{{Short description|1996 video game}} {{About|the video game|the series|Quake (series)}} {{Use American English|date=July 2025}} {{Use mdy dates|date=April 2023}} {{Infobox video game | title = Quake | image = Quake1cover.jpg | developer = id Software{{efn|The enhanced version of the game was developed by Nightdive Studios.}} | publisher = GT Interactive{{efn|{{blist|ClickBOOM published the game on the AmigaOS;|MacSoft published the game for the Mac OS;|Sega published the game for the Saturn;|Midway Games published the game for the Nintendo 64;|Macmillan Digital Publishing USA published the game for Linux.|R-Comp Interactive published the game for RISC OS in 1999<ref>{{cite web|url=https://www.acornarcade.com/articles/Quake_-_Getting_Started/index1012.html|title=Quake - Getting Started|website=Acorn Arcade|access-date=2024-07-13|first= Alasdair|last=Bailey|date=2000-10-30}}</ref>|In 2001, Activision published the game in a compilation pack which includes ''Quake II'' and ''Quake III Arena'' known as ''Ultimate Quake''.|In 2021, Bethesda Softworks published the enhanced version of the game.}}}} | director = | producer = | designer = John Romero<br />Sandy Petersen<br />American McGee<br />Tim Willits | programmer = John Carmack<br />Michael Abrash<br />John Cash | artist = Adrian Carmack<br />Kevin Cloud<br />Paul Steed | writer = | composer = {{collapsible list|title={{nobold|Trent Reznor<br />Nine Inch Nails}}<ref name=NIN>{{Cite web |year=2011 |title=American McGee on Quake |url=https://www.quaddicted.com/interviews/americanmcgee |access-date=December 13, 2014 |publisher=Quaddicted}}</ref>|'''Nintendo 64'''<br />Aubrey Hodges<br />'''Scourge of Armagon, Dissolution of Eternity'''<br />Jeehun Hwang}} <!-- DO NOT REMOVE! CREDITED AS IT IS IN THE GAME --> | series = ''Quake'' | engine = ''Quake'' engine{{efn|The Saturn version of the game, developed by Lobotomy Software, uses the Slavedriver engine.{{citation needed|date=February 2026}} The enhanced version uses the KEX Engine.{{citation needed|date=February 2026}}}} | platforms = {{Collapsible list|title={{nobold|MS-DOS}}|{{ubl|IBM AIX<ref name=IBM>{{Cite web |title=Quake Version 1.07 on RS/6000 Systems |url=https://public.dhe.ibm.com/aix/freeSoftware/games/Quake/ |access-date=August 29, 2024}}</ref>|AmigaOS|Classic Mac OS|RISC OS|Saturn|Nintendo 64|Linux|Windows|PlayStation 4| PlayStation 5|Xbox One|Xbox Series X/S|Nintendo Switch}} }} | released = {{collapsible list |title={{Nobold|June 22, 1996}} |'''MS-DOS, Windows'''{{Video game release|NA|June 22, 1996 (shareware)<ref>{{Cite web |date=August 30, 1996 |title=id Software's QUAKE hits retail outlets worldwide; QUAKE and a Slurpee - Gamers can pick up QUAKE shareware at 7-Eleven |url=http://www.thefreelibrary.com/id%2BSoftware%27s%2BQUAKE%2Bhits%2Bretail%2Boutlets%2Bworldwide%3B%2BQUAKE%2Band%2Ba...-a018630810 |archive-url=https://web.archive.org/web/20080820131102/http://www.thefreelibrary.com/id+Software%27s+QUAKE+hits+retail+outlets+worldwide%3B+QUAKE+and+a...-a018630810 |archive-date=August 20, 2008 |access-date=November 2, 2022 |website=Business Wire |via=The Free Library |url-status=dead }}</ref>|NA|July 22, 1996 (full)<ref>{{Cite web |date=July 1997 |title=blue's Quake Rag - July News |url=https://www.bluesnews.com/archives/july96.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''July 19 - The registered Quake will ship on Monday, July 22''': "The latest update from Mike Wilson of id Software: <nowiki>'...the full version of quake will be shipping to our direct order customers on monday!'</nowiki>"</ref>|EU|August 25, 1996<ref>{{Cite web |date=February 10, 1998 |title=Online Gaming Review |url=http://www.ogr.com/news/news0896.html |archive-url=https://web.archive.org/web/19980210124955/http://www.ogr.com/news/news0896.html |archive-date=February 10, 1998 |access-date=April 16, 2023}}</ref>|WW|May 31, 2007 (Steam)}} |'''Linux'''{{Video game release|WW|July 5, 1997<ref name=BluesJulyLinux>{{Cite web |date=July 1997 |title=blue's Quake Rag - July News |url=https://www.bluesnews.com/archives/july96.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''July 5 - Linux Quake Released''': "Dave Taylor's eagerly awaited Linux port of Quake 0.91 (303 KB) has been released."</ref>}} |'''Mac OS'''{{Video game release|NA|August 28, 1997<ref name=BluesAugMac>{{Cite web |date=August 1997 |title=blue's Quake Rag - August 23-29, 1997 News |url=https://www.bluesnews.com/archives/aug97-4.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''Thursday, August 28, 1997 - MacQuake Out?''': "I've heard from several people that the full MacQuake is now available in stores."</ref>}} |'''Saturn'''{{Video game release|EU|November 27, 1997<ref>{{Cite web |date=1998-02-01 |title=sega-online.quake! (saturn) |url=http://www.sega-europe.com/saturn/sgames/quakemore.html |access-date=2023-05-03 |archive-url=https://web.archive.org/web/19980201234154/http://www.sega-europe.com/saturn/sgames/quakemore.html |archive-date=1998-02-01 }}</ref>|NA|December 2, 1997}} |'''Nintendo 64'''{{Video game release|NA|March 24, 1998|EU|May 24, 1998}} |'''Switch, PS4, Xbox One'''{{Video game release|WW|August 19, 2021<ref>{{Cite web |date=August 19, 2021 |title=Quake rated for modern consoles and PC |url=https://www.polygon.com/22632247/quake-rerelease-rated-esrb-pc-ps4-xbox-one-nintendo-switch-launch-date |website=Polygon}}</ref>}} |'''PS5, Xbox Series X/S'''{{Video game release|WW|October 12, 2021<ref name="PS5 XS release">{{Cite web |date=October 12, 2021 |title=Quake's free "next-gen" upgrade now available for Xbox Series X/S and PS5 |url=https://www.eurogamer.net/articles/2021-10-12-quakes-free-next-gen-upgrade-now-available-for-xbox-series-x-s-and-ps5 |access-date=October 12, 2021 |website=Eurogamer}}</ref>}} }} | genre = First-person shooter | modes = Single-player, multiplayer }}

'''''Quake''''' is a 1996 first-person shooter video game developed by id Software and published by GT Interactive. The first game in the ''Quake'' series,<ref>{{Cite journal |date=July 2012 |title=Retro Diary |journal=Retro Gamer |location=Bournemouth |publisher=Imagine Publishing |issue=104 |page=13 |issn=1742-3155 |oclc=489477015}}</ref> it was originally released for MS-DOS and Windows, followed by Mac OS, Linux, and Saturn in 1997 and Nintendo 64 in 1998. The game's plot is centered around teleportation experiments, dubbed slipgates, which have resulted in an unforeseen invasion of Earth by a hostile force codenamed Quake, which commands a vast army of monsters. The player takes the role of a soldier (later dubbed Ranger), whose mission is to travel through the slipgates in order to find and destroy the source of the invasion. The game is split between futuristic military bases and medieval, gothic environments, featuring both science fiction and fantasy weaponry and enemies as the player battles possessed soldiers and demonic beasts such as ogres or armor-clad knights. ''Quake'' heavily takes inspiration from gothic fiction and in particular the works of H. P. Lovecraft. The game went through many revisions during development, and had originally been inspired by a ''Dungeons & Dragons'' campaign held among id Software staff.<ref name=PCGamer>{{cite magazine |last=Poole |first=Steve |date=October 1995 |title=Brace Yourself for Quake |url= |magazine=PC Gamer |pages=64–70}}</ref>

The successor to id Software's ''Doom'' series, ''Quake'' built upon the technology and gameplay of its predecessor.<ref>{{Cite magazine |last=Hsu |first=Dan |date=October 1997 |title=Creature Feature |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=99 |page=102}}</ref> Unlike the ''Doom'' engine before it, the ''Quake'' engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After ''Doom'' helped popularize multiplayer deathmatches, ''Quake'' added various multiplayer options. Online multiplayer became increasingly common, with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable. ''Quake'' featured music composed by Trent Reznor and his band Nine Inch Nails.<ref name=NIN/>

''Quake'' is often cited as one of the best video games ever made.<ref>{{Cite web |last=Gordon |first=David |date=February 6, 1999 |title=The 50 Best Video games: A Legend In Your Own Living-Room |url=https://www.independent.co.uk/arts-entertainment/the-50-best-video-games-a-legend-in-your-own-livingroom-1068932.html |website=The Independent}}</ref><ref>{{Cite web |title=The 100 Greatest Games Of All Time |url=http://www.empireonline.com/100greatestgames/ |archive-url=https://web.archive.org/web/20110515221956/http://www.empireonline.com/100greatestgames/ |archive-date=2011-05-15 |access-date=2023-04-30 |website=Empire}}</ref><ref>{{Cite web |date=2010-01-11 |title=FHM's 100 Greatest Games of All Time |url=http://www.fhm.com/reviews/console-games/fhms-100-greatest-games-of-all-time-20090901 |archive-url=https://web.archive.org/web/20130430073137/http://www.fhm.com/reviews/console-games/fhms-100-greatest-games-of-all-time-20090901 |archive-date=2013-04-30 |access-date=2023-04-30 |website=FHM.com}}</ref> Despite its critical acclaim, ''Quake''{{'}}s development was controversial in the history of id Software. Due to creative differences and a lack of leadership, the majority of the team left the company after the game's release, including co-founder John Romero.<ref name="mastersdoom" /> An "enhanced" version of ''Quake'' was developed by Nightdive Studios and published by Bethesda Softworks and was released for Nintendo Switch, PlayStation 4, Windows, and Xbox One consoles in August 2021, including the original game's first two expansions and two episodes developed by MachineGames. The PlayStation 5 and Xbox Series X/S versions were released in October 2021.<ref name="PS5 XS release" />

