{"id":280616,"date":"2021-06-22T13:40:19","date_gmt":"2021-06-22T10:40:19","guid":{"rendered":"https:\/\/en.buradabiliyorum.com\/how-quake-shook-the-world-quake-turns-25\/"},"modified":"2021-06-22T13:40:19","modified_gmt":"2021-06-22T10:40:19","slug":"how-quake-shook-the-world-quake-turns-25","status":"publish","type":"post","link":"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/","title":{"rendered":"#How Quake Shook the World: Quake Turns 25"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_85 counter-hierarchy ez-toc-counter ez-toc-custom ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a2f9486267cb\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #dd3333;color:#dd3333\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #dd3333;color:#dd3333\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a2f9486267cb\" checked aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#A_Gritty_Dark_Fantasy_World_Created_in_Tension\" >A Gritty, Dark Fantasy World Created in Tension<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#June_1996_Summer_of_the_Polygon\" >June 1996: Summer of the Polygon<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#An_Online_Cultural_Juggernaut\" >An Online Cultural Juggernaut<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#Of_eSports_and_Control_Schemes\" >Of eSports and Control Schemes<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#In-Game_Console_Wizardry\" >In-Game Console Wizardry<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#The_Legacy_of_Quake\" >The Legacy of Quake<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/buradabiliyorum.com\/en\/how-quake-shook-the-world-quake-turns-25\/#How_to_Play_Quake_Today\" >How to Play Quake Today<\/a><\/li><\/ul><\/nav><\/div>\n<p><strong>&#8220;#How Quake Shook the World: Quake Turns 25&#8221;<\/strong><\/p>\n<div>\n<!-- UNCACHED CONTENT --><\/p>\n<figure style=\"width: 1200px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"type:primaryImage wp-image-735615 size-full\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/quake_hero_1.jpg?width=1198&amp;trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"The Quake 1 Logo and box art\" width=\"1200\" height=\"675\" data-credittext=\"id Software\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\"><span class=\"type:primaryImage imagecredit\">id Software<\/span><\/figcaption><\/figure>\n<p>After revolutionizing PC gaming with <em>Wolfenstein 3D<\/em> and <em>Doom<\/em>, id Software pulled off a hat trick with <em>Quake<\/em>, released on June 22, 1996. <em>Quake<\/em> mixed polygonal 3D graphics, networking, and grunge into a groundbreaking hit with wide influence. Here\u2019s what made it special.<\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"A_Gritty_Dark_Fantasy_World_Created_in_Tension\"><\/span>A Gritty, Dark Fantasy World Created in Tension<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>In <em>Quake<\/em>, you play as an unnamed protagonist (later called \u201c<a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/quake.fandom.com\/wiki\/Ranger_(Q1)\">Ranger<\/a>\u201c) who must <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/trip-and-travel\/\" data-internallinksmanager029f6b8e52c=\"10\" title=\"Trip &amp; Travel\" target=\"_blank\" rel=\"noopener\">travel<\/a> through dimensional gates to defeat an alien named Quake that has invaded Earth. Like <em>Doom<\/em> before it, <em>Quake<\/em> is a first-person shooter <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/game\/\" data-internallinksmanager029f6b8e52c=\"7\" title=\"Game\" target=\"_blank\" rel=\"noopener\">game<\/a> where you explore levels, solve minor puzzles, and obliterate every monster that you see\u2014ideally in a shower of bloody \u201c<a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/quake.fandom.com\/wiki\/Gibbing\">gibs<\/a>.\u201d<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-735990\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/quake_screenshot_2.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"Quake as most people saw it in 1996, running in 320x200 (stretched to 4:3 ratio here).\" width=\"650\" height=\"490\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\"><em>Quake,<\/em> as most people saw it in 1996, running in 320\u00d7200 (stretched to a 4:3 ratio here).<\/figcaption><\/figure>\n<p>Compared to the technicolor violence of <em>Doom\u2019s<\/em> universe, <em>Quake<\/em> felt relatively bland and dark, graphically speaking, and its single-player campaign was no showstopper. But it incorporated dark medieval imagery and H.P. Lovecraft influences that felt <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/download-scripts-themes-apps\/\" data-internallinksmanager029f6b8e52c=\"9\" title=\"Download Scripts &amp; Themes &amp; Apps\" target=\"_blank\" rel=\"noopener\">app<\/a>ropriate for 1996\u2019s era of grunge music, <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.nytimes.com\/1996\/08\/05\/business\/creating-a-new-generation-of-vivid-typefaces.html\">grunge fonts<\/a>, and grunge fashion. And its pioneering 3D graphics and networking support placed it head and shoulders above the competition.