Quake
Description official descriptions
An enemy codenamed “Quake,” believed to come from another dimension, is using teleportation gates to invade Earth. The player takes the role of a nameless soldier who arrives at his base only to discover that Quake’s forces have overrun it and killed everyone. Somewhere in the base is a teleporter leading to Quake’s realm. The mission is clear: enter the enemy’s dimension, fight through hordes of monsters, and strike back.
id Software’s follow-up to Doom and Doom II, Quake is a first-person shooter. Its main technological innovation is its use of a true 3D engine: the levels, enemies, and objects are built from polygons rather than sprites and flat level geometry. This allows for more natural level design, smoother character animation, vertical spaces, and more dynamic movement. It also supports gameplay elements such as bouncing grenades, projectiles traveling through three-dimensional space, and enemies attacking from above or below the player. The fully 3D environments make vertical movement more important than in id Software’s earlier shooters, with ledges, lifts, underwater passages, jumping, and enemies positioned at different heights.
The game begins in a start area where the player chooses a difficulty setting and enters gateways leading to the four episodes. In single-player mode, the player progresses through these episodes in search of exits while fighting enemies and collecting weapons, ammunition, health, armor, and keys. Interaction with the game world is minimal: since there is no dedicated use key, buttons and switches are activated by touching or shooting them. As in id Software’s earlier shooters, the levels contain numerous secret areas, including hidden exits that lead to secret levels.
Unlike Doom’s mixture of futuristic technology and demonic imagery, Quake’s setting combines several different styles. Each episode begins in a military base connected to the slipgate network, but later levels shift into environments inspired by medieval fantasy, gothic horror, and dark otherworldly architecture, including castles, dungeons, caverns, crypts, and temples. The visual style is darker and more muted than Doom’s, with many levels dominated by browns, grays, stone, metal, and earth tones. The game’s atmosphere is reinforced by an ambient soundtrack and sound design by Trent Reznor and Nine Inch Nails, emphasizing dread and isolation rather than traditional action music.
The enemy roster reflects this blend of themes. Early levels include human soldiers armed with shotguns or energy weapons, while later areas introduce knights, zombies, ogres with grenade launchers and chainsaws, leaping fiends, floating scrags, and larger supernatural creatures. The player’s weapons are mostly modern or industrial in function but have a rough, brutal feel. The arsenal includes an axe, shotguns, nailguns, grenade and rocket launchers, and the Thunderbolt, which discharges electrical energy.
Quake was one of the early first-person shooters designed with both LAN and Internet play in mind. The single-player levels can be played cooperatively, but the game became especially known for its deathmatch mode. Free-for-all matches, team play, and one-on-one duels are supported, with an emphasis on fast reactions, map knowledge, weapon control, and skillful movement through fully 3D spaces. Single-player maps can be used for multiplayer, and the game also includes maps designed specifically for deathmatch.
Series +
Quake series- Next: Quake II (1997)
Groups +
- 3D Engine: Quake
- 3D Engine: SlaveDriver
- BPjS / BPjM indexed games
- Game feature: In-game screenshot capture
- Gameplay feature: Drowning
- Gameplay feature: Recordable replays
- Games with Dopefish
- Games with officially released source code
- Inspiration: Author - H. P. Lovecraft
- Online Service: Heat.net
- Replay (GT / Infogrames / Atari) releases
- Total Entertainment Network (TEN) multiplay platform
Media
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Quake
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Spellings
- 雷神之锤 - Simplified Chinese spelling
Screenshots
These images may contain mature content.
Credits (DOS version)
27 People (15 developers, 12 thanks) · View all
| Programming | |
| Tools Programmer | |
| Level / Scenario Design | |
| Music | |
| Sound | |
| Project Manager | |
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| Biz | |
| Biz assist | |
| Special Thanks To | |
| [ full credits ] | |
Collaborations
People credited on this game were also credited on:
- Quake, a group of 26 people
- Quake: The Offering, a group of 15 people
- Hexen: Beyond Heretic, a group of 14 people
- And 22 more...
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Other Games
In addition to this game, these people were also credited on other games:
- John Romero on 147 other games
- Mike Wilson on 133 other games
- John Carmack on 122 other games
- And 22 more...
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Reviews
Critics
Average score: 87% (based on 77 ratings)
Players
Average score: 4.0 out of 5 (based on 511 ratings with 20 reviews)
Great engine!! Great multiplayer code!!... Game? What game???