==Gameplay== thumb|left|The double-barreled shotgun in use against an Enforcer on E3M1<!-- Although both Q2 and Doom2 call it the super shotgun, Q1 does not. -->

In ''Quake''{{'s}} single-player mode, players explore levels, facing monsters and finding secret areas before reaching an exit.{{sfn|Manual|1996|p=3}} Switches or keys open doors, and reaching the exit takes the player to the next level.{{sfn|Manual|1996|p=3}} Before accessing an episode, there is a set of three pathways with easy, medium, and hard skill levels.{{sfn|Manual|1996|p=3}} The fourth skill level, "Nightmare", was described by the game manual to be "so bad that the entry is hidden, so people won't wander in by accident".{{sfn|Manual|1996|p=3}}

''Quake''{{'s}} single-player campaign is organized into four individual episodes with seven to eight levels in each (including one secret level per episode, one of which is a "low gravity" level that challenges the player's abilities in a different way).{{sfn|Manual|1996|p=4}} If the player's character dies, they must restart at the beginning of that level.{{sfn|Manual|1996|p=3}} The game may be saved at any time in the PC versions and between levels in the console versions.<ref>{{cite web|url=https://dosdays.co.uk/topics/Games/game_quake.php|title=Quake (1996)|website=DOS Days|access-date=15 February 2026}}</ref> Upon completing an episode, the player is returned to the hub "START" level, where another episode can be chosen.{{sfn|Manual|1996|p=4}} Each episode starts the player from scratch, without any previously collected items. Episode one (which formed the shareware or downloadable demo version of ''Quake'') has the most traditional layout with a boss in the last level.{{sfn|Manual|1996|p=3-4}} The ultimate objective at the end of each episode is to recover a magic rune. After all of the runes are collected, the floor of the hub level opens up to reveal an entrance to the "END" level which contains a final puzzle.{{sfn|Manual|1996|p=11}}

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 either play the single-player campaign together in co-op (cooperative) mode, or play against each other in multiplayer (see LAN party).{{sfn|Manual|1996|p=19-20}} When players die in multiplayer mode, they can immediately respawn, but will lose any items that were collected. Similarly, items that have been picked up previously respawn after some time, and may be picked up again.{{sfn|Manual|1996|p=19-20}} The most popular multiplayer modes are all forms of deathmatch.{{sfn|Manual|1996|p=19-20}} 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).{{sfn|Manual|1996|p=19-20}}

The gameplay in ''Quake'' was considered unique for its time because of the different ways the player can manoeuvre through the game.<ref>{{Cite magazine |last1=Fitzpatrick |first1=Alex |last2=Pullen |first2=John Patrick |last3=Raab |first3=Josh |last4=Grossman |first4=Lev |last5=Eadicicco |first5=Lisa |last6=Peckham |first6=Matt |last7=Vella |first7=Matt |date=2016-08-23 |title=The 50 Best Video Games of All Time Ranked |url=https://time.com/4458554/best-video-games-all-time/ |magazine=Time Magazine |access-date=January 13, 2021 |archive-date=August 26, 2016 |archive-url=https://web.archive.org/web/20160826010703/http://time.com/4458554/best-video-games-all-time/ |url-status=dead }}</ref> Bunnyhopping or strafe-jumping allow faster movement, while rocket jumping enables the player to reach otherwise-inaccessible areas at the cost of some health. 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. Multiplayer ''Quake'' was one of the first games singled out as a form of electronic sport.<ref>{{Cite book |title=Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Games Development, ICOMP '06 : Las Vegas, Nevada, USA, June 26-29, 2006 |date=2006 |publisher=CSREA Press |isbn=1-60132-005-1 |oclc=255355771}}</ref> A notable participant was Dennis Fong, who won John Carmack's Ferrari 328 at the Microsoft-sponsored Red Annihilation tournament in 1997.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=y6H4x-J7lr0 |title=Thresh vs. Entropy in 4K Ferrari Match Thresh POV Quake 1 One Classic |date=25 August 2019 |archive-url=https://web.archive.org/web/20221009084443/https://www.youtube.com/watch?app=desktop&v=y6H4x-J7lr0 |archive-date=October 9, 2022 |url-status=bot: unknown |via=YouTube |access-date=June 7, 2024 }}</ref>

=== Synopsis === [[File:H. P. Lovecraft, June 1934.jpg|thumb|left|Many of the enemies of ''Quake'' took inspiration of the characters of American writer H. P. Lovecraft (pictured in 1934) |alt=Black and white photo of the head and shoulders of a man wearing glasses]]

In the single-player game, the player takes the role of the protagonist, unnamed in ''Quake'' but referred to as Ranger in later games (voiced by Trent Reznor),<ref>{{cite web |last1=Sarkar |first1=Samit |title=Quake's hero comes to Quake Champion |url=https://www.polygon.com/2017/5/3/15532362/quake-champions-ranger-trailer |website=Polygon |publisher=Vox Media |access-date=February 24, 2025 |date=May 3, 2017}}</ref> who is sent into a portal in order to stop an enemy code-named "Quake". The government had been experimenting with teleportation technology and developed a working prototype called a "Slipgate"; the mysterious Quake compromised the Slipgate by connecting it with its own teleportation system, using it to send death squads to the "Human" dimension in order to test the martial capabilities of humanity.{{sfn|Manual|1996|p=1}}

The sole surviving protagonist in "Operation Counterstrike" is Ranger, who must advance, starting each of the four episodes from an overrun human military base, before fighting his way into other dimensions, reaching them via the Slipgate or their otherworld equivalent. After passing through the Slipgate, Ranger's main objective is to collect four magic runes from four dimensions of ''Quake''; these are the key to stopping the enemy and ending the invasion of Earth.{{sfn|Manual|1996|p=1}}

The single-player campaign consists of 30 separate levels, or "maps", divided into four episodes (with a total of 26 regular maps and four secret ones), as well as a hub level to select a difficulty setting and episode, and the game's final boss level. Each episode represents individual dimensions that the player can access through the Slipgate or magical portals (in the case of the latter three episodes) that are discovered over the course of the game. The various realms consist of a number of gothic, medieval, and lava-filled 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 game's setting is inspired by dark fantasy influences, including H. P. Lovecraft's Cthulhu Mythos.<ref name=CthuluQu>{{Cite web |last=Wilson |first=Mike |date=June 22, 2021 |title=Cthulu and Quad Damage: Quake at 25 |url=https://bloody-disgusting.com/video-games/3663214/cthulhu-quad-damage-quake-25/ |access-date=January 28, 2023 |website=Bloody Disgusting}}</ref> Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua" in the manual, the boss of the first episode is named Chthon, the main villain is named Shub-Niggurath and is explicitly stated to be an Old One, and the four episodes all have Lovecraftian names.<ref name=CthuluQu/>

==Development== [[File:John Carmack E3 2006.jpg|thumb|John Carmack (pictured in 2006) programmed ''Quake''|alt=Black and white photo of the head and shoulders of a man wearing glasses]]

In the early 1990s, the staff at id Software had a private ''Dungeons & Dragons'' game, which would go on to inspire a number of elements in their titles over the following years. With John Carmack as DM, the campaign featured a group of adventurers named the Silver Shadow Band. The group were named for the silver dragon on which they flew, and each represented one of the core stats of the game. Among them was a powerful character named Quake, representing strength, who fought with a magic hammer capable of destroying buildings. Quake was accompanied by a floating magic artefact named the Hellgate Cube which attacked his foes with lightning bolts.<ref name="doomguy 198-213">{{Cite book |last=Romero |first=John |title=Doom Guy: Life in First Person |publisher=Abrams Press |year=2023 |isbn=978-1-4197-5811-9 |location=New York |pages=198–213 |oclc=on1389830938}}</ref> John Romero described fighting alongside Quake as the most fun they had playing ''D&D''. The Silver Shadow Band did "contract work for Justice, an even more powerful group". The original campaign concluded in early 1992, after Romero's character made a deal with a demon, exchanging a book called the Demonomicron for a magic sword called the Daikatana, which resulted in a demonic invasion that wiped out the Material Plane.<ref>{{harvnb|Romero|2023|pp=126–145}}</ref> A preview included with id Software's first release, 1990's ''Commander Keen'', advertised a game entitled ''The Fight for Justice'' as a follow-up to the ''Commander 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 full-color side-scrolling role-playing video game, ''The Fight for Justice'' was never released. The team briefly explored making the project in 1991 but abandoned the idea as the technology for it simply did not exist at the time. The project was only in development for about two weeks.<ref name="doomguy 198-213" />

A return to the ''Quake'' concept was raised by John Romero in a meeting in late 1994, when discussing the next engine and main project after the completion of ''Doom II''. Newer members of the team, including American McGee and Sandy Petersen, had not been present for the original D&D campaign or game project, but were on board with the idea after it was explained to them, and the team was then in agreement about the broad direction of the title. In a December 1, 1994, post to an online bulletin board, John Romero wrote, "Okay, people. It seems that everyone is speculating on whether Quake is going to be a slow, RPG-style light-action game. Wrong! What does id do best and dominate at? Can you say "action"? I knew you could. Quake will be constant, hectic action throughout – probably more so than Doom".<ref>{{Cite journal |date=October 1995 |title=Quake Short Stories |journal=Maximum: The Video Game Magazine |publisher=Emap International Limited |issue=1 |page=135}}</ref>

The team entered into an R&D phase while Carmack was working on the engine. By 1995, the outline for the game included a medieval setting, hand-to-hand combat, thrown weapons, an area of effect attack with the hammer, and feeding souls to the Hellgate Cube.<ref name="doomguy 198-213" /> Some early information on ''Quake'' was released publicly, focusing on a Thor-like character who wields a giant hammer.<ref>{{Cite magazine |last=Longden |first=Willie Francis |date=June 1994 |title=This Horse Is A Norse |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=119 |department=The Rumor Bag |magazine=Computer Gaming World |pages=178}}</ref><ref>{{Cite magazine |last=Lombardi |first=Chris |date=July 1994 |title=To Hell and Back Again |url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=120 |magazine=Computer Gaming World |pages=20–24}}</ref><ref name=Max6>{{Cite journal |last1=Jevons |first1=Daniel |last2=Leadbetter |first2=Richard |date=May 1996 |title=The Maximum id Inquisition Begins Here! |journal=Maximum: The Video Game Magazine |publisher=Emap International Limited |issue=6 |pages=96–97}}</ref> A close up of Quake holding his hammer was on the cover of ''PC Gamer'' for the October 1995 issue, and screenshots showed medieval environments and a dragon.<ref name=PCGamer/> Romero revealed in 2023 that the dragon model was never actually implemented, and had simply been placed in the sky for the screenshot. The plan was for the game to have more role-playing-style elements.<ref name="doomguy 214-235">{{harvnb|Romero|2023|pp=214–235}}</ref> An ''Aztec'' style texture set was developed for the project, but the set was not used due to artistic opposition from American McGee, who preferred a more heavy metal themed look for his levels. This second texture set was used for the Vaults of Zin.<ref>{{harvnb|Romero|2023|pp=236–247}}</ref>

