Three Quake ports enter ONE Quake port leaves … As voted on by our Patreon supporters, this episode’s all about Quake! Featured in this episode • Quake 64 …
34 thoughts on “Quake Ports (N64/Sat/PS1) | Punching Weight [SSFF]”
Shoulda mentioned Quake 2 on N64… Its an amazing port, almost entirely unique level campaign, amazing 4 player multiplayer with unique multiplayer levels, smooth graphics and Frame rate, great soundtrack and lighting… One of my favorites on the N64!
Totally agree with on multiplayer for the N64 port, it might as well not be there. And they could have made a better single player experience instead. I never remembered having an issue with the loading. 8 seconds is not really that bad. 15 seconds and up is bad.
I was not much of a fan of Quake since I was a kid and it scared me … a lot. I more likely watched my brothers play Quake 64. I was envious of people who owned the Turok games. I had Goldeneye, so I was happy.
Quake ll had an amazing story
… Urge to play Quake… Must go play.
One note for the N64 version if you haven't found it out yet is that you can change the control scheme to move/strafe using the four C buttons and look/aim with the analog stick. With this setup it becomes much easier to move, jump, and shoot at the same time.
The both sticks option for quake 2 was standard for lots of games for a long time
Well, Quake II PS1 is just number 2 in "We did it because why the hell not?" for Multiplayer. Faceball 2000 for the original Gameboy takes the crown there: 16 player Multiplayer FPS. No joke. 16 players. First Person Multiplayer Deathmatch. On the original Gameboy.
The d-pad on the Saturn was basically a floating analog stick, Sega should have beat everyone else to the market with a Saturn controller that had two D-pads and four shoulder buttons for emulating PC controls in shooting games.
Would have been rad.
you forgot about the N64 port of Quake II
Holy hell. How do you get 10 second loading times on an n64? I mean, I know, I know. Cartridges do have speed limitations. But… There has to be more to it than that. The n64 only has 4 megabytes of RAM – well, technically 4.6 thanks to abuse of 9 bit ECC ram to cram the z-buffer into the high bit, but ignoring the z-buffer, which you're not going to be loading anything into from cartridge, you're then left needing at least two framebuffers, (Also not something you'd load), which for a typical 320×240 resolution at 24 bit colour would between them eat up about 460 kilobytes. So in effect, if you're going to commit to a scheme where you're loading all your data upfront, at MOST you can be loading 3.5 megabytes of data.
Now, for a CD based system of the era with a dual speed CD drive, that means loading at 300 kilobytes/second, which would mean your load time is ~15 seconds. But… Even the slowest n64 cartridge has transfer speeds measured in megabytes/second, not kilobytes. Even the slower SNES cartridges could load at 2.68 megabytes/second. (3.58 for Fast ROM) By various accounts (which are admittedly hard to verify), n64 cartridges vary from about 5 megabytes/second to according to some, anything up to 200 megabytes/second. (that seems unlikely in all honesty.)
Even if they're only as fast as a SNES cartridge (the slower variety at that), you can still see why they beat out the CD systems; That's still about 10 times the transfer rate. (plus no seek times; full random access at full speed is possible.)
The implication of the loading times in Quake 64 are that if it had been a CD based system you could've expected loading times on the order of 100-200 seconds or more!
However, the whole thing doesn't make a lot of sense. Something else has to be going on rather than actual loading. Some kind of data decompression, or realtime calculation of some kind of data (consider how slowly Doom would load if you were calculating the BSP tree at runtime prior to level load.) It's all quite bizarre, honestly.
The ratio of ROM access speed to main memory capacity just makes these kind of loading times completely improbable.
Even worst case scenario for a a game using the expansion pack, if it's purely data loading (as opposed to some kind of extremely heavy data decompression routine, or pre-calculation of something or other…) the maximum loading time possible for JUST data loading is on the order of 2 seconds or less. There simply isn't enough RAM, and ROM, even the cheapest, slowest kinds around simply isn't that slow.
So again, what the hell did they do to Quake 64 that it needs 10 seconds of loading time!?
as someone who grew up playing Quake 2 on the Playstation 1 with a 4 player multitap adapter, I can assure you it was some of the funnest fucking deathmatch I've ever experienced
here's something interesting about another Quake 2 port: Quake II Remastered on Xbox 360, which came with every copy of Quake 4 on Xbox 360, was the first game on the Xbox 360 (and probably the first console game in general) that has 1080p support. Of course, it only works if you have a later variant of the Xbox 360, but damn, a 12-year-old remaster of a 20-year-old game was the first console game with 1080p support. Also, it goes at 60fps.
Dont go hard on N64 Building: Catridges were small, so i expect its decompresing that level from card to memory.
