If you are interested in what modern quakes like Quake III do check out "Quake 3 Defrag world cup" movies on youtube. The Defrag mod in 3 still has a quite big and alive community
Really glad to see you doing a full Quake video. I was an early pioneer of online gaming and Quake and Quake II were my favourite games. I stopped playing when I broke my wrist and never really went back, playing with a plaster doesn't really work! Haha.
Karl, u said one continuous power bhop is important right? well would it be possible to normal bhop while waiting in the elevator, then power bhop out?
imagine what speed-running must look like to an enemy in the game. some block-headed dude comes flying through the door at 60 miles an hour, bounces past the explosive barrel, spins in mid-air to detonate it with a gunshot, then bounces off down the corridor at 70 miles an hour before disappearing around the corner
That is nothing. In Quake you can jump straight off the ledge at huge speeds and then turn and go back to the place you jumped from preserving your momentum.
Thanks for making this, Karl. I'll adress a few things people have been mentioning: 1. Speedruns are restricted to use the official clients (vanilla Quake, WinQuake, GLQuake) or the JoeQuake source port. Clients like Quakespasm, Dark Places, QuakeWorld etc. do not use the same physics as the original Quake and are therefore disallowed. All runs are capped at 72 fps. *Edit: The most recent JoeQuake (0.16.2) introduced independent physics which means you can now use any fps value above 72 without altering the physics.* Values below 72 will behave as normal. Older versions are still restricted to the 72 fps cap. 2. You can't compare Quake movement to games that may seem similar at first glance. It's nothing like HL, CS (csgo lol), Q2 or VQ3/CPMA. Even QuakeWorld is vastly different when you get down to the very core since the fps cap, friction, power bunnyhops etc. of Quake changes everything. 3. You can't preserve speed by bhopping in a circle inside the elevator. This isn't kz or a surf_ map, air acceleration is not that high in Quake. Maintaining speed off the box boost is already pushing the limits of the aa. If you look closely, the 19 even bumps the wall after the box to be able to make the turn. 4. TASing is not really a thing in Quake since there is no method of frame advancing or manipulating "rng". TAS demos for pure movement maps like 100m, e2m1 and e4m5 have been scripted in the past but that's pretty much all that is possible in Quake at this time.
The general concepts of the movement mechanics are the same, but as you said yourself, the game specific tech makes all the difference when you break it down at a high level. Bunnies without forwardtapping definitely resembles what you do in HL1. Powerbunnies is nothing like it, which is what I'm referring to when I'm saying that the games are not as similar as people think they are.
@Koushik H There are probably other examples, but one thing I noticed in Quakespasm is that you can look directly upwards/downwards, which wasn't possible in the original game.
@@MidnightGazebo At the beginning of the video my brain "Oh hey this seems feasible to do" Karl "Then on this date, this person, would achieve this" My brain "Well that went down the toilet quick" Though 25 on E1M1, I am gonna go for it, it actually seems acheivable and I have been playing quake and doom practically my entire life.
@@sydneyduval7859 He can ask and have a full research done, a script pre-writed a video edited and just take on the narration if he so wishes :) We love this guy that much and far more!
Excellent overview Karl, it helped me to understand what happened in the past ~10 years while I was not really following this community. It's good to see that there are still some people with crazy skills who are obsessed to beat Quake speedrunning records. When I made :21, I haven't thought :19 was possible. Big congratulations to Conny for proving me wrong. :)
The fact that you take a few seconds to break down what E1M1 means is so good to see. I've had a passing interest in speed runs since the 90s myself, so I didn't need it, but that kind of shorthand and other similar terms can really alienate newer people who can't follow along. It's great to see you talk about Quake and general speedrunning history, especially with how popular speedruns have become, and much of this history isn't known by newer and casual fans of speedruns. This is really the kind of thing that the old classics deserve, to be kept alive with some good and clear communication.
In terms of appreciating things for those that don't know better, that goes for gaming in general. In fact, it goes for nearly all activities in life in general. And the source of much arguing. Knowledge is power!
I'd like to point out that it is the actual filenames for the maps as well (and thus how you load them via console), it was not invented by Doom or Quake players, but by ID.
Karl: "And on this day this legend achieved the most amazing infinitesimally precise speedrun abusing the 78th subpixel" Me: "Ah yes, intellectual content" Quake: *Uh Uh-ha Uh Uh ARRRRghgh Uh Uh*
@@matthewjamesguillen7163 and it’s perfect . The sound is completely perfect in this game. It’s like Minecraft retro vibe…but not overdone. Quake is subtle and is why I like it more than the in your face doom. Both 10/10 games imo
For me, the most annoying thing on UA-cam is "I could've made this video so much longer if I wanted to." I literally search for "in-depth analysis" and watch videos about stuff I have no interest in just to see people go into enough detail.
@@karljobst Karl, bro I had never really heard of speed running until one day I had a goldeneye video of yours in my recommended. I wanna thank you for introducing me to something that I didn't know I would enjoy so much. Don't know if you'll even get to read this but thanks man. You are the real legend!
This level is burned into my brain. I remember the shareware for this game had first come out when I was on holidays and getting ready for high school and my cousin, my friend and I just sat there playing the first episode over and over.
Oh God, you showed the most embarrassing demo I ever made (in my defence, it was only to demonstrate the technique!) I haven't heard of power bunnies, but I wonder to what extent it's framerate-related. Regular bunnyhopping definitely benefited from high framerates, and with Quake capped at 72 FPS I wonder if sourceports which have lifted that limit have allowed for improved speed. I remember that by changing the host_framerate variable (in effect simulating a high framerate) you could get some absolutely obscene speed via air-strafing.
Hi Will. This is Stubby from SDA. Check SDA if you haven't done so lately. There's been a ton of new demos. Also come say hi on our Discord channel if you'd like: discordapp.com/invite/wYkznd7
8:11 Gunnar Andre Mo 1997 in 29 9:10 Burninsun 1998 in 28 9:48 Will Marsh 1998 in 27 10:22 Ilkka Kurkela 1998 in 26 12:29 Peter Horvath 1998 in 25 (not promoted or shown for some reason) 13:07 Ilkka Kurkela 1998 in 24 16:33 Markus Taipale 1999 in 23 17:54 Markus Taipale 2001 in 22 20:03 Peter Horvath 2001 in 21 21:11 The Navigator 2007 in 21 22:50 Deniu 2016 in 21 23:14 Jukebox 2018 in 21 23:43 Jukebox 2018 in 20 28:19 Jukebox 2019 in 19 29:38 Karl Jobst 2019 in 25
I remember as i was little playing Half life and then Adrenaline gamer(mod) and then counter-strike(mod). You could power bunny hop in CS 1.3 but not in 1.5 and further on. I remember when in CS 1.6 it became popular to hop just to bug the hitbox so when trying to headshot it missed.
Karl, this is by far the best speedrunning video I've ever seen. It's very interesting and I learnt a lot about speedrunning. I'm not a speedrunner myself but I find it fascinating, and the way you tell the progression like a story makes watching these videos very enjoyable. Keep up the great work!
