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Coming on the heels of ''Quake'' is ''[=QuakeWorld=]'', a mod that contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. Alongside the release of the source code of the game allowing source ports to improve on the network model, all of this put together has made ''Quake'' one of the longest-lived games ever made.

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Coming on the heels of ''Quake'' is ''[=QuakeWorld=]'', a mod an official source port that contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. Alongside the release of the source code of the game allowing source ports to improve on the network model, all of this put together has made ''Quake'' one of the longest-lived games ever made.

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As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[MediaNotes/GameEngine engine]] was renowned for its ability to create a fully polygonal three-dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content including, notably, ''VideoGame/TeamFortress1'', which went on to spawn two sequels, ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''. ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}.

Coming on the heels of ''Quake'' is ''[=QuakeWorld=]'', a mod that contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. All of this put together has made ''Quake'' one of the longest-lived games ever made.

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As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[MediaNotes/GameEngine engine]] was renowned for its ability to create a fully polygonal three-dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content including, notably, ''VideoGame/TeamFortress1'', which went on to spawn two sequels, ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''. ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}.

{{machinima}}, as well as popularizing vertical gameplay (alongside ''VideoGame/DukeNukem3D'') in the ArenaShooter genre.

Coming on the heels of ''Quake'' is ''[=QuakeWorld=]'', a mod that contained basically the first networking code designed specifically to combat the types of lag caused by Internet play and pretty much created online gaming as we now know it. All Alongside the release of the source code of the game allowing source ports to improve on the network model, all of this put together has made ''Quake'' one of the longest-lived games ever made.
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As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[UsefulNotes/GameEngine engine]] was renowned for its ability to create a fully polygonal three-dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content including, notably, ''VideoGame/TeamFortress1'', which went on to spawn two sequels, ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''. ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}.

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As id Software's follow-up to ''VideoGame/{{Doom}}'', this game is another big step forward in their graphics capabilities. The game's [[UsefulNotes/GameEngine [[MediaNotes/GameEngine engine]] was renowned for its ability to create a fully polygonal three-dimensional world, populated with enemies and objects constructed using the same polygons and all animated smoothly, at a time when most games still used sprites in some fashion, such as for enemies or pickups. Built for modding, id freely distributed scripting, design and mapping tools that spawned a practically infinite stream of fanmade content including, notably, ''VideoGame/TeamFortress1'', which went on to spawn two sequels, ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''. ''Quake'' is also notable for jump-starting the phenomena of {{speedrun}}ning and {{machinima}}.
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* StatOverflow: The game has the Stimpack and Megahealth items. Stimpacks add +5 HP, Megahealth adds a degenerating +100 HP, and both items can overheal to a maximum of 200.
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* UnwinnableByMistake: Downplayed. It is possible to make [[spoiler:Chthon's Vengeance]] unwinnable by running out of cells, but given the sheer number of Enforcers scattered throughout the level, it's unlikely to happen unless you are solely using the Thunderbolt, and even then, it's a short level, so simply dying or restarting won't set you back terribly.

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* UnwinnableByMistake: Downplayed. It is possible to make [[spoiler:Chthon's Vengeance]] unwinnable by running out of cells, but given the sheer number of Enforcers cell packs scattered throughout the level, level (And a hefty number of Enforcers to take even more cells from), it's unlikely to happen unless you are solely using the Thunderbolt, and even then, it's a short level, so simply dying or restarting won't set you back terribly.
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* UnwinnableByMistake: Downplayed. It is possible to make [[spoiler:Chthon's Vengeance]] unwinnable by running out of cells, but given the sheer number of Enforcers scattered throughout the level, it's unlikely to happen unless you are solely using the Thunderbolt, and even then, it's a short level, so simply dying or restarting won't set you back terribly.
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* AlienSky: The sky in Quake's dimension is an endless, rolling mass of black and purple clouds.

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* AlienSky: The sky in Quake's dimension is an endless, rolling mass of black and purple clouds. Largely averted in ''Dimension of the Machine'', which features a greater variety of skyboxes, most of them decidedly more Earth-like than the default one.
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Useful Notes for game systems have been redirected to Platform; I have updated the links accordingly


''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series. The shareware version was released on June 22, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 22, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).

