• A bit about my gaming history..

  • First of all: Rebelfarm was the callsign of Wout from Nieuwegein, but I took it. Wout is Holyfarm. Thierry, I did my best in keeping up with you playing UT!! I once wasw feared hardcore Quake player/ gamer, like you! and luckily for me I was already familiar with the game-engine that UT was built upon, and even the game play because it was based on the Quake source code that ID software decided to share with everyone.

    Playing UT with you was the best! Ever!!! 

    I was used to playing Quake1, "Netquake" (which was the first attempt to bring Quake to the internet, making massive multiplayer gameplay possible) then came the most important of all: QuakeWorld, which you could expand with your own code written in Quake-C programming language. That wasn't the aim of QuakeWorld but the customization provided for the Capture The Flag mod that became immensely popular among the Quake enthusiasts.. 

    Quakeworld was the first "realtime" hardcore FPS designed to play over the internet, QuakeWorld allowed us to play with high latency (i.e. slow modems) and with a fair amount of red players vs blue players (no AI involved). With Quakeworld came also the evil kind of cheat construction that functions as a localhost proxy like you have seen in UT, "Aimbots", these proxies tampered with (then unencrypted) game-traffic, exploiting the fact that the locations of all players in PoV were transmitted too and you would appear on the night vision of the cheater that could "look trough walls". The early hacks were to change the texttures of the walls to 1 pixel or transparency, which in turn needed validation of the game texttures used. Little could be done against Aimbots or local proxies but when a cheater was recorded then there was always some possibility to reset the screen of the cheater to blue by sending a malformed message  When someone was playing really nasty we send a OOB message to that players IP address (which was given by the game-server, not quite private) and that OOB message caused a BSOD on unpatched Windows95 machines. Boom went bowery! And the cheater had to look at the Blue Screen Of Death..

    I tried so hard keeping up with you that I got one Logitech G35 gamemouse down on it's knees, the mouse almost fell apart :) I asked for a replacement and I got one for free!! Logitech==OK!

  • I still chat with the people I played QuakeWorld with, on IRC, QuakeNet. I played in one of the first Quake Clans in the Netherlands, together with my friends Ronald and Remco who played in other clans, and Ronald had a sister that played at expert level too! It was all quite unique and exiciting!
    when I got bored I sometimes played tetrinet which you can play on the internet or at your homenetwork!! There is C sourcecode of the serverside tetrinet available so you can run tetrinet of your Raspberry Tau. Or your android phone/tablet.
    I wanted to play with the best clan, just like you, and I did, I became "Surgeon" and used my all callsign that I had registered for a networking over radio. So I became member of the 1337 Quake clan O.R.3. 3 letter acronyms means serious businesss. O.R.# was "Operation Room 3", like a operating room in a hospital. The founders of that clan worked at the hopital in Zeist!! And there at the hospital we held one of the first Quake clan LAN party in the Netherlands!!
Ofcourse, we were all dressed up as surgeons! The quality of the pictures is about the same of the first NASA MARS Viking missions but to the left is standing OR3.Frankenwaze, he was our captain with his other loyal sidekicks. 

Here is a newspaper article about The War on Internet:

What War ? QUake ofcourse! I find it funny that Mireille O. had written this article, familiar to me.
Volkskrant newspaper "War on the Internet" - "Oorlog op Internet"

Most of us didn't have OpenGL capable GPU hardware. At that time there were only a few available, and they came at a high price, but playing with low graphics modes was O.K. 320p wide, phi height and shoot to kill. We played with analog modems thus at low bandwidth sometimes with +300ms latency. The gameplay was so thrilling that we didn't even care. We also had to predict all possible trajectories when advancing in the game, in order to cope with the latency, we had to guess sometimes when to fire or use /release the railing hook which made us fly like spiderman through a map, from wall to wall. This required some oracle to make hard decisions on little information. You counted the enemies that came across your path, and in CTF there would be the inherent rendezvous in some maps. So we were simply good at guessing, to compensate for the lag. Some where so good that they kept high ranking at a latency of hundreds while others had lag below 100ms.