Before gameplay could be worked on in earnest, Carmack would need to build the game engine which was a significant undertaking, and took much longer than anticipated.<ref name="doomguy 198-213" /> Carmack was not only 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- the networking model first, used for a game which was otherwise in the ''Doom II'' engine, and then the 3D overhaul for a second title.<ref name="doomguy 248-274">{{harvnb|Romero|2023|pp=248–274}}</ref> The ''Quake'' engine popularized several major advances in the genre: polygonal models instead of prerendered sprites; full 3D level design instead of a 2.5D map; prerendered lightmaps; and allowing end users to partially program the game (in this case with QuakeC),<ref>{{cite web |url=http://www.satanicslaughter.com/news/?news_id=94 |title=QuakeC released |author-first1=Lasse |author-last1=Lehtinen |date=1996-07-25 |work=Quake and QuakeWorld history |access-date=2011-01-14 |archive-date=2011-07-16 |archive-url=https://web.archive.org/web/20110716005831/http://www.satanicslaughter.com/news/?news_id=94 |url-status=dead }}</ref> which popularized fan-created modifications (mods).{{sfn|Goggin|2004|p=134}}

Working with a game engine that was still in development presented difficulties for the designers.<ref>{{Cite magazine |date=October 1997 |title=The Great Escape |magazine=Next Generation |publisher=Imagine Media |issue=34 |page=44}}</ref> Around fifty levels were developed during the R&D process, but engine changes meant that the team was frequently having to redo work. Much of this needed to be scrapped by the time the engine was completed in late 1995. The team was burned out from the process, and raised the idea of using the existing demo levels for a first person shooter, as it would be faster and less risky.<ref name=Max6/> Romero opposed the change, but relented. The creative differences would ultimately lead to his departure from the company after completing ''Quake''.<ref name="doomguy 248-274" /><ref name=nextgen>{{Cite magazine |date=June 1997 |title=Does John Romero Still Enjoy Shooting People? |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9/mode/2up |magazine=Next Generation |issue=30 |pages=9–12}}</ref><ref>{{Cite magazine |date=May 2, 1997 |title=An Audience with John Romero |url=https://archive.org/details/EDGE.N045.1997.05/page/n17/mode/2up |magazine=Edge |issue=45 (May 1997) |pages=18–23 |quote=My original idea was to do something like ''Virtua Fighter'' in a 3D world, with full-contact fighting, but you'd also be able to run through a world, and do the same stuff you do in ''Quake'', only when you got into these melees, the camera would pull out into a third-person perspective. It would've been great, but nobody else had faith in trying it. The project was taking too long, and everybody just wanted to fall back on the safe thing – the formula.}}</ref>

''Quake'' was programmed by John Carmack, Michael Abrash, and John Cash. The levels and scenarios were designed by American McGee, Sandy Petersen, John Romero, and Tim Willits, and the graphics were designed by Adrian Carmack, Kevin Cloud and Paul Steed. Cloud created the monster and player graphics using Alias.<ref>{{Cite journal |date=April 1996 |title=Earth-Quake! |journal=Maximum: The Video Game Magazine |publisher=Emap International Limited |issue=5 |pages=124–9}}</ref> Initially, the game was designed so that when the player ran out of ammunition, the player character would hit enemies with the butt of a gun.<ref name=Max6/> Shortly before release this was replaced with an axe. id Software released ''QTest'' on February 24, 1996, a technology demo 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. ''QTest'' 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.<ref>{{Cite news |last=Davison |first=Pete |date=August 2, 2013 |title=Blast from the Past III: Quaking in Fear |work=USgamer |url=https://www.usgamer.net/articles/blast-from-the-past-iii-quaking-in-fear |access-date=November 26, 2015 |archive-url=https://web.archive.org/web/20130804120931/https://www.usgamer.net/articles/blast-from-the-past-iii-quaking-in-fear |archive-date=2013-08-04}}</ref> Morale on the project was low, and developers were under crunch from December 1995 through to release in June 1996. Romero has described the process as one of the hardest grinds of his career. He was the only member of the team to attend the office on launch day to upload the files.<ref name="doomguy 248-274" />

=== Audio === {{Main|Quake (soundtrack)}} [[File:NIN2008 (cropped).jpg|thumb|left|Trent Reznor composed the music of ''Quake'' along with his band Nine Inch Nails, and also provided the voice for Ranger, the playable character]]

[[File:American McGee at id Software, 6 October 1995 (by Ian Mapleson, administrator of the Doom Help Service).jpg|thumb|American McGee at id in October 1995, with a Nine Inch Nails shirt]] ''Quake''{{'}}s music and sound design was done by Trent Reznor and Nine Inch Nails, using ambient soundscapes and synthesized drones to create atmospheric tracks. In an interview, Reznor remarked that the ''Quake'' soundtrack "is not music[;] it's textures and ambiences and whirling machine noises and stuff. We tried to make the most sinister, depressive, scary, frightening kind of thing... It's been fun."<ref>{{Cite magazine |date=November 1995 |title=More Pictures |magazine=Maximum: The Video Game Magazine |publisher=Emap International Limited |issue=2 |pages=126–7}}</ref> The game includes an homage to Reznor in the form of ammo boxes for the "Nailgun" and "Super Nailgun" decorated with the Nine Inch Nails logo.<ref>{{cite web|url=https://slayersclub.bethesda.net/en-EU/article/behind-quakes-soundtrack-with-nine-inch-nails-chris-vrenna|title=Behind Quake's legendary soundtrack with Nine Inch Nail's Chris Vrenna|author=Id Software|date=16 September 2022|access-date=13 February 2026}}</ref>

The idea to use Nine Inch Nails for the soundtrack was raised by American McGee, who had been listening to their album ''The Downward Spiral'' during his work on the game. Romero was initially skeptical as he had envisioned a more ambient tone, but was open to the idea of the band composing with that tone in mind. id approached the band's agents, and the group had agreed to do the soundtrack by the following day as they were ''Doom'' fans and excited by the project. McGee handled the delivery of the soundtrack from there on. A legal issue that rose late in development with the record company meant that the code to play the audio from the CD was among the final changes made before release.<ref name="doomguy 214-235" /> Some digital re-releases of the game lack the CD soundtrack that came with the original shareware release. The 2021 enhanced version includes the soundtrack.<ref name="quake-remaster-gamespot">{{Cite web |last=Koch |first=Cameron |date=August 19, 2021 |title=Original Quake Is Back, This Time On Consoles And With Its Original Soundtrack |url=https://www.gamespot.com/articles/original-quake-is-back-this-time-on-consoles-and-with-its-original-soundtrack/1100-6495354/ |access-date=August 19, 2021 |website=GameSpot}}</ref>

The ''Quake'' official soundtrack garnered favorable reviews, with many critics noting how effectively the music enhances the game's immersive mood. In his 1996 evaluation of the game for ''GameSpot'', Trent Ward stated, "Simply put, this is the greatest soundtrack ever produced for a PC game." Ward further explained that the chilling audio elements and disturbing ambient effects amplify the title's already intense and suspenseful environment.<ref>{{cite web|last=Ward|first=Trent|title=Quake Review |url=https://www.gamespot.com/reviews/quake-review/1900-2532549/|website=GameSpot |access-date=March 4, 2018}}</ref> Major Mike of ''GamePro'' commented that "With heavy, driving guitar riffs and eerie, subtle synthesizers, the soundtrack complements each stage flawlessly and significantly strengthens the overall mood."<ref>{{cite magazine |title=PC GamePro Review: Quake|magazine=GamePro |issue=98|publisher=IDG|date=November 1996|page=82}}</ref> Writing for ''Destructoid'', Peter Glagowski remarked, "Not only did it illustrate that the industry was progressing beyond a strictly child-oriented audience, but it also intensified the gameplay's action dramatically."<ref name="destruct1">{{cite web|last=Glagowski|first=Peter|title=This Quake vinyl could be the perfect drug|url=https://www.destructoid.com/this-quake-vinyl-could-be-the-perfect-drug-440771.phtml|work=Destructoid|date=9 June 2017|access-date=March 4, 2018|archive-date=June 10, 2017|archive-url=https://web.archive.org/web/20170610092936/https://www.destructoid.com/this-quake-vinyl-could-be-the-perfect-drug-440771.phtml|url-status=dead}}</ref>