The Good
Quake was a technological wonder, after Doom id really had a hard act to follow technology-wise, yet they once again proved their programming prowess with Quake = the first fps with a true 3D engine.
And what an engine it was! After years of being stuck on the world of 2.5D games, Quake finally delivered true polygonal bliss. The end result was pretty much obvious: better sense of space and depth, smoother animation, use of effects like the portal or the cool underwater-distortion one, etc. etc. Quake also applied it's 3D-ness to such things as the player's Pov, which swayed and leaned around quite realistically. A feat that really made the game feel a lot different from the now static-looking 2.5D fpss; ditto the character models, which moved way smoother than sprites, and also came with the added bonus of being able to explode in little chunks of red meat, yes boys and girls, "gibs" were born with Quake.
The multiplayer area is also the other point were Quake broke the mold. As everyone knows by now, the game replaced all the hassle of multiplayer net-play with the now common server-client architecture, which was not only much more intuituive, but also much more reliable and fast, especially when you consider the setup prep-work that was usually involved with multiplayer gaming.
Also, being a metal fan I really enjoyed NIN's contribution to the game's soundtrack, tough it seems to be too depressing/experimental to most players for some reason. Still, if you don't like it, you can always pop in your own audio cd and let 'er rip while you get it on.
The Bad
What "didn't" I like about the game?? Well, there's no game to speak of!! :)). Seriously, Quake would begin id's trend of just forgetting about game design and instead providing the best technological wonders they could come up with. This is especially evidenced by the open architecture of Quake. It's set-up so you can customize it to your liking, ad mods to it, ad skins, textures, levels, sounds, etc etc. Heck, they even released the source code!
Id just figured "Why the hell bother designing the game when we just can release the technology?" It may be a reprehensible idea, but it's smart! Think about it, Quake off the box was a piece of shit. The game itself has even less story than Doom (and you thought that wasn't possible!!), the weapons are copies of Doom's (save for the Axe and the Lightning-throwing thingie) with new yet crappy 3D models (the rocket launcher is just a brown rod!!), the level of interaction was toned down to near-retarded levels with the removal of the use key in favor of a jump key, essentially trading off the ability to use things for the world's crappiest jump (primary reason for the discovery of the rocket-jump) result? You activate gigantic buttons by bumping into them... groan....
But wait! That's not all! The levels are dull techo-goth places with a heavy dose of the brown color (hmmm, crap comes to mind in more ways than one!!), populated by stupid traps (??WTF??) and seemingly randomly-placed enemies, which to be fair are the only cool things that come with the game. The single player campaign is a joke, with the only good moment being the fight against Chthon at the end of episode 1 and the initial joy of watching everything in 3D and all the Lovecraftian imagery. The multiplayer part saves the game, but then again the maps that came with the game were sorely lacking in just about every level.
...yet...
The Bottom Line
Quake sold Gazillions of copies!!! Why? Because it didn't matter whether it was good or not off the box!! You bought the game, and then turned it into whatever you wanted! And I'm not just talking about the level add-ons and stuff like that, I'm talking about serious reworkings, like Quake Rally and the like.
Quake is sort of like a piece of real estate, get it? It's what you put in there that eventually turns the game a worthy experience. It's a piece of remarkably well made technology, with enough of an open architecture to satisfy most pseudo-designers (though it would still require a high level of proficiency to do stuff like "real" level editing). That's what you pay, and that's what you get. Not a game, but a 3D-enginered, multiplayer-capable, piece of clay. This is good, REAL good. On the other hand it's pretty shameless in the sense that the developers simply washed their hands of most, if not all, creative content... hmm. That's bad, real bad...
In the end you'll have to ask yourself what do you really want. Back on those days Quake meant 3D and multiplayer. If you wanted that, you went for that. If you wanted say... good fps gameplay, you went for Duke3D (or even Quake add-ons like Scourge of Armaggon) and the like. You had to think before you bought. Of course, nowadays it's just completely stupid to play Quake. No reason to bother with old technology when you can have the new and upgraded version: Quake 3 Arena, even less of a game than this one, and destined to the same oblivion as soon as Quake 4, 5, 6, etc. get released.
DOS · by Zovni (10491) · 2002
The Good
The 90’s were the golden age of FPS. The earlier days of the decade gave us Doom, and Wolfenstein. Midway through the decade, Duke Nukem 3D, Blood, and Hexen, were our dark masters. However, 1996, ID Software would release a game that would usher in a new era of FPS’. That game was Quake.