Because I couln't handle the stupid "doppler effect" of observing players (enemies) skip,slide, glide  from their positions, their movement then becomes sluggish when they are near, meaning then your movement will be too, this due to the code that John Carmack had written. It was allright because this was the rocketscience of the gaming industry at that moment. He innovated so much that John Carmack changed the way we were gaming online/networked forever.

Anyhow, I needed the fastest kind of internet uplink to my ISP that they could provide. I wanted a "digital" uplink close to AMSIX because the "games"servers like DNS, daytime were located there (AMSIX is a central internet hookup point thats located in Amsterdam instead of Utrecht (why that is, we don't know), that's where all or most TCP and other 
packets layers were to be hand sorted by at least 3 students from the WINS University Amsterdam: AMSIX is a little bit sort of central point where all spam gets together. They had to use a terminal and punch cards to restructure some packets and they often complained that the system was sluggish, so I proposed a form of Quality Of Service solution like the kintergarten rules for prioritizing network traffic that I thought of for computer radio networks. Anyway I helped them enough, leveraging some less equal Internet Service Providers, especially those with cheaters, so the 3 students could do their important work on machine 23, the one with the nixie tubes. As far as I know they don't work there anymore, the bravest of the three is now CEO of his own major firm in the United States, delivering hi-tech solutions. The Ponytail student went off to some penal colony and I think he worked for a space agency

Anyway, because I entered the Dutch Quake competition I needed a faster uplink  than the analog modem I previously used, therefore we decided not to buy a new BMW but that I needed 
ISDN pretty much to keep on playing (ISDN was a little bit more expensive than VDSL/ADSL/ATM uplinks and/or Cable/Docsis). ISDN was not only expensive but had only little bandwidth of around 64Kbs or 128k when stacked at the price of double the telephone rate :) ching ching! Gaming was real expensive, even before the Euro-currency was introduced in 2000, when you were born!

When we got ISDN I connected straight to the Amsterdam XS4ALL BSDi Quakeserver(s) so I could keep the latency as low as possible, to around 60/80ms. Your mother surely will remember the phone bills :) Your Grandparents too!

I also helped my favorite ISP, XS4ALL, to keep the status of being the best Internet Provider in the Netherlands by setting a delay factor on some services hence, that's where I got my gmail e-mail alias, "chargen" from.

Wanting to play with the best, the most challenged Quake clan of the Netherlands, didn't come cheap. Sure, there was ADSL back then, but the Dutch phone company had invested very, very  much in the hopeless futile ISDN infrastructure and I think they deliberately withheld deployment of the far more costs-efficient (for the customer perspective)  ADSL/VDSL out of Dutch living homes, as long as possible, for decades, only deploying ADSL on small scale in villages where nobody even had a P.C. or even seen one. Sometimes we heard that a certain name of a village that got ADSL (=24hrs/7/365 uplink) and we all wondered 

You are expert in savings, this is how companies grow big, make the right decisions =equals major profit :) 

(and here are some more of the scores of you winning UT big time, 
link to UT scores screenshots).

__this__ is a link to a 7zip archive of the old OR3 website, perhaps someone will look for it one day and may stumble upon this page, so this is for the Lost and Found department. The archive is encrypted with a pass phrase: the first and last name of the founder of O.R.3.  no spaces, only lowercase: firstnamelastname and add the literals 1315577654   

ere__ is the announcement of Quakeworld by Mr. John Carmack, developer of Quake)

I wasn't the best player but I did my job. OR3.Karel (Carlos) and Maarten Madwil pretty much ruled the scene.

Enough about my gaming history..
The Future is yours, it's there for the taking. You never cheated, you win most, lose some, 

the pleasure is the play the only card you need is the Ace of Spades.

