Quake

From Sega Retro

For the Sega Dreamcast tech demo, see Quake (Dreamcast).

n/a

Quake title.png

Quake
System(s): Sega Saturn
Publisher: Sega
Developer:
Original system(s): IBM PC
Publisher(s) of original games: GT Interactive Software
Developer(s) of original games: id Software
Peripherals supported: 3D Control Pad
Genre: First-Person Shooter

















Number of players: 1
Release Date RRP Code
Sega Saturn
US
81066
ESRB: Teen
Sega Saturn
EU
MK81066-50
BBFC: 15
Sega Saturn
DE
MK81066-50
USK: 18
Sega Saturn
PT
STJSE0738
Sega Saturn
UK
£44.9944.99[3] MK81066-50
BBFC: 15
Sega Saturn
PL
219zł219
Sega Saturn
AU
Sega Saturn
BR
191286
Tectoy: 18+

Quake is a Sega Saturn first-person shooter game developed by Lobotomy Software and published by Sega. A port of the titular 1996 id Software game Quake, it was first released in Europe in November 1997[3], and was later brought to the United States the following month.[1]

Gameplay

Quake is a first-person shooter, and is usually credited as being the first to model everything in its world in 3D polygons, rather than the "2.5D" nature such as id Software's previous release of Doom and rival 3D Realms' Duke Nukem 3D. Quake allows the user to freely look up and down, and is capable of more elaborate scenery than its predecessors, with rooms on top of rooms and real-time lighting effects. Its original PC release was also more modifyable and made advances in networking than its predecessors, though neither feature in the Saturn conversion.

In Quake the player (unnamed in this version) has to collect four magic runes to gain access to and destroy Shub-Niggurath. There are 38 levels, most of which are spread across four "episodes" (with others such as the introduction stage and the final level being classed as levels internally, but do not included in episodes), four of which are secret levels. Like other first person shooters of the day, the task is to get to the end of a level by shooting enemies, collecting keys, solving puzzles and overcoming platforming segments.

Weapons

Axe
Shotgun
Double-Barreled Shotgun
Nailgun
Super Nailgun
Grenade Launcher
Rocket Launcher
Shotgun
Thunderbolt

Items

Weapon powerups (ammo)

Shells
Ammo for shotguns and double-barreled shotguns. Small box holds 20 rounds, large holds 40.
Nails
Ammo for nailguns and super nailguns. Small box holds 25 nails, large holds 50. In original PC game, each nail box had the logo of Nine Inch Nails, the band behind the game's soundtrack. This was removed in the Saturn version.
Rockets
Ammo for grenade and rocket launchers. Small box holds 5 rockets, large holds 10.
Cells
Ammo for the Thunderbolt. Small box holds 6 charges, large holds 12.

Health and armor

15 health
25 health
Megahealth
Green armor
Yellow armor
Red armor

Powerups

Biosuit
Ring of Shadows
Pentagram of Protection
Quad Damage
Quadruples the damage of weapons for a short period. Quad Damage, its blue or purple hue and distinctive sound effect has become a staple of the Quake series, and later found its way into the 2016 release of Doom.

Enemies

Grunt
Rotweiler
Ogre
Enforcer
Knight
Scrag
Fiend
Death Knight
Zombie
Vore
Shambler
Spawn
Rotfish
Chthon
Shub-Niggurath

Levels

Episode 1: Dimension of the Doomed

Episode 2: The Realm of Black Magic

Episode 3: The Netherworld

Episode 4: The Elder World

History

id Software's original PC version of the game was inspired by Virtua Fighter, according to John Romero.

Legacy

The sequel, Quake II, was not brought to any Sega system, but was ported to the competing N64 and PlayStation. The third part of the series, Quake III Arena, was released for the Sega Dreamcast in 2000.

The original Quake was ported to the Dreamcast by Titanium Studios in just nine days, but this was a proof of concept in order to attract publishers, rather than a release set for retail[4].

Versions

Platform Differences

The Saturn version of Quake was handled by Lobotomy Software. Rather than running on the Quake engine like other ports, Lobotomy chose to use their own custom made 3D engine made specifically for the Saturn labeled "Slave Driver". This is also the engine used in other PC-to-Saturn ports such as PowerSlave/Exhumed and Duke Nukem 3D, though Quake is the only game to use fully 3D objects and enemies.

