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Quake: Games
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The third in the Quake series was the first to do away with any sort of meaningful single-player content altogether and focus exclusively on the online multiplayer that had become the series' bread and butter. Thanks to its uncompromisingly fast and aggressive gameplay, it was a big hit with hardcore gamers and, consequentially, the e-sports leagues of pro and semi-pro gaming competitors.
The gameplay in Quake was considered unique for its time because of the different ways the player can maneuver through the game. For example: bunny hopping or strafe jumping can be used to move faster than normal, while rocket jumping enables the player to reach otherwise-inaccessible areas (or just move faster), at the cost of some self-damage. The player can start and stop moving suddenly, jump unnaturally high, and change direction while moving through the air. Many of these non-realistic behaviors contribute to Quake's appeal. The nature of the gameplay is often fast and frenzied, and has become considerably faster over the years as players mastered advanced movement techniques.
More developments on the Quake 2 front. Dan has now tested the game on his ipaq and gotten about 3fps. Remember this is the first unoptimised build and he hopes to release the game before the end of this week! Here's another screenshot and heres the thread on the PocketMatrix forums.
Almost a decade ago, in 1996, Quake was first released. It brought with it a revolution in PC gaming. Actually, it was the first game in FPS genre that was really worth belonging there. It began the Epic that is the Quake series. The original game had both Single Player and Multiplayer and both were good.
While it wasn't the first first-person shooter (that honor goes to an earlier id game, Wolfenstein 3D) Quake is still remembered as a trailblazing release. When it hit streets in 1996, a 56K modem was state of the art, 200 MHz processors were just reaching the market, and some newfangled console called the PlayStation was selling like hotcakes. Quake's incredible visuals and addictive multiplayer gameplay made it a huge hit.
The majority of programming work on the Quake engine was done by John Carmack. Michael Abrash, a program performance optimization specialist, was brought in to help make the software rendering engine fast enough to be feasible. The game design and layout was done by John Romero. The sound effects and music for the game were composed by Trent Reznor, of Nine Inch Nails (within the game, the ammo box for the nailgun has the Nine Inch Nails logo on it in reference to this). Quake was released just as the Internet was commercially coming of age, and much of Quake's popularity arose because it was one of the few games of its kind playable over the internet rather than just a local network.
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