[idsoftware.com] Login name: johnc In real life: John Carmack Directory: /raid/nardo/johnc Shell: /bin/bash Last login Fri Aug 16 12:36 on ttyp2 from idnewt Plan: Here is The New Plan: I copied off the quake codebase and set about doing some major improvements. The old v1.01 codebase will still be updated to fix bugs with the current version, but I didn't want to hold back from fixing things properly even if it involves some major changes. I am focusing on the internet play aspect of the game. While I can lay out a grand clean-sheet-of-paper design, I have chosen to pursue something of a limited enough scope that I can expect to start testing it around the end of the month (august). I still have my grand plans for the future, but I want to get some stuff going NOW. QuakeWorld. The code I am developing right now is EXCLUSIVELY for internet play. It will be rolled back into the single player game sometime along the road to Quake 2 (or whatever it turns out to be called), but the experimental QuakeWorld release will consist of seperate programs for the client and the server. They will use the same data as the current registered quake, so the only thing that will be distributed is new executables (they will peacefully coexist with current quake). There will be a single master server running here at id. Whenever anyone starts up a server, it will register itself with the master server, and whenever a client wants to start a game, it will inquire with the master to find out which servers are available. Users will have a persistant account, and all frags on the entire internet will be logged. I want us to be able to give a global ranking order of everyone playing the game. You should be able to say, "I am one of the ten best QuakeWorld players in existance", and have the record to back it up. There are all sorts of other cool stats that we could mine out of the data: greatest frags/minute, longest uninterrupted quake game, cruelest to newbies, etc, etc. For the time being, this is just my pet research project. The new exes will only work with registered Quake, so I can justify it as a registration incentive (don't pirate!). If it looks feasable, I would like to see internet focused gaming become a justifiable biz direction for us. Its definately cool, but it is uncertain if people can actually make money at it. My halfway thought out proposal for a biz plan is that we let anyone play the game as an anonymous newbie to see if they like it, but to get their name registered and get on the ranking list, they need to pay $10 or so. Newbies would be automatically kicked from servers if a paying customer wants to get on. Sound reasonable? Technical improvements. The game physics is being reworked to make it faster and more uniform. Currently, a p90 dedicated server is about 50% loaded with eight players. The new network code causes a higher cpu load, so I am trying to at least overbalance that, and maybe make a little headway. A single p6-200 system should be able to run around ten simultanious eight player servers. Multiple servers running on a single machine will work a lot better with the master server automatically dealing with different port adresses behind the client's back. A couple subtle features are actually going away. The automatic view tilting on slopes and stairs is buggy in v1.01, and over a couple hundred millisecond latancy connection, it doesn't usually start tilting until you are allready on a different surface, so I just ripped it out entirely. A few other non-crucial game behaviors are also being cut in the interest of making the physics easier to match on the client side. I'm going to do a good chat mode. Servers will have good access control lists. If somebody manages to piss off the entire community, we could even ban them at the master server. The big difference is in the net code. While I can remember and justify all of my decisions about networking from DOOM through Quake, the bottom line is that I was working with the wrong basic assumptions for doing a good internet game. My original design was targeted at <200ms connection latencies. People that have a digital connection to the internet through a good provider get a pretty good game experience. Unfortunately, 99% of the world gets on with a slip or ppp connection over a modem, often through a crappy overcrowded ISP. This gives 300+ ms latencies, minimum. Client. User's modem. ISP's modem. Server. ISP's modem. User's modem. Client. God, that sucks. Ok, I made a bad call. I have a T1 to my house, so I just wasn't familliar with PPP life. I'm adressing it now. The first move was to scrap the current net code. It was based on a reliable stream as its original primitive (way back in qtest), then was retrofited to have an unreliable sideband to make internet play feasable. It was a big mess, so I took it out and shot it. The new code has the unreliable packet as its basic primitive, and all the complexities that entails is now visible to the main code instead of hidden under the net api. This is A Good Thing. Goodbye phantom unconnected players, messages not getting through, etc. The next move was a straightforward attack on latency. The communications channel is not the only thing that contributes to a latent response, and there was some good ground to improve on. In a perfect environment, the instant you provided any input (pressed a key, moved a mouse, etc) you would have feedback on the screen (or speaker) from the action. In the real world, even single player games have latency. A typical game loop