouped into four episodes. Each 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 gothic
Gothic architecture

Gothic architecture is a style of architecture which flourished during the high and late Middle Ages. It evolved from Romanesque architecture and was succeeded by Renaissance architecture....
, medieval, as well as "fire and brimstone"-style caves and dungeons with a recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The latter is inspired by several dark fantasy
Dark Fantasy

Dark Fantasy was an United Statesn old-time radio show featuring horror and suspense stories. It had a short run of 31 episodes, debuting on November 14, 1941 and ending on June 19, 1942....
 influences, notably that of H. P. Lovecraft
H. P. Lovecraft

Howard Phillips Lovecraft was an United States author of horror fiction, fantasy fiction, and science fiction, known then simply as weird fiction....
; most notably, the end boss of the first episode is named Chthon
Chthonian (Cthulhu Mythos)

A chthonian is a fictional character in the Cthulhu Mythos. The being is the creation of Brian Lumley and was first featured in his short story "Cement Surroundings" ?though the creature never made a direct appearance....
, and the final boss is named Shub-Niggurath
Shub-Niggurath

Shub-Niggurath, often associated with the phrase ?The Black Goat of the Woods with a Thousand Young?, is a deity in the Cthulhu Mythos of H. P....
, although there is little resemblance to the original literary descriptions. Some levels have Lovecraftian names as well, such as the Vaults of Zin
Underworld (Dreamlands)

The underworld is a fictional location in the Dream Cycle of H. P. Lovecraft. It is described in detail in Lovecraft's novella The Dream-Quest of Unknown Kadath ....
 or the Ebon Fortress
Hyperborean cycle

The Hyperborean cycle is a series of short stories by Clark Ashton Smith that take place in the fictional prehistoric setting of Hyperborea . Various elements in Smith's cycle have been borrowed by H....
. Originally, the game was supposed to include more Lovecraftian bosses, but this concept was scrapped due to time constraints.

Although the moniker "Quake" originally applied to the protagonist
Protagonist

A protagonist is the main Character of a drama or Narrative. The word "protagonist" derives from the Greek language p??ta????st?? , "one who plays the first part, chief actor." In the theatre of Ancient Greece, three actors played all of the main dramatic roles in a tragedy; the leading role was played by the protagonist, while the othe...
, the final story describes Quake as simply being "the enemy".

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: lead level designer John Romero
John Romero

Alfonso John Romero is a game designer, game programmer, and video game developer in the video game industry. He is best known as a co-founder of id Software and was the lead designer for many of their personal computer games including Wolfenstein 3D, Doom , and Quake....
 wanted to make a dark fantasy hand to hand combat
Hand to hand combat

Hand-to-hand combat is a generic term often referring to weaponless fighting conducted from a military based point of view. This distinguishes it from combat sport....
/RPG
Computer role-playing game

A computer role-playing game is a broad video game genre originally developed for personal computers and other home computers. While technically not a separate genre, and sharing the same defining characteristics as console RPGs there are nonetheless general tendencies that make them distinct from RPGs on other platforms....
 hybrid game, while level designers Tim Willits
Tim Willits

Tim Willits is the game designer and co-owner of video game developer id Software. He joined id Software in 1995 after impressing the owners and development team with Doom levels he forged in his spare time and distributed free over the Internet....
 and American McGee
American McGee

American James McGee is an American game designer....
 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.

"Sequels"

Quake is one of the few 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
Quake II

Quake II, released on December 9, 1997, is a first-person shooter Personal computer game developed by id Software and distributed by Activision....
, making the design more technological and futuristic rather than dark fantasy; Quake 4
Quake 4

Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was computer game developer by Raven Software and distributor by Activision....
 followed the design themes of Quake II, whereas Quake III Arena mixed these styles, as it existed in a parallel continuity that housed several "id all-stars", from various games, as playable characters. PC Gamer
PC Gamer

PC Gamer is a magazine founded in Britain in 1993 devoted to PC game and published monthly by Future Publishing. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games magazines in their respective countries....
, in its recap of the mixed settings throughout the Quake series in its fall 2004 preview of Quake 4, stated that Quake II actually began as a totally separate product line. Unfortunately, due to the failure to gain rights to the title they wanted, id designers were forced to fall back on the project's nickname of "Quake II." Since any sequel to the original Quake had already been refused, it became a viable way of continuing the series without actually continuing the storyline or setting of the first game.