Dude, you HAVE to watch Summoning Salt's videos then. It's basically this, but for many other games on a semi-constant manner (every month or two, basically). I have been watching both channels for a while now, and I have to admit, Jobts video is really good, but I couldn't stop thinking "How would have this been if Summoning Salt did it?" Anyway, I hope you find my suggestion helpful
Various addenda from the perspective of someone who played Quake 1 Deathmatch (1on1s/4on4s) competitively for years and only casually enjoyed watching the speedrunning community: An old professional Quake player, Paul "czM" Nelson, once made a script that plays e1m1 on easy mode to completion with a single button press. I don't recall it being amazingly fast, but one could view it as early attempts at a TAS (Tool Assisted Speedrun) :). Wall running being capped at 480 ups is interesting to me - I recall the magic number in QuakeWorld (Quake 1's internet-friendly multiplayer solution, which used the same maps/gameplay but with a different client for netcode and physics) being capped at 495 ups for any on-ground movement, whether it was wall running, zig-zagging via a script, or the movement you do on the ground before strafe jumping. But Quake 1's physics are certainly slightly different than QW's, so this is only a mild surprise to me. Enemy pathing is effectively RNG, but I'm about 99% sure getting shot by the soldier enemies is not RNG - the AI is programmed to aim at a point slightly behind your character as though you have a stick coming out of the back of your shirt and he's shooting at the end of the stick. So if you are looking at the enemy, he'll hit you. If you are looking away from him by 90 degrees, he will definitely miss you. WTF? How did I not know that a world record was broken by a guy whose clan tag was "The|"? 2007 was the height of my QuakeWorld career and a few years after my clan "The Boss" (team name set to " The") had won highly competitive 4on4 tournaments. This is actually baffling to me, and I'll be linking it to my old clanmates to see if they knew about this! I honestly never knew how to do Power Bunny Hopping until now. It isn't necessary in QuakeWorld because the physics tick call for ground friction happens after the check to jump when the player buffers the input for QW whereas it happens in the reverse order in Q1. I remember watching demos of people doing it in Q1 and never making sense of the how, but the instant you said "tapping forward" the reason clicked. With friction being called for 1 frame in Q1, your character's "wish direction" of where movement keys are trying to send him would be 90 degrees of the velocity vector direction, which causes the movement speed reduction. Thanks for finally explaining that little mystery to me! :D Thank you so much for the Quake content. You have provided such a high quality analysis that further raises my appreciation for the game and community, even considering the tens of thousands of hours I already spent in it.
10:10 that technique changed speedrunning forever, not just quake. Some of the most important speedrun first-person games use some form of strafe jumping.
As someone who was playing Quake back then when these skills were being developed (and I had a few records here and there), let me just say I absolutely LOVED this video. The sad thing about getting skilled in something like Quake is that people who have not tried it cannot appreciate just how how impressive some of the runs are. For those of us who did play, some of the demos were jaw-dropping. Your explanation of Power Bunnies is great! Back in 2006 or so when I quit speedrunning, I couldn't figure out why sometimes I would gain more speed than other times and why I couldn't be consistent in very simple maps like 100m, which we used just to test pure speed (no obstacles, no turns, no monsters). Talks of "tapping forward on contact with the ground" were already there and I guess I might have intuitively done it in some runs, but not in all jumps. Back then I was decent with "regular" bunny hopping, in fact I remember being able to get 0:22 in e1m1 without the explosion box pretty much on command, which back then I thought was pretty good! But seeing the speed these guys nowdays are gaining is mind-blowing! I also loved the reasoning behinds things I already knew, but didn't know why (like jumping right where a downward slope meets flat ground; also why jumping on an upward slope as close to it's beggining as possible keeps more speed). I think you did a GREAT job presenting all the records and how the technique was evolving. Figuring out where to jump, where to turn, which slopes are worth using and which ones aren't, how to manage stairs... it truly felt like it was some sort of art back then, which is a silly thing to say to a non-player, I know, but I'm sure you see it this way after making this video and trying yourself. Great work!!!
Add to that the multiplayer scene boom that followed, with all those movement techniques put to test in a pvp setting and years of honing that through franchise iterations... only for all to fade away in the 00's. You are right about the sad thing, since only a fraction of everything you needed to know and employ is needed to achieve godlike movement in any of the contemporary fps games. The importance of honing these skills died out faintly and generations can't conclude much from footage.
@@doolioart3314 team fortress still employs a lot of these strategies and some more, there are jump maps based on explosive jumping and frame perfect bounces and jumps. Bhopping was nerfed though
Such a great video! Well done. I think it’s worth talking about just how much Jukebox has revolutionised the long-dormant quake scene in the last couple of years. His marathon through all of quake, for example, is 12 minutes of nerves-of-steel perfection, and in my opinion, just as crazy an achievement as runs like the OOT any%. And the e1m3 100% and any% runs are two more records that stood for 19 years before Jukebox beat them by a single second. Basically his combination of ‘next-gen’ bunny hops plus many tiny optimisations means he has been crushing records left and right that the ‘older’ generation (myself included) all thought were unbeatable. I love it!
First time I saw RJ in Quake was Romero playing in a semi-final at Quakecon 97'. Took a moment to figure out what he did but then I spent a few days practicing all the jumps he made on DM2 before starting to experiment on different maps. I had by then forgotten about the single player game entirely, so didn't implement them into speedrunning or "hacking" the single player maps. A few months later there were some demos on a PC Zone cover disc of a Quake LAN in London where some of the DC and 4K guys dominated. Players like Q-Tip, Sujoy, Nightwing etc. I studied them for a few weeks and before long I was addicted, paying 5p a minute peak times for Wireplay just to get a sub 80 ping on 56k dial up, 2p a minute off peak (on top of phonebill). Quake deathmatch and Quake III OSP scene probably the most raw, gnarly and epic period / scene in FPS history, possibly forever. Quake forever.
Damn, this has to be one of the best speedrunning related videos there is. The way in which Karl explains the history of Quake speedrunning is just facinating.
Only youtuber alive where I go back and binge content. Thank you! Got me wanting to speedrun the consoles versions of all FPS you cover.(level specialist style)[doom & quake, PS4].
This is amazing. It has the same delivery and punch as any documentary I've seen on anything done on big name TV channels, but the content is something I'd much rather watch. I was actually cheering inbetween the demo replays!
Speed-runners: "Maybe if I do this I'll beat the 19 sec record." Me: *Wandering around for 5 minutes after killing all the enemies* "Where the fk is the exit.." 5 minutes later.. "Fml I can't be that stupid." Another unsuccessful 5 min later.. "Ok, maybe I am." *Opens console: NOCLIP ON FLYMODE ON * "Aaa, there's the exit.." *Shamely enters the next level* "Here we go again.."
I've known Jukebox since he used to play competitive TF2. To this day one of the best gamers I've ever played any game with. A true natural. Salute to Conny!
First time I saw RJ in Quake was Romero playing in a semi-final at Quakecon 97'. Took a moment to figure out what he did but then I spent a few days practicing all the jumps he made on DM2 before starting to experiment on different maps. I had by then forgotten about the single player game entirely, so didn't implement them into speedrunning or "hacking" the single player maps. A few months later there were some demos on a PC Zone cover disc of a Quake LAN in London where some of the DC and 4K guys dominated. Players like Q-Tip, Sujoy, Nightwing etc. I studied them for a few weeks and before long I was addicted, paying 5p a minute peak times for Wireplay just to get a sub 80 ping on 56k dial up, 2p a minute off peak (on top of phonebill). Quake deathmatch and Quake III OSP scene probably the most raw, gnarly and epic period / scene in FPS history, possibly forever. Quake forever.