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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series. The shareware version was released on June 22, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows Platform/MicrosoftWindows was released on March 22, 1997. It was also released on UsefulNotes/SegaSaturn Platform/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} Platform/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} Platform/Nintendo64 (March 24, 1998).



On August 19, 2021, ''Quake'' received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], [=PlayStation=] 4, Xbox One and Nintendo Switch, with [=PlayStation=] 5 and Xbox Series versions later released October 12 that same year. Developed using Nightdive's Kex Engine running parallel with the game's native Id-Tech 2 engine, this remaster featured the usual litany of graphical updates, expanded settings for modern hardware and various forms of input support - including Gyro aiming support for the Switch and [=PlayStation=] versions. The aforementioned ''Scourge of Armagon'', ''Dissolution of Eternity'' and ''Dimension of the Past'' were packaged into this remaster, alongside a brand new episode, ''Dimension of the Machine'', also by Creator/MachineGames.

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On August 19, 2021, ''Quake'' received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released Platform/MicrosoftWindows [[note]]released as a free update for its existing Platform/{{Steam}} store listing[[/note]], [=PlayStation=] 4, Xbox One Platform/PlayStation4, Platform/XboxOne and Nintendo Switch, Platform/NintendoSwitch, with [=PlayStation=] 5 Platform/PlayStation5 and Xbox Series Platform/XboxSeriesXAndS versions later released October 12 that same year. Developed using Nightdive's Kex Engine running parallel with the game's native Id-Tech 2 engine, this remaster featured the usual litany of graphical updates, expanded settings for modern hardware and various forms of input support - including Gyro aiming support for the Switch and [=PlayStation=] versions. The aforementioned ''Scourge of Armagon'', ''Dissolution of Eternity'' and ''Dimension of the Past'' were packaged into this remaster, alongside a brand new episode, ''Dimension of the Machine'', also by Creator/MachineGames.



** ''[[UsefulNotes/{{Steam}} The Quake Collection]]:'' base game, ''Scourge of Armagon'', ''Dissolution of Eternity'', ''Quake II'' (plus ''The Reckoning'' and ''Ground Zero'') and ''Quake III Arena'' (plus ''Team Arena'').

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** ''[[UsefulNotes/{{Steam}} ''[[Platform/{{Steam}} The Quake Collection]]:'' base game, ''Scourge of Armagon'', ''Dissolution of Eternity'', ''Quake II'' (plus ''The Reckoning'' and ''Ground Zero'') and ''Quake III Arena'' (plus ''Team Arena'').



** The 2021 remaster uses Creator/NightdiveStudios's Kex Engine, has a new episode called ''Dimension of the Machine'', [[CosmeticAward achievements]], tons of graphic and audio options, updated game code, [[CompilationRerelease includes the three previous expansions as an integral part of the game]], a ''VideoGame/Doom2016''-styled weapon wheel, and mod curation (with ''Quake 64'', a conversion of the UsefulNotes/Nintendo64 port, being the first mod released). Because of the port to a completely new engine, there are some very subtle differences in the feel of the game, but only stuff that people who play the original game religiously would be likely to notice. Also, the Nightmare difficulty was completely reworked (you now are limited to 50 health, but enemy behaviour is not as drastically changed).

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** The 2021 remaster uses Creator/NightdiveStudios's Kex Engine, has a new episode called ''Dimension of the Machine'', [[CosmeticAward achievements]], tons of graphic and audio options, updated game code, [[CompilationRerelease includes the three previous expansions as an integral part of the game]], a ''VideoGame/Doom2016''-styled weapon wheel, and mod curation (with ''Quake 64'', a conversion of the UsefulNotes/Nintendo64 Platform/Nintendo64 port, being the first mod released). Because of the port to a completely new engine, there are some very subtle differences in the feel of the game, but only stuff that people who play the original game religiously would be likely to notice. Also, the Nightmare difficulty was completely reworked (you now are limited to 50 health, but enemy behaviour is not as drastically changed).
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* OurDemonsAreDifferent: Unlike ''DOOM's'' more stereotypical depiction of demonic minions, Quake's are much more bizarre yet organic to their dark habitat. Featuring monsters with giant mouths for faces, no eyes, and even some which may or may not be covered in hair.