Expansions

There have been two official expansion packs for Quake:
  • Quake Mission Pack 1: Scourge of Armagon
  • Quake Mission Pack 2: Dissolution of Eternity
    Quake Mission Pack 2: Dissolution Of Eternity

    Quake Mission Pack 2: Dissolution of Eternity is the second official mission pack for id Software's first person shooter, Quake. Developed by Rogue Entertainment....


The expansions pick up right where the first game left off, use all the same weapons and powerups (plus a handful of new ones between the two of them), monsters and gothic atmosphere/architecture and continue/finish the story of the first game and its protagonist.

Credits

Programming: John Carmack, Michael Abrash
Michael Abrash

Michael Abrash is a technical writer specializing in code optimization and 80x86 assembly language programmers, a reputation cemented by his 1990 book Zen of Assembly Language Volume 1: Knowledge. The original 8086 processor, the focus of the book, was several generations behind the state of the art by the time the book was published....
, John Cash

Level/scenario design: American McGee
American McGee

American James McGee is an American game designer....
, Sandy Petersen
Sandy Petersen

Carl Sanford Joslyn Petersen is a game designer.Petersen was born in St. Louis, Missouri and attended University of California, Berkeley, majoring in zoology....
, John Romero
John Romero

Alfonso John Romero is a game designer, game programmer, and video game developer in the video game industry. He is best known as a co-founder of id Software and was the lead designer for many of their personal computer games including Wolfenstein 3D, Doom , and Quake....
, Tim Willits
Tim Willits

Tim Willits is the game designer and co-owner of video game developer id Software. He joined id Software in 1995 after impressing the owners and development team with Doom levels he forged in his spare time and distributed free over the Internet....


Graphics: Adrian Carmack
Adrian Carmack

Adrian Carmack is one of the four founders of id Software, along with Tom Hall, John Romero, and John D. Carmack . He had worked there as an video game artist....
, Kevin Cloud
Kevin Cloud

Kevin Cloud is a computer games graphic designer. He was hired in 1992 by id Software to work as an assistant artist to the then lead artist, Adrian Carmack....


Music: Trent Reznor
Trent Reznor

Trent Reznor is an American musician, singer-songwriter, record producer, and multi-instrumentalist. He operates under the studio name Nine Inch Nails, and was previously associated with the bands Option 30, Exotic Birds, and Tapeworm , among others....


Sound: Trent Reznor
Trent Reznor

Trent Reznor is an American musician, singer-songwriter, record producer, and multi-instrumentalist. He operates under the studio name Nine Inch Nails, and was previously associated with the bands Option 30, Exotic Birds, and Tapeworm , among others....


Project Manager: Shawn C. Green

Support: Barrett Alexander

Business: Mike Wilson, Jay Wilbur, Donna Jackson, Todd Hollenshead
Todd Hollenshead

Todd Hollenshead is the co-owner and CEO of id Software.External links interview from gamesindustry.biz ...


Additional work on sound code, UNIX ports: Dave Taylor
Dave D. Taylor

Dave D. Taylor is a game programmer, perhaps best known as a former id Software employee and noted for his work promoting Linux gaming.In 1993 he graduated from University of Texas at Austin with a Bachelor of Science degree in electrical engineering....