UA-cam was starting to get really tiring and boring before I really started watching your videos, these documentaries are truly a breath of fresh air. I don't say this about a youtube channel almost ever but your videos are truly entertaining and I really hope you keep them up.
My favourite speedrunning video ever. The speed bar at the bottom helps see the progression more clearly and the length of the run itself is perfect for noticing the gains and being extremely tight
ah man, this made me feel really nostalgic. Great video, it's hard to make something so engaging on such narrow, nerdy interest, hats off. You've just made me play Q1 for the fist time in 20 years, thanks! :D
Speedrunning is something that I previously had no interest in until I was repeatedly recommended your DOOM 20 year record video a while ago. It was very interesting and entertaining. Well yesterday I was again recommended a video from you and recognized your name and I've been consumed by your videos, watched most of them at this point. I really appreciate that you explain the runs and techniques to someone that has no previous knowledge so I'm not left wondering what just happened. Thank you!
I adored the Quake games while stuck in the 90s internetless. The few Quake lan parties I attended define the few fond memories of my youth. Eventually I got online and followed my friends to new games where aimcone/cone of fire/disconnected reticle mechanics dominated, became defacto, and progressively shat on my soul. Resultantly I haven't played an fps in probably a decade. This video specifically is tremendous! It singlehandedly brought me back to a joy I lost decades ago by reacquainting me to the series I long thought dead. Thank you!
Awesome video man. I used to be 2nd fastest in the world on E1M3 - The Necropolis - behind some Finnish guy who called himself Perkele. It took me months of practice. You had to use a monster trick that would open a teleporter early so that you could skip a slow up elevator section. Good times. Must be 20 years ago now - sheesh.
The Quake and Doom videos have been superb. I love how you track the history of each level and take us on the journey of evolving strategies. It's fascinating and fun. I'll never miss one of these.
Man what an amazing video! Thank you for taking the time to create such an in-depth look into quake speedrunning...i can really appreciate the effort that must have gone into making this! You are awesome Karl!
My jaw literally dropped at the final run, you did a great job building up to it and adding complexity at a manageable pace. This is my favourite of your videos so far, I really like the challenge at the end too you should keep doing that whenever possible.
Thanks for showing everyone what started it all somehow. I remember watching those demos and then try to emulate those runs... wasn't too bad at it myself but never got to a speedrunner level of skill. Especially the last episode of Quake, things were way too hectic.
Awesome video! It’s amazing that after all this time developments were still being made to the E1M1 Easy Run. Fucking incredible that it got this low and equally awesome to watch. You can see the slope boost when he jumps across the acid and still makes it because he’s going so fast. iD maps were the most sought after records and that they’re still being broken is incredible.
I love to re-visit this video so much. Not only 'cause Quake is one of my moste favourite games ever, but also because of how deep you dive into analyzing all of the Doom's and Quake's tricks of those many speedruns. Really wish there were more of these.
Many of these movement techniques are still present in modern Quake titles and in many games derived from Quake, these games are usually known as "arena shooters." Some examples being Warsow/Warfork, Diabotical, Reflex Arena, and many more.
Karl, I don't care to actually watch a speedrun, but I'm obsessed with documentaries about speedruns, if that makes any sense. You're the best at making said documentaries, and I appreciate all the amazing videos you've put up. Thanks, dude.
Wow, Half-Life 2 owes so much to Doom and especially now that I'm seeing it, Quake. I played a lot of the multiplayer version of HL2 and it was all about movement and accuracy. It's crazy because the speeds are the same as Quake. 320 is max in a straight line. I could probably get into this and feel right at home with the thousands of hours I logged on HL2DM. This was amazing Karl, thank you man!
I got into Quake via HL2DM. Download EzQuake (a modern QuakeWorld client), and have a go at some of these maps: way2ez, way2ez2, zjumps, ztrain, ztrain2, ztricks, ztricks2, jqdf1, jqdf2, jqdf3, escape, escape2a, 2bfree, trick
and doom is his older brother. they went into business together when quake got old enough. and now to this day, they are still watching innovators bring new ideas to the table they set decades ago.
wow just wow, brilliant video and i used to play when all this was being discovered i'd not realised it was still being worked on in 2019! great stuff.
Thanks a lot for this video! This brings back a lot of memories. But I would say that nightmare speed running was at least as popular as speed running on easy difficulty, at least when I was active. I think I held the record on nightmare difficulty on this level a long time ago.
Hi Matthias. Nice to see you still alive and kicking. This is "Stubby" from Speed Demos Archive by the way. In case you haven't visited SDA in a while, you might be pleasantly surprised if you stop by and have a look. There's been a ton of new demos lately. And we all hang around on the Discord chat if you'd want to stop by and say hello: discordapp.com/invite/wYkznd7
When Karl said 20 seconds isn't optimal, I couldn't believe it. So I pressed on my phone to see how much time is left in the video. I really wish I would have known about speed running back when I was younger. Now that I'm older and busy with no real spare time, I just watch videos like this.
@UC_Oj7qJ1_F-EWFK5a2X_l5w I get your point however my closest friends today were my closest friends back then. All my groomsmen in my wedding I've known since elementary school. Thing is I'm 35. I grew up in the arcade era. We played a lot of games together while being outside getting in trouble and having fun. My friends and I use to play Super smash bro 64 & melee when it first came out. We would literally play anywhere from 4-20 hours a day ( no exaggeration). We didn't know about "high level" or tournament level play. I found out about high level smash 5 yrs after I moved from the Bronx to Florida. Then I told and showed my friends about players like Mango, ShizzWizz, Pc Chris, m2k etc. We all were shocked and excited but also disappointed that we spent so much time playing at such a low level for so long. My first smash tournament after learning about high level play was at HungryBox house. Same for me with Marvel vs Capcom. Umvc3 was the first fighting game I came into being taught about frame data, infinites, taking advantage of game mechanics, the importance of execution etc. First game I actually traveled across the U.S to attend major tournaments & train under some of the best players. I didn't know about frame date and the other sciences of video games. BacK then I was a kid that had no responsibilities and all the free time in the world. Now I'm older, a business owner, husband and father, I don't have the free time I use to have. I guess its why I appreciate karl Jobst, other speed runners and pro fighting game players. It's like learning another language.
I too am old. I've casually tried to speed run games from my library growing up, like SMW when I discovered the star road warps, Sonic 2 because fast, and E1 of Doom because rip and tear, but the level of dedication speed runners have is overall staggering. I'm about 50% sure I can do all of those in under an hours, but thats only an accomplishment if you ask people who are me.
The first records were already amazing, but my jaw dropped at the last one. That was some insane levels of precision, I could hardly even recognize what was happening before it was over
@@justsomeguy8385 Yeah, English is the one that's weird with like, you have the same letter pronounced differently depending on where it is and just what word it is. In Finnish and many Euro languages, an A is just an A everywhere.
I love Karl's vids so much, specifically because all these old runs hat SEEM unimpressive now, are actually amazing when placed in the context of the whole development of the run. Absolutely awesome, it is like getting to relive the excitement all over.
a game from my childhood that I remember fondly is the "Decent" series. IDK if there is any crazy history with speedruns in this series but I do remember it being a innovative game. Incorporating 3D movement which was a pretty big deal for the 90's. Maybe its worth looking into? Keep up the good work, mate.