In Quake, you are a soldier working for a team of scientists that are researching dimensional portals, when they accidentally stumble on the haunted realms of Quake. Now the horrific dimensions are going to invade the Earth Realm. It is up to you to stop them. The plot is pretty light, there are no cut scenes, or any thing like that. But the story is rather dark, and supposedly inspired by H. P. Lovecraft.
There are 4 terror filed realms of Quake. Each with multiple levels. In the levels you fight monsters collect keys, find secrets, and eventually find the rune of the realm you are in. There is an array of weapons at your disposal. From an Axe, to Shotguns, and my all time favorite, the Nail Gun.
Monsters seemingly inspired by the nightmares of madmen, also fill levels. Each has a particular weakness, and best weapon to take down. Finding the weakness is another story. Boss fights are rare, but always impressive.
For the time the graphics of Quake were amazing. It was the first true 3D FPS. Levels are dark, and foreboding, and the monsters are truly scary. Nice lighting effects abound as well. If you can get Quake to run with even an older 3D card it will look much better almost like a new game!
The sound really shines in Quake. Both the music and sound effects were done by Nine Inch Nails. The music itself is more ambient, than in traditional FPS’. The sound effects are creepy, to say the least. Each monster has a distinct sound, so you will come to dread what is around the next corner. Weapon sounds are very good as well. Try playing the game with surround sound. Or in the dark with headphones on. You’ll swear that you can hear things with the headphones that you could not hear with out them.
The Bad
Quake is not an easy game. So not for those not looking for a challenge. But otherwise not a bad thing.
The game of course is dated, it’s been 10 years after all.
Getting Quake to run on newer machines is a challenge.
The Bottom Line
This is one of the best FPS and a landmark, not only in it’s genre but for games in general. If you have the means play it. Or if it has been awhile play it again.
DOS · by MasterMegid (723) · 2006
The next step in the FPS evolutionary process
The Good
Quake literally revolutionized almost every aspect of the FPS genre apart from storytelling and level design. The 3D engine was not simply the first of its kind, it was also the smoothest and fastest for many years to come. It was also one of the most modifiable, giving rise to an endless surge of modifications. It was the first to feature gravity variables, thus opening the portal of physics to videogames.
The game itself was fast and atmospheric at the same time. The rusty, brown colour palette might not appeal to everyone, however it gave the game a distinctive look and oppressive feel. The music by the Nine Inch Nails was equally dark and industrial sounding and fit well with the theme. It was obvious id was trying to leave behind Doom's bright colours in favour of something darker and more subliminal.
Id also simplified the interface somewhat by introducing touch sensitive buttons and walls instead of colour coded keys and toggled switches. The point was to eliminate all the pointless search-button mashing while strafing with the face to the wall, a common practice for veteran Doom players looking for elusive secrets. The real secret of Quake was that it removed most obstacles between action, atmosphere and the player, thus providing an almost exhilarating experience while blowing enemies to bloody chunks, wading through murky water and trying to avoid the traps.
And multiplayer. The only game that could really stop gamers from blasting themselves for endless hours in Doom Deathmatches was Quake. We owe the existence of Capture the Flag, Team Deathmatch and class deathmatch variations to the huge community that the game amassed. However, Quake's own Deathmatch mode was a complete experience into itself and is enjoyable even today.
The Bad
Level design was good, but not quite on par with Doom's masterful levels. Still, it was far from "boring" or repetitive and offered some truly memorable moments. Quake is not "perfect" is the same way that no classic game is: however its strengths far outweigh its shortcomings.
The Bottom Line
Purity of form.
Quake had no story because, much like Doom or Duke Nukem 3d, it did not need one. The fun it offered was pure: when you are really thirsty nothing compares to pure crystal water and there is no replacement for that. It took Epic many years to learn this lesson and reach the peak that UT 2004 has. In effect, the Golden Rule that id set with Doom and Quake is that an FPS needs focus in order to be truly enjoyable. Thus it either has to offer the raw thrill of action that Quake epitomizes or the cinematic experience that Half-Life pursued. Either unhindered, non-stop blasting fun or realism and the restrictions which it imposes. The middle ground does not really work here and the pinnacle of pure action is truly the legacy of Quake.