goes something like: Read user input. Simulate the world. Render a new graphics scene. Repeat. If the game is running 15 frames a second, that is 66 ms each frame. The user input will arive at a random point in the frame, so it will be an average of 33 ms before the input is even looked at. The input is then read, and 66 more ms pass before the result is actually displayed to the user, for a total of nearly 100 ms of latency, right on your desktop. (you can even count another 8 ms or so for raster refresh if you want to get picky). The best way to adress that latency is to just make the game run faster if possible. If the screen was sized down so that the game ran 25 fps, the latency would be down to 60ms. There are a few other things that can be done to shave a bit more off, like short circuiting some late braeking information (like view angles) directly into the refresh stage, bypassing the simulation stage. The bearing that this all has on net play, aside from setting an upper limit on performance, is that the current Quake servers have a similar frame cycle. They had to, to provide -listen server support. Even when you run a dedicated server, the model is still: fetch all input, process the world, send updates out to all clients. The default server framerate is 20 fps (50 ms). You can change this by adjusting the sys_ticrate cvar, but there are problems either way. If you ask for more fps from the server, you may get less latency, but you would almost certainly overcommit the bandwidth of a dialup link, resulting in all sorts of unwanted buffering in the routers and huge multi thousand ms latency times as things unclog (if they ever do). The proper way to address this is by changing the server model from a game style loop to a fileserver/database style loop. Instead of expecting everyone's messages to be dealt with at once, I now deal with each packet as it comes in. That player alone is moved forward in time, and a custom response is sent out in very short order. The rest of the objects in the world are spread out between the incoming packets. There are a lot of issues that that brings up. Time is no longer advancing uniformly for all objects in the world, which can cause a lot of problems. It works, though! The average time from a packet ariving at the system to the time a response is sent back is down to under 4ms, as opposed to over 50 with the old dedicated servers. Another side benefit is that the server never blindly sends packets out into the void, they must be specifically asked for (note that this is NOT a strict request/reply, because the client is streaming request without waiting for the replies). I am going to be adding bandwidth estimation to help out modem links. If quake knows that a link is clogged up, it can choose not to send anything else, which is far, far better than letting the network buffer everything up or randomly drop packets. A dialup line can just say "never send more than 2000 bytes a second in datagrams", and while the update rate may drop in an overcommited situation, the latency will never pile up like it can with the current version of quake. The biggest difference is the addition of client side movement simulation. I am now allowing the client to guess at the results of the users movement until the authoritative response from the server comes through. This is a biiiig architectural change. The client now needs to know about solidity of objects, friction, gravity, etc. I am sad to see the elegent client-as-terminal setup go away, but I am practical above idealistic. The server is still the final word, so the client is allways repredicting it's movement based off of the last known good message from the server. There are still a lot of things I need to work out, but the basic results are as hoped for: even playing over a 200+ ms latency link, the player movement feels exactly like you are playing a single player game (under the right circumstances -- you can also get it to act rather weird at the moment). The latency isn't gone, though. The client doesn't simulate other objects in the world, so you apear to run a lot closer to doors before they open, and most noticably, projectiles from your weapons seem to come out from where you were, instead of where you are, if you are strafing sideways while you shoot. An interesting issue to watch when this gets out is that you won't be able to tell how long the latency to the server is based on your movement, but you will need to lead your opponents differently when shooting at them. In a clean sheet of paper redesign, I would try to correct more of the discrepencies, but I think I am going to have a big enough improvement coming out of my current work to make a lot of people very happy. =============================================== aug 8: Romero is now gone from id. There will be no more grandiose statements about our future projects. I can tell you what I am thinking, and what I am trying to acomplish, but all I promise is my best effort. John Carmack =============================================== aug 10: QuakeWorld structural addendum: After hearing many arguments against the single master server, ranging from coherent and well reasoned to paranoid whining, I now agree that the single global master server isn't sufficient. During the R&D phase, there will still be only the single server, but after all the kinks get worked out, I will allow a small number of sites to run private master servers. This will not be a general release, but only to properly licensed third parties. That will