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* OurDemonsAreDifferent: Unlike ''DOOM's'' more stereotypical depiction of demonic minions, Quake's are much more bizarre yet still organic to their dark habitat. Featuring monsters with giant mouths for faces, no eyes, and even some which may or may not be covered in hair.
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* OurDemonsAreDifferent: Unlike ''DOOM's'' more stereotypical depiction of demonic minions, Quake's are much more bizarre yet organic to their dark habitat. Featuring monsters with giant mouths for faces, no eyes, and even some which may or may not be covered in hair.
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* LovecraftLite: [[SubvertedTrope Subverted.]] Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures would do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]

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* LovecraftLite: [[SubvertedTrope Subverted.]] Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures would do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]
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* LovecraftLite: [[SubvertedTrope Subverted.]] Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]

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* LovecraftLite: [[SubvertedTrope Subverted.]] Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to would do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]
Is there an issue? Send a MessageReason:
None


* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]

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* LovecraftLite: [[SubvertedTrope Subverted.]] Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a fistful of nails.]]
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** The first ''Quake'', unlike all of its sequels and virtually every FPS that followed it, does not allow mouselook by default; the feature must first be activated by opening up the command console and typing in "+mlook". The developes assumed most players would use the numpad or arrow keys for movement and hold down a key to look around, as in ''VideoGame/{{Doom}}''.

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** The first ''Quake'', unlike all of its sequels and virtually every FPS that followed it, does not allow mouselook by default; the feature must first be activated by opening up the command console and typing in "+mlook". The developes assumed most players would use the numpad or arrow keys for movement and hold down a key to look around, as in ''VideoGame/{{Doom}}''. This naturally does not apply to the 2021 Remaster.

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* EarlyInstallmentWeirdness: ''Quake''[='=]s aesthetic differs strongly from all of its sequels, with fantasy- and Lovecraft-inspired settings in addition to sci-fi locales, and no mention whatsoever of series villains the Strogg, outside of some early appearances of their insignia. Much of this can be attributed to ''VideoGame/QuakeII'' being a DolledUpInstallment. In addition, the ''Quake'' series' most distinctive weapon, the Railgun, is absent, having yet to make its debut in ''II''.

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* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
''Quake''[='=]s aesthetic differs strongly from all of its sequels, with fantasy- and Lovecraft-inspired settings in addition to sci-fi locales, and no mention whatsoever of series villains the Strogg, outside of some early appearances of their insignia. Much of this can be attributed to ''VideoGame/QuakeII'' being a DolledUpInstallment. In addition, the ''Quake'' series' most distinctive weapon, the Railgun, is absent, having yet to make its debut in ''II''.''II''.
** The first ''Quake'', unlike all of its sequels and virtually every FPS that followed it, does not allow mouselook by default; the feature must first be activated by opening up the command console and typing in "+mlook". The developes assumed most players would use the numpad or arrow keys for movement and hold down a key to look around, as in ''VideoGame/{{Doom}}''.
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Added Teaching Through Accident example from its page. (It needs wicks!)

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* TeachingThroughAccident: To introduce the explosive box, the game locks you in a small room with a low-power enemy. The room is set up in this T-shape which will almost certainly cause you to shoot across the box at the enemy - it's probable that you'll miss that enemy and accidentally hit the box, which will cause you to see what the function of the box is.
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* ''Episode 6: Dimension of the Machine'', another addon, this time bundled with the 2021 remaster (see below). It's modelled after the GameMod ''Arcane Dimensions'', with Ranger going through many 2-to-3-level-long areas (the pack itself being nearly 16-level long) to collect pieces to unlock the way to defeat one of Quake's main generals once and for all.