<\/p>\n<p>id Software forged <em>Quake<\/em> in <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.reddit.com\/r\/gaming\/comments\/irlar\/john_romero_speaks_about_quake_and_his_departure\/\">a contentious team effort<\/a> due to a long period of technical development on the engine, with disagreements over game design eventually leading to id Software co-founder John Romero leaving the company.<\/p>\n<p>Still, the <em>Quake<\/em> team pulled off a major win for id Software. John Carmack, Michael Abrash, John Cash, Dave Taylor, and Romero handled the programming. American McGee, Sandy Petersen, and Tim Willits designed the levels and scenarios, and Adrian Carmack and Kevin Cloud created the graphics. John Romero created editor tools and worked on sound effects and level design as well.<\/p>\n<p>Notably, <em>Quake<\/em> features a creepy and compelling ambient soundtrack composed by <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Trent_Reznor\">Trent Reznor<\/a> of the industrial rock band Nine Inch Nails. Reznor also voiced the sound effects of the main character. In tribute to Reznor\u2019s services, which he <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Quake_(original_soundtrack)\">reportedly provided for free<\/a>, id\u2019s artists put a \u201cNIN\u201d Nine Inch Nails logo on the nail gun ammo box in the game.<\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"June_1996_Summer_of_the_Polygon\"><\/span>June 1996: Summer of the Polygon<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Until <em>Quake<\/em>, state-of-the-art first-person shooter games on PC <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/general\/\" data-internallinksmanager029f6b8e52c=\"3\" title=\"General\" target=\"_blank\" rel=\"noopener\">general<\/a>ly used <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/2.5D\">2.5D graphics<\/a> techniques to simulate height and depth while usually restricting player movement to a two-dimensional plane. <em>Quake<\/em> broke the mold by introducing a fully 3D polygonal universe populated with 3D objects and monsters, giving players <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Six_degrees_of_freedom\">six degrees of freedom<\/a> in an immersive virtual world. Unlike 1993\u2019s <em>Doom<\/em>, you could look around freely (and even jump) in <em>Quake<\/em>.<\/p>\n<p>\u201cIt was an obvious progression from <em>Wolfenstein\u2019s<\/em> three degrees of freedom to <em>Doom\u2019s<\/em> four degrees of freedom, to <em>Quake\u2019s<\/em> six degrees of freedom,\u201d <em>Quake<\/em> programmer John Carmack told How-To Geek. \u201cSome <em>Doom<\/em> clones experimented with a shearing look up\/down for five degrees of freedom, but if you are going to support arbitrarily oriented polygons, you might as well get all six.\u201d<\/p>\n<p>Polygonal 3D video game worlds existed at least a decade before <em>Quake<\/em>, and even a polygonal 3D first-person shooter called <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.mobygames.com\/game\/descent\"><em>Descent<\/em><\/a> predated it in 1995. But in mid-1996, fully 3D video games were still rare, and action 3D games with in-game physics that could run with a decent frame rate on a consumer PC (without any 3D graphical acceleration) were unheard of.<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-736049 size-full\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/sm64_screenshot.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"\" width=\"650\" height=\"485\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\">In June 1996, <em>Super Mario 64<\/em> (seen here) and <em>Quake<\/em> revolutionized 3D video games.<\/figcaption><\/figure>\n<p>Nintendo\u2019s <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Super_Mario_64\"><em>Super Mario 64<\/em><\/a>\u2014released in Japan just one day after <em>Quake<\/em>\u2014provided a fluid 3D world on the Nintendo 64 by utilizing special 3D graphics hardware. Both games revolutionized 3D polygonal gameplay in their respective genres, but <em>Quake<\/em> did it on your family\u2019s 75 MHz Pentium PC. Like <em>Commander Keen<\/em>, <em>Wolfenstein<\/em>, and <em>Doom<\/em> before it, <em>Quake<\/em> made a regular PC do more than what anyone thought was possible at the time.<\/p>\n<p>In addition to its immersive 3D world, <em>Quake<\/em> played with dynamic light and shadow in a way never before seen in a computer game. \u201cThe lighting model was a more unique feature than the polygons,\u201d says Carmack. \u201cThere were other 3D polygon games and applications, but the light mapping and surface caching gave <em>Quake<\/em> a very different atmosphere.