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Quake logo  Amiga Format Gold  AGA

Months of anticipation and speculation have borne fruit. Andy Smith is now a grenade throwing, teeth grinding, wide-eyed maniac with blood on his hands...

Quake 1 Oh boy. All we’ve ever had are clones on the Amiga - Testament, Nemac IV and a handful of the others have been good games in their own rights but it’s obvious they’re Doom clones. Good Doom clones though, because although they look pretty shoddy in parts (some of the monsters in Testament are very 1988), they were great fun to actually play. But for one, and possibly the biggest genre, the day of making do with clones are over. Make way for Quake.
The heavy metallic clang, clang, clang of a grenade bouncing before exploding in a shower of light and destructive energy is a marvellous thing and something that’s hard to grow weary of. You’ll experience this many times in Quake as you fight your way through the many levels of the game’s three episodes.

The biggest advancement Quake has over its predecessors is its 3D-ness. There’s none of this pseudo 3D nonsense – this game world is in full, glorious technicolor three dimensions. Balconies above you, walkways around you and dungeons below you all contain solid, gruesome, polygonal baddies – not as many as you’d first imagine, but we’ll get to that in a bit – waiting to tear you limb from limb.

Armed with a simple shotgun to start with, the game takes you through progressively harder and larger levels as you try to survive long enough to make it to the level’s exit. Along the way you’re going to be picking up armour, better weapons and health bonuses. THe running back for the other health bonuses you couldn’t pick up because you were at your maximum.
You’re going to be moving cautiously through dark tunnels. You’re going to be running full-pelt backwards, firing a nail gun at the chainsaw-wielding ogre that’s after you. You’re going to be searching underwater pools for secret areas that contain those very useful red armour bonuses. You’re going to scared witless at the sound of a dead Samurai suddenly jumping out behind you. In essence, you’re going to be having a whale of a time.

Somewhat disappointingly, Quake doesn’t deviate from the Doom plot as much as you’d be imagine. This really is all about blood and guts and fighting your way to the exit.
Sure, there are puzzles, of sorts, but these are not exactly difficult because most simply involve pressing a button or a switch here and then trying to find which door/drawbridge/trap has been either opened, lowered or rendered harmless. Clues are even included to help you along - ‘The switch for this door is located nearby’ is simple enough for even me to comprehend. And you can’t exactly miss the coloured keys when you find ‘em or know which doors they relate to.

Getting lost in Quake is something you’ll do often, but you won’t ever be lost for long. Simply backtrack a bit, stop and have a good look round, using the mouse lookabout control, which you’ll have configured at the start of the game along with all the other keys you’d rather use. Then hold down the right mouse button (say) to enter lookabout mode and scan the floors and ceiling for clues you may have missed earlier. Clues you probably missed because that zombie you kept shooting kept bloody well getting up again before a well-aimed grenade reduced it to so many chinks of red squelching meat.

Exploration is still a big part of the game. Fortunately, there are some great-looking places to explore., with glorious textures everywhere and splashes of colour aplenty, so you’re not going to mind just running about looking around.
Look hard enough and you’re going to find those consuming little sidelines - the secrets. Finish a level and it’ll happily inform you that you discovered 0/6 secrets. The desire now is to go back and do the level all over again, but this time not just making a panic-dash for the exit but spending some time looking around and seeking out that odd-looking piece of wall or that switch on the floor behind the boxes that will lead you to somewhere a little bit special.
Such is the pull of Quake. Initial fear and panic give way to curiosity and then even a competitive desire to curiosity and then even a competitive desire to not be beaten by the level designers, but to laterally think (sometimes anyway) your way round a level until everything that can be pushed has been pushed and everything that can be pulled has been pulled. And then you’ll go and scare yourself all over again as you start the next level and meet some new monsters.

Let’s talk about the amount of monsters then. Unlike Doom, there are far less of them in Quake. Sure, they’re much better looking, but they rarely attack in more than threes and fours. Is this a big problem? For me, no.
OK, there was a lot of fun to be had in Doom when you could go barrelling into a room full of monsters and just spray the area until nothing continued to move, but hey, that was on the PC. Now the monsters are just meaner and harder. Meaner because they do have a habit of coming out of the most unlikely places at just the wrong time, causing much fear and involuntary yelps, and chaving you around with a horrid glint in their eyes. Harder because even with some of the game’s bigger weapons, you’re going to be pumping shot after shot into the beasts before they fall over.