still allow me to collect my 100% coverage data, and it will prevent a single network/computer/software failure from preventing all QuakeWorld play. QuakeWorld technical addendum: I am reining in the client side prediction to a fairly minimal amount. It has too many negative effects in different circumstances. The problem of running away from or in front of your missiles was so bad that I considered simulating the missiles on the client side, but that is the second step on a slippery slope. If just the missiles were simulated, then a missile would fire through an enemy until the server informed you it exploded on them. Then you consider simulating interactions, but then you have to guess at other player inputs (which is hopeless)... Lesson learned: Simulating 300 ms on the client side in a Quake style game is just out of the question. It probably works fine for flight sim or driving sims, but not in out twitch reaction games. I am currently using client side simulation to smooth out the beat frequency interactions between server packet arrival and client frame times. In the shipping version of Quake, some latency was introduced on purpose to keep the displayed frame simulation time between the last two packets from the server so that the variability in arrival time could be smoothed out. In QuakeWorld, I am always starting with the most current packet, and using simulation to smooth out the variability. This <100ms of client side motion seems to be very manageable, and cuts out some real latency as well as doing the gueswork. It looks like I am going to split the QuakeWorld client into multiple threads to reduce the avg 1/2 frame latency between input and packet sending. This is also a step towards building a multi-threaded Quake renderer, which will let multi-cpu NT machines render twice as fast. Lets hope the windows thread scheduler is decent... I have been cutting down the message sizes a bit here and there as well. On a modem link, every couple bytes I save translates into a millisecond of latency saved. I cut an average of 17 bytes from the server to client and 8 from the client to server today. =============================================== Aug 12: Apogee's Prey team (and Duke's Levelord) leave 3drealms to work with Quake technology as Hipnotic Interactive. :-) =============================================== Aug 13: I am considering increasing the default sv_friction value for QuakeWorld from 4 to 6 or 8. It might take a little getting used to, but I think it gives more precise control for wide area network play. If anyone wants to run some experiments with different friction levels on a current Quake server, I would be interested in hearing some feedback. =============================================== Aug 17: The remote server console commands are fully implemented for QuakeWorld. To allow remote administration, the server must set the "password" cvar. By default, remote administration is turned off. On a client, if you set the "password" cvar to the same value, you can issue "rcon" commands to the remote server : rcon ... You can go to different levels, shut the server down, change cvars, ban people, etc. The output from the command is redirected over the net and will be echoed on the remote console. You can also execute commands without even connecting to the server (if it was full) by setting the "rconadr" cvar to the full internet address (including port) of the system you want to administer. 2:00 in the morning: My testarossa snapped another input shaft (the third time). damn dman damn. >1000 HP is bad for your drivetrain. =============================================== Aug 18: PACKET FILTERING QuakeWorld supports two types of filtering: IP packet filtering and user id filtering. Userid filtering is the most convenient way to keep a specific person off of a server, but because anyone can create as many accounts as they want, a malicious user could just keep logging back in with a new account. If their ip address is banned, they won't be able to log on with any account from that computer. Unfortunately, most dialup accounts give a different ip address for each connection, so you may be forced to ban an entire subnet to keep a specific person off. You can add or remove addresses from the filter list with: addip removeip The ip address is specified in dot format, and any unspecified digits will match any value, so you can specify an entire class C network with "addip 192.246.40". Removeip will only remove an address specified exactly the same way. You cannot addip a subnet, then removeip a single host. iplist Prints the current list of filters. writeip Dumps "addip " commands to iplist.cfg so it can be execed at a later date. The filter lists are not saved and restored by default, because I beleive it would cause too much confusion. filterban <0 or 1> If 1 (the default), then ip addresses matching the current list will be prohibited from entering the game. This is the default setting. If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network. =============================================== Aug 22: The rendition 3d accelerated version of Quake looks very good. The image quality is significantly better than software - dithered, bilinear interpolated textures, and subpixel, subtexel polygon models. It is faster than software even at 320*200, and at 512*384 it is almost twice as fast. We do take a bit of a hit when we have to generate a lot of 16 bit surfaces, so occasionally the framerate gets a bit uneven, but overall it is a very solid improvement.