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* ''Episode 6: Dimension of the Machine'', another addon, this time bundled with the 2021 remaster (see below). It's modelled after the GameMod ''Arcane Dimensions'', ''VideoGame/ArcaneDimensions'', with Ranger going through many 2-to-3-level-long areas (the pack itself being nearly 16-level long) to collect pieces to unlock the way to defeat one of Quake's main generals once and for all.
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''Quake'' received multiple console ports following its initial release, with the most notable of these being ''Quake 64'', released on March 24, 1998 by Midway Games. Despite being developed by the same team behind ''VideoGame/Doom64'', ''Quake 64'' is unlike it in being an almost-direct port of the original game, barring some absent levels and simplified geometry to accommodate for the [=N64=]'s weaker hardware. Despite this, the port does contain some notable additions, including colored lighting and an all-new soundtrack composed by renowned ''Doom 64'' composer Audrey Hodges.

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''Quake'' received multiple console ports following its initial release, with the most notable of these being ''Quake 64'', released on March 24, 1998 by Midway Games. Despite being developed by the same team behind ''VideoGame/Doom64'', ''Quake 64'' is unlike it in being an almost-direct port of the original game, barring some absent levels and simplified geometry to accommodate for the [=N64=]'s weaker hardware. Despite this, the port does contain some notable additions, including colored lighting and an all-new soundtrack composed by renowned ''Doom 64'' composer Audrey Aubrey Hodges.
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* SoftWater: Landing on water negates fall damage.

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* SoftWater: Landing on water any body of liquid negates fall damage.



* SuperNotDrowningSkills: Enemies in Quake do not take any damage from water, slime and lava, behaving essentially as though they were still in normal air. The only effect they have on them is that they will not attack a player if they are underwater and the player is not (or vice-versa).

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* SuperNotDrowningSkills: Enemies in Quake do not take any damage from water, slime and or lava, behaving essentially as though they were still in normal air. The only effect they have on them is that they will not attack a player if they are underwater and the player is not (or vice-versa).



** QuadDamage: The TropeNamer. Quadruples the user's damage output.
** Pentagram of Protection: Prevents enemy and non-death pit/void hazard damage.
** [[{{Invisibility}} Ring of Shadows]]: Turns the user invisible, preventing AI enemies (and non-attention paying players) from seeing them.
** Biosuit: Allows the user to swim in slime-based liquid pools. Prevents them from drowning in any water/slime pools.
** Wetsuit (''Scourge of Armagon''): Prevents the user from drowning in water areas, and allows them to swim faster in these areas.
** Empathy Shield (''Scoruge of Armagon''): 40% of all damage done to the user is returned to the enemy.
** Anti-Grav Belt (''Dissolution of Eternity''): Reduces the gravity around the user, allowing them to float and stay extra time on the air.
** Power Shield (''Dissolution of Eternity''): Reduces all damage done to the user. In multiplayer modes, RammingAlwaysWorks and pushes the user quite far.

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** QuadDamage: The TropeNamer. Quadruples the user's damage output.
weapon damage.
** Pentagram of Protection: Prevents enemy and non-death Nullifies all health damage excluding those of the death pit/void hazard damage.
variety. Armor will still take damage, however.
** [[{{Invisibility}} Ring of Shadows]]: Turns the user invisible, invisible (excluding their eyes), preventing AI enemies (and non-attention paying inattentive players) from seeing them.
** Biosuit: Allows the user to swim in slime-based liquid pools. Prevents them from drowning in any water/slime pools.
and grants immunity to slime damage.
** Wetsuit (''Scourge of Armagon''): Prevents the user from drowning in water areas, drowning, grants increased movement speed underwater and allows them immunity to swim faster in these areas.
electrical attacks (Thunderbolt, Shambler lightning, etc.).
** Empathy Shield (''Scoruge (''Scourge of Armagon''): 40% of all damage done to the user is returned to the enemy.
their attacker.
** Anti-Grav Belt (''Dissolution of Eternity''): Reduces the gravity around the user, allowing them to float user's gravity, increasing their jump height and stay extra time on the air.
slowing their fall speed for drastically increased air time.
** Power Shield (''Dissolution of Eternity''): Reduces all 70% damage done reduction to all attacks that hit the front of the user. In Grants a [[RammingAlwaysWorks ramming attack]] in multiplayer modes, RammingAlwaysWorks and pushes where the user quite far.can deal significant knockback to any opposing players they run into.



