Uncategorized · December 30, 2017 0

Stuff You Never Knew About Quake 1, 2 and 3

It’s almost 2018, and as Trepidation is based on the Quake 3 code, this is an interesting read (Reprinted from ++The Beer Garden++ with permission).

Most of this is compiled from the moby games site, some from wikipedia.. it’s pretty interesting though.


-The engine that iD Software started to make Quake with was called Six Degrees of Freedom

-The first mention of Quake to the public was done in 1990 as part of Apogee’s advertising for upcoming games. Found with Commander Keen 3 It states:


As our follow-up to the Commander Keen trilogy, id Software is working on ‘The Fight for Justice’, a completely new approach to fantasy gaming. You start not as a weakling with no food–you start as Quake, the strongest, most dangerous person on the continent. You start off with a Hammer of Thunderbolts, a Ring of Regeneration, and a trans-dimensional artifact. Here the fun begins. You fight for Justice, a secret organization devoted to vanquishing evil from the land! This is role-playing excitement.

And you don’t chunk around the screen. ‘The Fight for Justice’ contains fully animated scrolling backgrounds. All the people you meet have their own lives, personalities, and objectives. A 256-color VGA version will be available (smooth scrolling 256-color screens –fancy that)!

And the depth of play will be intense. No more “whack whack here’s some gold”. There will be interesting puzzles and decisions won’t be “yes/no” but complex correlations of people and events. ‘The Fight for Justice’ will be the finest PC game yet.

-On August 31, 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.

-In addition to being one of the first full 3D games (with only polygons but no bitmaps) Quake was the first FPS to introduce realistic lighting and shadows.

Of course, this came at a price. Quake has taken a lot of flak because it’s all dull brown and grey. This was necessary because it was the only way to get the lighting to work properly. Since each surface needs a wide variety of reserved colors for displaying darkened/brightened portions of the surface, the game was limited to just a few colors and all their respective shades.

-The Saturn version of Quake is the only version with coloured lighting, something Lobotomy Software added to the saturn version

-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 October 26, 1996.

-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 (bigbang@seanet.com)” 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.

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.

-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.

-As said below, the game was originally supposed to be medieval themed. This 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.

-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 you made your way trough an ancient temple searching for the altar that holds the key to escape. Obviously, before escaping you have to go mano a mano with the Anaconda itself…weird uh?

-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.)

-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”) even have the band’s logo (NIN) on the side.


-On December 20, 1997, the PC version of Quake II was put on the infamous German index by the BPjS. The Nintendo 64 version followed August 31, 1999.
For games on this list, it is illegal to sell or make them available to minors in Germany and it is illegal to advertise for it in any form. This includes the mere presence of a game in the shelves of a store. So those games will disappear from the public. And the only way to actually buy these games is via request (“under the desk”, German unter der Ladentheke).

But there is absolutely no law forbidding any adult to buy such a product.

-The awesome soundtrack, composed by Sonic Mayhem, features a total of 10 tracks in CD-Audio quality. If you listen to the CD be sure to skip the first track, which is the data information.

The rest of the tracks are:

1. Operation Overlord
2. Rage
3. Kill Ratio
4. March of the Stroggs
5. The Underworld
6. Quad Machine
7. Big Gun
8. Descent Into Cerberon
9. Climb
10. Showdown

-The UK Windows Version Quake II CD has the following printed on it:

“This product is intended for sale outside North America only and will not function on North American operating systems.”

Upon testing this seems to be a lie, it works on every North American version of Windows I’ve tried it on. I assume this was to prevent people importing the CDs from the EU and selling them in the US.

-Rob Zombie was responsible for the Quake 2 theme song…

-On 1998 Quake 2 action figures were released to stores by ReSaurus. There was only one series of figures. The series was composed of: Marine (& Barracuda Shark), Jungle Marine (& Strogg Parasite), Iron Maiden (& Strogg Technician), Tank, and a limited edition Psycho Marine.

-The game was really rushed to be ready for the very lucrative Christmas 1997. It shipped with a lot of bugs, missing features (no multiplayer maps) and multiplayer was almost unplayable on the net at first, but hopefully id fixed all these issues with numerous patches.


On January 12, 2000, Quake III: Arena was put on the infamous German index by the BPjS (confirmed on March 31, 2000).
For games on this list, it is illegal to sell or make them available to minors in Germany and it is illegal to advertise for it in any form. This includes the mere presence of a game in the shelves of a store. So those games will disappear from the public. And the only way to actually buy these games is via request (“under the desk”, German unter der Ladentheke).
But there is absolutely no law forbidding any adult to buy such a product.

-While this game was in development, it was referred to as Trinity. This was an obvious reference that it was using the third and possibly final Quake engine.

-In an interview on Gamasutra, designer Tim Willits called Quake III his biggest failure: “The game offered perfect multiplayer for hardcore players. In fact, they’re still playing it. But the more casual gamers, and other people who actually have money, found playing next to impossible.” This hints at a commercial motivation, and not the quality of the game itself.

-The game contains a reference to a popular online comic called User Friendly (www.userfriendly.org). When playing on q3dm19, pick up the fly power-up from the top of the level and fly all the way down until you’re below the final platform. Look up at the central floor and you’ll see an image of the Dust Puppy, as featured in the comic.

-A downloadable add-on map pack is available on many Quake 3 sites on the ‘net, which contains all the maps from the Dreamcast release of the game. This add-on pack allows players of the windows/linux version to play on servers with Dreamcast players. This makes Quake 3 one of the first games to support transparent Internet play between a game console and the PC!

-The opening movie can be a little confusing if you haven’t played the game. The best bet is that the “Sarge” used a teleporter to escape the masses of enemies he was facing… or perhaps the “player” of the character decided enough was enough and jumped into the bunch of bad guys and then exited the game.

-“Quake III Arena” presents some of the heroes from previous Id games as playable skins, including the Space Marine from “Doom”, the marine from “Quake”, and a few of the different marines from “Quake II”. All of these models and skins have both male and female counterparts, and different color variations.

-After finishing the game, watch the credits roll. After the Credits show “THE END”, the character with the hoverskates will skate around the screen like he’s just learning. It’s pretty funny to watch.

-id Software released a technology demo of the game, called Q3Test, in early 1999. In the following five days, 2 million Quake 3 Test internet games were started worldwide. That works out to around 4 games every second.

-50,000 copies of the game were sold within the first 3 days of its release.