==Release== ===Ports=== ''Quake'' was ported to multiple platforms. The first port to be completed was the Linux port Quake 0.91 by id Software employee Dave D. Taylor using X11 on July 5, 1996,<ref name=BluesJulyLinux/> followed by a SPARC Solaris port later that year also by Taylor. An SVGAlib port for Linux was created by programmer Greg Alexander in 1997 using leaked source code but was later mainlined by id,<ref>{{Cite web |last=Wilson |first=Hamish |date=February 27, 2023 |title=Building a Retro Linux Gaming Computer - Part 27: Lost Souls |url=https://www.gamingonlinux.com/2023/02/building-a-retro-linux-gaming-computer-part-27-lost-souls/ |access-date=February 27, 2023 |website=GamingOnLinux}}</ref> unlike similar unofficial ports for OS/2, Amiga, Java VMs, and Mac OS.<ref>{{Cite web |last=Hildinger |first=Colin L. |year=1997 |title=Quake for OS/2 |url=http://www.os2ezine.com/v2n6/quake.htm |website=OS/2 eZine!}}</ref> The first commercially released port was for Mac OS, done by MacSoft and Lion Entertainment, Inc. (the latter company ceased to exist just prior to the port's release,<ref>{{Cite web |date=August 1997 |title=blue's Quake Rag - August 2-8, 1997 News |url=https://www.bluesnews.com/archives/aug97-1.html |access-date=October 2, 2019 |website=Blue's News}}<br/>'''Thursday, August 7, 1997 - MacQuake Maker Closes?''': "According to a USENET posting apparently written by Lion Entertainment President Douglas Grounds, Lion, the software house working on the Macintosh ports of Quake, Shadow Warrior, Unreal, and Deadlock, is closing up shop, leaving the future of those projects up in the air."</ref> leading to MacSoft's involvement) in late August 1997.<ref name=BluesAugMac/> ClickBOOM announced a version for Amiga-computers in 1998.<ref>{{Cite web |title=Official Quake Announcement from clickBOOM |url=http://www.cucug.org/amiga/aminews/1998/980113-clickboom.html |access-date=January 4, 2017}}</ref> Finally in 1999, a retail version of the Linux port was distributed by Macmillan Digital Publishing USA in a bundle with the two existing add-ons as ''Quake: The Offering''.<ref>{{Cite web |date=July 27, 1999 |title=Linux Technology Spotlight: Macmillan Computer Publishing USA |url=http://www.ecommercetimes.com/story/1069.html |url-status=dead |archive-url=https://web.archive.org/web/20130521075006/http://www.ecommercetimes.com/story/1069.html |archive-date=May 21, 2013 |access-date=February 4, 2013 |website=E-Commerce Times}}</ref><ref>{{Cite web |date=May 13, 1999 |title=We've got Linux Quaking! |url=http://happypenguin.org/html/qlinux.html |url-status=usurped |archive-url=https://web.archive.org/web/20081005014949/http://happypenguin.org/html/qlinux.html |archive-date=October 5, 2008 |publisher=Happypenguin.org}}</ref><ref>{{Cite web |date=June 1999 |title=Product Release – Quake: The Offering, Quake II: Collusus |url=http://www.red36.net/mediagold/uk/news050699.htm |url-status=dead |archive-url=https://web.archive.org/web/20141224012959/http://www.red36.net/mediagold/uk/news050699.htm |archive-date=December 24, 2014 |access-date=February 4, 2013 |publisher=MediaGold}}</ref>

[[Image:Sega-Saturn-Console-Set-Mk1.jpg|thumb|alt=An image of a Sega Saturn|The Sega Saturn port of ''Quake'' is the only version of the game that includes a "T" rating by the Entertainment Software Rating Board.]]

''Quake'' was also ported to home console systems. On December 2, 1997, the game was released for the Sega Saturn. Initially GT Interactive was to publish this version itself,<ref>{{Cite magazine |date=June 1996 |title=Coming Soon: Quake |magazine=Sega Saturn Magazine |publisher=Emap International Limited |issue=8 |page=15}}</ref> but it later cancelled the release and the Saturn rights were picked up by Sega.<ref>{{Cite magazine |last=Leadbetter |first=Richard |date=February 1997 |title=1997 Starts with a Bang! |magazine=Sega Saturn Magazine |publisher=Emap International Limited |issue=16 |page=18}}</ref> Sega took the project away from the original development team, who had been encountering difficulties getting the port to run at a decent frame rate, and assigned it to Lobotomy Software.<ref>{{Cite magazine |date=April 1997 |title=Quake: Exclusive News Sensation! |magazine=Sega Saturn Magazine |publisher=Emap International Limited |issue=18 |page=7}}</ref> The Saturn port was developed with Softimage 3D<ref>{{cite magazine |title=Q&A |magazine=Sega Saturn Magazine|issue=28|publisher=Emap International Limited|date=February 1998|page=34}}</ref> and uses Lobotomy Software's 3D engine, ''SlaveDriver'' (also used in ''PowerSlave'' and ''Duke Nukem 3D'' for the Saturn).<ref>{{Cite magazine |last=Leadbetter |first=Rich |date=May 1997 |title=Quake |magazine=Sega Saturn Magazine |publisher=Emap International Limited |issue=19 |page=15}}</ref> It is the only version of ''Quake'' rated "T" for Teen instead of "M" for Mature.<ref>{{cite web|url=https://gamefaqs.gamespot.com/saturn/198376-quake/data|title=Quake (Saturn) - Release Details|website=GameFaqs|access-date=March 1, 2026}}</ref>

''Quake'' was ported to the PlayStation by Lobotomy Software, but the company was not able to find a publisher for it.<ref>{{Cite web |first=Gareth |last=Jones |date=2010-08-06 |title=Interview with Ezra Dreisbach of Lobotomy Software |url=http://www.gareth.uk/2010/08/07/interview-with-ezra-dreisbach-of-lobotomy-software/ |archive-url=https://web.archive.org/web/20140301195834/http://www.gareth-jones.co.uk/2010/08/07/interview-ezra-dreisbach |archive-date=March 1, 2014 |access-date=2024-05-30 |language=en-GB |url-status=dead }}</ref> A port for the Atari Jaguar was reported as 30% complete in a May 1996 issue of ''Ultimate Future Games'' magazine, but it was never released.<ref>{{Cite magazine |date=January 1995 |title=Scene: Atari '95 - Eine Auswahl an geplanten Titeln |url=https://retrocdn.net/index.php?title=File%3AMegaFun_DE_1995-01.pdf&page=22 |magazine=Mega Fun |publisher=CT Computec Verlag GmbH & Co. KG |issue=28 |page=22 |lang=de}}</ref><ref>{{Cite magazine |date=May 1996 |title=Buyers Guide Part 2 - Jaguar - The Big One! - Quake |url=https://retrocdn.net/index.php?title=File:UltimateFutureGames_UK_18.pdf&page=77 |magazine=Ultimate Future Games |issue=18 |page=77}}</ref> A port of ''Quake'' was planned for Panasonic M2 prior to cancellation of the system.<ref>{{Cite magazine |date=July 1996 |title=News - E3 '96: 3DO? - M2 Dream List |url=https://archive.org/details/3DO_Magazine_Issue_12_1996-07_Paragon_Publishing_GB/page/n3 |magazine=3DO Magazine |publisher=Paragon Publishing |issue=12 |page=4}}</ref>

On March 24, 1998, the game was released for the Nintendo 64 by Midway Games. This version was developed by the same programming team that worked on ''Doom 64'',<ref>{{Cite magazine |date=April 1997 |title=Gaming Gossip |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=93 |page=28}}</ref> at id Software's request.<ref>{{Cite magazine |date=April 1997 |title=In the Studio |magazine=Next Generation |publisher=Imagine Media |issue=28 |pages=19 |quote=Impressed by Nintendo 64's conversion of ''Doom'', id Software immediately granted the ''Quake'' conversion rights to Midway, even requesting that the same ''Doom'' team be responsible.}}</ref> The Nintendo 64 version was originally slated to be released in 1997, but Midway delayed it until March 1998 to give the team time to implement the deathmatch modes.<ref>{{Cite magazine |date=December 1997 |title=Quake 64 |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=101 |page=46}}</ref>

Both console ports required compromises because of the limited CPU power and ROM storage space for levels. For example, the levels were rebuilt in the Saturn version in order to simplify the architecture, thereby reducing demands on the CPU.<ref>{{Cite magazine |last=Leadbetter |first=Rich |date=May 1997 |title=Quake Speak! Lobotomy Talk from the Epicentre! |magazine=Sega Saturn Magazine |publisher=Emap International Limited |issue=19 |pages=16–17}}</ref> The Saturn version omits the four secret levels from the original PC version of the game, replacing them with four exclusive secret levels: Purgatorium, Hell's Aerie, The Coliseum, and Watery Grave. It also contains an exclusive unlockable, "Dank & Scuz", which is a story set in the Quake milieu and presented in the form of a slide show with voice acting. There are no multiplayer modes in the Saturn version. The Nintendo 64 version includes 25 single-player levels from the PC version, though it is missing The Grisly Grotto, The Installation, The Ebon Fortress, The Wind Tunnels, The Sewage System, and Hell's Atrium. It also does not use the hub map where the player chooses a difficulty level and an episode; the difficulty level is chosen from a menu when starting the game, and all of the levels are played in sequential order. The Nintendo 64 version, while lacking the cooperative multiplayer mode, includes two player deathmatch. All six of the deathmatch maps from the PC version are in the Nintendo 64 port, as well as an exclusive deathmatch level, The Court of Death.

In 1998, LBE Systems and Lazer-Tron released a prototype titled ''Quake: Arcade Tournament Edition'' in the arcades in limited quantities.<ref>{{Cite web |title=''Quake'' – Arcade Tournament Edition |url=http://www.arcade-museum.com/game_detail.php?game_id=9188 |access-date=November 24, 2011 |publisher=The International Arcade Museum}}</ref> R-Comp Interactive published the game for RISC OS as ''Quake Resurrection'' in 1999, including the total conversion ''Malice'' and expansion ''Q!Zone'', although community-made source ports such as ArcQuake were also available.<ref>{{cite web|url=https://www.acornarcade.com/articles/Quake_-_Getting_Started/index1012.html|title=Quake - Getting Started|website=Acorn Arcade|access-date=2024-07-13|first=Alasdair|last=Bailey|date=2000-10-30}}</ref>

An unreleased Game Boy Advance port of ''Quake'' was in development from Randy Linden in 2002, and was pitched to id Software in that year. The port was rejected by the company, and Linden's work would remain unused until prototypes of his work were dumped in June 2022.<ref>{{Cite web |last=Ostler, Anne-Marie |date=June 10, 2022 |title=Cancelled Quake GBA port found on developer's 256MB Flash Card |url=https://www.gamesradar.com/cancelled-quake-gba-port-found-on-developers-256mb-flash-card/ |access-date=June 13, 2022 |website=GamesRadar}}</ref> Two homebrew ports of ''Quake'' for the Nintendo DS exist, ''QuakeDS''<ref name="quakeds">{{Cite web |title=QuakeDS |url=http://quake.drunkencoders.com |url-status=dead |archive-url=https://web.archive.org/web/20090803133158/http://quake.drunkencoders.com/ |archive-date=August 3, 2009}}</ref> and ''CQuake''.<ref>{{Cite web |title=CQuake Project |url=http://code.google.com/p/cquake/ |access-date=November 24, 2011}}</ref> Both run well; however, multiplayer does not work on ''QuakeDS''.<ref name="quakeds" /> Since the source code for ''Quake'' was released, a number of unofficial ports have been made available for PDAs and mobile phones, such as PocketQuake, as well as versions for the Symbian S60 series of mobile phones and Android mobile phones.<ref>{{Cite web |title=Home – ''Pocket Quake'' |url=http://quake.pocketmatrix.com/ |url-status=dead |archive-url=https://web.archive.org/web/20111130163542/http://quake.pocketmatrix.com/ |archive-date=November 30, 2011 |access-date=November 24, 2011 |publisher=Pocketmatrix.com}}</ref><ref>{{Cite web |last=Soltani, Dario |date=September 10, 2007 |title=How to: Install and play ''Quake'' on your Symbian Phone! |url=http://www.simplysymbian.com/2007/09/10/how-to-install-and-play-quake-on-your-symbian-phone/ |url-status=dead |archive-url=https://web.archive.org/web/20070915192209/http://www.simplysymbian.com/2007/09/10/how-to-install-and-play-quake-on-your-symbian-phone/ |archive-date=September 15, 2007 |publisher=SimplySymbian.com}}</ref><ref>{{Cite web |date=May 27, 2010 |title=Quake for Android |url=http://forum.xda-developers.com/showthread.php?t=689716 |access-date=November 24, 2011 |publisher=Forum.xda-developers.com}}</ref> The Rockbox project also distributes a version of ''Quake'' that runs on some MP3 players.<ref>{{Cite web |title=PluginQuake < Main < Wiki |url=https://www.rockbox.org/wiki/PluginQuake |access-date=August 10, 2019 |publisher=Rockbox project}}</ref>