Just inset the ps1 Quake 2 to PS2 and you can plug a usb mouse and keyboard and you will feel like play on PC
turok rage wars was a good under rated multiplayer shooter on the n64 ,better than quake and shit
goldeneye used the control stick for free 3d look and that was in 1997 so u know
Quake 64 plays exactly like the PC version , same engine, same movement, enemy movement, combat etc… it beat quake saturn by a landslide but quake saturn is still impressive as hell
Battlesphere 16 player Atari Jaguar System Link (;
Punching Weight AkA Humping Gays.
I rented Quake on N64 a couple of times. It looked better than the PC version, which most of us back then were running it in software mode at 320×240 resolution.
PC version still had online multiplayer and mods.
The PS1 version of Q2 wasn't as impressive as it seems. Levels are so chopped up that you only go through 2-3 rooms before a load. The Saturn loaded the entire map into memory with no loads/splitting which is much more impressive.
Why didn't he compare n64 quake 2 to ps1 quake 2?
I am totally down for an old school splitscreen party. I always wanted to play a full Timesplitters match.
"Multiplayer only 7 levels and basically unplayable.. "
This "born after 1999" millenial fuck needs to stop reviewing games. He has absolutely NO background on what technology was like before the year he was born and doesn't seem to even want to imagine how advanced and incredible it was back then to have to render two separate 3d scenes simultaneously on a console. This kid has no idea.
ROFL at this kid complaining about ten second (eight second) load times on n64 – has he never played another console of that era? PS1 taking a full minute to load the first tetris level? Do people not realize that N64 carts are flash memory? Like literally the type of memory we use in the fastest hard drives available? Literally nothing is faster when it comes to loading times than flash cartridges (Unless the entire game can be written to onboard memory, which in this instance it obviously can't). The equivalent CD read time for that same level on a console would likely be 1:30, 2:00 – realistically at that time.
You forgot that the Saturn version added dynamic coloured lightning, making it look better than the PC original version (at the time of release). Also, the analog controller for the Saturn allowed for analog lookspring and the buttons for moving forward/back and strafe – basically the same controller scheme as Quake 3 on the Dreamcast.
Powerslave needs a sequel or a remake
Quake came out in 96 not 98
>eight player split screen oh my god.. one player gets like.. only 38400 pixels
(no, but literally, 640*480/8)
WOW. Saturn and Quake? Never thought that would work out. XD
PSX fan boy detected xD
I love this sort of thing.
I was such an fps junkie at the time. I played every freaking single one of these games day one on my pc, and then, played them again on psx and N64 for the different contents. I couldn't have enough. My interest in fps declined after Half Life 2, and even if I played every major hit since, I can't cope with the forced first person camera anymore, I need to switch at need to third and feel free to observe the world in a variety of ways. I came to be an anti fps with time, go figure.
Shoulda mentioned Quake 2 on N64… Its an amazing port, almost entirely unique level campaign, amazing 4 player multiplayer with unique multiplayer levels, smooth graphics and Frame rate, great soundtrack and lighting… One of my favorites on the N64!
Totally agree with on multiplayer for the N64 port, it might as well not be there. And they could have made a better single player experience instead. I never remembered having an issue with the loading. 8 seconds is not really that bad. 15 seconds and up is bad.
I was not much of a fan of Quake since I was a kid and it scared me … a lot. I more likely watched my brothers play Quake 64. I was envious of people who owned the Turok games. I had Goldeneye, so I was happy.
Quake ll had an amazing story
… Urge to play Quake… Must go play.
One note for the N64 version if you haven't found it out yet is that you can change the control scheme to move/strafe using the four C buttons and look/aim with the analog stick. With this setup it becomes much easier to move, jump, and shoot at the same time.
The both sticks option for quake 2 was standard for lots of games for a long time
Well, Quake II PS1 is just number 2 in "We did it because why the hell not?" for Multiplayer.
Faceball 2000 for the original Gameboy takes the crown there: 16 player Multiplayer FPS.
No joke.
16 players. First Person Multiplayer Deathmatch. On the original Gameboy.
The d-pad on the Saturn was basically a floating analog stick, Sega should have beat everyone else to the market with a Saturn controller that had two D-pads and four shoulder buttons for emulating PC controls in shooting games.
Would have been rad.
you forgot about the N64 port of Quake II
Holy hell. How do you get 10 second loading times on an n64?
I mean, I know, I know. Cartridges do have speed limitations.
But… There has to be more to it than that.
The n64 only has 4 megabytes of RAM – well, technically 4.6 thanks to abuse of 9 bit ECC ram to cram the z-buffer into the high bit, but ignoring the z-buffer, which you're not going to be loading anything into from cartridge, you're then left needing at least two framebuffers, (Also not something you'd load), which for a typical 320×240 resolution at 24 bit colour would between them eat up about 460 kilobytes.
So in effect, if you're going to commit to a scheme where you're loading all your data upfront, at MOST you can be loading 3.5 megabytes of data.
Now, for a CD based system of the era with a dual speed CD drive, that means loading at 300 kilobytes/second, which would mean your load time is ~15 seconds.