\u201d<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-735995 size-full\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/quake_intro_area.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"\" width=\"650\" height=\"488\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\"><em>Quake<\/em> was a pretty dark game. We had to brighten this screenshot so that you could see it!<\/figcaption><\/figure>\n<p>By default, <em>Quake<\/em> usually ran at 320\u00d7200 resolution on an average PC in 1996. Higher resolutions were possible, but they required much faster CPUs. With the 1997 release of GLQuake\u2014an official version of <em>Quake<\/em> that supported the OpenGL 3D graphics API\u2014gamers could buy and use <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/tedium.co\/2018\/02\/14\/3dfx-history-failure\/\">new 3D graphics accelerator cards<\/a> to run <em>Quake<\/em> at higher frame rates and resolutions, effectively launching the GPU card era in gaming that we still have today.<\/p>\n<p><strong>RELATED:<\/strong> <strong><em>30 Years of Vorticons: How Commander Keen Changed PC Gaming<\/em><\/strong><\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"An_Online_Cultural_Juggernaut\"><\/span>An Online Cultural Juggernaut<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Like <em>Doom<\/em> before it, <em>Quake<\/em> pushed the state-of-the-art when it came to multiplayer networked gaming. <em>Doom<\/em> introduced the FPS <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Deathmatch\">deathmatch<\/a> to the world, but only through modem-to-modem connections, serial links, and local area networks directly. <em>Quake<\/em> was one of the first mainstream games to incorporate TCP\/IP networking directly into the game itself, allowing people to type in an IP address and connect directly with a friend over the internet for co-op or competitive deathmatch play. Just months after <em>Quake\u2019s<\/em> launch, id Software introduced a <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/quakewiki.org\/wiki\/QuakeWorld\"><em>QuakeWorld<\/em> client<\/a> that made internet multiplayer an <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/fabiensanglard.net\/quakeSource\/johnc-log.aug.htm\">even better experience<\/a>.<\/p>\n<p><em>Quake<\/em> was also highly moddable, meaning that people who bought the game were allowed (and even encouraged) to build extensions off of it, make their own maps, and even extend the game engine in ways that the designers never thought possible. In this vein, id Software published its own programming language called <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/web.archive.org\/web\/20110716005831\/http:\/\/www.satanicslaughter.com\/news\/?news_id=94\">QuakeC<\/a> (used to develop <em>Quake<\/em> itself) that unlocked the engine for modders in a powerful way. After that, novel and influential variations of <em>Quake\u2019s<\/em> multiplayer modes emerged, such as capture the flag and <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.moddb.com\/mods\/team-fortress\"><em>Team Fortress<\/em><\/a>.<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-736021 size-full\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/quake_team-fortress.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"The Team Fortress mod for Quake invented a new multiplayer genre.\" width=\"650\" height=\"489\" data-crediturl=\"https:\/\/www.moddb.com\/mods\/team-fortress\/images\/team-fortress-screens\" data-credittext=\"moddb\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\">The <em>Team Fortress<\/em> mod for <em>Quake<\/em> invented a new multiplayer genre. <span class=\"imagecredit\"><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.moddb.com\/mods\/team-fortress\/images\/team-fortress-screens\">moddb<\/a><\/span><\/figcaption><\/figure>\n<p>As a result of its highly moddable nature, <em>Quake<\/em> also inspired some of the earliest forms of <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Machinima\">video game machinima<\/a>, where people would use the <em>Quake<\/em> engine as a staging area to tell a story that would be recorded as a video and then (usually) shared on the internet.<\/p>\n<p><strong>RELATED:<\/strong> <strong><em>How to Play Classic &#8220;Doom&#8221; in Widescreen on Your PC or Mac<\/em><\/strong><\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"Of_eSports_and_Control_Schemes\"><\/span>Of eSports and Control Schemes<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>As the first fully 3D FPS with in-game physics, <em>Quake<\/em> inspired emergent gameplay techniques\u2014such as <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/en.wikipedia.org\/wiki\/Strafing_(video_games)#Strafe-jumping\">strafe jumping<\/a>, bunny hopping, and rocket jumping\u2014that required a high degree of skill to master. The competitive edge that these techniques gave over other players inspired <em>Quake\u2019<\/em>s use in video game tournaments, which <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/dotesports.com\/general\/news\/esports-pioneer-quake-turns-24-years-old-today\">many now consider to have been a key step<\/a> in the dawn of competitive eSports.