The Saturn port has four exclusive levels named "Purgatorium", "Hell's Aerie", "The Coliseum" and "Watery Grave" replacing original secret levels. The 3D Control Pad can also be used for more precise control. There is no multiplayer mode of any kind in this version. Predictably the Saturn hardware restricts the screen resolution to 320x240 and makes cuts in both polygon counts and texture sizes. Walls were added to guarantee less geometry is rendered in certain sections, causing minor adjustments to the level design. Weapons models that player holds were made 2D, leading to curious effects such as lighting from lighting gun always appearing of same lenght and super shotgun showing muzzle flash twice per shot.

However, thanks to "Slave Drive" engine, Saturn version makes use of colored lighting, which wasn't supported in original PC release. It was feature that would often be brought up when promoting the game. PC release would later get official OpenGL source port, which, while technically supported colored lighting, replaced all dynamic lighting with orange transperent "ball of light" on default configuration.

Curiously under the ESRB system for North America, the Saturn version of the game is the only version to have received a "T" as opposed to "M".

The announcement and subsequent release of a Saturn version of Quake was something of a coup amongst the console's fans, as while a PlayStation version was at one point planned, the conversion was never finished. A Nintendo 64 version was released in the months which followed, but while this version is considered to be the more playable (and more accurate) of the two, it features slightly fewer levels due to cartridge space restrictions.

Regional Differences

US version of a game appears to be improved over EU release, as it was released later. It had some bugs fixed, as well as additional minor changes were implented. Examples are: the looping sound of when the bridge to silver key is done moving in E1M2 (Episode 1 - Map 2) was fixed and rain effect was added to the "Purgatorium" secret level of the first episode.

Input combinations for activating cheats are different between these versions. US codes are the ones that are widely known, while EU version of a game either has less cheats implented or not every combination is known right now.

Credits scenes are different as well. EU version's credits show main character's apartment flat, while Intermission music plays. It's a new addition to Saturn port as well, PC original didn't have any credits scenes. US version in meanwhile had apartment flat scene moved to secret ending, accessable by cheat code, while credits at normal ending shows main hall of E1M2 instead. Both endings play a new music track found only in this version, which is credited as well.

Production credits

Lobotomy Credits List
  • Executive Producers: Paul Lange, Brian McNeely
  • Project Manager: Mark Coates
  • Game Re-Design: Mark Coates, Paul Knutzen
  • Level Design: Paul Knutzen
  • Programming Lead: Paul Haugerud
  • Programming Team: Paul Haugerud, Paul Schreiber, Ezra Dreisbach
  • 2D/3D Artists: Kevin Chung, Eric Klokstad
  • 3D Engine: Ezra Dreisbach
  • Sound Effects Editing: Scott Branston
  • Development Tools: David Lawson (BREW), Paul Schreiber (PeepShow), John Yuill (YuillSoftener)
  • Quality Assurance: Tom Kristensen
  • Additional Programming: Patrick Schreiber, John Yuill
  • Additional Art: John Van Deusen
  • Additional Level Re-Design: Eric Klokstad, Mark Coates, Kevin Chung, Scott Branston
  • 3D Graphic/Animation Consultants: Puddletown Graphics
  • Special Thanks To: Marjacq Micro Ltd., Mark Maslowicz, Dan Jevons, Manny Granillo, Richard Leadbetter, Lloyd 'Big Mac' Kinoshita, Randy Reeves, Eric Wilson
Quake originally created by
  • Programming: John Carmack, Michael Abrash, John Cash
  • Design: John Romero, Sandy Petersen, American McGee, Tim Willits
  • Art: Adrian Carmack, Kevin Cloud
  • Biz: Jay Wilbur, Mike Wilson, Donna Jackson
  • Projects & Support: Shawn Green, Barrett Alexander
Special Thanks To
  • Trent Reznor and Nine Inch Nails for Sound Effects and Music
  • Dave Taylor for Original Sound Code and Unix Ports
Source:
US manual[5]

Magazine articles

Main article: Quake/Magazine articles.