Thankfully, you can save the game at any point. This is a double-edged sword though, because it does mean you get into the habit of killing off a few baddies, saving the game just before you go and explore a new part of the level and then simply running about to see what’s around, not really caring if you get killed. Then you just go back and reload the game before clearing the area out properly. Obviously, the more seasoned gamers are not going to be saving often because it’s more risky that way. I saved the game religiously after every scrap. Ahem.
One place no-one’s going to criticise you for saving is when you come across one of the end of level bosses. These huge monstrosities are not only mean and tough but they’re persistent too and will hound you down, so you’ll have to be pretty creative to kill ‘em off sometimes.

Quake 1 Be warned. Nothing sounds better than Quake. If you’re deaf, then sorry and all that but you’re going to miss out. Aural clues are a very important part of the game, not merely because the guttural moan of a Shambler behind you is guaranteed to give you the willies, but because when you hear a creaking and clanking door open you know that something’s happening. Somewhere.
What it is and just how life-threatening it’s going to be remains to be seen but believe you me, you’ll want the sound up so you can hear every gunshot, squelch, football and bone drop.

Quake is going to take you days to play through, even on Easy. However, the Normal and Hard settings are where the action really is and where you’re going to get more bangs for your bucks.

Sadly, the single most enjoyable part of Quake is going to be out of the reach of most gamers - the network option. There are a bunch of special Deathmatch levels that up to 16 networked players can fight each other on, plus all the levels from the main game itself.
If you’ve got network access then the process is simple: someone becomes the server, decides how many players can join the game and then waits for them to come to him.
Once embarked upon, a network game of Quake can be all-consuming. Hours can pass unnoticed as you all run around the levels, blasting and being blasted. Sadly though, most of you are not going to get the chance to enjoy this feature.
Don’t let that put you off. Quake has enough quality in single player mode to more than warrant a purchase (check out the machine spec box first though).

Fast, frenetic, engaging and engrossing, Quake is all of these things and more. It may only be a game, but the whole game world is so realistic that you can’t stop your palms from getting sweaty and the hairs on the back of your neck standing up. Quake is gripping chilling stuff. Hurrah!

Amiga Format, Issue 111, June 1998, pp. 32-35

Ben's Verdict
Ben VostQuake is the biggest consumer of time at Future Publishing, apart from making magazines. The staff of all the PC mags spend their whole lunch break and evenings just fighting each other. I know it's supposed to be carthartic, but you'd think they might have a bit more of a life.
However, not only is their skill level a bit of a hindrance to me wanting to play a network game with them – so's my machine. On my standard A4000/'040 with 16Mb of fast RAM and no graphics card (a machine that we all salivated when it first came out), I get shot by Nick within seconds when we Deathmatch. While I'm not ace at this type of game, the reason is that he can have Quake running at almost full screen, but to make mine playable it has to be in a tiny window, so the first I often know about Nick being around is when my screen turns sideways to indicate me having a bit of a lie down, what with metal fatigue and lead poisoning (being shot).
The answer is that if you've got the spec, this is the game for you, especially if you're on the net. If not, now is the time to buy that PPC accelerator and graphics card that you've always wanted...

Nick's Verdict
Nick VeitchHa ha. Taste some high speed nails, ogre. Now you spawn of evil will feel the awesome power of my righteous weaponry – die you sum, Die, DIE!
Oh, hello. I was just having a little break from writing there. And what better way to relax than by playing a game. The game of the moment here is, of course, Quake.
This is a true 3D game, in a true 3D world where you can interact with true 3D characters. And then shoot them. And this Amiga version of Quake is actually Quake, because it is driven by the same code which ID Software developed for the PC, if you want to play this game properly you will need a fast processor and preferably a graphics card too. If you have anything less than an '040 then it just isn't worth it. I don't think anyone can really complain about that.
I hope that all the people who clamoured for a conversion of this game will now actually go out and buy it, instead of pirating it.