But… Even the slowest n64 cartridge has transfer speeds measured in megabytes/second, not kilobytes. Even the slower SNES cartridges could load at 2.68 megabytes/second. (3.58 for Fast ROM)
By various accounts (which are admittedly hard to verify), n64 cartridges vary from about 5 megabytes/second to according to some, anything up to 200 megabytes/second. (that seems unlikely in all honesty.)
Even if they're only as fast as a SNES cartridge (the slower variety at that), you can still see why they beat out the CD systems; That's still about 10 times the transfer rate.
(plus no seek times; full random access at full speed is possible.)
The implication of the loading times in Quake 64 are that if it had been a CD based system you could've expected loading times on the order of 100-200 seconds or more!
However, the whole thing doesn't make a lot of sense.
Something else has to be going on rather than actual loading.
Some kind of data decompression, or realtime calculation of some kind of data (consider how slowly Doom would load if you were calculating the BSP tree at runtime prior to level load.)
It's all quite bizarre, honestly.
The ratio of ROM access speed to main memory capacity just makes these kind of loading times completely improbable.
Even worst case scenario for a a game using the expansion pack, if it's purely data loading
(as opposed to some kind of extremely heavy data decompression routine, or pre-calculation of something or other…) the maximum loading time possible for JUST data loading is on the order of 2 seconds or less.
There simply isn't enough RAM, and ROM, even the cheapest, slowest kinds around simply isn't that slow.
So again, what the hell did they do to Quake 64 that it needs 10 seconds of loading time!?
as someone who grew up playing Quake 2 on the Playstation 1 with a 4 player multitap adapter, I can assure you it was some of the funnest fucking deathmatch I've ever experienced
here's something interesting about another Quake 2 port: Quake II Remastered on Xbox 360, which came with every copy of Quake 4 on Xbox 360, was the first game on the Xbox 360 (and probably the first console game in general) that has 1080p support. Of course, it only works if you have a later variant of the Xbox 360, but damn, a 12-year-old remaster of a 20-year-old game was the first console game with 1080p support. Also, it goes at 60fps.
Dont go hard on N64 Building: Catridges were small, so i expect its decompresing that level from card to memory.
Just inset the ps1 Quake 2 to PS2 and you can plug a usb mouse and keyboard and you will feel like play on PC
turok rage wars was a good under rated multiplayer shooter on the n64 ,better than quake and shit
goldeneye used the control stick for free 3d look and that was in 1997 so u know
Quake 64 plays exactly like the PC version , same engine, same movement, enemy movement, combat etc… it beat quake saturn by a landslide but quake saturn is still impressive as hell
11:02 thats amazing :DDDDD
Battlesphere 16 player Atari Jaguar System Link (;
Punching Weight AkA Humping Gays.
I rented Quake on N64 a couple of times. It looked better than the PC version, which most of us back then were running it in software mode at 320×240 resolution.
PC version still had online multiplayer and mods.
The PS1 version of Q2 wasn't as impressive as it seems. Levels are so chopped up that you only go through 2-3 rooms before a load. The Saturn loaded the entire map into memory with no loads/splitting which is much more impressive.
Why didn't he compare n64 quake 2 to ps1 quake 2?
I am totally down for an old school splitscreen party. I always wanted to play a full Timesplitters match.
"Multiplayer only 7 levels and basically unplayable.. "
This "born after 1999" millenial fuck needs to stop reviewing games. He has absolutely NO background on what technology was like before the year he was born and doesn't seem to even want to imagine how advanced and incredible it was back then to have to render two separate 3d scenes simultaneously on a console. This kid has no idea.
ROFL at this kid complaining about ten second (eight second) load times on n64 – has he never played another console of that era? PS1 taking a full minute to load the first tetris level? Do people not realize that N64 carts are flash memory? Like literally the type of memory we use in the fastest hard drives available? Literally nothing is faster when it comes to loading times than flash cartridges (Unless the entire game can be written to onboard memory, which in this instance it obviously can't). The equivalent CD read time for that same level on a console would likely be 1:30, 2:00 – realistically at that time.
You forgot that the Saturn version added dynamic coloured lightning, making it look better than the PC original version (at the time of release). Also, the analog controller for the Saturn allowed for analog lookspring and the buttons for moving forward/back and strafe – basically the same controller scheme as Quake 3 on the Dreamcast.
Powerslave needs a sequel or a remake
Quake came out in 96 not 98
>eight player split screen
oh my god.. one player gets like.. only 38400 pixels
(no, but literally, 640*480/8)
WOW. Saturn and Quake? Never thought that would work out. XD
PSX fan boy detected xD
I love this sort of thing.
I was such an fps junkie at the time. I played every freaking single one of these games day one on my pc, and then, played them again on psx and N64 for the different contents. I couldn't have enough. My interest in fps declined after Half Life 2, and even if I played every major hit since, I can't cope with the forced first person camera anymore, I need to switch at need to third and feel free to observe the world in a variety of ways. I came to be an anti fps with time, go figure.