Linux ports: Dave "Zoid" Kirsch

Special Thanks To: Sean Barrett, Raymond Chen, DJ Delorie
DJ Delorie

DJ Delorie is an American software developer. He initiated and maintains the DJGPP project, a very successful, free port of the GNU C programming language/C++ compiler and tools suite, targeted to IBM PCs running MS-DOS or DOS terminals under Microsoft Windows....
, Andy Glew, Lance Hacking, Chris Hecker, Todd Laney, Terje Mathisen, Charles Sandmann, Jon Vondrak, Billy Zelsnack

Modification

The game itself can be heavily modified by altering the sounds, graphics, or scripting in QuakeC
QuakeC

QuakeC is an interpreted programming language developed in 1996 by John D. Carmack of id Software to program parts of the computer game Quake....
 and due to its popularity, has been the focus of many fan "mods". The first mods were small gameplay fixes and patches initiated by the community, usually enhancements to weapons or gameplay with some new foes. Later mods were more ambitious and resulted in Quake fans creating versions of the game that were drastically different from id Software's original release.

The first major Quake mod was Team Fortress
Team Fortress

Team Fortress is a team and class based online multiplayer computer game mod based on id Software's Quake. Team Fortress was designed and written by Robin Walker, John Cook, and Ian Caughley in 1996 in video gaming....
. This mod 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 one's flag in Threewave CTF would return the flag to the base, and 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. Team Fortress maintained its standing as the most-played online modification of Quake for many years.

Another extremely popular mod was Threewave
Threewave Software

Threewave Software is a videogame developer based in Vancouver, Canada. They are best-known for the development of CTFS, an early Capture the Flag Mod for Quake developed by Michael Goodhead and his mod group....
 Capture the Flag
Capture the flag

Capture the flag is a traditional outdoor sport often played by children or sometimes adults where two teams each have a flag and the objective is to capture the other team's flag, located at the team's "base", and bring it safely back to their own base....
 (CTF), primarily authored by Dave 'Zoid' Kirsch. Threewave
Threewave Software

Threewave Software is a videogame developer based in Vancouver, Canada. They are best-known for the development of CTFS, an early Capture the Flag Mod for Quake developed by Michael Goodhead and his mod group....
 CTF
is a partial conversion consisting of new maps, a new weapon (a grappling hook
Grappling hook

A grappling hook is a hook attached to a rope, designed to be thrown or projected a distance, where its hooks will engage with the target. Grappling hooks were originally used in naval warfare to catch the rigging of an enemy ship so that it could be drawn in and boarded....
), power-ups, some new texture
Texture mapping

Texture mapping is a method for adding detail, surface texture, or colour to a computer-generated imagery or 3D model. Its application to 3D graphics was pioneered by Dr Edwin Catmull in his Ph.D....
s and new rules of game play. Typically, two teams (red and blue) would compete in a game of Capture the flag
Capture the flag

Capture the flag is a traditional outdoor sport often played by children or sometimes adults where two teams each have a flag and the objective is to capture the other team's flag, located at the team's "base", and bring it safely back to their own base....
, 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
Deathmatch (gaming)

Deathmatch is a widely-used gameplay mode integrated into many shooter and real-time strategy computer games. The goal of a deathmatch game is to kill as many other players as possible until a certain condition or limit is reached, commonly being a frag limit or time limit....
 first introduced in Doom.

Rocket Arena
Rocket Arena

Rocket Arena is a free mod for the multiplayer first-person shooter games Quake, Quake II, Quake III Arena and Quake 4. There are also ports for Half-Life and Unreal Tournament....
 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, although various clans were created for playing them.

One interesting category of mod are bots
Computer game bot

A bot, most prominently in the first-person shooter types , is a type of weak AI expert system software which for each instance of the program controls a player in deathmatch , team deathmatch and/or cooperative human player....
. These were introduced to provide surrogate players in multiplayer mode, and are a particular challenge of artificial intelligence
Artificial intelligence

Artificial intelligence is the intelligence of machines and the branch of computer science which aims to create it. Major AI textbooks define the field as "the study and design of intelligent agents,"...
 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.