* ThereIsNoKillLikeOverkill: {{Enforced|Trope}} with the Zombies. They'll go down with standard firepower, but they'll recover and get back up again shortly afterwards. The only way to make sure they stay dead is by applying enough damage to gib them, which typically requires explosives.

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* ThereIsNoKillLikeOverkill: {{Enforced|Trope}} with the Zombies. They'll go down with standard firepower, but they'll recover and get back up again shortly afterwards. The only way to make sure they stay dead is by applying enough damage to gib them, which typically requires explosives.explosives or QuadDamage.

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* QuadDamage: Trope namer. Picking up Quad Damage powerup quadruples the damage of the weapons for half a minute.


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* TimedPowerup: Of the instantly triggered variety:
** QuadDamage: The TropeNamer. Quadruples the user's damage output.
** Pentagram of Protection: Prevents enemy and non-death pit/void hazard damage.
** [[{{Invisibility}} Ring of Shadows]]: Turns the user invisible, preventing AI enemies (and non-attention paying players) from seeing them.
** Biosuit: Allows the user to swim in slime-based liquid pools. Prevents them from drowning in any water/slime pools.
** Wetsuit (''Scourge of Armagon''): Prevents the user from drowning in water areas, and allows them to swim faster in these areas.
** Empathy Shield (''Scoruge of Armagon''): 40% of all damage done to the user is returned to the enemy.
** Anti-Grav Belt (''Dissolution of Eternity''): Reduces the gravity around the user, allowing them to float and stay extra time on the air.
** Power Shield (''Dissolution of Eternity''): Reduces all damage done to the user. In multiplayer modes, RammingAlwaysWorks and pushes the user quite far.
** Vengeance Sphere (''Dissolution of Eternity''): A multiplayer-only floating turret that chases the killer of its user.
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* QuadDamage: Trope namer. Picking up Quad Damage powerup quadruples the damage of the weapons for half a minute.
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* EldritchLocation: The parallel universe where the game takes place.

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* EldritchLocation: The parallel universe hellish dimensions where the game takes place.
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* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a human arsenal.]]

to:

* LovecraftLite: Many of the levels and enemies are designed as {{Shout Out}}s to his works, and the artifacts you collect often assault the Ranger's brain, much like Lovecraft's creatures were wont to do. The "lite" bit comes from the fact that you're playing as a [[MadeOfIron tough as nails]] ActionHero with a HyperspaceArsenal that can make mincemeat out of any abomination you face in less than ten seconds, and [[spoiler:destroys Shub-Niggurath, Chthon, and their goons with little more than a human arsenal.fistful of nails.]]

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On August 19, 2021, Quake received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], [=PlayStation=] 4, Xbox One and Nintendo Switch, with Playstation 5 and Xbox Series versions upcoming. Developed using Nightdive's Kex Engine running parallel with the game's native Id-Tech 2 engine, this remaster featured the usual litany of graphical updates, expanded settings for modern hardware and various forms of input support - including Gyro aiming support for the Switch and PS versions. The aforementioned ''Scourge of Armagon'', ''Dissolution of Eternity'' and ''Dimension of the Past'' were packaged into this remaster, alongside a brand new episode, ''Dimension of the Machine'', also by Creator/MachineGames. The remaster also offers an impressively revamped multiplayer experience, with online, local and splitscreen co-op with full cross-play compatibility, capable of supporting 4-player co-op and 8-player PvP experiences. Later updates would add a multiplayer-compatible [[MultiMookMelee horde mode]] and the integration of the Threewave CaptureTheFlag mod as an officially-supported game mode. The [=QuakeC=] sources for the 2021 remaster were [[https://github.com/id-Software/quake-rerelease-qc released by Id]] on April 6, 2022 under the same license as the original gamecode.

Like the 2019 updates for ''Doom'' and ''Doom II'', the ''Quake'' remaster features the ability to download and run [[AscendedFanon developer-curated add-ons]], starting with ''Quake 64'', [[ExactlyWhatItSaysOnTheTin a recreation of]] the UsefulNotes/{{Nintendo 64}} version of the game, complete with coloured lighting, platform-faithful CRT screen overlay effect, and intact original soundtrack courtesy of renowned ''VideoGame/Doom64'' composer Aubrey Hodges. The available mod list can be seen in [[Recap/QuakeI the Recap page]].

