I like the software rendering and lack of animation smoothing. It reminds me quite a lot about my first experience with the game. Also I noticed that while strafe jumping wasn't discovered yet the circle strafe jumping was! You can see it in the first few minutes.
It's now the 25th anniversary of this speedrun, first published Jun 11, 1997. Still one of the treasures of speedrunning in 2022 despite its age. This was my introduction to speedrunning back when I first got it on the PC Gamer "Quake-O-Rama" CD (which you can download here: archive.org/details/PCGamerOct1997 ) - since the demo files were relatively small even for modems, it was possible to distribute easily. This run is also the name origin of the famous speedrunning marathon Games Done Quick, so its legacy still lives on to this day.
It's fascinating to see this now compared to what speedruns later became. No bunny hopping here, for example. This demo blew my mind back in '97, especially the cinematic third-person demo, but now it looks very slow! Haha
It's particularly interesting because it looks humanly do-able. The faster variants are stunning, but with this one you can actually imagine doing it yourself.
In Vanilla Quake, you could make initial strafe jump to gain very little speed, but you will have almost no air control if you push +forward. You can speed up the initial hop to jump further, but that was like all you can do.
How does this guy make his rocket jumps go so high? I can only get that high in quake if I have my gravity set to around 400. Also, his rockets did a little damage to him, and he is on nightmare. My rockets in normal do 30-50 damage to me. And he touched some acid (I think its acid, the blue water that hurts you), and it did less then 10 damage per second. Mine on normal does 20 in less than a second. Im so confused.
It wasn't actually luck for the jumps. Quake's physics were tied to the speed of the system. (It was like this up through Quake 3 as well.) In order to get jumps to arch as high as possible, the speedrunners would turn down the resolution, turn off textures, and enable full brightness to make the game run as fast as possible. Then, so long as they recorded a demo with the built-in recorder, you could play it back on your own system without the graphics hacks and it would play just as it was recorded, with the same physics results. Edit: You didn't mention a particular jump, but I'm going to guess it's one of the ones with a grenade on a slope. Slopes also boost the players jump. So running up a slope and launching with a well placed grenade at the same moment amplifies the jump height further. This, combined with a faster framerate, produces higher jumps.
I like the software rendering and lack of animation smoothing. It reminds me quite a lot about my first experience with the game. Also I noticed that while strafe jumping wasn't discovered yet the circle strafe jumping was! You can see it in the first few minutes.
It's now the 25th anniversary of this speedrun, first published Jun 11, 1997. Still one of the treasures of speedrunning in 2022 despite its age. This was my introduction to speedrunning back when I first got it on the PC Gamer "Quake-O-Rama" CD (which you can download here: archive.org/details/PCGamerOct1997 ) - since the demo files were relatively small even for modems, it was possible to distribute easily. This run is also the name origin of the famous speedrunning marathon Games Done Quick, so its legacy still lives on to this day.
It's fascinating to see this now compared to what speedruns later became. No bunny hopping here, for example. This demo blew my mind back in '97, especially the cinematic third-person demo, but now it looks very slow! Haha
It's particularly interesting because it looks humanly do-able. The faster variants are stunning, but with this one you can actually imagine doing it yourself.
the moment when your mom says you can only play on your pc for 20 more mins
As far as I know, this is the origin of " Done Quick"
You are correct, I watched this back in 1997 with my boys. Minds were blown.
Its so strange to me that bhopping was already a known mechanic yet not implemented.
What's up 2020 crew! What better to do in quarantine?
Can anyone tell me how he got that double jump at 5:05?
It was just a regular jump, just barely on the edge of the platform. It's actually a really easy jump to make, worth trying out.
wtf did happend in 10:05? telefrag? o.O
DOUBLE telefrag, actually. Second Shambler telefrags the first, but then gets telefragged by the player.
I'm surprised that 2:03 skip was already discovered.
21:50 even my friends used this trick back in the third grade, and we were no speedrunners.
This is the intended way to get to the secret level.
@13:04 how the kill count jumps up by 1 after a second the level is finished ^^
Grunt kills grunt. Grunt is the only kind of monster, who aggro to his kind. You can hear in the end of the level, he accidentally shot his mate.
lol he never uses 'jump' ! xDD
In Vanilla Quake, you could make initial strafe jump to gain very little speed, but you will have almost no air control if you push +forward.
You can speed up the initial hop to jump further, but that was like all you can do.
Quake speed running at that time was extremely primitive
How does this guy make his rocket jumps go so high? I can only get that high in quake if I have my gravity set to around 400. Also, his rockets did a little damage to him, and he is on nightmare. My rockets in normal do 30-50 damage to me. And he touched some acid (I think its acid, the blue water that hurts you), and it did less then 10 damage per second. Mine on normal does 20 in less than a second. Im so confused.
It wasn't actually luck for the jumps. Quake's physics were tied to the speed of the system. (It was like this up through Quake 3 as well.) In order to get jumps to arch as high as possible, the speedrunners would turn down the resolution, turn off textures, and enable full brightness to make the game run as fast as possible. Then, so long as they recorded a demo with the built-in recorder, you could play it back on your own system without the graphics hacks and it would play just as it was recorded, with the same physics results.
Edit: You didn't mention a particular jump, but I'm going to guess it's one of the ones with a grenade on a slope. Slopes also boost the players jump. So running up a slope and launching with a well placed grenade at the same moment amplifies the jump height further. This, combined with a faster framerate, produces higher jumps.
Ha! Just what I needed for my nefarious "reseach" purposes!
It looks so noobish compared with newer speedruns using methods not yet discovered when it was recorded...
Not quite as much as you saying the word "noobish" seriously.
Gostei bastante desse estilo de jogabilidade, é tão lento porém muito rápido, assim se pode ver melhor o passo a passo do jogo e atalhos.
Who's here from Karl Jobst?
I'm glad Karl Jobst is sending people this way, love his vids