Custom maps

There are a large number of custom maps that have been made by users and fans of the game. These maps are continuing to be made today, over ten years since the game's release. Custom maps are completely new and original maps that are playable by simply loading them into the original game. Custom maps of all gameplay types have been made, but the most custom maps for Quake have been in the single-player and deathmatch genres.

More than 1500 single-player and a similar number of deathmatch maps have been made for Quake.

Speedruns

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As an example of the dedication that Quake has inspired in its fan community, a group of expert players recorded speedrun
Speedrun

A speedrun is a play-through, or recording thereof, of a computer game or video game performed with the intent of completing it as quickly as possible, optionally under certain prerequisites, mainly for the purposes of entertainment and competition....
 demos (replayable recordings of the player's movement) of Quake levels completed in record time on the "Nightmare" skill level
Difficulty level

In general usage, difficulty level refers to the relative difficulty of completing a task or objective.In Video game, the term specifically delineates the ease or difficulty with which an average user may complete a game or a part of a game....
. The footage was edited into one continuous 19 minutes, 49 seconds demo called Quake done Quick
Quake done Quick

Quake done Quick is a series of machinima and speedrun movies in which Quake, its add-on, and a few of its related games, are completed as fast as possible, utilizing any shortcut or trick necessary....
 (QdQ) and released on 10 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 slows down the time for that level over the best possible, but 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 13 September, 1997. One of the levels included was the result of an online competition to see who could get the fastest time.

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 (hardest) 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
Audio Video Interleave

Audio Video Interleave, known by its acronym AVI, is a multimedia container format introduced by Microsoft in November 1992 as part of its Video for Windows technology....
 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
Speed Demos Archive

Speed Demos Archive is a site dedicated to speedruns done on many Video game....
's Quake section, including many on custom maps
Quake

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 of computer and video games....
.

Speedrunning is a counterpart to multiplayer modes in making Quake one of the first games promoted as a virtual "sport".

Further releases


VQuake

In late 1996, id Software released VQuake, a port of the Quake engine to support hardware accelerated rendering on graphics cards using Rendition Vérité chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered Quake. It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting and even optional anti-aliasing.

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.

QuakeWorld

To improve the quality of online play, id Software released QuakeWorld
QuakeWorld

QuakeWorld is an update to id Software seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers....
 on December 17, 1996, a build of Quake that featured significantly revamped network code including the addition of client-side prediction
Client-side prediction

Client-side prediction is a computer network programming technique used in video games intended to conceal negative effects of high latency connections....
. The original Quake's network code would not show the player the results of his actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward, his client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if he ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LAN — a high bandwidth, very low latency connection. But the latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to a build-up of previously-sent movement requests. John Carmack has admitted that this was a serious problem which should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home.

With the help of client-side prediction
Client-side prediction

Client-side prediction is a computer network programming technique used in video games intended to conceal negative effects of high latency connections....
, 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)).

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 and was updated numerous times through 1998.

GLQuake and WinQuake

On January 22, 1997, id Software released GLQuake. This was designed to use the OpenGL
OpenGL

OpenGL is a standard specification defining a cross-language cross-platform Application programming interface for writing applications that produce 2D computer graphics and 3D computer graphics....
 3D API
Application programming interface

An application programming interface is a set of subroutine, data structures, class and/or Protocol provided by library and/or operating system Service s in order to support the building of applications....
 to access hardware 3D graphics acceleration cards to rasterize the graphics, rather than having the computer's CPU fill in every pixel
Pixel

In digital imaging, a pixel is the smallest item of information in an image. Pixels are normally arranged in a 2-dimensional grid, and are often represented using dots, squares, or rectangles....
. In addition to higher framerates for most players, GLQuake provided higher resolution
Display resolution

The display resolution of a digital television or computer display typically refers to the number of distinct pixels in each dimension that can be displayed....
 modes and texture filtering
Texture filtering