In 2005, id Software signed a deal with publisher Pulse Interactive to release a version of ''Quake'' for mobile phones. The game was engineered by Californian company Bear Naked Productions.<ref>{{Cite web |last=Gibson, Ellie |date=June 27, 2005 |title=''Quake'' coming to 3D-enabled mobile handsets |url=http://www.gamesindustry.biz/articles/quake-coming-to-3d-enabled-mobile-handsets |website=GamesIndustry.biz |publisher=Eurogamer}} {{registration required|date=November 2011}}</ref> Initially due to be released on only two mobile phones, the Samsung Nexus (for which it was to be an embedded game) and the LG VX360.<ref name="gamespot mobile">{{Cite web |last=Score |first=Avery |date=October 25, 2005 |title=''Quake Mobile'' Review on Mobile |url=http://uk.gamespot.com/mobile/action/quakemobile/review.html?tag=summary%3Bread-review |url-status=dead |archive-url=https://archive.today/20130124044200/http://uk.gamespot.com/mobile/action/quakemobile/review.html?tag=summary;read-review |archive-date=January 24, 2013 |website=GameSpot |publisher=CBS Interactive}}</ref> ''Quake Mobile'' was reviewed by ''GameSpot'' on the Samsung Nexus and they cited its US release as October 2005; they also gave it a "Best Mobile Game" in their E3 2005 Editor's Choice Awards.<ref name="cnet mobile">{{Cite web |title=''Quake Mobile'' for Windows Mobile |url=http://download.cnet.com/Quake-Mobile/3000-2095_4-10953892.html |url-status=dead |archive-url=https://web.archive.org/web/20120106122201/http://download.cnet.com/Quake-Mobile/3000-2095_4-10953892.html |archive-date=January 6, 2012 |access-date=November 24, 2011 |publisher=CNET}}</ref> It is unclear as to whether the game actually did ship with the Samsung Nexus. The game is only available for the DELL x50v and x51v, both of which are PDAs, not mobile phones.<ref name="cnet mobile" /> ''Quake Mobile'' does not feature the Nine Inch Nails soundtrack due to space constraints.<ref name="gamespot mobile" /> ''Quake Mobile'' runs the most recent version of GL Quake (Quake v.1.09 GL 1.00) at 800x600 resolution and 25 fps. The most recent version of ''Quake Mobile'' is v.1.20 which has stylus support. There was an earlier version v.1.19 which lacked stylus support. The two ''Quake'' expansion packs, ''Scourge of Armagon'' and ''Dissolution of Eternity'', are also available for ''Quake Mobile''. A Flash-based version of the game by Michael Rennie runs ''Quake'' at full speed in any Flash-enabled web browser. Based on the shareware version of the game, it includes only the first episode and is available for free on the web.<ref>{{Cite web|url=https://www.play.vg/games/188-Quake.html|title=Quake|website=Play.VG Free Web Games}}</ref>

At the launch of the 2021 QuakeCon on August 19, 2021, Bethesda released an "enhanced" version of ''Quake'' for Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S consoles, developed by Nightdive Studios.<ref>{{Cite web |last=Wales |first=Matt |date=August 19, 2021 |title=Quake celebrates 25th anniversary with new enhanced edition, out today |url=https://www.eurogamer.net/articles/2021-08-19-quake-celebrates-25th-anniversary-with-new-enhanced-edition-out-today |access-date=August 20, 2021 |website=Eurogamer}}</ref> In addition to support for modern systems and improved rendering techniques, the enhanced version includes both mission packs, ''Scourge of Armagon'' and ''Dissolution of Eternity''. It also includes two episodes created by MachineGames: the previously released ''Dimension of the Past'' and a new one called ''Dimension of the Machine''. A port of ''Quake 64'' was also included in its entirety via the newly implemented "Add-On" menu.<ref>{{Cite web |last=Van Allen |first=Eric |date=August 19, 2021 |title=Quake remaster is out now, with a new expansion and crossplay |url=https://www.destructoid.com/quake-remaster-out-now-announcement/ |access-date=August 19, 2021 |website=Destructoid |language=en-CA}}</ref><ref>{{Cite web |last=Knoop |first=Joseph |date=August 19, 2021 |title=The Quake remaster is available now |url=https://www.pcgamer.com/quake-remake-available/ |access-date=August 19, 2021 |website=PC Gamer}}</ref><ref>{{Cite web |last=Rupper |first=Laura |date=August 19, 2021 |title=Quake Remaster Is Available Now With Bonus New Expansion |url=https://www.gameinformer.com/2021/08/19/quake-remaster-is-available-now-with-bonus-new-expansion |archive-url=https://web.archive.org/web/20210819195457/https://www.gameinformer.com/2021/08/19/quake-remaster-is-available-now-with-bonus-new-expansion |url-status=live |archive-date=August 19, 2021 |access-date=August 19, 2021 |website=GameInformer}}</ref><ref name="quake-remaster-gamespot" />

==Reception== {{Video game reviews | GR = 93% (PC)<ref name=GRPC>{{Cite web |title=Quake for PC |url=https://www.gamerankings.com/pc/12206-quake/index.html |url-status=live |archive-url=https://web.archive.org/web/20191209011407/https://www.gamerankings.com/pc/12206-quake/index.html |archive-date=December 9, 2019 |access-date=December 23, 2014 |website=GameRankings |publisher=CBS Interactive}}</ref><br />76% (N64)<ref name=GRN64>{{Cite web |title=Quake for Nintendo 64 |url=https://www.gamerankings.com/n64/198375-quake/index.html |archive-url=https://web.archive.org/web/20191209001132/https://www.gamerankings.com/n64/198375-quake/index.html |archive-date=December 9, 2019 |access-date=December 23, 2014 |website=GameRankings |publisher=CBS Interactive}}</ref> | MC = 94/100 (PC)<ref name=MCPC>{{Cite web |title=Quake for PC Reviews |url=https://www.metacritic.com/game/quake/critic-reviews/?platform=pc |access-date=December 23, 2014 |publisher=Metacritic}}</ref><br />74/100 (N64)<ref name=MCN64>{{Cite web |title=Quake for Nintendo 64 Reviews |url=https://www.metacritic.com/game/quake/critic-reviews/?platform=nintendo-64 |access-date=December 23, 2014 |publisher=Metacritic}}</ref> | EGM = 6.5/10 (SAT)<ref name=EGM103>{{Cite magazine |date=February 1998 |title=Review Crew: Quake |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=103 |page=107}}</ref><br/>8.0/10 (N64)<ref name=EGM64>{{Cite magazine |date=April 1998 |title=Review Crew: Quake 64 |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |issue=105 |page=98}}</ref> | GameFan = 275/300 (SAT)<ref>''GameFan'', volume 5, issue 12 (December 1997), pages 24 & 106-107</ref> | GSpot = 9.3/10 (PC)<ref>{{Cite web |last=Ward |first=Trent |title=Quake Review |url=https://www.gamespot.com/reviews/quake-review/1900-2532549/ |access-date=May 12, 2017 |website=GameSpot}}</ref><br/>6.4/10 (SAT)<ref name=GSSa>{{Cite web |date=March 5, 1998 |title=Quake Review |url=https://www.gamespot.com/reviews/quake-review/1900-2532888/ |access-date=May 20, 2021 |website=GameSpot}}</ref><br/>6.9/10 (N64)<ref name=GS64>{{Cite web |date=February 18, 1998 |title=Quake Review |url=https://www.gamespot.com/n64/action/quake/review.html |url-status=live |archive-url=https://web.archive.org/web/20130508063402/http://www.gamespot.com/quake/reviews/quake-review-2545035/ |archive-date=May 8, 2013 |access-date=January 21, 2023 |website=GameSpot}}</ref> | IGN = 8/10 (N64)<ref name=IGN64>{{Cite web |last=Casamassina |first=Matt |date=March 24, 1998 |title=Quake |url=https://www.ign.com/articles/1998/03/25/quake |access-date=January 21, 2023 |website=IGN}}</ref> | NGen = 5/5 (PC)<ref name=NGen22>{{Cite magazine |date=October 1996 |title=Earth Shattering |magazine=Next Generation |publisher=Imagine Media |issue=22 |page=179}}</ref><br />4/5 (MAC)<ref name=NG36/><br />3/5 (SAT)<ref name=NG38/><br />3/5 (N64)<ref name=NG41/><br />3/5 (ARC)<ref name=NG46/> | Allgame = 3.5/5 (SAT)<ref>{{Cite web |last=Michael L. House |title=Quake (Sega Saturn) Review |url=http://www.allgame.com/game.php?id=1926&tab=review |url-status=dead |archive-url=https://web.archive.org/web/20141115043405/http://www.allgame.com/game.php?id=1926&tab=review |archive-date=November 15, 2014 |access-date=July 13, 2022 |website=Allgame}}</ref> }}

