From Sega Retro


Quake title.png
System(s): Sega Saturn
Publisher: Sega
Original system(s): PC
Publisher(s) of original games: GT Interactive Software
Developer(s) of original games: id Software
Peripherals supported: 3D Control Pad
Genre: Shoot-'em-Up

Number of players: 1
Release Date RRP Code
Sega Saturn
ESRB: Teen
Sega Saturn
BBFC: 15
Sega Saturn
USK: 18
Sega Saturn
Sega Saturn
£44.9944.99[3] MK81066-50
BBFC: 15
Sega Saturn
Sega Saturn
Sega Saturn
Tectoy: 18+

Quake is a first person shooter developed by id Software and was originally released for DOS computers in 1996. It was subsequently brought to a variety of other platforms including the Sega Saturn in the following year. The Sega Saturn version of the game was converted by Lobotomy Software and published by Sega.


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.


Double-Barreled Shotgun
Super Nailgun
Grenade Launcher
Rocket Launcher


Weapon powerups (ammo)

Ammo for shotguns and double-barreled shotguns. Small box holds 20 rounds, large holds 40.
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.
Ammo for grenade and rocket launchers. Small box holds 5 rockets, large holds 10.
Ammo for the Thunderbolt. Small box holds 6 charges, large holds 12.

Health and armor

15 health
25 health
Green armor
Yellow armor
Red armor


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.


Death Knight


Episode 1: Dimension of the Doomed

Episode 2: The Realm of Black Magic

Episode 3: The Netherworld

Episode 4: The Elder World


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


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].


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
US manual

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
Print advert in Secret Service (PL) #52: "Grudzień 1997" (1997-1x-xx)
also published in:
Print advert in Neo (PL) #3: "Luty 1998" (1998-xx-xx)
also published in:

Physical scans

Sega Retro Average 
Publication Score Source
88 [15]
80 [16]
70 [17]
89 №63, p30-32
91 [18]
92 [19]
Sega Saturn
Based on
6 reviews
Saturn, US
Quake Saturn US Box Back.jpgQuake Saturn US Box Front.jpg
Quake Saturn US Disc.jpg
Quake sat us manual.pdf
Saturn, EU
Quake Saturn EU Box.jpg
Quake Saturn EU Disc.jpg
Saturn, PT
Quake Saturn PT cover.jpg
Quake Saturn EU Disc.jpg
Saturn, AU

Quake Saturn EU Disc.jpg
Saturn, BR
Quake Saturn BR Box Back.jpgNospine.pngQuake Saturn BR Box Front.jpg

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Saturn
596,758,848 CD-ROM (EU) MK81066-50 V1.015
Sega Saturn
628,200,384 CD-ROM (US) 81066 V1.019

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


Quake title.png

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