In Carmagaddon 2 spat het bloed van het computerscherm, en ook Quake is niet bepaald zachtzinnig. Dit computerspel is uitgegroeid tot een rage....

MARIELLE OSTE 18 november 1998, 00:00

door Mariëlle Osté

QUAKE lijkt te zijn doorgedrongen tot menige jongenskamer. Op de kamer van Rogier Jobse (20) bijvoorbeeld. 'Shit! Ik schoot per ongeluk mijn teammate kapot' Geconcentreerd jaagt Rogier met de muis op een groene soldaat. Hij zit op zijn kamer bij zijn ouders thuis in Zaltbommel. Ongeveer twee bij drie meter en stampvol met computerboeken en -apparatuur. Er staan een bed, een tafel en vier systeemkasten. Rogier, die doorgaat voor een van de beste Quakers in Nederland, is hier bijna elke avond. 'Het is een levensstijl.'

Terwijl zijn ouders beneden in de huiskamer grinniken om 'het computerspelletje', schieten boven achter het beeldscherm Rogiers ogen vuur. Deze avond speelt hij tegen de Hilversumse A2000 Quakers (HAQ), die door hun abonnement bij kabelmaatschappij A2000 beschikken over razendsnelle Internetverbindingen. Een makkie. Wel moet Rogier eerst nog even 'inspelen' en met zijn team overleggen. Dat laatste doet hij door op zijn toetsenbord boodschappen te typen en via Internet te versturen naar het chat-kanaal waar zijn Quakevrienden direct kunnen lezen en reageren.

Rogier spreekt een duidelijke 'strategie' af. Plaatsbepalingen, communicatiemethoden en de verdeling van de wapens. Want dat is Quake: een nagebootste oorlog waar de ene groep van de andere probeert te winnen met behulp van wapens. De facto: het is zaak om tijdens een wedstrijd als bekwaam strateeg te zorgen dat je met z'n allen zo weinig mogelijk 'doodgaat'. Rogiers geluidsboxjes braken monotone schietgeluiden. Phúh. Aáh. Oegh. 'Perfecte kill', zegt Rogier tevreden als door zijn toedoen de vijand uiteenspat in klodders bloed.

Rogier mikt voort, legt intussen uit dat hij met zijn speelgenoten Sander en Walter bezig is de Quake Wereldkampioenschappen te organiseren, gepland voor eind 1999 in Den Haag. 'We zijn toe aan een WK.'

Rogiers team wint inderdaad, en de spelers gaan via Internet naar het chat-kanaal voor de nazit. Want elke wedstrijd moet geëvalueerd worden.

Quake is cult, zeggen de meeste jongens. Er is sprake van een levendige scene met een merkwaardig taaltje, dito bijnamen en een ongelooflijk fanatisme. Tienduizenden mannen en jongens (en een handjevol vrouwen) spelen Quake via Internet. Dat doen ze meestal in groepjes (clans) tegen elkaar, soms twintig uur per week. In hun eentje achter de pc spelen ze dan in teamverband een wedstrijd. Bijna elke avond zijn er zogenaamde clanwars. Wie geen wedstrijd heeft afgesproken, logt gewoon op de bonnefooi in. Er zijn genoeg spelers die, in jargon, 'effe willen haqqen'.

Fanatieke spelers kijken geen televisie meer. 'Er is toch niets.' Rogier: 'Quake is leuker. Het is een zeer intelligent spel. Als je een maand oefent, dan heb je een optimale motoriek van mikken en klikken. Als je dan na twee maanden niet uitblinkt, dan ben je gewoon niet intelligent. Het is zaak om goed georganiseerd en heel overdacht te werk te gaan.'

Hoe veel mensen Quake spelen, weet niemand. Het spel bestaat in elk geval sinds 1996, toen het het zeer populaire computerspelletje Doom opvolgde. Quake werd pas een rage toen het gemakkelijker werd om via Internet met anderen te spelen, in plaats van net als bij patience tegen jezelf. Networkgaming is het toverwoord en liefhebbers betalen hoge telefoonrekeningen om lang online te zijn. Studenten uit Twente, gezegend met een gratis Internetverbinding, zijn dan ook gevreesde en gewaardeerde tegenstanders. Internetproviders spelen in op de rage door aparte verbindingen aan te bieden (anders worden de gewone surfers de dupe wegens verstopte lijnen) en webpagina's met 'Quakenieuws'.

Binnen deze beginnende infrastructuur verandert de spelletjeshype razendsnel in een eigentijdse denksport, een nieuw soort schaakspel, waarvan de beste spelers zich verbluffend organiseren. Een bovenlaag van uitblinkers ('stuk of vijftig') kent elkaar goed en heeft vrijwel dagelijks via Internet contact.