''Quake'' was critically acclaimed on the PC. Aggregating review websites GameRankings and Metacritic gave the original PC version 93% and 94/100,<ref name=GRPC/><ref name=MCPC/> and the Nintendo 64 port 76% and 74/100.<ref name=GRN64/><ref name=MCN64/> A ''Next Generation'' critic lauded the game's realistic 3D physics and genuinely unnerving sound effects.<ref name=NGen22/> ''GamePro'' said ''Quake'' had been over-hyped but is excellent nonetheless, particularly its usage of its advanced 3D engine. The review also praised the sound effects, atmospheric music, and graphics, though it criticized that the polygons used to construct the enemies are too obvious at close range.<ref>{{Cite magazine |last=Major Mike |date=November 1996 |title=PC GamePro Review: Quake |magazine=GamePro |publisher=IDG |issue=98 |page=82}}</ref>

Less than a month after ''Quake'' was released (and a month before they actually reviewed the game), ''Next Generation'' listed it as number 9 on their "Top 100 Games of All Time", saying that it is similar to ''Doom'' but supports a maximum of eight players instead of four.<ref>{{Cite magazine |date=September 1996 |title=Top 100 Games of All Time |magazine=Next Generation |publisher=Imagine Media |issue=21 |page=68}}</ref> In 1996, ''Computer Gaming World'' declared ''Quake'' the 36th-best computer game ever released,<ref>{{Cite magazine |last=Staff |date=November 1996 |title=150 Best (and 50 Worst) Games of All Time |magazine=Computer Gaming World |issue=148 |pages=63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98}}</ref> and listed "telefragged" as #1 on its list of "the 15 best ways to die in computer gaming".<ref>{{Cite magazine |date=November 1996 |title=The 15 Best Ways To Die in Computer Gaming |url=http://www.cgwmuseum.org/galleries/index.php?year=1996&pub=2&id=148 |magazine=Computer Gaming World |page=107 |access-date=March 25, 2016}}</ref> In 1997, the Game Developers Choice Awards gave Quake three spotlight awards for Best Sound Effects, Best Music or Soundtrack and Best On-Line/Internet Game.<ref>{{Cite web |title=Game Developer Choice Online |url=http://www.gamechoiceawards.com/archive/spotlight_1997.html |access-date=June 28, 2017 |publisher=UBM Tech}}</ref> ''Entertainment Weekly'' gave the game a B+ and called it "an extended bit of subterranean mayhem that offers three major improvements over its immediate predecessor [''Doom'']." He identified these as the graphics, the audio design, and the amount of violent action.<ref>{{Cite magazine |last=Strauss |first=Bob |date=August 23, 1996 |title=Quake |url=https://ew.com/article/1996/08/23/quake/ |magazine=Entertainment Weekly |access-date=May 20, 2021}}</ref> ''Next Generation'' reviewed the Macintosh version of the game, rating it four stars out of five, and stated that "Though replay value is limited by the lack of interactive environments or even the semblance of a plot, there's no doubt that ''Quake'' and its engine are something powerful and addictive."<ref name=NG36>{{Cite magazine |date=December 1997 |title=Finals |magazine=Next Generation |publisher=Imagine Media |issue=36 |page=176}}</ref>

The Saturn version received mostly negative reviews, as critics generally agreed that it did not bring over the elements that make the game enjoyable. In particular, critics reviled the absence of the multiplayer mode, which they felt had eclipsed the single player campaign as the reason to play ''Quake''.<ref name=EGM103/><ref name=NG38/><ref name=SSM26/><ref name=GProSa/> Kraig Kujawa wrote in ''Electronic Gaming Monthly'', "''Quake'' is not a great one-player game - it gained its notoriety on the Net as a multiplayer." and his co-reviewer Sushi-X concluded "Without multiplayer, I'd pass."<ref name=EGM103/> Most reviews also said the controls are much worse than the PC original, in particular the difficulty of aiming at enemies without the benefit of either mouse-controlled camera or a second analog stick.<ref name=EGM103/><ref name=GSSa/><ref name=GProSa/> ''GamePro'' noted that the graphics are very pixelated and blurry, to the point where people unfamiliar with ''Quake'' would not be able to discern what they're looking at. They concluded, "''Quake'' may not be the worst Saturn game available, but it certainly doesn't live up to its PC heritage."<ref name=GProSa>{{Cite magazine |last=Scary Larry |date=February 1998 |title=Saturn ProReview: Quake |magazine=GamePro |publisher=IDG |issue=113 |page=96}}</ref> Most critics did find the port technically impressive, particularly the added light sourcing.<ref name=EGM103/><ref name=NG38/><ref name=SSM26/> However, ''Next Generation'' pointed out that "Porting ''Quake'' to a console is nothing more than an excuse for bragging rights. It's simply a way to show that the limited architecture of a 32-bit system has the power to push the same game that those mighty Pentium PCs take for granted."<ref name=NG38>{{Cite magazine |date=February 1998 |title=Finals |magazine=Next Generation |publisher=Imagine Media |issue=38 |pages=114–115}}</ref> Even Rich Leadbetter of ''Sega Saturn Magazine'', which gave the port a 92%, acknowledged that it was a proverbial dancing bear, noting several conspicuous compromises the port made and stating as his concluding argument, "Look, it's ''Quake'' on the Saturn - the machine has no right to be doing this!"<ref name=SSM26>{{Cite magazine |last=Leadbetter |first=Rich |date=December 1997 |title=Review: Quake |magazine=Sega Saturn Magazine |publisher=Emap International Limited |issue=26 |pages=74–77}}</ref> ''GameSpot'' opined that the game's lack of plot makes the single-player campaign feel too shallow and lacking in motivation to appeal to most gamers.<ref name=GSSa/> Most critics compared the port unfavorably to the Saturn version of ''Duke Nukem 3D'' (which came out just a few months earlier), mainly in terms of gameplay.<ref name=EGM103/><ref name=NG38/><ref name=SSM26/><ref name=GProSa/>

Reviews for the Nintendo 64 version praised its lighting effects<ref name=EGM64/><ref name=IGN64/><ref name=GP64/> and smooth frame rate in single-player mode.<ref name=EGM64/><ref name=GS64/><ref name=IGN64/><ref name=NG41/> ''IGN'' added the caveats that the environments are simplified from the PC version and the pre-rendered light sourcing is less impressive than the real-time light sourcing of the Saturn version, but judged the visuals overall to be superior to those of the unaccelerated PC version.<ref name=IGN64/> ''GamePro'' went so far as to say the graphics are as clean as those of GLQuake,<ref name=GP64>{{Cite magazine |last=Scary Larry |date=April 1998 |title=Nintendo 64 ProReview: Quake |magazine=GamePro |publisher=IDG |issue=115 |page=68}}</ref> while ''Next Generation'' was more moderate, concluding that "As a whole, ''Quake 64'' doesn't live up to the experience offered by the high-end, 3D-accelerated PC version; it is, however, an entertaining gaming experience that is worthy of a close look and a nice addition to the blossoming number of first-person shooters for Nintendo 64."<ref name=NG41>{{Cite magazine |date=May 1998 |title=Finals |magazine=Next Generation |publisher=Imagine Media |issue=41 |page=108}}</ref> Most reviews found fault with the multiplayer, stating that the frame rate takes a hit in this mode,<ref name=EGM64/><ref name=GS64/><ref name=IGN64/><ref name=GP64/> some of the levels are too large with only two players present,<ref name=EGM64/><ref name=GS64/> and the game should have supported four players, as previous Nintendo 64 shooters ''Hexen: Beyond Heretic'' and ''GoldenEye 007'' did.<ref name=EGM64/><ref name=IGN64/> However, ''Next Generation'' pointed out that on the Nintendo 64, ''Quake'' with four players would inevitably have meant a severely compromised frame rate and small view screen.<ref name=NG41/> ''GameSpot'' also felt the multiplayer was fun despite its limitations, and noted that setting up a deathmatch was quicker and easier on the Nintendo 64 than on PC.<ref name=GS64/> Reviewers sharply differed over the controls, with ''Electronic Gaming Monthly'', ''IGN'', and ''GamePro'' all describing them as precise, responsive, and intuitive,<ref name=EGM64/><ref name=IGN64/><ref name=GP64/> while ''GameSpot'' and ''Next Generation'' complained that finding the right control required fiddling with the settings and even at best felt lacking compared to a keyboard-and-mouse setup.<ref name=GS64/><ref name=NG41/> Reviews generally concluded that while the Nintendo 64 version would not appeal to ''Quake'' veterans due to its multiplayer shortcomings and lack of exclusive content, it was a strong enough conversion for non-PC gamers to enjoy the ''Quake'' experience.<ref name=EGM64/><ref name=GS64/><ref name=IGN64/><ref name=NG41/><ref name=GP64/> ''Next Generation'' reviewed the arcade version of the game, rating it three stars out of five, and stated that "For those who don't have LAN or internet capabilities, check out arcade ''Quake''. It's a blast."<ref name=NG46>{{Cite magazine |date=October 1998 |title=Finals |magazine=Next Generation |publisher=Imagine Media |issue=46 |page=134}}</ref> In 1998, ''PC Gamer'' declared it the 28th-best computer game ever released, and the editors called it "one of the most addictive, adaptable, and pulse-pounding 3D shooters ever created".<ref>{{Cite journal |date=October 1998 |title=The 50 Best Games Ever |journal=PC Gamer US |volume=5 |pages=86, 87, 89, 90, 92, 98, 101, 102, 109, 110, 113, 114, 117, 118, 125, 126, 129, 130 |number=10}}</ref> In 2003, ''Quake'' was inducted into GameSpot's list of the greatest games of all time.<ref>{{Cite web |title=The Greatest Games of All Time: ''Quake'' |url=http://www.gamespot.com/gamespot/features/all/greatestgames/p-22.html |archive-url=https://web.archive.org/web/20071008001400/http://www.gamespot.com/gamespot/features/all/greatestgames/p-22.html |archive-date=October 8, 2007 |website=GameSpot}}</ref>

===Sales=== According to David Kushner in ''Masters of Doom'', id Software released a retail shareware version of ''Quake'' before the game's full retail distribution by GT Interactive. These shareware copies could be converted into complete versions through passwords purchased via phone. However, Kushner wrote that "gamers wasted no time hacking the shareware to unlock the full version of the game for free." This problem, combined with the scale of the operation, led id Software to cancel the plan. As a result, the company was left with 150,000 unsold shareware copies in storage. The venture damaged ''Quake''{{'}}s initial sales and caused its retail push by GT Interactive to miss the holiday shopping season. Following the game's full release, Kushner remarked that its early "sales were good — with 250,000 units shipped — but not a phenomenon like ''Doom II''."<ref name="mastersdoom">{{Cite book |last=Kushner |first=David |title=Masters of Doom: how two guys created an empire and transformed pop culture |title-link=Masters of Doom |publisher=Random House |year=2003 |isbn=978-0-375-50524-9 |location=New York |at=[https://archive.org/details/mastersdoomhowtw00kush/page/n225 226]}}</ref>