...even with some of the game's
bigger weapons you're going to be pumping shot after shot into the beasts...

Machine of a dream...
There's no getting away from the fact that you need a high-end machine to run Quake satisfactorily. You could try your normal A1200 but the chances are you'll only end up crying tears of frustration. What you need, and this is probably the most important bit, is a decent graphics card. An '060 processor is going to help a great deal too, as is a fair wedge of fast memory.
You can tweak the game around a bit and try to run it in a smaller window to some effect if your machine's not quite up to top of the range standard, but the chances are you're still going to be disappointed at the slower frame rate. If you haven't got an Amiga with go-faster stripes then you really are going to be disappointed, so bear that in mind before ordering your copy.



You're going to be
running fullpelt backwards, firing a nail gun at the chainsaw-wielding ogre that's after you.

PUBLISHER: PXL Computers
PRICE: $45 plus $5 p+p (UK price tba)
VERSIONS: AGA/GFX card
REQUIREMENTS: Fast machine with FPU and CD
RELEASE DATE: Out now



The single most enjoyable part of
Quake is going to be out of reach of most gamers - the network option.

GRAPHICS:
Astounding. The lighting effects are superb and the variety is enormous.

Score Graphics: Five out of five
SOUND:
Almost as good as the graphics, and as important. The effects will scare you. Honest.

Score Sound: Four out of five
ADDICTION:
Get started and only the next issue of AF will get you away from the monitor.

Score Addiction: Five out of five
PLAYABILITY:
Set the keys and mouse up as you'd like them and then it's so simple to play. Bliss, really.

Score Playability: Four out of five
OVERALL VERDICT:
Get it running as it should and you're in for an unrivalled gaming experience. Excellent.

94%



Quake logo  AGA  CU Amiga Super Star

Price: £29.99   Original developer: ID Software   Amiga developer: ClickBOOM   Web: http://www.clickboom.com

The most talked about Amiga game in years is here, and the impossible made possible. Welcome to Amiga Quake.

Quake 1 Some people upgrade their computers to get better Internet access. Some people upgrade for improved graphics handling, others to make codec algorithms run faster. None of the above reasons are nearly as common amongst PC owners than upgrading to get a better Quake frame rate. If Amiga owners follow suit there are going to be some pretty happy hardware manufacturers out there over the next few months, because a lot of Amiga owners are going to have to upgrade to get the most out of Amiga Quake. The happy news is of course that it is worth it.

Quake, for those who have not been paying attention to the world of computer games in the last 18 months, is a first-person perspective blaster along the lines of Doom, but set in a true 3D world in which you can look and aim at any angle. There is a story, of sorts, about a bad guy and slip-gates, but it is best ignored. The basic premise is that you are a mercenary sent hopping through the dimensions to fight assorted demons and monsters hunting the four runes that you need to defeat the big boss of badness.

Welcome to Hell
Visiting an assortment of futuristic bases and sword and sorcery style wizard's towers, you roam around killing everything that moves, switching switches to open up various parts of the complexes and travelling by lift, floating platform, or teleport gate.
There are various liquids to swim in, such as toxic effluents and water, and lava which melts you rather quickly. There are also plenty of pick-ups: weapons, armour and health, and a few specials, such as the biosuit which allows you damage-free dips in the toxic waste, a pentagram of protection which makes you temporarily immune from harm, and the Quad Damage, which makes you deadlier than a bucket of anthrax.

You progress through four zones, each with one of the four pentagrams at the end. Each zone consists of a half dozen or so different levels, each one a little tougher than the last. Finishing each mostly involved killing a bunch of monsters, but there's a bit of puzzle solving too, in the shape of switches that need to be switched and traps that need negotiating.
You can rush headlong through a level avoiding quite a lot of the action if you know the way, or you can take things more slowly, making sure you kill all the monsters and find all the secret areas.

Quake is one of those games that benefit from prior knowledge of a level. You can save a lot of trouble if you bounce grenades around corners you know are hiding bad-guys, but there is just enough flexibility in the game to allow levels to be completed without knowing all the tricks. Having said that Quake is not an easy game, so be prepared toe ease yourself in, and save your game regularly.