<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-736028 size-full\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/wasd_controls.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"A PC gamer using the WASD keyboard layout and a mouse to play.\" width=\"650\" height=\"433\" data-crediturl=\"https:\/\/www.shutterstock.com\/image-photo\/gamer-playing-pc-video-game-gaming-1793728492\" data-credittext=\"Tugce Simsek \/ Shutterstock\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\">Pro-level <em>Quake<\/em> players helped popularize the now-common WASD control scheme. <span class=\"imagecredit\"><a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.shutterstock.com\/image-photo\/gamer-playing-pc-video-game-gaming-1793728492\">Tugce Simsek \/ Shutterstock<\/a><\/span><\/figcaption><\/figure>\n<p><em>Quake<\/em> also had a big impact on how we control PC games. Initially, many people played <em>Quake<\/em> with a keyboard like <em>Doom<\/em>. But the extra dimension of looking up and down gave players who adapted to mouse control a distinct advantage. The now-common \u201cWASD\u201d plus \u201cmouselook\u201d controls common in PC games became popular largely <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.pcgamer.com\/how-wasd-became-the-standard-pc-control-scheme\/\">due to the play style of Dennis \u201cThresh\u201d Fong<\/a>, who won <em>Quake<\/em> tournaments in the 1990s. They weren\u2019t the default control mapping until <em>Quake III<\/em> in 1999, but players could easily remap <em>Quake\u2019s<\/em> controls to suit their tastes. Once they tried using WASD plus the mouse, few competitive players went back to keyboard-only gameplay.<\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"In-Game_Console_Wizardry\"><\/span>In-Game Console Wizardry<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>To our knowledge, <em>Quake<\/em> was the first action video game with a built-in <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/quake.fandom.com\/wiki\/Console_(Q1)\">console<\/a> interface used for changing game options and manipulating the engine itself. At any time during play on the PC version of the game, players could press the tilde (~) key, and a console box would drop down from the top of the screen with a prompt. In that box, you could <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/quake.fandom.com\/wiki\/Console_Commands_(Q1)\">type text commands<\/a> that could move the player, manipulate the game world, change options, or enable cheats.<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-736026 size-full\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/the_quake_console.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"Quake's in-game console let you bend the rules of the world---if you knew what to type.\" width=\"650\" height=\"412\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\"><em>Quake\u2019s<\/em> in-game console let you bend the rules of the world\u2014if you knew what to type.<\/figcaption><\/figure>\n<p>For example, by bringing up the console and typing <code>sv_gravity 100<\/code>, players could reduce the effects of gravity in the game engine and jump much higher. This was powerful stuff in 1996. It\u2019s just one more way in which <em>Quake<\/em> was almost more than just a game\u2014it was a 3D-gaming platform unto itself.<\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"The_Legacy_of_Quake\"><\/span>The Legacy of Quake<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>Despite the struggles during its development, <em>Quake<\/em> was a hit out of the gate. Romero himself uploaded the shareware version of <em>Quake<\/em> to the internet for release on June 22, 1996. Word rapidly spread, and <em>Quake<\/em> sold several hundred thousand copies within a year of its release, reaching <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/web.archive.org\/web\/20000304053210\/http:\/\/headline.gamespot.com\/news\/99_12\/13_pc_quake\/index.html\">550,000 copies<\/a> by 1999, with\u00a0<a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/web.archive.org\/web\/20101206145241\/http:\/\/justadventure.com\/articles\/What_Was_That\/What_Was_That.shtm\">reportedly over 1.8 million sold<\/a> by 2010.