In the United States, ''Quake'' placed sixth on PC Data's monthly computer game sales charts for November and December 1996.<ref>{{Cite magazine |last=Staff |date=April 1997 |title=PC Data Best-Sellers |magazine=Computer Gaming World |issue=153 |pages=32}}</ref> Its shareware edition was the sixth-best-selling computer game of 1996 overall, while its retail SKU claimed 20th place.<ref>{{Cite journal |last=Bauman, Steve |date=November 2000 |title=A Decade of Gaming; Top Sellers of 1996 |journal=Computer Games Magazine |issue=120 |pages=70}}</ref> The shareware version sold 393,575 copies<ref>{{Cite book |url=https://books.google.com/books?id=51nvAAAAMAAJ |title=Screen Digest |date=1997 |publisher=Screen Digest |page=132}}</ref> and grossed $3,005,519 (~${{Format price|{{Inflation|index=US-GDP|value=3005519|start_year=1996}}}} in {{Inflation/year|US-GDP}}) in the United States during 1996.<ref>{{Cite journal |date=November 11, 1997 |title=Top Selling CD-ROMs Ranked by Unit Sales, in 1996 |url=https://books.google.com/books?id=b42ktZ4_UAgC |journal=The Wall Street Journal Almanac 1998 |publisher=Ballantine Books |page=486 |isbn=9780345405210}}</ref> It remained in PC Data's monthly top 10 from January to April 1997,<ref>{{Cite magazine |last=Staff |date=May 1997 |title=READ.ME; PC Data Best-Sellers |magazine=Computer Gaming World |issue=154 |page=34}}</ref><ref>{{Cite magazine |last=Staff |date=June 1997 |title=READ.ME; PC Data Best-Sellers |magazine=Computer Gaming World |issue=155 |page=36}}</ref><ref>{{Cite web |last=Lee, Helen |date=May 1, 1997 |title=PC Data Releases Monthly Numbers |url=http://headline.gamespot.com:80/news/97_05/01_pcdatamar/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000306101157/http://headline.gamespot.com/news/97_05/01_pcdatamar/index.html |archive-date=March 6, 2000 |website=GameSpot}}</ref><ref>{{Cite web |last=Feldman, Curt |date=June 3, 1997 |title=''Diablo''...Stayin' Alive |url=http://headline.gamespot.com:80/news/97_06/03_pcdata/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000226082500/http://headline.gamespot.com/news/97_06/03_pcdata/index.html |archive-date=February 26, 2000 |website=GameSpot}}</ref> but was absent by May.<ref>{{Cite magazine |last=Staff |date=September 1997 |title=READ.ME; PC Data Best-Sellers |magazine=Computer Gaming World |issue=158 |page=31}}</ref> During its first 12 months, ''Quake'' sold 373,000 retail copies and earned $18 million in the United States, according to PC Data.<ref>{{Cite web |last1=Takahashi, Dean |last2=Ramstad, Evan |date=December 9, 1997 |title=New Sequel to ''Quake'' Beefs Up Blood, Guts to Spur Bigger Sales |url=https://www.wsj.com/articles/SB881621121317442500 |url-status=live |archive-url=https://archive.today/20180520041705/https://www.wsj.com/articles/SB881621121317442500 |archive-date=May 20, 2018 |access-date=May 20, 2018 |website=The Wall Street Journal}}</ref> Its final retail sales for 1997 were 273,936 copies, which made it the country's 16th-highest computer game seller for the year.<ref>{{Cite journal |last=Staff |date=April 1998 |title=The Best-Selling Games of 1997 |journal=PC Gamer US |volume=5 |issue=4 |page=44}}</ref> In 1997, id estimated that there may be as many as 5 million copies of Quake circulating.<ref>{{Cite web |last=Takahashi |first=Dean |date=January 6, 1997 |title=Violent Quake Is Shaking Up The World of Internet Games |url=https://www.wsj.com/articles/SB852503963674205500 |access-date=September 7, 2021 |newspaper=The Wall Street Journal}}{{closed access}}{{subscription required|s}}</ref> The game sold over 1.4 million copies by December 1997.<ref>{{Cite web |last=Li |first=Kenneth |date=December 14, 1997 |title=Net gamers in league |url=https://www.newspapers.com/clip/86824402/daily-news/ |access-date=October 10, 2021 |page=204 |via=Newspapers.com |newspaper=Daily News |location=New York}}</ref> Sales of ''Quake'' reached 550,000 units in the United States alone by December 1999.<ref>{{Cite web |last=Ajami, Amer |date=December 13, 1999 |title=''Quake III'' Sales Through the Roof |url=http://headline.gamespot.com:80/news/99_12/13_pc_quake/index.html |url-status=dead |archive-url=https://web.archive.org/web/20000304053210/http://headline.gamespot.com/news/99_12/13_pc_quake/index.html |archive-date=March 4, 2000 |website=GameSpot}}</ref>

===Enhanced version=== {{Video game reviews | MC = 81/100 (PC)<ref>{{Cite web |title=Quake Remastered for PC Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=pc |access-date=December 6, 2022 |publisher=Metacritic |language=en}}</ref><br/>85/100 (XSXS)<ref>{{Cite web |title=Quake Remastered for Xbox Series X Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=xbox-series-x |access-date=December 6, 2022 |publisher=Metacritic |language=en}}</ref><br/>87/100 (PS4)<ref>{{Cite web |title=Quake Remastered for PlayStation 4 Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=playstation-4 |access-date=December 6, 2022 |publisher=Metacritic |language=en}}</ref><br/>87/100 (NS)<ref>{{Cite web |title=Quake Remastered for Switch Reviews |url=https://www.metacritic.com/game/quake-remastered/critic-reviews/?platform=nintendo-switch |access-date=December 6, 2022 |publisher=Metacritic |language=en}}</ref> | title = Enhanced version | Destruct = 9/10 (PC, NS)<ref>{{Cite web |last=Handley |first=Zoey |date=August 27, 2021 |title=Review: Quake (2021 Remaster) |url=https://www.destructoid.com/reviews/review-quake-2021-remaster/ |access-date=December 6, 2022 |website=Destructoid |language=en-CA}}</ref> | NLife = 10/10 (NS)<ref name=NLiferev>{{Cite web |last=O'Reilly |first=PJ |date=August 23, 2021 |title=Review: Quake - The Definitive Version Of An Iconic, Flawless FPS |url=https://www.nintendolife.com/reviews/switch-eshop/quake |access-date=December 6, 2022 |website=Nintendo Life |language=en-GB}}</ref> | PSQ = 8/10 (PS4)<ref>{{Cite web |last=Banas |first=Graham |date=August 30, 2021 |title=Review: Quake (PS4) - New Coat of Paint for Legendary FPS |url=https://www.pushsquare.com/reviews/ps4/quake |access-date=December 6, 2022 |website=Push Square |language=en-GB}}</ref> }}

''Nintendo Life'' gave the Switch version a rave review, saying it "wisely avoids tinkering with the magic formula that made the game so great in the first place, instead keeping the look and feel of the original intact whilst carefully adding all manner of modern bells and whistles in a feature-packed port that's an absolute dream to spend time with." They particularly praised the level designs, puzzle elements, atmospheric game world, and numerous configuration options for the graphical upgrades and multiplayer sessions. They argued that the smooth performance in both docked and handheld mode and ability to play the game as portable makes the Switch version the definitive version of the game.<ref name=NLiferev/>

==Legacy== The source code of ''Quake'' was released on December 22, 1999.<ref>{{cite web|first=Micheal|last=Mullen|url=http://headline.gamespot.com/news/99_12/22_pc_quake/index.html|archiveurl=https://web.archive.org/web/20001214140900/http://headline.gamespot.com/news/99_12/22_pc_quake/index.html|title=Quake Source Code Released|website=GameSpot|archivedate=December 14, 2000|date=December 22, 1999|accessdate=June 22, 2023}}</ref> The id Software maps, objects, textures, sounds, and other creative works remain under their original proprietary license. The shareware 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 maps. Based on the success of the first ''Quake'' game, ''Quake II'', ''Quake III Arena'', and ''Quake 4'' were published, with ''Quake 4'' being developed by Raven Software using the id Tech 4 engine from ''Doom 3''.<ref>{{cite web|url=https://www.generationamiga.com/2023/01/02/hunnoppc-working-on-quake-4-port-for-amigaos-4-1/|title=HunnoPPC Working on Quake 4 port for AmigaOS 4.1|website=Generation Amiga|date=2023-01-02|access-date=2023-03-24}}</ref>

''Quake'' was the game primarily responsible for the emergence of the machinima artform of films made in game engines, thanks to edited ''Quake'' demos such as ''Ranger Gone Bad'' and ''Blahbalicious'', the in-game film ''The Devil's Covenant'', and the in-game-rendered, four-hour epic film ''The Seal of Nehahra''. On June 22, 2006, it had been ten years since the original uploading of the game to cdrom.com archives. Many Internet forums had topics about it, and it was a front-page story on Slashdot.<ref>{{Cite web |last=timothy |date=June 23, 2006 |title=''Quake'' is 10 – Slashdot |url=http://slashdot.org/story/06/06/23/1755244/quake-is-10 |website=Slashdot |publisher=Geeknet}}</ref> On October 11, 2006, John Romero released the original map files for all of the levels in ''Quake''.<ref>{{Cite web |last=Romero, John |author-link=John Romero |date=October 11, 2006 |title=''Quake'' Map Sources Released! |url=http://rome.ro/2006/10/quake-map-sources-released.html |url-status=dead |archive-url=https://web.archive.org/web/20061022171208/http://rome.ro/2006/10/quake-map-sources-released.html |archive-date=October 22, 2006 |publisher=Rome.ro}}</ref>