I found your videos a week ago and can not stop watching. Before this I had not any real interest for the subjects you talk about, now i do. Great work getting people enthusiastic and thank you for all the videos!
I already love Goldeneye speedrunning content, but the variety content from other amazing old-school games like DOOM, Quake, and Mario 64 really leaves me no choice but subscribing :D Keep up the amazing content Karl, you absolute legend! (also, love the FTL music in the background)
Tell me if you did enjoy this video? I though I will just have a quick look of 20-30 seconded and stayed glued to the screen for half an hour. Enjoyment is a freaking understatement. This is a documentary level quality man. Thumbs UP! and Thank you!
Quake runs are just SO much more enjoyable to watch than Zelda or mario runs. No incomprehensible glitches or exploits, just good ol movement and aiming
I love it when Karl says, "So sit back and relax..." It announces that I've got a nice, relaxing half hour to look forward to while Karl chaperones me through the history.
Thank a lot for putting that bar in the bottom, it did so much to show where things could get better, what technique were better then other, that combined with your amazing talent for telling, made this one of the absolute best speedrunning videos of all time!! :-)
So relieved to finally get this video out. I really hope you enjoy it. Another Doom video next!
If you are interested in what modern quakes like Quake III do check out "Quake 3 Defrag world cup" movies on youtube. The Defrag mod in 3 still has a quite big and alive community
Really glad to see you doing a full Quake video.
I was an early pioneer of online gaming and Quake and Quake II were my favourite games.
I stopped playing when I broke my wrist and never really went back, playing with a plaster doesn't really work! Haha.
Karl, u said one continuous power bhop is important right? well would it be possible to normal bhop while waiting in the elevator, then power bhop out?
you should upload in 60fps so UA-cam is less pixelated and retains more detail on the video, love your channel btw
Yeah the quality is crap compared to the original i have to fix that
imagine what speed-running must look like to an enemy in the game. some block-headed dude comes flying through the door at 60 miles an hour, bounces past the explosive barrel, spins in mid-air to detonate it with a gunshot, then bounces off down the corridor at 70 miles an hour before disappearing around the corner
You would know how it looks like if you played more than 5 minutes of Quakeworld. Dudes be at every place on the map at the same time somehow.
periaL For the little time i played HL deathmatch it didn't seem like it.
That is nothing. In Quake you can jump straight off the ledge at huge speeds and then turn and go back to the place you jumped from preserving your momentum.
That's legit what I always think about.
inb4 real life virtual reality speedruns
Thanks for making this, Karl. I'll adress a few things people have been mentioning:
1. Speedruns are restricted to use the official clients (vanilla Quake, WinQuake, GLQuake) or the JoeQuake source port. Clients like Quakespasm, Dark Places, QuakeWorld etc. do not use the same physics as the original Quake and are therefore disallowed. All runs are capped at 72 fps. *Edit: The most recent JoeQuake (0.16.2) introduced independent physics which means you can now use any fps value above 72 without altering the physics.* Values below 72 will behave as normal. Older versions are still restricted to the 72 fps cap.
2. You can't compare Quake movement to games that may seem similar at first glance. It's nothing like HL, CS (csgo lol), Q2 or VQ3/CPMA. Even QuakeWorld is vastly different when you get down to the very core since the fps cap, friction, power bunnyhops etc. of Quake changes everything.
3. You can't preserve speed by bhopping in a circle inside the elevator. This isn't kz or a surf_ map, air acceleration is not that high in Quake. Maintaining speed off the box boost is already pushing the limits of the aa. If you look closely, the 19 even bumps the wall after the box to be able to make the turn.
4. TASing is not really a thing in Quake since there is no method of frame advancing or manipulating "rng". TAS demos for pure movement maps like 100m, e2m1 and e4m5 have been scripted in the past but that's pretty much all that is possible in Quake at this time.
Does that mean you all use that mouse acceleration? It feels so bad.
@@Jay_Sullivan definitely not, there are ways of removing the mouse accel.
The general concepts of the movement mechanics are the same, but as you said yourself, the game specific tech makes all the difference when you break it down at a high level. Bunnies without forwardtapping definitely resembles what you do in HL1. Powerbunnies is nothing like it, which is what I'm referring to when I'm saying that the games are not as similar as people think they are.
@Koushik H There are probably other examples, but one thing I noticed in Quakespasm is that you can look directly upwards/downwards, which wasn't possible in the original game.
@@TheWrnrzn I laughed a fuckton the moment I realized why you picked that avatar. Brilliant.
"Then, on this date, this person, would achieve this run..." - I legit get excited each time he says this.
Gives me goosebumps lol.
Same, i'm not even a speedrunner, and i get so excited during these videos ^^
yep, i gotta admit the same
It's the equivalent of Summoning Salt fading in his signature music - you know you're about to see something incredible.
@@MidnightGazebo At the beginning of the video my brain "Oh hey this seems feasible to do"
Karl "Then on this date, this person, would achieve this"
My brain "Well that went down the toilet quick"
Though 25 on E1M1, I am gonna go for it, it actually seems acheivable and I have been playing quake and doom practically my entire life.
24:10 "if I were to explain every single detail going on in this record this video would be two hours long"
Karl, do you actually think we'd complain?
Could u please do this Karl?
I agree, just do it :)
Yep, no complaints here! 2 hour video please let's go ! !
Poor dude has to research, write and edit these too yknow 😥
@@sydneyduval7859 He can ask and have a full research done, a script pre-writed a video edited and just take on the narration if he so wishes :)
We love this guy that much and far more!
Never have I thought I'd ever hear a sentence like "The knowledge of Power Bunnies had been around since at least the mid 2000s"
@@MegaZeta well he did say "gamers" and not "filthy console casuals".
@@sweetreamer5101 there is nothing such as filthy controller casuals
Excellent overview Karl, it helped me to understand what happened in the past ~10 years while I was not really following this community.
It's good to see that there are still some people with crazy skills who are obsessed to beat Quake speedrunning records. When I made :21, I haven't thought :19 was possible.
Big congratulations to Conny for proving me wrong. :)
örülök neki, hogy a magyarok is törnek meg rekordokat speedruning-ba, nagyon jól nyomod
szevasz haver :D
I watched your videos in complete awe back in the day.
@Péter Horváth Na jó, de hogy áll a bonepile?
Watched some of your demos, they are really spectacular!
The fact that you take a few seconds to break down what E1M1 means is so good to see. I've had a passing interest in speed runs since the 90s myself, so I didn't need it, but that kind of shorthand and other similar terms can really alienate newer people who can't follow along. It's great to see you talk about Quake and general speedrunning history, especially with how popular speedruns have become, and much of this history isn't known by newer and casual fans of speedruns. This is really the kind of thing that the old classics deserve, to be kept alive with some good and clear communication.
"Building the future and keeping the past alive are one and the same thing."
-Solid Snake, MGS2, 2001 (2009 in-universe)
My sentiment exactly
Preach my man!
In terms of appreciating things for those that don't know better, that goes for gaming in general. In fact, it goes for nearly all activities in life in general. And the source of much arguing.
Knowledge is power!
I'd like to point out that it is the actual filenames for the maps as well (and thus how you load them via console), it was not invented by Doom or Quake players, but by ID.