<\/p>\n<p>Numerous games licensed the <em>Quake<\/em> engine, and, of course, the game spawned sequels in <em>Quake II<\/em>, <em>Quake III<\/em>, <em>Quake 4<\/em>, <em>Enemy Territory: Quake Wars<\/em>, and more. Through its cultural influence, <em>Quake<\/em> feels at least on par with games like <em>Tetris <\/em>and <em>Super Mario Bros.<\/em> as having cemented a genre and inspired future developers to take the concept much further than originally imagined.<\/p>\n<p>As for id Software, <em>Quake<\/em> served as the swan song for the duo of Carmack and Romero, whose partnership spawned a wave of early 1990s PC hits that are still legendary. By the time id released <em>Quake<\/em>, Romero already knew that he\u2019d be leaving the company\u2014he wanted to do more than just first-person shooters. \u201cThe disagreement over whether we spend time exploring game design alternatives to FPS vs. just making another shooter is the reason why I decided to leave,\u201d Romero told us.<\/p>\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\">\n<p lang=\"en\" dir=\"ltr\">Happy 23rd Birthday, Quake! It\u2019s time for DeathJam 2019 in Galway! <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/twitter.com\/hashtag\/frag?src=hash&amp;ref_src=twsrc%5Etfw\">#frag<\/a> <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/t.co\/hai5QSwD5J\">pic.twitter.com\/hai5QSwD5J<\/a><\/p>\n<p>\u2014 \ud835\udd75\ud835\udd94\ud835\udd8d\ud835\udd93 \ud835\udd7d\ud835\udd94\ud835\udd92\ud835\udd8a\ud835\udd97\ud835\udd94 (@romero) <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/twitter.com\/romero\/status\/1142249508040040463?ref_src=twsrc%5Etfw\">June 22, 2019<\/a><\/p>\n<\/blockquote>\n<p>Still, Romero is proud of what <em>Quake<\/em> became. \u201cThe single-player game was pretty scary with the lights low and volume up,\u201d he says. \u201cIt\u2019s stood the test of time.\u201d He hosts <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/twitter.com\/romero\/status\/1142249508040040463?s=20\">Quake DeathJam<\/a> events every year in Ireland, he notes, and the game is as popular as ever with competitive <em>Quake<\/em> players.<\/p>\n<p>Likewise, John Carmack is also proud of\u00a0<em>Quake<\/em>, but knowing the strife that the development team went through, he sees how its creation might have progressed differently. \u201cI am certainly satisfied with having made such an iconic game,\u201d he told How-To Geek. \u201cWith hindsight, I sometimes think we could have done better by doing all the modding and networking technologies with something closer to <em>Doom<\/em>\u2018s rendering engine so it would run faster for more people and be easier to map for, then do the full 3D maps and characters in another game a year later, but who knows\u2014that might have been an opening for another company to pass us by.\u201d<\/p>\n<p>But they did what they did, and no one passed them by that summer of 1996. Instead, id Software set the pace for the industry with <em>Quake<\/em>, and we\u2019re still talking about it 25 years later.<\/p>\n<h2 role=\"heading\" aria-level=\"2\"><span class=\"ez-toc-section\" id=\"How_to_Play_Quake_Today\"><\/span>How to Play Quake Today<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<p>There\u2019s <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.reddit.com\/r\/quake\/comments\/bfxy1h\/best_way_to_experience_quake_1\/\">much<\/a> <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.reddit.com\/r\/quake\/comments\/eht3hr\/what_is_the_best_way_to_play_quake_1_and_2\/\">debate<\/a> <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=732999296\">online<\/a> about the best way to play <em>Quake<\/em> today. Usually, the answer depends on whether you want a more \u201cauthentic\u201d experience or one that utilizes advances in graphics <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/technology\/\" data-internallinksmanager029f6b8e52c=\"4\" title=\"Technology\" target=\"_blank\" rel=\"noopener\">technology<\/a> since 1996.<\/p>\n<p>If you don\u2019t want any fuss and have a Windows machine, browse over to <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/redirect.viglink.com\/?key=204a528a336ede4177fff0d84a044482&amp;u=https%3A%2F%2Fstore.steampowered.com%2Fapp%2F2310%2FQUAKE%2F\">Steam<\/a> or <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/www.gog.com\/game\/quake_the_offering\">GOG<\/a> and buy <em>Quake<\/em> for about $5. You\u2019ll get the vanilla game with 1996-era options\u2014no widescreen or gamepad support, for example.<\/p>\n<p>But there are other ways to go. After id Software released the source code to the <em>Quake<\/em> engine in 1999, dedicated fans have created newer versions of the game engine called \u201c<a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/quake.fandom.com\/wiki\/Source_port\">source ports<\/a>\u201d that allow high-resolution textures, widescreen resolutions, modern controller support, and much more.