Make friends - and frag them.
It has been suggested that Quake doesn't have the gameplay of Doom, which is not true. Quake is a better and richer game without doubt, but it is also a game which seems to outlive its own content. People like Quake so much that they played out the levels and wanted more. Luckily Quake has a couple of tricks up its sleeve.

The first of these is the multiplayer options. Two computers via serial connection or modem, or via IPX or TCP/IP networks, can share a game of Quake allowing multiple players in the same game. Normally this takes the form of a deathmatch game, in which the participants rush around special deathmatch levels looking for weapons and blasting each other as often as possible. To aid interactivity Quake supports messages, and each player can have an individual name and clothing colour. There are possibilities for team deathmatches and variants such as capture the flag games. Networking is clean and simple – and yes, you can network versions of Quake running on different platforms. Internet play is also an option, but you are likely to run into practical difficulties at the moment. Latency problems will make you vulnerable to players using Quakeworld, the Internet optimiser, on the PC, but fortunately Amiga Quakeworld is due soon – watch this space.

Quake 1 Total Conversions
The other trick up Quake's sleeve is its programmability. Quake includes a powerful programming language called QuakeC, which allows fairly radical modifications to the game. Because the language is portable, QuakeC add ons written for the PC version work fine on the Amiga too, making literally hundreds of Quake add ons immediately available.

These add ons can be as simple as extra weapons, or as complex as entire new games. A popular type are "bots", autonomous pseudo players. Using these it is possible to play capture the flag as a single player game, or spice up your deathmatch with the addition of a "Borg-bot" which assimilates anyone it kills, animating their victim's corpse as another borgbot until the level is packed with the buggers.
Most spectacular are the total conversions, which turn Quake into a totally new game. Some, such as Painkeep, are basically Quake clones, while other, such as AirQuake, offer a quite different gaming experience.
There are about three dozen of these I know of, varying from pretty uninteresting amateur efforts to commercial releases such as the awesome Malice, reviewed right after this. When you buy Quake, you're not getting one game, you're getting dozens.

Get Quaking!
The arrival of Quake is a real bonus for the Amiga. It is the most technically advanced game the platform has ever seen, and it has an enormous amount to offer the player. Some people will complain that the system requirements are too high, but on the highest spec machine available – Zorro 3 graphics card and 66 Mhz '060 – it runs very nicely, and that is the power tha PC owners had to upgrade from, not to, to play Quake.

Quake is a jaw dropping game. It is utterly engrossing and enormous in extent, thanks in large part to the range of add ons. Quake totally dominated the PC games world from the day it was released to the day Quake 2 was released, and it deserved to. Nintendo 64 and Playstation owners are howling for this game, but we've got it first and we also have the Internet and QuakeC facilities the console versions can't touch. Quake is the king of games – buy it. 
Andrew Korn

CU Amiga, June 1998, pp.42-44

(Many thanks to Blackcornflake for providing the original scans of the reviews)

Quake
Processor: 020 & FPU min
Disk format: CD only
RAM: 8 Mb
Hard disk installation: ??Mb
 
Graphics: 96%
Sound: 87%
Lastability: 98%
Playability: 93%
OVERALL
The ultimate in atmospheric shoot 'em up action.
95%
What about PPC?
To get the obvious question out of the way, no, the PPC version does not come in the box. It's a real shame, because even the cheapest PPC card would make Quake a lot faster. ClickBOOM have told us that they hope to have a PPC version soon, but it will be concentrating on 68K developments until they can be more sure of the long term commercial value of PPC. Until then, the long promised PPC Myst is being given priority.

CHOOSE YOUR WEAPONS
Weapons in Quake are varied in form, power and usefulness. Know thine enemies, but if you don't know your weapons, you're dead meat.

Axe Axe:
Weapons of choice for the bloodthirsty but suicidal. Effective against rottweilers and grunts, if you don't mind taking a few licks into the bargain. Try one against a Shambler – but only if you yearn for the grave.

Shotgun Shotgun:
Basic holdout weapons. Takes a few shots to drop most enemies, but ammo is plentiful. Better than an axe – but look for something else, fast!

Double-barrelled Shotgun Double-barrelled Shotgun:
As above, but doubled firepower drops foes fast. Great for taking out weaker monsters in a single blast, safe in close quarters and easy to find ammo for.