I love it that speed runners took an iconic FPS and made it into an advanced platform racing game.
Basically what DeFrag is
Karl: "And on this day this legend achieved the most amazing infinitesimally precise speedrun abusing the 78th subpixel"
Me: "Ah yes, intellectual content"
Quake: *Uh Uh-ha Uh Uh ARRRRghgh Uh Uh*
LMFAOO HAHAHAHAHAHA
Quake guys sounds like he's coughing when he jumps lol. XD
Holy shit I'm crying 🤣🤣🤣
@@matthewjamesguillen7163 and it’s perfect . The sound is completely perfect in this game. It’s like Minecraft retro vibe…but not overdone. Quake is subtle and is why I like it more than the in your face doom. Both 10/10 games imo
@@matthewjamesguillen7163 maybe quake guy has asthma 😮💨
This 19 second run is insane.
Inhuman.
Impressive.
70000 attempts, yeah someone had a lot of time to burn.
*Quake 3 impressive sound effect*
@@johanrg70 7000, but still amazing dedidcation.
yeah it looked like a TAS, incredible
@@johanrg70 It's only 500 hours (if every run takes 25 seconds) Then ofc there is the planning as well.
"If i were to explain every single detail going into this record, this video would be 2 hours long".
And I would watch every second of it.
People would sit down and watch a 2 hour video if it was interesting, and honestly, knowing Karl, he could probably do it.
For me, the most annoying thing on UA-cam is "I could've made this video so much longer if I wanted to." I literally search for "in-depth analysis" and watch videos about stuff I have no interest in just to see people go into enough detail.
@@wheedler mauler is a great channel for movie analysises, he spent 5hours dismantling the last star wars video in amazing fashion
qwertziop0 Thanks!
For real, every time a creator say this i want to shout at him : come on we love that shit, make it last longer wtf ??
This is my kind of gaming documentary.
Keep it up! Glad to be a supporting patreon!
What a legend
@@karljobst hehe! Yeah!
@@karljobst Karl, bro I had never really heard of speed running until one day I had a goldeneye video of yours in my recommended. I wanna thank you for introducing me to something that I didn't know I would enjoy so much. Don't know if you'll even get to read this but thanks man. You are the real legend!
Lol du auch hier
This level is burned into my brain. I remember the shareware for this game had first come out when I was on holidays and getting ready for high school and my cousin, my friend and I just sat there playing the first episode over and over.
Quake had the best movement physics of any game, and still influences how I move in any fps.
Oh God, you showed the most embarrassing demo I ever made (in my defence, it was only to demonstrate the technique!)
I haven't heard of power bunnies, but I wonder to what extent it's framerate-related. Regular bunnyhopping definitely benefited from high framerates, and with Quake capped at 72 FPS I wonder if sourceports which have lifted that limit have allowed for improved speed. I remember that by changing the host_framerate variable (in effect simulating a high framerate) you could get some absolutely obscene speed via air-strafing.
Hi Will. This is Stubby from SDA. Check SDA if you haven't done so lately. There's been a ton of new demos. Also come say hi on our Discord channel if you'd like: discordapp.com/invite/wYkznd7
8:11 Gunnar Andre Mo 1997 in 29
9:10 Burninsun 1998 in 28
9:48 Will Marsh 1998 in 27
10:22 Ilkka Kurkela 1998 in 26
12:29 Peter Horvath 1998 in 25 (not promoted or shown for some reason)
13:07 Ilkka Kurkela 1998 in 24
16:33 Markus Taipale 1999 in 23
17:54 Markus Taipale 2001 in 22
20:03 Peter Horvath 2001 in 21
21:11 The Navigator 2007 in 21
22:50 Deniu 2016 in 21
23:14 Jukebox 2018 in 21
23:43 Jukebox 2018 in 20
28:19 Jukebox 2019 in 19
29:38 Karl Jobst 2019 in 25
I've done in 18
No I haven't
@@athamas1294 18 minutes (?)
Good luck eclipsing my sub 17 (*cough* minute *cough*) E1M1 speedrun. I dare you.
10 seconds shaved over 22 years, crazy.
Ilkka and Markus took the term Flying Finn from the early 20th century Finnish olympic runners and decided to make it more literal
I feel like a full breakdown of the half life speedrun history would be amazingly entertaining
I remember as i was little playing Half life and then Adrenaline gamer(mod) and then counter-strike(mod). You could power bunny hop in CS 1.3 but not in 1.5 and further on. I remember when in CS 1.6 it became popular to hop just to bug the hitbox so when trying to headshot it missed.
There are plenty to find already.
Ask Summoning Salt
@@TilMayne what was your nickname in AG ?
@@Mk-xi1vg sceeK was first nick lol I remembered it. I changed alot when younger. Xpertivia was a favorite name but later on keyonze became my nick
Never knew there was such technique to this
"oh my god guys it's a verified youtuber! Lets comment on his channel!"
@ch282 Hes probably accusing VK that he just want people to see his account.
@ch282 if a channel is verified he has a check mark and sees more views, anyway this is my thought I not sure if I am right.
@ch282 Karl Jobst the poster of the video is.
ha, you should see q3 defrag :)
4:22 "... such as rocket jumping, which blew everyone away." That's a joke, lads.
Nailed it ... Kappa
That one went right pver my head XD
@@Peat030 over your head like Quakeguy rocket jumping over you?
@Kameron Montgomery It was you- *burp* him!
@@dhwwiiexpert I DID IT LIKE THIS
Karl, this is by far the best speedrunning video I've ever seen. It's very interesting and I learnt a lot about speedrunning. I'm not a speedrunner myself but I find it fascinating, and the way you tell the progression like a story makes watching these videos very enjoyable. Keep up the great work!
Dude, you HAVE to watch Summoning Salt's videos then. It's basically this, but for many other games on a semi-constant manner (every month or two, basically). I have been watching both channels for a while now, and I have to admit, Jobts video is really good, but I couldn't stop thinking "How would have this been if Summoning Salt did it?"
Anyway, I hope you find my suggestion helpful
@@franciscodelico I'll definitely check it out. Thanks for the suggestion!
Same here! Even I don't game by myself I love to watch Karl's videos
"Rocket jumping *blew* people away"
"Bunny hopping was the most famous technique to *spring* from the Quake engine."
You can't sneak puns past me.
Loooool
Ahhh I get it!! Because Rockets blow damage on people and Bunnies come out in the spring!!!
@@UA-camHandlesAreStupid i would say " thanks man " sarcastically on this one but i genuinely didnt get these so thanks lmao
@@UA-camHandlesAreStupid Honestly I looked as spring as literally a spring that hops... and bunnies hop idk lol.
Springen means Jump in german btw :D
Spring would be imperative.
Various addenda from the perspective of someone who played Quake 1 Deathmatch (1on1s/4on4s) competitively for years and only casually enjoyed watching the speedrunning community:
An old professional Quake player, Paul "czM" Nelson, once made a script that plays e1m1 on easy mode to completion with a single button press. I don't recall it being amazingly fast, but one could view it as early attempts at a TAS (Tool Assisted Speedrun) :).