DOS · by Silverblade (1381) · 2005
Discussion
| Subject | By | Date |
|---|---|---|
| Paul Steed credit | leilei (343) | Aug 13, 2012 |
| What music? | null-geodesic (103) | Jun 12, 2008 |
Trivia
1001 Video Games
The PC version of Quake appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
3D cards support
The original game had software rendering mode only. You could download glquake to use your 3d accelerated card. A special version was made for the intergraph rendition cards called vquake.
Anaconda level
Bizarre product tie-ins: for the release of the movie Anaconda, Sony Pictures released through their website an add-on level for Quake titled Temple of the Mist were the player made their way through an ancient temple searching for the altar that holds the key to escape. Obviously, before escaping, the player has to go mano a mano with the Anaconda itself.
Development
The original Quake was supposed to have a medieval environment, but a few months before its release, most of the medieval-role playing aspects of the game were removed (i.e. one of the weapons was going to be a sword and there was a dragon to fight with) and the result was a game with guns but such enemies like the fiend or the death knight (these were included in the original project). Many original design elements were scrapped -- the kernel idea behind Quake was this massive Thor-like warhammer that you could slam down on the ground to make shockwaves ripple through the game world. This "ultimate weapon" idea followed John Romero to his game Daikatana.
The original concept was inspired by a character named Quake in id's long D&D campaign (which actually ended with demons destroying the universe due to John Romero's greed), DM'd by John Carmack. Because of the switch to sci-fi, Romero was angry enough to leave id after Quake, even though Carmack fired him first. He later used another inspiration from the D&D campaign to make Daikatana.
Deathmatch
Kornelia, a famous female Quake player, won the "TEN GibFest Contest" at the computer game developers conference at Santa Clara. As a result, she was afforded the opportunity to play John Romero in a 1v1 deathmatch. She beat him 22 to 1 and also took home a P200 MMX system.
Dopefish
Quake is yet another of id Software's games that contains the infamous Dopefish. The level where he is located in is E2M3, The Well of Wishes, in a secret location. Incidentally, "The Well of Wishes" is the same title as a Commander Keen 4: Secret of the Oracle level where the Dopefish first appears.
Engine
The engine that iD Software started to make Quake with was called Six Degrees of Freedom
German index
On 31 August 1996, Quake was put on the infamous German index by the BPjS. For more information about what this means and to see a list of games sharing the same fate, take a look here: BPjS / BPjM indexed games.
Guinness World Record
- 1999 - Biggest computer game cult
IFQuake
Taking John Romero's work on the Apple II bootloader for Infocom's Zork Zero: The Revenge of Megaboz as a point of departure, in 2004 Jason Bergman released IFQuake -- the difficulty-selection stage and first level of the shareware version of Quake implemented as a text adventure game, downloadable at http://mirror.ifarchive.org/if-archive/games/zcode/ifquake.zip
Innovations
Almost incidentally, Quake introduced the now-standard concept of a FPS 'console', and popularised 'mouselook' as *the* absolute standard control interface. Although the specifications required a Pentium, Quake ran acceptably well on a 486 DX4/100 and, at a push, the faster 486es. Along with Magic Carpet it was however the game that most established the Pentium as a must-have processor. It was also the first game which offered the opportunity for both Amiga and PC gamers to play online together.
Machinima
Machinima, an animated film using the 3D environment of a game, started with the Quake engine. Doom already had a recording feature, but it wasn't until Quake when people added narrative and called it "movies" that the genre was born. The first known machinima is Diary of a Camper, by a group of players called The Rangers, released on 26 October 1996.
Qtest1
Quake was preceded by Qtest1, a tech demo which was released in February 1996. It consisted of three small, monster-free levels which illustrated the game's engine. Of particular note was Test3, which became the basis for the second level of Quake's first episode (of the other levels, Test2 seemed to be a very, very early incarnation of 'Ziggurat Vertigo', the infamous low-gravity secret level). The engine was almost fully complete, although wall-mounted torches were still sprite-based.
Although the test had no game - rather like the original Doom 'alpha releases' - multiplayer support was, fortunately, included. The infamous 'rocket jump' was discovered quite quickly, as Qtest included both rocket and grenade launchers.
"Chris ([email protected])" eventually discovered that monsters were included in the game's source code, and a patch released in June 1996 allowed players to experience early versions of Quake's beasties.