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''Quake'' received multiple console ports following its initial release, with the most notable of these being ''Quake 64'', released on March 24, 1998 by Midway Games. Despite being developed by the same team behind ''VideoGame/Doom64'', ''Quake 64'' is unlike it in being an almost-direct port of the original game, barring some absent levels and simplified geometry to accommodate for the [=N64=]'s weaker hardware. Despite this, the port does contain some notable additions, including colored lighting and an all-new soundtrack composed by renowned ''Doom 64'' composer Audrey Hodges.

On August 19, 2021, Quake ''Quake'' received a remaster co-developed by Creator/NightdiveStudios and Creator/MachineGames on Steam[[note]] released as a free update for its existing store listing[[/note]], [=PlayStation=] 4, Xbox One and Nintendo Switch, with Playstation [=PlayStation=] 5 and Xbox Series versions upcoming. later released October 12 that same year. Developed using Nightdive's Kex Engine running parallel with the game's native Id-Tech 2 engine, this remaster featured the usual litany of graphical updates, expanded settings for modern hardware and various forms of input support - including Gyro aiming support for the Switch and PS [=PlayStation=] versions. The aforementioned ''Scourge of Armagon'', ''Dissolution of Eternity'' and ''Dimension of the Past'' were packaged into this remaster, alongside a brand new episode, ''Dimension of the Machine'', also by Creator/MachineGames.

The remaster also offers an impressively revamped multiplayer experience, with online, local and splitscreen co-op with full cross-play compatibility, capable of supporting 4-player co-op and 8-player PvP PlayerVersusPlayer experiences. Later updates would add a multiplayer-compatible [[MultiMookMelee horde mode]] and the integration of the Threewave CaptureTheFlag mod as an officially-supported game mode. The [=QuakeC=] sources for the 2021 remaster were [[https://github.com/id-Software/quake-rerelease-qc released by Id]] on April 6, 2022 2022, under the same license as the original gamecode.

game code. Like the 2019 updates remasters for ''Doom'' and ''Doom II'', the ''Quake'' remaster features the ability to download and run [[AscendedFanon developer-curated add-ons]], starting with ''Quake 64'', [[ExactlyWhatItSaysOnTheTin a recreation of]] 64'' being the UsefulNotes/{{Nintendo 64}} version first of the game, complete with coloured lighting, platform-faithful CRT screen overlay effect, and intact original soundtrack courtesy of renowned ''VideoGame/Doom64'' composer Aubrey Hodges. such add-ons released. The available mod add-on list can be seen viewed in [[Recap/QuakeI the Recap page]].



Tropes about Quake 64 can be found [[Recap/{{Quake 64}} here]].

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Tropes about Trope examples for individual levels, including those of Quake 64 and other available add-ons, can be found [[Recap/{{Quake 64}} here]].
in [[Recap/QuakeI the Recap page]].



* SuicideAttack: Firing the Thunderbolt underwater causes a large explosion, instantly killing anything within its radius. It also immediately drains all lightning ammo from the player, which is only possible to see if they survived the explosion [[spoiler:with a Pentagram of Protection]]. Its only practical use is in PvP multiplayer as a last-ditch attack & there's no prior warning given to the player about this mechanic.

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* SuicideAttack: Firing the Thunderbolt underwater causes a large explosion, instantly killing anything within its radius. It also immediately drains all lightning ammo from the player, which is only possible to see if they survived the explosion [[spoiler:with a Pentagram of Protection]]. Its only practical use is in PvP [[PlayerVersusPlayer PvP]] multiplayer as a last-ditch attack & there's no prior warning given to the player about this mechanic.



Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



Examples for individual levels are found in [[Recap/QuakeI the Recap page]].



These are the tropes regarding Quakeworld and the Deathmatch, Threewave [[CaptureTheFlag CTF]] and Horde modes.