Wall running being capped at 480 ups is interesting to me - I recall the magic number in QuakeWorld (Quake 1's internet-friendly multiplayer solution, which used the same maps/gameplay but with a different client for netcode and physics) being capped at 495 ups for any on-ground movement, whether it was wall running, zig-zagging via a script, or the movement you do on the ground before strafe jumping. But Quake 1's physics are certainly slightly different than QW's, so this is only a mild surprise to me.
Enemy pathing is effectively RNG, but I'm about 99% sure getting shot by the soldier enemies is not RNG - the AI is programmed to aim at a point slightly behind your character as though you have a stick coming out of the back of your shirt and he's shooting at the end of the stick. So if you are looking at the enemy, he'll hit you. If you are looking away from him by 90 degrees, he will definitely miss you.
WTF? How did I not know that a world record was broken by a guy whose clan tag was "The|"? 2007 was the height of my QuakeWorld career and a few years after my clan "The Boss" (team name set to " The") had won highly competitive 4on4 tournaments. This is actually baffling to me, and I'll be linking it to my old clanmates to see if they knew about this!
I honestly never knew how to do Power Bunny Hopping until now. It isn't necessary in QuakeWorld because the physics tick call for ground friction happens after the check to jump when the player buffers the input for QW whereas it happens in the reverse order in Q1. I remember watching demos of people doing it in Q1 and never making sense of the how, but the instant you said "tapping forward" the reason clicked. With friction being called for 1 frame in Q1, your character's "wish direction" of where movement keys are trying to send him would be 90 degrees of the velocity vector direction, which causes the movement speed reduction. Thanks for finally explaining that little mystery to me! :D
Thank you so much for the Quake content. You have provided such a high quality analysis that further raises my appreciation for the game and community, even considering the tens of thousands of hours I already spent in it.
If you're serious about FPS games, go buy this man's game on Steam, KovaaK's FPS aim trainer. Worth every cent! You're a legend man!
Big fan of your aim trainer!
You ever snipe or play comp in tfc?
Thank you for creating your aim trainer, it has helped me tremendously and has made me become a better R6 player.
Every time karl says “he would perform... THIS RUN.” I know im about to witness something great
10:10 that technique changed speedrunning forever, not just quake. Some of the most important speedrun first-person games use some form of strafe jumping.
As someone who was playing Quake back then when these skills were being developed (and I had a few records here and there), let me just say I absolutely LOVED this video. The sad thing about getting skilled in something like Quake is that people who have not tried it cannot appreciate just how how impressive some of the runs are. For those of us who did play, some of the demos were jaw-dropping. Your explanation of Power Bunnies is great! Back in 2006 or so when I quit speedrunning, I couldn't figure out why sometimes I would gain more speed than other times and why I couldn't be consistent in very simple maps like 100m, which we used just to test pure speed (no obstacles, no turns, no monsters). Talks of "tapping forward on contact with the ground" were already there and I guess I might have intuitively done it in some runs, but not in all jumps. Back then I was decent with "regular" bunny hopping, in fact I remember being able to get 0:22 in e1m1 without the explosion box pretty much on command, which back then I thought was pretty good! But seeing the speed these guys nowdays are gaining is mind-blowing! I also loved the reasoning behinds things I already knew, but didn't know why (like jumping right where a downward slope meets flat ground; also why jumping on an upward slope as close to it's beggining as possible keeps more speed). I think you did a GREAT job presenting all the records and how the technique was evolving. Figuring out where to jump, where to turn, which slopes are worth using and which ones aren't, how to manage stairs... it truly felt like it was some sort of art back then, which is a silly thing to say to a non-player, I know, but I'm sure you see it this way after making this video and trying yourself. Great work!!!
Add to that the multiplayer scene boom that followed, with all those movement techniques put to test in a pvp setting and years of honing that through franchise iterations... only for all to fade away in the 00's. You are right about the sad thing, since only a fraction of everything you needed to know and employ is needed to achieve godlike movement in any of the contemporary fps games. The importance of honing these skills died out faintly and generations can't conclude much from footage.
@@doolioart3314 team fortress still employs a lot of these strategies and some more, there are jump maps based on explosive jumping and frame perfect bounces and jumps.
Bhopping was nerfed though
Such a great video! Well done. I think it’s worth talking about just how much Jukebox has revolutionised the long-dormant quake scene in the last couple of years. His marathon through all of quake, for example, is 12 minutes of nerves-of-steel perfection, and in my opinion, just as crazy an achievement as runs like the OOT any%. And the e1m3 100% and any% runs are two more records that stood for 19 years before Jukebox beat them by a single second. Basically his combination of ‘next-gen’ bunny hops plus many tiny optimisations means he has been crushing records left and right that the ‘older’ generation (myself included) all thought were unbeatable. I love it!
These scream for another Quake video from Karl.
4:20: "Quake Done Quick showcased crazy techniques such as "rocket jumping," which blew everyone away"
heh
more like 'huh'
@@frankmfurter now check em, but doubled and tripled stacked up! ua-cam.com/video/cCO9QuV-cgM/v-deo.html
First time I saw RJ in Quake was Romero playing in a semi-final at Quakecon 97'. Took a moment to figure out what he did but then I spent a few days practicing all the jumps he made on DM2 before starting to experiment on different maps. I had by then forgotten about the single player game entirely, so didn't implement them into speedrunning or "hacking" the single player maps.
A few months later there were some demos on a PC Zone cover disc of a Quake LAN in London where some of the DC and 4K guys dominated. Players like Q-Tip, Sujoy, Nightwing etc. I studied them for a few weeks and before long I was addicted, paying 5p a minute peak times for Wireplay just to get a sub 80 ping on 56k dial up, 2p a minute off peak (on top of phonebill).
Quake deathmatch and Quake III OSP scene probably the most raw, gnarly and epic period / scene in FPS history, possibly forever.
Quake forever.
Yeah, sort of the point of rocket jumping.
nice timing tho
Damn, this has to be one of the best speedrunning related videos there is. The way in which Karl explains the history of Quake speedrunning is just facinating.
Only youtuber alive where I go back and binge content. Thank you! Got me wanting to speedrun the consoles versions of all FPS you cover.(level specialist style)[doom & quake, PS4].
"He would achieve, this run". *Quake guy noises*
HUH
@drenn I feel like I can almost hear a small “r” in there somewhere but I can’t decide if it would go before or after the “U”
QUAKE GANG *HUH*
Hu Hu Hu Hu Hu Hu Hu Hu Hu Hu HuHu Hu
That jump sound effect did not age well.
This is amazing. It has the same delivery and punch as any documentary I've seen on anything done on big name TV channels, but the content is something I'd much rather watch. I was actually cheering inbetween the demo replays!
I’m not a big Quake or speedrunner guy but there’s something very cozy about these vids.
Completely agree. I watch this kind of stuff in bed while falling asleep quite often.
I totally agree. I love Karl's approach to these videos, his script and presentation. Ver calming
This video is a new record in speed running commentary. The more I watch your videos the more I become enthralled with speed running. Keep it up!
Speed-runners: "Maybe if I do this I'll beat the 19 sec record."
Me: *Wandering around for 5 minutes after killing all the enemies* "Where the fk is the exit.."
5 minutes later..
"Fml I can't be that stupid."
Another unsuccessful 5 min later..
"Ok, maybe I am." *Opens console: NOCLIP ON
FLYMODE ON
* "Aaa, there's the exit.." *Shamely enters the next level* "Here we go again.."
