Quake
Name: Earthquake San Francisco 1906
Programmer(s): Jyym Pearson && Norman Sailer
Publisher: AI
Year: 1981
Description:
The Apple II game "Quake" from 1981 was not the famous 3D shooter you might know. This earlier Quake was a maze game created by Randy Rasmusson and published by Gebelli Software. It became one of the most popular arcade-style games for the Apple II computer.
In Quake, you control a small character that must navigate through increasingly difficult mazes while avoiding deadly enemies. The goal is simple: collect all the dots in each maze without getting caught. Think of it like Pac-Man, but with earthquakes. The twist that made Quake special was its earthquake feature. When you press the spacebar, the entire screen shakes and rearranges the maze walls. This unique mechanic lets you create new paths or trap enemies behind walls.
The game starts with basic mazes and slow-moving enemies. As you progress through levels, the mazes become more complex and enemies move faster. Some enemies can even jump over walls, making them harder to avoid. You have three lives to complete as many levels as possible. Points are earned by collecting dots and surviving each level. The earthquake ability has limited uses per level, so you must use it wisely.
Quake used the Apple II's high-resolution graphics mode to display crisp mazes and characters. The game ran smoothly despite the limited 48K memory of most Apple II computers. Sound effects were basic beeps and buzzes, typical for games of that time. The controls were responsive, using either keyboard arrows or a joystick to move your character.
What made Quake stand out was its creative earthquake mechanic. No other maze game at the time allowed players to change the playing field during gameplay. This innovation influenced later puzzle games that featured environmental manipulation. The game required both quick reflexes and strategic thinking about when to trigger earthquakes.
Gebelli Software was known for producing quality Apple II games, and Quake was one of their biggest successes. It sold thousands of copies and received positive reviews in computer magazines. Players praised its addictive gameplay and original concept. The game remained popular throughout the early 1980s and is still remembered by Apple II enthusiasts today.
While Quake did not spawn direct sequels, its influence can be seen in later puzzle games that allowed players to modify game environments. It demonstrated how a simple concept with one creative twist could make a memorable game. For Apple II owners in 1981, Quake provided hours of challenging entertainment and showed what creative programmers could achieve with limited hardware.