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These are the tropes regarding cover Quakeworld and the Deathmatch, Threewave [[CaptureTheFlag CTF]] and Horde modes.
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None

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* ReligiousHorror: Satanic imagery is scattered throughout the game including a creepy depiction of what appears to be a crucified perversion of Christ.

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Fix super nailgun's damage (it does 18 damage per nail, which is twice as much as the regular nail) and added Anti Frustration Features with player's health and shell count


** The Super Nailgun, while initially intended to fire nails at a faster rate than the regular Nailgun, fires a single nail that consumes 2 nails and deals the damage of 3 standard Nailgun nails. This was done to avoid high latency when playing the game on 90s hardware.[[note]]Modern mods may rework the Super Nailgun to perform as originally intended as [[TechnologyMarchesOn computing hardware has long since advanced]] beyond the point where the nailgun's rate of fire would be a problem.[[/note]]

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** The Super Nailgun, while initially intended to fire nails at a faster rate than the regular Nailgun, fires a single nail that consumes 2 nails and deals the damage of 3 2 standard Nailgun nails. This was done to avoid high latency when playing the game on 90s hardware.[[note]]Modern mods may rework the Super Nailgun to perform as originally intended as [[TechnologyMarchesOn computing hardware has long since advanced]] beyond the point where the nailgun's rate of fire would be a problem.[[/note]][[/note]]
** When the player finishes a level with less than 50 health, he will automatically start the next level with 50 health. Same applies to the shotgun shells if you have less than 25 shells, then you will automatically have 25 shells at the start of next level. In the remaster, on the Nightmare difficulty, the player's health will be a minimum of 25 when starting the next level, if finishing a level with less than 25 health.
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Rewording


''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was initially released as shareware on June 22, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 22, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).

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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was initially released as series. The shareware version was released on June 22, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 22, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).
Is there an issue? Send a MessageReason:
Small changes in spelling the dates


''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was initially released as shareware on 22nd June, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 22, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).

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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was initially released as shareware on 22nd June, June 22, 1996. The registered version was released on July 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 22, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).



* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, released on 11th February 1997, is set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals has found a way to infiltrate into our world. The pack adds sixteen levels, three new weapons (the [[ThunderHammer Mjölnir]], the Laser Cannon and the Proximity Mine Launcher) and three new enemies (Centroid, Gremlin and Spike Mine) as well as the eponymous FinalBoss. Unlike ''Quake'', its story is told linearly.
* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, released on 11th March 1997, is set after the events of ''Armagon'', eschews all the additions of ''Armagon'' as well as {{secret level}}s, and takes place in a battle through time that sees Ranger going back and forth to finish the instigator of the whole series. The pack returns to the episodic storytelling of ''Quake'' with two straightforward episodes accounting for 16 levels, five "new" weapons (which are just variations of the Nailgun, Super Nailgun -both get Lava variations-, Grenade Launcher, Rocket Launcher -both get multi-projectile variations-, and the Thunderbolt -which gets an explosion-based Plasma Gun-).

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* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, released on 11th February 1997, 11, 1997 and is set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals has found a way to infiltrate into our world. The pack adds sixteen levels, three new weapons (the [[ThunderHammer Mjölnir]], the Laser Cannon and the Proximity Mine Launcher) and three new enemies (Centroid, Gremlin and Spike Mine) as well as the eponymous FinalBoss. Unlike ''Quake'', its story is told linearly.
* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, released on 11th March 1997, 11, 1997 and is set after the events of ''Armagon'', eschews all the additions of ''Armagon'' as well as {{secret level}}s, and takes place in a battle through time that sees Ranger going back and forth to finish the instigator of the whole series. The pack returns to the episodic storytelling of ''Quake'' with two straightforward episodes accounting for 16 levels, five "new" weapons (which are just variations of the Nailgun, Super Nailgun -both get Lava variations-, Grenade Launcher, Rocket Launcher -both get multi-projectile variations-, and the Thunderbolt -which gets an explosion-based Plasma Gun-).
Is there an issue? Send a MessageReason:
Fix the release dates for Quake versions (added shareware, fixed registered and Win Quake release, added the date for the expansions)


''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was released on July 2, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 11, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).

