PC · Any% Episode 1 (Nightmare, 100%) · 1996
Quake speedrunning inherited the Doom community's infrastructure and added a fully 3D movement system whose bunny-hopping physics have been exploited to their mathematical limit.
Quake's speedrun community formed around the Quake Done Quick project, a 1997 collaborative segmented run that finished the game in nineteen minutes and was later improved to under twelve minutes in Quake Done Quicker. The game's movement physics allow velocity to be preserved and amplified by bunny-hopping — strafe-jumping while airborne — producing speeds far above the normal walking cap. Grenade jumping and rocket jumping extend vertical mobility. The Quake community pioneered the segmented run format, where players combine individually optimised level recordings into a complete-game time, and also produced some of the earliest professional-quality speedrun videos distributed online. id Software again acknowledged the community, with John Romero and John Carmack commenting on the Quake Done Quick demos.