In computer graphics, texture filtering is the method used to determine the texture color for a Texture mapping pixel, using the colors of nearby Texel s ....
, improving image quality. GLQuake also experimented with reflections, transparent water, and even rudimentary shadows. GLQuake came with a driver
Device driver

In computing, a device driver or software driver is a computer program allowing higher-level computer programs to interact with a hardware device....
 enabling the subset of OpenGL used by the game to function on the 3dfx
3dfx

3dfx Interactive was a company that specialized in the manufacturing of 3D graphics graphics processing units and, later, graphics cards. It was a pioneer in the field for several years in the late 1990s until 2000 when it underwent one of the most high-profile demises in the history of the Personal computer industry....
 Voodoo Graphics card, the only consumer-level card at the time capable of running GLQuake well. Previously, John Carmack had experimented with a version of Quake specifically written for the Rendition Vérité chip used in the Creative Labs PCI 3D Blaster card. This version had met with only limited success, and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware.

On March 11, 1997, id Software released WinQuake, a version of the engine designed to run under Microsoft Windows
Microsoft Windows

Microsoft Windows is a series of software operating systems and graphical user interfaces produced by Microsoft. Microsoft first introduced an operating environment named Windows in November 1985 as an add-on to MS-DOS in response to the growing interest in graphical user interfaces ....
; the original Quake had been written for DOS
DOS

DOS, short for "Disk Operating System", is a shorthand term for several closely related operating systems that dominated the IBM PC compatible market between 1981 and 1995, or until about 2000 if one includes the partially DOS-based Microsoft Windows versions Windows 95, Windows 98, and Windows Me....
, allowing for launch from Windows 95
Windows 95

Windows 95 is a consumer-oriented graphical user interface-based operating system. It was released on August 24, 1995 by Microsoft, and was a significant progression from the company's previous Microsoft Windows products....
, but could not run under Windows NT
Windows NT

Windows NT is a family of operating systems produced by Microsoft, the first version of which was released in July 1993. It was originally designed to be a powerful high-level-language-based, processor-independent, multiprocessing, multiuser operating system with features comparable to Unix....
-based operating systems. WinQuake used Win32-based APIs such as DirectSound
DirectSound

DirectSound is a software component of the DirectX library, supplied by Microsoft, that resides on a computer with the Microsoft Windows operating system....
 and DirectInput
DirectInput

DirectInput is a Microsoft API for collecting input from the user, via list of input devices such the computer mouse, computer keyboard, joystick or other game controllers....
 that were supported on Windows 95
Windows 95

Windows 95 is a consumer-oriented graphical user interface-based operating system. It was released on August 24, 1995 by Microsoft, and was a significant progression from the company's previous Microsoft Windows products....
, Windows NT 4.0
Windows NT 4.0

Windows NT 4.0 is a Preemption , Graphical user interface and business-oriented operating system designed to work with either uniprocessor or Symmetric multiprocessing computers....
 and later releases. Carmack caused some controversy, however, by eschewing DirectDraw
DirectDraw

DirectDraw is part of Microsoft's DirectX application programming interface. DirectDraw is used to render Computer graphics in applications where top performance is important....
 and Direct3D
Direct3D

Direct3D is part of Microsoft's DirectX application programming interface. Direct3D is only available for Microsoft's various Microsoft Windows operating systems and is the base for the graphics API on the Xbox and Xbox 360 console systems....
, opting instead for MGL and OpenGL. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed the last barrier to widespread popularity of the game.

Quake: Arcade Tournament Edition

In 1998, LBE Systems and Laser-Tron released Quake: Arcade Tournament Edition in the arcades in limited quantities.