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''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was initially released as shareware on 22nd June, 1996. The registered version was released on July 2, 12, 1996, for MS-DOS. It began development as a free-roaming RPG, but it switched to a FirstPersonShooter, like [[Creator/IdSoftware id]]'s previous series, ''VideoGame/{{Doom}}''. An UsefulNotes/OpenGL version was released on January 22, 1997, while a version tailor-made for UsefulNotes/MicrosoftWindows was released on March 11, 22, 1997. It was also released on UsefulNotes/SegaSaturn (December 2, 1997), UsefulNotes/{{Amiga}} (January 1, 1998) and UsefulNotes/{{Nintendo 64}} (March 24, 1998).



* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals has found a way to infiltrate into our world. The pack adds sixteen levels, three new weapons (the [[ThunderHammer Mjölnir]], the Laser Cannon and the Proximity Mine Launcher) and three new enemies (Centroid, Gremlin and Spike Mine) as well as the eponymous FinalBoss. Unlike ''Quake'', its story is told linearly.
* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, set after the events of ''Armagon'', eschews all the additions of ''Armagon'' as well as {{secret level}}s, and takes place in a battle through time that sees Ranger going back and forth to finish the instigator of the whole series. The pack returns to the episodic storytelling of ''Quake'' with two straightforward episodes accounting for 16 levels, five "new" weapons (which are just variations of the Nailgun, Super Nailgun -both get Lava variations-, Grenade Launcher, Rocket Launcher -both get multi-projectile variations-, and the Thunderbolt -which gets an explosion-based Plasma Gun-).

to:

* ''Quake Mission Pack No. 1: Scourge of Armagon'' by Hipnotic Entertainment, released on 11th February 1997, is set after the events of the game, saw Ranger coming back to Earth only to discover that once again one of Quake's generals has found a way to infiltrate into our world. The pack adds sixteen levels, three new weapons (the [[ThunderHammer Mjölnir]], the Laser Cannon and the Proximity Mine Launcher) and three new enemies (Centroid, Gremlin and Spike Mine) as well as the eponymous FinalBoss. Unlike ''Quake'', its story is told linearly.
* ''Quake Mission Pack No. 2: Dissolution of Eternity'' by Rogue Entertainment, released on 11th March 1997, is set after the events of ''Armagon'', eschews all the additions of ''Armagon'' as well as {{secret level}}s, and takes place in a battle through time that sees Ranger going back and forth to finish the instigator of the whole series. The pack returns to the episodic storytelling of ''Quake'' with two straightforward episodes accounting for 16 levels, five "new" weapons (which are just variations of the Nailgun, Super Nailgun -both get Lava variations-, Grenade Launcher, Rocket Launcher -both get multi-projectile variations-, and the Thunderbolt -which gets an explosion-based Plasma Gun-).

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None


Like the 2019 updates for ''Doom'' and ''Doom II'', the ''Quake'' remaster features the ability to download and run [[AscendedFanon developer-curated add-ons]], starting with ''Quake 64'', [[ExactlyWhatItSaysOnTheTin a recreation of]] the UsefulNotes/{{Nintendo 64}} version of the game, complete with coloured lighting, platform-faithful CRT screen overlay effect, and intact original soundtrack courtesy of renowned ''VideoGame/Doom64'' composer Aubrey Hodges. The available mod list can be seen in [[Trivia/QuakeI the Trivia page]].

to:

Like the 2019 updates for ''Doom'' and ''Doom II'', the ''Quake'' remaster features the ability to download and run [[AscendedFanon developer-curated add-ons]], starting with ''Quake 64'', [[ExactlyWhatItSaysOnTheTin a recreation of]] the UsefulNotes/{{Nintendo 64}} version of the game, complete with coloured lighting, platform-faithful CRT screen overlay effect, and intact original soundtrack courtesy of renowned ''VideoGame/Doom64'' composer Aubrey Hodges. The available mod list can be seen in [[Trivia/QuakeI [[Recap/QuakeI the Trivia Recap page]].


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* AttackSpeedBuff: The Rune of Hell Magic in the Threewave CTF mode doubles the firing speed of your weapons.

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