@skinfullofdoom Do you use a good high refresh rate monitor? makes all the difference for Quake specifically.
@skinfullofdoom The game is old I can understand that. Try QuakeLive or Quake Champions ;)
I love it how u explain that Speedruns things, I'm your Fan since the "The Chasm" video.. Bip Up and make more of this, U Absolute Legend!!
That was an incredible video. This is excellent too
I've known Jukebox since he used to play competitive TF2. To this day one of the best gamers I've ever played any game with. A true natural. Salute to Conny!
@@kurzackd No, it's definitely the same Jukebox.
dude used to be a real fragger now all he does it jump around smh
@@doublah1865 "competitive" tf2 is definitely not 'a real fragger' lol
Yoo that’s the same Jukebox? Fucking wicked.
@@theSato What in the world do you mean by that?
First time I saw RJ in Quake was Romero playing in a semi-final at Quakecon 97'. Took a moment to figure out what he did but then I spent a few days practicing all the jumps he made on DM2 before starting to experiment on different maps. I had by then forgotten about the single player game entirely, so didn't implement them into speedrunning or "hacking" the single player maps.
A few months later there were some demos on a PC Zone cover disc of a Quake LAN in London where some of the DC and 4K guys dominated. Players like Q-Tip, Sujoy, Nightwing etc. I studied them for a few weeks and before long I was addicted, paying 5p a minute peak times for Wireplay just to get a sub 80 ping on 56k dial up, 2p a minute off peak (on top of phonebill).
Quake deathmatch and Quake III OSP scene probably the most raw, gnarly and epic period / scene in FPS history, possibly forever.
Quake forever.
UA-cam was starting to get really tiring and boring before I really started watching your videos, these documentaries are truly a breath of fresh air. I don't say this about a youtube channel almost ever but your videos are truly entertaining and I really hope you keep them up.
My favourite speedrunning video ever. The speed bar at the bottom helps see the progression more clearly and the length of the run itself is perfect for noticing the gains and being extremely tight
Karl having sex: "Not optimal, we can go faster"
gives you a new perspective to bunnyhopping and airstrafing lmao
"Through a technique know as power-banging, the record was down to 14 seconds. Then, on the sixth of April 2018 Karl Jobst did this…"
@@UbiquitousBooks haha :D "after 70 000 attempts..."
Grenade boost for optimal speed
@@BananaManPL boob hopping
10:22 amazing how strong my memories got intensified by hearing the original ingame sounds.
ah man, this made me feel really nostalgic. Great video, it's hard to make something so engaging on such narrow, nerdy interest, hats off. You've just made me play Q1 for the fist time in 20 years, thanks! :D
Speedrunning is something that I previously had no interest in until I was repeatedly recommended your DOOM 20 year record video a while ago. It was very interesting and entertaining. Well yesterday I was again recommended a video from you and recognized your name and I've been consumed by your videos, watched most of them at this point. I really appreciate that you explain the runs and techniques to someone that has no previous knowledge so I'm not left wondering what just happened. Thank you!
I adored the Quake games while stuck in the 90s internetless. The few Quake lan parties I attended define the few fond memories of my youth. Eventually I got online and followed my friends to new games where aimcone/cone of fire/disconnected reticle mechanics dominated, became defacto, and progressively shat on my soul. Resultantly I haven't played an fps in probably a decade.
This video specifically is tremendous! It singlehandedly brought me back to a joy I lost decades ago by reacquainting me to the series I long thought dead. Thank you!
Awesome video man. I used to be 2nd fastest in the world on E1M3 - The Necropolis - behind some Finnish guy who called himself Perkele. It took me months of practice. You had to use a monster trick that would open a teleporter early so that you could skip a slow up elevator section. Good times. Must be 20 years ago now - sheesh.
Shown at 4:43 for the curious.
I remember you. I think 😊
Loved you showing how the level was designed to be run first then all the attempts. Great vid!
The Quake and Doom videos have been superb. I love how you track the history of each level and take us on the journey of evolving strategies. It's fascinating and fun. I'll never miss one of these.
I just stumbled upon your channel today. I appreciate all the work you're doing! You're a tribute to gaming history!
Thank you, you absolute lemons
Karl: the technique has not yet reached maturity
Me: is this a documentary or something
You could just ask him
Man what an amazing video! Thank you for taking the time to create such an in-depth look into quake speedrunning...i can really appreciate the effort that must have gone into making this! You are awesome Karl!
My jaw literally dropped at the final run, you did a great job building up to it and adding complexity at a manageable pace. This is my favourite of your videos so far, I really like the challenge at the end too you should keep doing that whenever possible.
The expert level commentary had me on the edge of my seat in appreciation of how difficult and amazing these runs were!
seeing the progression of the runs over the years presented in this way, with the descriptions you offered for them, was satisfying as heeeeelll
Thanks for showing everyone what started it all somehow. I remember watching those demos and then try to emulate those runs... wasn't too bad at it myself but never got to a speedrunner level of skill. Especially the last episode of Quake, things were way too hectic.
Awesome video! It’s amazing that after all this time developments were still being made to the E1M1 Easy Run. Fucking incredible that it got this low and equally awesome to watch. You can see the slope boost when he jumps across the acid and still makes it because he’s going so fast.
iD maps were the most sought after records and that they’re still being broken is incredible.
Great video, i could watch that 2hr video you talked about, you do a great job explaining speedruns to your audience
Please, never stop making these videos! Great content. And yes, I would love to see more of Quake speedrunning...
I love to re-visit this video so much. Not only 'cause Quake is one of my moste favourite games ever, but also because of how deep you dive into analyzing all of the Doom's and Quake's tricks of those many speedruns. Really wish there were more of these.
Quake brings me back to college, circa 2000, and computer lab multiplayer and team capture the flag marathons!
UA-cam recommended me this video, I don't know why
I found it so interesting and satisfying to watch, you work like a researcher !
Thank you for it
Many of these movement techniques are still present in modern Quake titles and in many games derived from Quake, these games are usually known as "arena shooters."
Some examples being Warsow/Warfork, Diabotical, Reflex Arena, and many more.
It's actually one of the reasons why Quake and arena shooters like it are considered some of the most skillful FPS games!
*additional info those games also have a gametpye RACE where levels special designed to race against the clock are build
"huh... Huh... Huh"
*Aarrggh*
"Huh.. huh... Huh"
Then the level finished
Sounds like me with my girlfriend
your forgot the HmmmMmm of the enemies
Karl, I don't care to actually watch a speedrun, but I'm obsessed with documentaries about speedruns, if that makes any sense. You're the best at making said documentaries, and I appreciate all the amazing videos you've put up. Thanks, dude.
I actually got chills when I saw how he maintained the bunny hop after the button press. I've never played this game in my life
Wow, Half-Life 2 owes so much to Doom and especially now that I'm seeing it, Quake. I played a lot of the multiplayer version of HL2 and it was all about movement and accuracy. It's crazy because the speeds are the same as Quake. 320 is max in a straight line. I could probably get into this and feel right at home with the thousands of hours I logged on HL2DM. This was amazing Karl, thank you man!