Promotional material

1997 10 - Quake.jpg
ES print advert
Saturn advert GR.jpg
GR advert
Best of Sat GR advert.png
GR print advert
Logo-pdf.svg
Print advert in Secret Service (PL) #52: "Grudzień 1997" (1997-1x-xx)
also published in:
Logo-pdf.svg
Print advert in Neo (PL) #3: "Luty 1998" (1998-xx-xx)
also published in:

Physical scans

Sega Retro Average 
Publication Score Source
89 №63, p30-32
Sega Saturn
89
Based on
1 review
Sega Retro Average 
Publication Version Score
Consoles + (FR) PAL
88
[15]
Computer & Video Games (UK)
75
[3]
Edge (UK) PAL
70
[16]
Electronic Gaming Monthly (US) NTSC-U
65
[17]
GameFan (US) NTSC-U
92
[18]
GamePro (US) NTSC-U
70
[19]
Gry Komputerowe (PL)
82
[20]
L'essential des Achats pour Consoles (FR)
85
[21]
Mega Force (FR) PAL
84
[22]
Neo (PL)
80
[23]
Saturn Power (UK) PAL
91
[24]
Sega Saturn Magazine (UK) PAL
92
[25]
Sega Saturn
81
Based on
12 reviews

Quake

Saturn, US
Quake Saturn US Box Back.jpgQuake Saturn US Box Front.jpg
Cover
Quake Saturn US Disc.jpg
Disc
Quake sat us manual.pdf
Manual
Saturn, EU
Quake Saturn EU Box.jpg
Cover
Quake Saturn EU Disc.jpg
Disc
Quake SAT EU Manual.jpg
Manual
Saturn, PT
Quake Saturn PT cover.jpg
Cover
Quake Saturn EU Disc.jpg
Disc
Saturn, AU

Quake Saturn EU Disc.jpg
Disc
Saturn, BR
Quake Saturn BR Box Back.jpgNospine.pngQuake Saturn BR Box Front.jpg
Cover
QuakeSaturnBrManual.pdf
Manual

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Saturn
CRC32
MD5
SHA-1
596,758,848 CD-ROM (EU) MK81066-50 V1.015
Sega Saturn
 ?
CRC32
MD5
SHA-1
628,200,384 CD-ROM (US) 81066 V1.019
Sega Saturn
 ?
CRC32
MD5
SHA-1
1997-10-31 CD-R Page

Save data

Quake makes use of the Saturn's internal battery back-up as well as the Saturn Backup Memory to save data for progress. To load and save data from the Ram Cart, the save file must be created on the internal battery back-up first, then moved over via the Memory Manager.

Quake Save Data
Name Comment File Size
LOBOQUAKE__ save games 23

References

  1. 1.0 1.1 http://riehlspot.simplenet.com/vgame/new/saturn.html (Wayback Machine: 1999-02-21 17:22)
  2. Computer & Video Games, "October 1997" (UK; 1997-09-12), page 24
  3. 3.0 3.1 3.2 Computer & Video Games, "December 1997" (UK; 1997-11-12), page 108
  4. DC-UK, "August 2000" (UK; 2000-07-06), page 45
  5. File:Quake sat us manual.pdf, page 18
  6. Świat Gier Komputerowych, "11/1997" (PL; 1997-xx-xx), page 40
  7. Gry Komputerowe, "12/1997" (PL; 1997-xx-xx), page 12
  8. Świat Gier Komputerowych, "12/1997" (PL; 1997-xx-xx), page 24
  9. Neo, "Grudzień 1997" (PL; 1997-xx-xx), page 2
  10. Świat Gier Komputerowych, "1/1998" (PL; 1997-xx-xx), page 80
  11. Secret Service, "Styczeń 1998" (PL; 1998-xx-xx), page 14
  12. Secret Service, "Luty 1998" (PL; 1998-xx-xx), page 22
  13. Neo, "Kwiecień 1998" (PL; 1998-xx-xx), page 4
  14. Neo, "Maj 1998" (PL; 1998-xx-xx), page 4
  15. Consoles +, "Novembre 1997" (FR; 1997-1x-xx), page 114
  16. Edge, "Christmas 1997" (UK; 1997-11-27), page 111
  17. Electronic Gaming Monthly, "February 1998" (US; 1998-0x-xx), page 109
  18. GameFan, "Volume 5, Issue 12: December 1997" (US; 1997-xx-xx), page 26
  19. GamePro, "February 1998" (US; 199x-xx-xx), page 98
  20. Gry Komputerowe, "3/1998" (PL; 1998-xx-xx), page 1
  21. L'essential des Achats pour Consoles, "Vol. 1" (FR; 1998-11-25), page 75
  22. Mega Force, "Novembre/Décembre 1997" (FR; 1997-1x-xx), page 46
  23. Neo, "Luty 1998" (PL; 1998-xx-xx), page 39
  24. Saturn Power, "Christmas 1997" (UK; 1997-11-10), page 68
  25. Sega Saturn Magazine, "December 1997" (UK; 1997-11-12), page 74


Quake

Quake title.png

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Prereleases: Prototype 1997-10-31