Ports

In 1996, there was a port of Quake to Linux. Its developer used the Quake source code without license, and patches were submitted back to id Software before it became an official port, though it was not until 1999 that a retail version for Linux was distributed by Macmillan Digital Publishing USA
Macmillan Publishers (United States)

Macmillan Publishers USA, also known as Macmillan Publishing, is a Private company United States publishing company owned by Georg von Holtzbrinck Publishing Group....
 in a bundle with the two add-ons as Quake: The Offering for Linux. Additionally, source code was stolen from the servers of game developer Crack Dot Com
Crack dot Com

Crack dot Com was a computer game development company. The company was co-founded by ex-id Software programmer Dave D. Taylor, and Jonathan Clark ....
 and used without license to create an early fan-created port to Mac OS
Mac OS

Mac OS is the trademarked name for a series of graphical user interface-based operating systems developed by Apple Inc. for their Macintosh line of computer systems....
 referred to as HackQuake . 1997 saw further porting efforts, with an IRIX
IRIX

IRIX is a computer operating system developed by Silicon Graphics, Inc. to run natively on their 32- and 64-bit MIPS architecture workstations and servers....
 port, called SGI Quake [ftp://ftp.sgi.com/sgi/quake/index.html] done by Ed Hutchins on the SGI O2
SGI O2

The O2 is an entry-level Unix workstation introduced in 1996 by Silicon Graphics to replace their earlier SGI Indy series. Like the Indy, the O2 used a single MIPS architecture-based Central processing unit and was intended to be used mainly for multimedia....
. SGI Quake has both OpenGL
OpenGL

OpenGL is a standard specification defining a cross-language cross-platform Application programming interface for writing applications that produce 2D computer graphics and 3D computer graphics....
 and software rendering systems. Finally, in 1997, the official port to Mac OS
Mac OS

Mac OS is the trademarked name for a series of graphical user interface-based operating systems developed by Apple Inc. for their Macintosh line of computer systems....
 was done by MacSoft and a port of Quake to SPARC
SPARC

SPARC is a Reduced Instruction Set Computer microprocessor instruction set Computer architecture originally designed in 1985 by Sun Microsystems....
 Solaris was released.

A faithful port of Quake was also released for the now defunct Acorn
Acorn Computers

Acorn Computers was a British computer company established in Cambridge, England, in 1978. The company produced a number of computers which were especially popular in the United Kingdom....
 brand of home computer by R-Comp Interactive. A Quake player had already been available for a while before this port but required players to have the shareware or full PAK files. The Acorn port was basically the PC Resurrection Pack which had the original Quake bundled with Q-Zone and Malice, two third-party add-on packs.

Quake was also ported to console systems. In 1997, it was ported to Sega Saturn
Sega Saturn

The is a 32-bit video game console that was first released on November 22 1994 in Japan, May 11 1995 in North America, and July 8 1995 in Europe. The system was discontinued in 2000 in video gaming in Japan and in 1998 in video gaming in other countries....
 by Lobotomy. The Saturn port used Lobotomy's own Slavedriver engine (the same engine that powers the Saturn port of Duke Nukem 3D
Duke Nukem 3D

Duke Nukem 3D is a first-person shooter video game developed by 3D Realms and published by Apogee Software. It was released on January 29, 1996....
 and Powerslave) instead of the original Quake engine; yet it is widely considered to be some of the most advanced 3D work ever cranked out of the console; it is also the only version of Quake that is rated 'T' for Teen instead of 'M' for Mature. The Saturn version also contains four exclusive levels not seen in any other version. In 1998, Quake was brought to Nintendo 64
Nintendo 64

The , often abbreviated as N64, is Nintendo's third home video game console for the international market. Named for its 64-bit CPU, it was released on June 23, 1996 in Japan, September 29, 1996 in North America, March 1, 1997 in Europe and Australia, September 1, 1997 in France and December 10, 1997 in Brazil....
 by Midway Games
Midway Games

'Midway Games' is an United States video game publisher and video game developer. Midway's legacy includes landmark titles such as Mortal Kombat , Ms....
.