I got into Quake via HL2DM. Download EzQuake (a modern QuakeWorld client), and have a go at some of these maps: way2ez, way2ez2, zjumps, ztrain, ztrain2, ztricks, ztricks2, jqdf1, jqdf2, jqdf3, escape, escape2a, 2bfree, trick
I audibly said "yes another karl jobst video" when I saw this in my recommended
Your content is phenomenal dude keep it up bc I'm hooked
Me too! lol
This is awesome
I love how Quake
Is the grandpa
Of speedruns
and doom is his older brother. they went into business together when quake got old enough. and now to this day, they are still watching innovators bring new ideas to the table they set decades ago.
You speak true
But i don't understand why
You type a comment
Like this
@@dirtysnakeeyes4346 i love both
Quakes movement is insane
Dorama Lover
I don‘t
understand it either.
Refrigerator.
@@miorioff maybe it was
a failed attempt
at a haiku or
something similar
wow just wow, brilliant video and i used to play when all this was being discovered i'd not realised it was still being worked on in 2019! great stuff.
this channel is insanely addicting, watching how insane and technical gameplay can get is something i can't get enough of
Thanks a lot for this video! This brings back a lot of memories. But I would say that nightmare speed running was at least as popular as speed running on easy difficulty, at least when I was active. I think I held the record on nightmare difficulty on this level a long time ago.
Yeah it used to be as popular but not anymore.
Hi Matthias. Nice to see you still alive and kicking. This is "Stubby" from Speed Demos Archive by the way. In case you haven't visited SDA in a while, you might be pleasantly surprised if you stop by and have a look. There's been a ton of new demos lately. And we all hang around on the Discord chat if you'd want to stop by and say hello: discordapp.com/invite/wYkznd7
When Karl said 20 seconds isn't optimal, I couldn't believe it. So I pressed on my phone to see how much time is left in the video.
I really wish I would have known about speed running back when I was younger. Now that I'm older and busy with no real spare time, I just watch videos like this.
@UC_Oj7qJ1_F-EWFK5a2X_l5w I get your point however my closest friends today were my closest friends back then. All my groomsmen in my wedding I've known since elementary school. Thing is I'm 35. I grew up in the arcade era. We played a lot of games together while being outside getting in trouble and having fun.
My friends and I use to play Super smash bro 64 & melee when it first came out. We would literally play anywhere from 4-20 hours a day ( no exaggeration). We didn't know about "high level" or tournament level play. I found out about high level smash 5 yrs after I moved from the Bronx to Florida. Then I told and showed my friends about players like Mango, ShizzWizz, Pc Chris, m2k etc. We all were shocked and excited but also disappointed that we spent so much time playing at such a low level for so long. My first smash tournament after learning about high level play was at HungryBox house.
Same for me with Marvel vs Capcom. Umvc3 was the first fighting game I came into being taught about frame data, infinites, taking advantage of game mechanics, the importance of execution etc. First game I actually traveled across the U.S to attend major tournaments & train under some of the best players.
I didn't know about frame date and the other sciences of video games.
BacK then I was a kid that had no responsibilities and all the free time in the world.
Now I'm older, a business owner, husband and father, I don't have the free time I use to have.
I guess its why I appreciate karl Jobst, other speed runners and pro fighting game players.
It's like learning another language.
I too am old. I've casually tried to speed run games from my library growing up, like SMW when I discovered the star road warps, Sonic 2 because fast, and E1 of Doom because rip and tear, but the level of dedication speed runners have is overall staggering. I'm about 50% sure I can do all of those in under an hours, but thats only an accomplishment if you ask people who are me.
That's a great summary, thanks for your dedication.
"The knowledge of power bunnies had been around since at least the mid 2000s."
I don't know why this line is so funny to me.
I believe space bunnies with energy weapons are something worth knowing about 😉
The first records were already amazing, but my jaw dropped at the last one. That was some insane levels of precision, I could hardly even recognize what was happening before it was over
Quake movement techniques are so amazing.
I can just watch Quake 3 DeFraG for hours and same goes for these runs.
:)
@@q3bazz438 nl bazz, from dfwc?
@@peersvensson9253 Yup!
@@q3bazz438 best defragger and winner of world cups here, guys!
@@bunny.bunbob no man, you are the best! 😂😂😂
I never realized I would care so much about speed running. Great work on these videos. Subbed
Finnish names must be a fun thing for non-finnish people xd
10:14
I laughed, because the way English speakers pronounce Finnish names is always the same; they sound nothing like in Finnish. It's funny.
@@eQualizeri now I want to know how it's supposed to be pronounced...
my ears almost bleed from him pronouncing those 2 finnish runners. But it's understandable
@@justsomeguy8385 How it's written. That's it
@@justsomeguy8385 Yeah, English is the one that's weird with like, you have the same letter pronounced differently depending on where it is and just what word it is. In Finnish and many Euro languages, an A is just an A everywhere.
I love Karl's vids so much, specifically because all these old runs hat SEEM unimpressive now, are actually amazing when placed in the context of the whole development of the run. Absolutely awesome, it is like getting to relive the excitement all over.
Watching your first run was painful but your explaination of bunnyhopping was spot on. Loving your content too, subbed and liked (y)
Quake is by far my favorite speedrun. I absolutely love it.
a game from my childhood that I remember fondly is the "Decent" series. IDK if there is any crazy history with speedruns in this series but I do remember it being a innovative game. Incorporating 3D movement which was a pretty big deal for the 90's. Maybe its worth looking into? Keep up the good work, mate.
Another video from an absolute legend!
I found your videos a week ago and can not stop watching. Before this I had not any real interest for the subjects you talk about, now i do. Great work getting people enthusiastic and thank you for all the videos!
"Why it is not as popular as it was, 20 years ago." It was at this moment I realised I was exactly 3 years old in 1999. Amazing content!
When I saw the final 19 second run button press, I literally when "ooooh that's so smooth"
I already love Goldeneye speedrunning content, but the variety content from other amazing old-school games like DOOM, Quake, and Mario 64 really leaves me no choice but subscribing :D
Keep up the amazing content Karl, you absolute legend!
(also, love the FTL music in the background)
Tell me if you did enjoy this video? I though I will just have a quick look of 20-30 seconded and stayed glued to the screen for half an hour. Enjoyment is a freaking understatement. This is a documentary level quality man. Thumbs UP! and Thank you!
I remember when I thought SDA was "Speed Demons Archive." My mind saw "demos" and went, nah that's demons.
I did the exact same thing!!!
That’s still technically accurate.
Thx Karl for paying homage to one of the greatest games ever created.
these are the Legendary Karl Jobst videos ill be passing down forever
Excellent video; clearly has a lot of time and effort put into it. Thank you very much!
I just love it that all these old demo's still exist to this day.
You are truly an absolute legend by giving me this awesome video to watch that entertains and amazes me at the same time!
Quake runs are just SO much more enjoyable to watch than Zelda or mario runs. No incomprehensible glitches or exploits, just good ol movement and aiming
Rocket jumping blew everyone away. Literally.
I love it when Karl says, "So sit back and relax..."
It announces that I've got a nice, relaxing half hour to look forward to while Karl chaperones me through the history.
I was a gamer in the late 90s. I had no idea that people were speedrunning then. I played a few FPS games, but they definitely weren't my focus.
Thank a lot for putting that bar in the bottom, it did so much to show where things could get better, what technique were better then other, that combined with your amazing talent for telling, made this one of the absolute best speedrunning videos of all time!! :-)
I love how you always switch to game audio when you showcase a run. It really puts me in the moment. Excellent video as always!