''Quake'' has four sequels: ''Quake II'', ''Quake III Arena'', ''Quake 4'', and ''Enemy Territory: Quake Wars''. In 2002, a version of ''Quake'' was produced for mobile phones.<ref>{{Cite web |title=''Pocket Quake'' (ARM) for Windows Mobile |url=http://download.cnet.com/Pocket-Quake-ARM/3000-2099_4-10056131.html |access-date=November 24, 2011 |publisher=CNET}}</ref> A copy of ''Quake'' was also released as a compilation in 2001, labeled ''Ultimate Quake'', which included the original ''Quake'', ''Quake II'', and ''Quake III Arena'' which was published by Activision. In 2008, ''Quake'' was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the art form of user modifiable games. John Carmack accepted the award. Years after its original release, ''Quake'' is still regarded by many critics as one of the greatest and most influential games ever made.<ref>{{Cite web |last=Cifaldi, Frank |date=September 1, 2006 |title=The Gamasutra Quantum Leap Awards: First-Person Shooters |url=https://www.gamedeveloper.com/design/the-gamasutra-quantum-leap-awards-first-person-shooters |website=Gamasutra |publisher=UBM TechWeb |access-date=July 19, 2024 |url-status=live |archive-url=https://web.archive.org/web/20210622003626/http://www.gamasutra.com/view/feature/1832/the_gamasutra_quantum_leap_awards_.php |archive-date=June 22, 2021}}</ref>

In 2025, The Strong National Museum of Play inducted ''Quake'' into its World Video Game Hall of Fame.<ref>{{Cite web |date=2025-05-08 |title=World Video Game Hall of Fame inducts Defender, Tamagotchi, GoldenEye 007 and Quake |url=https://apnews.com/article/video-game-hall-of-fame-defender-tamagotchi-2e4ad6ec2258d482dc3a34ed324ee7f5 |access-date=2025-05-09 |website=AP News |language=en}}</ref> Co-creator of ''Quake'', John Romero, attended the induction ceremony. Lindsey Kurano of The Strong Museum said "''Quake's'' legacy lives on in its atmospheric single player campaign, its influence in how online games are played, its active modding community, and its creation and shaping of esports."<ref>{{Cite web |title=2025 World Video Game Hall of Fame Inductees Announced |url=https://www.museumofplay.org/press-release/2025-world-video-game-hall-of-fame-inductees-announced/ |access-date=2025-05-09 |website=The Strong National Museum of Play |language=en-US}}</ref>

As an example of the dedication that ''Quake'' has inspired in its fan community, a group of expert players recorded speedrun demos (replayable recordings of the player's movement) of ''Quake'' levels completed in record time on the "Nightmare" skill level. The footage was edited into a continuous 19 minutes, 49 seconds demo called ''Quake done Quick'' and released on June 10, 1997. Owners of ''Quake'' could replay this demo in the game engine, watching the run unfold as if they were playing it themselves.<ref>{{cite web|url=https://speeddemosarchive.com/quake/|title=Speed Demos Archive - Quake|access-date=13 February 2026|date=6 January 2026|first=Ivan|last=Khristov}}</ref>

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's ''Quake'' section, including many on custom maps. Speedrunning is a counterpart to multiplayer modes in making ''Quake'' one of the first games promoted as a virtual sport.<ref>{{cite book|first=David|last=Kushner|title=Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture|year=2003|location=New York|publisher=Random House}}</ref>

===Sequels=== After the departure of Sandy Petersen, the remaining id employees chose to change the thematic direction substantially for ''Quake II'', making the design more technological and futuristic, rather than maintaining the focus on Lovecraftian horror. ''Quake 4'' followed the design themes of ''Quake II'', whereas ''Quake III Arena'' mixed these styles; it had a parallel setting that housed several "id all-stars" from various games as playable characters. The mixed settings occurred because ''Quake II'' originally began as a separate product line.<ref>{{Cite journal |year=2004 |title=''Quake 4'' Preview |journal=PC Gamer}}{{full citation needed|date=November 2011}}</ref> The id designers fell back on the project's nickname of "''Quake II''" because the game's fast-paced, tactile feel felt closer to a Quake game than a new franchise.<ref>{{Cite web |last=Grayson |first=Nathan |date=December 8, 2012 |title=Quake II Is 15, You Are Old |url=https://www.rockpapershotgun.com/2012/12/08/quake-ii-is-15-you-are-old/ |website=Rock, Paper, Shotgun}}</ref> Since any sequel to the original ''Quake'' had already been vetoed, it became a way of continuing the series without continuing the storyline or setting of the first game. In June 2011, John Carmack made an offhand comment that id Software was considering going back to the "...mixed up Cthulhu-ish Quake 1 world and rebooting [in] that direction."<ref>{{Cite web |last=Yin-Poole, Wesley |date=June 17, 2011 |title=John Carmack's vision for the next ''Quake'' |url=http://www.eurogamer.net/articles/2011-06-17-john-carmacks-vision-for-the-next-quake |website=Eurogamer}}</ref>

=== Aftermath and controversies ===

''Quake'' drew criticism for its intense graphic violence, including detailed blood effects, gore, and enemy dismemberment, building on the debates sparked by id Software's earlier game ''Doom''.<ref>{{cite web|url=https://www.theguardian.com/theguardian/1999/jun/01/features11.g2|title=In the line of fire|website=The Guardian|date=1 June 1996|access-date=15 February 2026}}</ref> Though the Entertainment Software Rating Board (ESRB), established in 1994, rated ''Quake'' "Mature" for players 17 and older, the game remained part of broader 1990s concerns about video game violence and its potential effects on young players.<ref>{{cite web|url=https://archive.nytimes.com/www.nytimes.com/library/magazine/home/19990523mag-keegan.html|title=A Game Boy in the Cross Hairs|website=The New York Times|date=23 May 1999|access-date=15 February 2026|first=Paul|last=Keegan}}</ref> The controversy surrounding ''Quake'' and similar titles intensified after the 1999 Columbine High School massacre, where reports noted that the perpetrators were fans of id Software games, including ''Quake II'' and ''Doom''.<ref name="latimesviolence">{{cite web|url=https://www.latimes.com/archives/la-xpm-1999-may-17-fi-38104-story.html|title=Video Game Industry Split on Violence Issue|website=Los Angeles Times|date=17 May 1999|access-date=15 February 2026|first=P.J.|last=Huffstutter}}</ref> This led to renewed media scrutiny and political calls for regulation of violent video games, with critics arguing that such titles could desensitize players to real-world violence or contribute to aggression.<ref name="motherjones">{{cite web|url=https://www.motherjones.com/politics/1999/11/culture-quake/|title=Culture Quake|date=December 1999|access-date=15 February 2026|first=Paul|last=Keegan|website=Mother Jones}}</ref> In response to the backlash, id Software co-founder John Carmack emphasized that the company focused on creating games they personally enjoyed, stating, "We make the games we like to play and throw them out into the world... We don't get involved in politics".<ref name="latimesviolence" /> Defenders within the industry and among players argued that no direct causal link existed between game violence and real-world behavior, viewing the graphic elements as secondary to the technological innovation and immersive gameplay.<ref name="motherjones" />

The release of ''Quake'' marks the end of the classic line-up at id Software. Due to conflicts and burnout, the majority of the staff resigned from id after the game's release including Romero, Abrash, Shawn Green, Jay Wilbur, Petersen and Mike Wilson.<ref>{{Cite web |last=Barton |first=Matt |title=Matt Chat 54: Quake with John Romero |date=March 20, 2010 |url=https://www.youtube.com/watch?v=Pq__3XNvvHI |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/Pq__3XNvvHI |archive-date=December 11, 2021 |access-date=July 15, 2021 |via=YouTube}}{{cbignore}}</ref> Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. He volunteered to take lead as he had five years of experience as project manager in MicroProse, but he was turned down by Carmack.<ref>{{Cite web |last=Petersen |first=Sandy |date=2021-07-02 |title=Why Is Quake Like That? |url=https://www.youtube.com/watch?v=MUeu96TKQwU |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/MUeu96TKQwU |archive-date=December 11, 2021 |access-date=July 15, 2021 |via=YouTube}}{{cbignore}}</ref> Romero has discussed their relative lack of experience at the time and failure to communicate with one another, and has stated that there is no long-lasting animosity between the staff.<ref name="doomguy 214-235" /> Even though he led the project, Romero did not receive any money from ''Quake''.<ref>{{Cite web |date=2015-05-28 |title=Meet John Romero: One of the Godfathers of the First-Person Shooter |url=https://www.youtube.com/watch?v=9v_0HD7iOz4&t=1s |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/9v_0HD7iOz4 |archive-date=December 11, 2021 |access-date=August 21, 2019 |publisher=Motherboard |via=YouTube}}{{cbignore}}</ref> In 2000, Romero released ''Daikatana'', the game that he envisioned ''Quake'' being, and despite its shaky development, and being considered one of the worst games of all time,<ref>{{Cite web |last=Byrd |first=Matthew |date=December 31, 2018 |title=20 Most Disappointing Games Ever Made |url=https://www.denofgeek.com/games/most-disappointing-games/ |access-date=August 30, 2019 |website=Den of Geek}}</ref><ref>{{Cite web |last1=Kelly |first1=Andy |last2=Senior |first2=Tom |date=June 25, 2019 |title=22 of the worst PC games of all time |url=https://www.pcgamer.com/uk/the-22-worst-pc-games-of-all-time/ |access-date=August 30, 2019 |website=PC Gamer}}</ref> he said ''Daikatana'' was "more fun to make than ''Quake''" due to the lack of creative interference.<ref>{{Cite web |last=Barton |first=Matt |date=2010-03-27 |title=Matt Chat 55: Daikatana with John Romero |url=https://www.youtube.com/watch?v=lQMtVbz_JuE |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/lQMtVbz_JuE |archive-date=December 11, 2021 |access-date=August 21, 2019 |via=YouTube}}{{cbignore}}</ref>

==Notes== {{Notelist}}

==References== {{Reflist}}

== Sources == * {{cite book|url=https://archive.org/details/quake-cd-manual/mode/2up|title=Quake (instruction manual)|year=1996|publisher=ID Software|ref={{harvid|Manual|1996}}}} * {{cite book|last=Goggin|first=Gerard|title=Virtual Nation: The Internet in Australia|url=https://books.google.com/books?id=FmHSqYXCW98C&pg=PA135|year=2004|publisher=UNSW Press|isbn=978-0-86840-503-2}}

==External links== * {{GitHub|id-Software/Quake}} * {{MobyGames|id=/quake}}

{{Quake series}} {{World Video Game Hall of Fame}} {{Authority control}}

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