Both console ports required some compromises because of the limited CPU
Central processing unit

A central processing unit is an electronic circuit that can execute computer programs. This broad definition can easily be applied to many early computers that existed long before the term "CPU" ever came into widespread usage....
 power and ROM
Read-only memory

Read-only memory is a class of computer storage media used in computers and other electronic devices. Because data stored in ROM cannot be modified , it is mainly used to distribute firmware ....
 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 the player chooses 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
ClickBOOM

clickBOOM is a Canadian software house. clickBOOM is probably best known for their ports of Quake and Myst for Commodore Amiga in 1998. This games for Comodore Amiga were all working on Amiga 1200 powered with memory cards or 030 accelerator cards during the late 90's....
 Software. It is currently only available in a 68K
68k

The Motorola 680x0/m68k/68k/68K is a family of 32-bit Complex instruction set computer microprocessor central processing unit chips and was the primary competition for the Intel x86 family of chips in personal computers of the 1980s and early 1990s....
 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
Xbox

The Xbox is a History of video games video game console produced by Microsoft. It was Microsoft's first foray into the gaming console market, and competed with Sony's PlayStation 2 and Nintendo's GameCube....
 consoles. Most recently, an engine designed for Windows Mobile powered Pocket PCs has been released, which uses the 3D chip found in a few Dell PDAs. A Palm OS port is also available, called ZQuake.

There has also been a port for Series 60 Symbian mobile phones, although it is still in beta version. (http://sourceforge.net/projects/quakes60)

A second version for S60 which is more complete than the first version has surfaced recently. Currently it is available for phones that are based on S60 3rd Edition Feature Pack 1. (http://koti.mbnet.fi/hinkka)

A Port to the Nintendo DS system has also been recently created for use on flash cards as homebrew
Homebrew

Sorry, no overview for this topic
. It supports any DS flashcard, and also supports the various RAM packs, DS flashcarts coming with extra memory for use with particularly large user-created mods. A release can be found at (http://www.quake.drunkencoders.com)

A port was written for the Sony PSP system; it requires the game files from the shareware version of the game. To date, only the first "episode" is playable and no updates have been released for quite some time.

A second PSP version was written which works with the full or shareware versions of the data files, has sound and supports networking. Work still continues on this version, and the next release will have hardware rendering support.

There is also a Gamecube port, as well as an enhanced version for the Nintendo Wii utilising a Wiimote/Nunchuk control scheme somewhat similar to Metroid Prime 3. A beta version of this Wii port, called QuakeGX after the 3-D hardware of the system, features 3D acceleration and all the features of GLQuake. It is available here .

Source code and legacy

The source code
Source code

In computer science, source code is any collection of statements or declarations written in some human-readable computer programming language....
 of the Quake and QuakeWorld
QuakeWorld

QuakeWorld is an update to id Software seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers....
 engines was licensed under the GPL
GNU General Public License

The GNU General Public License is a widely used free software license, originally written by Richard Stallman for the GNU project. The GPL is the most popular and well-known example of the type of strong copyleft license that requires derived works to be available under the same copyleft....
 in 1999. The id Software maps, objects, textures, sounds and other creative works remain under their original license. The shareware
Shareware

The term shareware, popularized by Bob Wallace, refers to copyrighted commercial software that is distributed without payment on a trial basis and is limited by any combination of functionality, availability, or convenience....
 distribution of Quake is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of Quake in order to receive the registered version of the game which includes more single player episodes and the deathmatch
Deathmatch (gaming)

Deathmatch is a widely-used gameplay mode integrated into many shooter and real-time strategy computer games. The goal of a deathmatch game is to kill as many other players as possible until a certain condition or limit is reached, commonly being a frag limit or time limit....
 maps.