Nail Gun Nail Gun:
Now we're cooking! Fires a stream of nine inch nails certain to rip the flesh off a monster in less than it takes to crack an egg. Watch for the guys in armour, though.

Super Nail Gun: Super Nail Gun:
The ultimate in hard ammunition weaponry, a cross between the nailgun and Doom's mini gun. It turns grunts into ratatouille, opens up a knight like a can of spam, even makes a fiend think twice.

Grenade Launcher Grenade Launcher:
Lobs a cannister of hi-ex. Great for crowd control. Use this to send a few grenades into a room before you enter. Great for laying down covering fire, attacking enemies on other sides of walls and blowing Zombies into frustrated giblets.

Rocker Launcher Rocket Launcher:
Like a grenade launcher but the projectile is rocker assisted. Fantastic long range destructive potential, send 'em to hell before they even scent your sweat on the wind. Not to be used at close range. You aren't a great Quake player until you've mastered the art of Rocket Jumping.

Lighting Gun Lighting Gun:
This baby launches a stream of high voltage plasma in a sparking ark of pure death. Totals weaker enemies with the merest touch, fries fiends in a flash, even makes a Shambler ask for its mummy. Hit the button, use like a hose and spray it over a room full of foes. Yeah!

Quake speeds
You can expect up to 10fps in full screen on an '060/50 with AGA, 5 on an '050/33 and 2 on an '030/50. 5 is bearable, 10 is great. Graphics cards add only around 15% as most of the work is calculating the polygons, not displaying them – the best thing about the graphics cards is getting the lovely 16 bit modes.
To speed up, shrink the screen to 80% and select 1x2 pixels. Type d_midcap 2 and d_mipscale 2 at the console and then try – you may end up playing with a screen as above but you can add a lot to your frame rate. Look for a guide to getting the most from Quake next month.

Rogue's Gallery
"He who fights with monsters, should take care, lest he thereby become a monster. And when you gaze too long into an abyss, the abyss gazes also into you". So wrote Friedrich Willhelm Nietzsche in Beyond Good and Evil, but judging by the amount of time I've spent hunting monsters in Quake without growing claws and spouting yellow froth from my ears, I reckon he was talking rubbish. "He who seeks monsters best knows what they are up against", say I.


Grunt:
He's the guy with the big gun you meet right at the start. Dumb, weak, and that gun isn't as deadly as it looks.


Rottweiler:
Killer canines with teeth a shark would be proud of. They ain't no pussy cats but they won't give you too much grief. Just get out your shotgun and blow the sucker away – it's the only merciful thing to do.


Ogre:
Looks a bit like Giant Haystacks on a bad day. Fat as the EU butter mountain, but mean as a student grant. If the chainsaw isn't bad enough, the sack of grenades makes things worse. Here's a guy it isn't fun to face at short or long range.


Knight:
OK, so they may look a bit tough, but get real. He's a medieval nutter in a tin suit with a sharpened metal stick, while you're a lean, mean killing machine with high tech weaponry at your disposal. Blow him back to the middle ages.


Enforcer:
A grunt with a bit more grunt. Watch for the guys with the bigger guns – but don't treat them with too much respect.


Zombie:
These guys have just climbed out of the grave and their plan is to drag you back in with them. Shoot them and they just get up for more. You can't kill them, so use explosives to turn them into harmless bite-size chunks.


Scrag:
Spooky ghost-things. Not as tough as they look, just give 'em both barrels.


Rotfish:
A hazard to swimming. Keep your eyes peeled and blast them before they take a bite. More annoying than anything else.


Fiend:
The name says it all - these guys are nasty. They'll leap on you and rip you into spaghetti if you give them half a chance, and it takes quite a lot to kill them. Use your toughest weapon.


Vole:
Spider demons with a mean line in heat-seeking fireballs. Kill these guys quick, dodging their blasts is not easy.


Shambler:
Be afraid. Be very afraid. Huge, powerful, capable of pummeling you into dust or blasting you to atoms with their lightning bolts. Don't use rockets on these guys, they'll shrug them off – super nail gun or lighting gun is your only hope.