<\/p>\n<figure style=\"width: 650px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-736039\" src=\"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/quake_hires.jpg?trim=1,1&amp;bg-color=000&amp;pad=1,1\" alt=\"With a source port like QuakeSpasm, you can get widescreen and controller support.\" width=\"650\" height=\"272\" onload=\"pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\" onerror=\"this.onerror=null;pagespeed.lazyLoadImages.loadIfVisibleAndMaybeBeacon(this);\"\/><figcaption class=\"wp-caption-text\">With a source port like QuakeSpasm, you can play <em>Quake<\/em> with widescreen and controller support.<\/figcaption><\/figure>\n<p>Among the many <em>Quake<\/em> ports available, <a rel=\"nofollow noopener\" target=\"_blank\" href=\"http:\/\/quakespasm.sourceforge.net\/download.htm\">QuakeSpasm<\/a> (which runs on Windows, Macs, and Linux) remains popular as a vanilla solution with widescreen and Xbox controller support, while <a rel=\"nofollow noopener\" target=\"_blank\" href=\"https:\/\/icculus.org\/twilight\/darkplaces\/download.html\">DarkPlaces<\/a> supports more modern lighting effects and textures.<\/p>\n<p>Either way, you\u2019ll still need to buy a copy of <em>Quake<\/em> online from Steam or GOG first (unless you have your vintage <em>Quake<\/em> CD), so that you can copy the data files over to the source port directory.<\/p>\n<p>Have fun, and happy birthday,\u00a0<em>Quake<\/em>!<\/p>\n<p><strong>RELATED:<\/strong> <strong><em>From Keen to Doom: id Software&#8217;s Founders Talk 30 Years of Gaming History<\/em><\/strong><\/p>\n<\/div>\n<p><script async src=\"\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><\/p>\n<p><script>\n setTimeout(function(){\n  !function(f,b,e,v,n,t,s)\n  {if(f.fbq)return;n=f.fbq=function(){n.callMethod?\n  n.callMethod.apply(n,arguments):n.queue.push(arguments)};\n  if(!f._fbq)f._fbq=n;n.push=n;n.loaded=!0;n.version='2.0';\n  n.queue=[];t=b.createElement(e);t.async=!0;\n  t.src=v;s=b.getElementsByTagName(e)[0];\n  s.parentNode.insertBefore(t,s) } (window, document,'script',\n  'https:\/\/connect.facebook.net\/en_US\/fbevents.js');\n   fbq('init', '335401813750447');\n   fbq('track', 'PageView');\n  },3000);\n<\/script><\/p>\n<blockquote><p><strong><span style=\"color: #ff6600;\">If you liked the article, do not forget to share it with your friends. Follow us on\u00a0<span style=\"color: #ff0000;\"><a style=\"color: #ff0000;\" href=\"https:\/\/news.google.com\/publications\/CAAqBwgKMLG0nwswvr63Aw\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">Google News<\/a><\/span>\u00a0too, click on the star and choose us from your favorites.<\/span><\/strong><\/p><\/blockquote>\n<blockquote>\n<p style=\"text-align: center;\">For forums sites go to <span style=\"color: #ff9900;\"><a style=\"color: #ff9900;\" href=\"https:\/\/forum.buradabiliyorum.com\/\" target=\"_blank\" rel=\"noopener\">Forum.BuradaBiliyorum.Com<\/a><\/span><\/strong>\n<\/p><\/blockquote>\n<blockquote>\n<p style=\"text-align: center;\"><strong>If you want to read more like this article, you can visit our <span style=\"color: #ff9900;\"><a style=\"color: #ff9900;\" href=\"https:\/\/en.buradabiliyorum.com\/technology\/\" target=\"_blank\" rel=\"noopener\">Technology category.<\/a><\/span><\/strong><\/p>\n<\/blockquote>\n<p><span style=\"color: black;\"><a style=\"color: #ff9900;\" href=\"https:\/\/www.howtogeek.com\/735446\/how-quake-shook-the-world-quake-turns-25\/\" target=\"_blank\" rel=\"noopener\">Source<\/a><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;#How Quake Shook the World: Quake Turns 25&#8221; id Software After revolutionizing PC gaming with Wolfenstein 3D and Doom, id Software pulled off a hat trick with Quake, released on June 22, 1996. Quake mixed polygonal 3D graphics, networking, and grunge into a groundbreaking hit with wide influence. Here\u2019s what made it special. A Gritty,&#8230;<\/p>\n","protected":false},"author":1,"featured_media":280617,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/www.howtogeek.com\/wp-content\/uploads\/2021\/06\/quake_hero_1.jpg?height=200p&trim=2,2,2,2","fifu_image_alt":"","footnotes":""},"categories":[18],"tags":[],"class_list":["post-280616","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-technology"],"_links":{"self":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/posts\/280616","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/comments?post=280616"}],"version-history":[{"count":0,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/posts\/280616\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/media\/280617"}],"wp:attachment":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/media?parent=280616"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/categories?post=280616"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/tags?post=280616"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}