Based on the success of the first Quake game, id later published Quake II
Quake II

Quake II, released on December 9, 1997, is a first-person shooter Personal computer game developed by id Software and distributed by Activision....
 and Quake III Arena
Quake III Arena

Quake III Arena , is a multiplayer first-person shooter Video game released on December 2, 1999. The game was Game development by id Software and featured music composed by Sonic Mayhem and Front Line Assembly....
; Quake 4
Quake 4

Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was computer game developer by Raven Software and distributor by Activision....
 was released in October 2005. It was developed by Raven Software
Raven Software

Raven Software is a video game developer based in Middleton, Wisconsin. The company was founded in 1990 by brothers Brian and Steve Raffel. In 1997, Raven made an exclusive publishing deal with Activision and was subsequently acquired by them....
 using the Doom 3
Doom 3

Doom 3 is a science fiction survival horror video game developed by id Software and published by Activision. An example of the first-person shooter genre, Doom 3 was first released for Microsoft Windows on August 3, 2004....
 engine.

It is also interesting to note that Quake was the game primarily responsible for the emergence of the machinima
Machinima

In filmmaking, machinima refers to the use of real-time 3D computer graphics graphics rendering engines to generate computer animation, or to films that incorporate such animation....
 artform of films made in game engines, thanks to edited Quake demos such as and , the in-game film The Devil's Covenant and the in-game-rendered, four-hour epic film The Seal of Nehahra
The Seal of Nehahra

The Seal of Nehahra is an cinema of the United States made in 2000, created by Mindcrime Productions as part of the Nehahra Project. Made using a modified version of id Software's 1996 first-person shooter computer and video games Quake and released over the Internet as a non-interactive game demo package, the film was the longest rel...
.

On June 22, 2006, it had been 10 years since the original uploading of the game to cdrom.com archives. Many Internet forum
Internet forum

An , or 'message board', is an online discussion site. It is the modern equivalent of a traditional bulletin board, and a technological evolution of the dialup bulletin board system....
s had topics about it, and it was a front page story on Slashdot
Slashdot

Slashdot, sometimes abbreviated as /., is a technology-related news website owned by SourceForge, Inc. It features user-submitted and editor-evaluated current affairs news with a "nerdy" slant....
.

On October 11, 2006, John Romero
John Romero

Alfonso John Romero is a game designer, game programmer, and video game developer in the video game industry. He is best known as a co-founder of id Software and was the lead designer for many of their personal computer games including Wolfenstein 3D, Doom , and Quake....
 released the original map files for all of the levels in Quake under the GPL.

QuakeCon

Popular North American LAN Party
LAN party

A LAN party is a temporary, sometimes spontaneous, gathering of people together with their computers, which they network together primarily for the purpose of playing Multiplayer game....
 QuakeCon
QuakeCon

QuakeCon is a bring-your-own-computer computer gaming event with a competitive tournament held every year in Dallas, Texas, USA. The event, which is named after id Software's game Quake, sees thousands of video game players from all over the world attend every year to celebrate the company's gaming dynasty....
 finds its roots in the game as well. The gaming convention
Gaming convention

A gaming convention is typically a two- or three-day Convention at which people play role-playing games, collectible card games, Miniature wargaming, board games, or other types of games....
 was started up so Quake fans could get together every year and compete on a LAN, on even footing without Internet connection latency
Lag

In computing and especially computer networks, lag is a term used where the computer freezes and then continues some time later when an action is performed, for example clicking a mouse button....
 and packet loss
Packet loss

Packet loss occurs when one or more packet s of data traveling across a computer network fail to reach their destination. Packet loss is distinguished as one of the three main error types encountered in digital communications; the other two being bit error and spurious packets caused due to noise....
 handicapping play. In 2007 Quake 1 became part of the 'grand prize' Quake Tournament series, which involves playing 1v1 matches of Quake 1,2,3 and 4. In the Quad Damage tournament, Quake 1 took a pivotal role in leveling the playing field since many pro players were not accustomed to the play style of Quake 1 and features, such as Juggling with the Thunderbolt and increased rocket speed.

External links