References
All of the sounds and music for Quake were produced by Trent Reznor, the man behind the industrial/alternative group Nine Inch Nails. The ammo boxes for the nailgun ("nails") have the band's logo (NIN) on the side.
References to the game
One of the songs on Karl Sander's album Saurian Meditation, "Elder God Shrine", was named after the Quake level E4M3 which has the same name.
Saturn version
The Saturn version of Quake is the only version with colored lighting.
Scrapped versions
The Game Boy Advance version of Quake was in development by AGB Games. There were also plans for port to Sony PlayStation by Lobotomy Studios, which was able to work, under some circumstances, in 60 FPS. First one was cancelled for unknown reasons, while second cancellation was caused by fact, that developer failed to find a publisher.
Source code release
In 1999, id Software made the complete source code for Quake freely available to the public. You can download it here.
Speedruns
Quake inspired the art of speedruns: trying to beat a game as fast as possible. The initial release was Quake Done Quick, completed in 19:49 and released on 1997. As of 2012, players still work on breaking the latest records.
Xbox version
In 2003 (to a small audience) and later on 11 December 2012 (publicly), Jayeson Lee-Steere of Titanium Studios showed screenshots from an experimental build of an Xbox port of Quake that was never finished.
Zeebo version
On 15 June 2010, both Quake and Quake II were removed from Zeebo's wireless network, the Brazilian Zeebonet. Both games were offered for 10 Z-credits and each Brazilian Zeebo came with 35 Z-credits, so the games were sold virtually for free. They were replaced for Zeebo Extreme Rolimã and Zeebo Extreme Jetboard as free downloads.
Awards
- Computer Gaming World
- November 1996 (15th anniversary issue) - #36 in the “150 Best Games of All Time” list
- November 1996 (15th anniversary issue) – The Best Way To Die In Computer Gaming (being telefragged)
- November 1996 (15th anniversary issue) –Worst Back Story of All Time
- November 1996 (15th anniversary issue) – #5 Least Rewarding Ending of All Time
- May 1997 (Issue #154) – Action Game of the Year
- May 1997 (Issue #154) – Action Game of the Year (Readers' Choice)
- May 1997 (Issue #154) – Special Award for Technological Achievement (for its engine)
- April 1999 (Issue #177) - Introduced into the Hall of Fame
- March 2001 (Issue #200) - #8 Best Game of All Time
- GameSpy
- 2001 – #5 Top Game of All Time
- GameStar (Germany)
- Issue 12/1999 - #7 in the "100 Most Important PC Games of the Nineties" ranking
- PC Gamer
- April 2000 - #14 in the "All-Time Top 50 Games" poll
- April 2005 - #26 in the "50 Best Games of All Time" list
- Power Play
- Issue 02/1997 – Best Multiplayer Game in 1996 (together with Jagged Alliance: Deadly Games)
- Świat Gier Komputerowych
- February 1997 (Issue #50) – readers' award Hitek'96 for the best foreign game of 1996
Information also contributed by Adam Baratz, Ashley Pomerov, chirinea, Darksaviour69, D Michael, Erkan O; keth, Maw, n-n, PCGamer77, Pseudo_Intellectual; Sciere, Scott Monster, Xoleras, Zack Green and Zovni
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Related Sites +
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FitzQuake
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Func_Msgboard
An ever-active forum dedicated to custom mapping, primarily focusing on the original game but also covering the following games in the series from time to time. -
Matt Chat 54
Video interview with John Romero about the development of Quake -
Planet Quake
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Tenebrae
Tenebrae is a modification of the quake source that adds stencil shadows and per pixel lights to quake. Stencil shadows allow for realistic shadow effects on every object in the game world. Per pixel lighting allows you to have fine surface details correctly lit. These are essentially the same algorithms as used by the new Doom game.
Identifiers +
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Contributors to this Entry
Game added by robotriot.
Zeebo added by chirinea. Nintendo 64 added by Kartanym. Windows Mobile, Amiga, Acorn 32-bit added by Kabushi. Windows added by The cranky hermit. Macintosh added by Ace of Sevens. SEGA Saturn added by quizzley7.
Additional contributors: JubalHarshaw, Andrew Hartnett, Ledmeister, Roedie, Unicorn Lynx, Atomic Punch!, erc, Kabushi, Patrick Bregger, Titan10, Karsa Orlong, Plok, MrFlibble, FatherJack, R3dn3ck3r, coltrain5041.
Game added November 3, 1999. Last modified July 8, 2026.