De harde kern protesteert tegen het vooroordeel 'gewelddadig spel'. De vormgeving is volgens hen daarvoor te onrealistisch. Bovendien is een goed schot geen moord maar een punt en als je dood bent sta je met één muisklik op uit je graf. Wat dat betreft is het niet anders dan schaken. De communicatie verloopt vlekkeloos: geen toegewijd deelnemer die een event mist. De top van Engeland speelde tegen de top van Zweden en de Nederlandse gemeenschap keek ademloos via Internet naar deze spannende interland. Want die gasten uit Zweden zijn beregoed.

Sander Klaassen (24), organisator van de Quake Days en andere netwerkfeesten (LAN-party's), zou het liefste Quake uit de cultscène willen halen en populariseren als sport. Op tv bijvoorbeeld. 'Stukken interessanter dan het Rad van Fortuin.'

'Er zijn mensen die zeeziek worden van Quake. Het doolhof heeft diepte en werkt op je evenwichtsorgaan. Vooral vrouwen zie ik misselijk worden als ze naar het scherm kijken. Misschien is dat de reden dat ze vrijwel niet Quaken. Hoewel ik veronderstel dat zij gewoon niet houden van uiteenspattende stukken vlees en deeltjes lijk die door de gangen daveren.'

Het valt nogal mee met de zeeziekte van vrouwen tijdens een speciale dag in Yumbo, een jeugdhonk te Bunnik. Op zondagmiddag verzamelen zich zeven jongens, drie meisjes en een hond. Er staan computers in een netwerk onder discolampen en ook organisator Arjan de Klerk (26) zegt dat hij graag zoveel mogelijk mensen wil laten kennismaken met Quake. Hij draait een 'lekker quakemuziekje' (Sisters of Mercy), de koptelefoon gaat op voor een betere ontvangst van het dodelijke quakegekreun ('extra involving'). Het menselijk geluid overstemt: Kúuuuuut, Shíiiiit, Yésss.

Om de zoveel tijd gaan twee of drie mensen genoeglijk aan de bar zitten met koffie en sigaretten. Als Sharon arriveert ('ik gebruik nooit een computer ') schiet Lonneke, die uitstekend speelt, te hulp met uitgebreide aanwijzingen. Na een uur speelt Sharon de sterren van de hemel en verslaat ze schaterend een van de ervaren jongens. Arjan: 'Ik hou van gezelligheid. Als ik oud genoeg ben, wil ik bij de 30+-clan. Als ze me willen hebben, tenminste. Daar zijn ze ouder, niet zo fanatiek als de meeste jongens uit de Quakescène.'

Frank Krijvenaar (39), leider van de '30+ Grown Up Clan' over het karakter van zijn virtuele club: 'Niet de prestatie is belangrijk, maar de gezelligheid. We praten namelijk veel via Internet met het communicatieprogramma ICQ. En we hebben elkaar een keer in Ede ontmoet. Dat was ontzettend inspirerend, we kenden elkaar al zo goed via Internet en zagen elkaar voor het eerst. Er zijn heel leuke foto's van. Geen stereotiep mannenclubje. Er zijn ook vrouwen bij, en een echtpaar dat allebei Quaket.'

Frank Boonstra (31), die speelt op de zolderkamer van zijn pas gekochte woning in Utrecht, is leider van de clan 'Operating Room 3'. 'Je kunt heel goed ouder dan dertig zijn en nog steeds fanatiek op topniveau quaken. Ik heb deze clan opgericht met collega's uit Het Lorentz Ziekenhuis in Zeist. We werkten op dat moment allemaal in de operatiekamer. Ik was pacemakertechnicus. Heb voor een invalide Quaker met één arm nog een speciale voetpedaalset gemaakt. In het weekend speelden we in de kelder van het ziekenhuis, ooit deed er een patiëntje van zes jaar mee. Nu zijn er veel leden van buiten. Onze clan houdt in ere dat we allemaal sportief en heel serieus willen meedoen in competitieverband. Al komt er een soort beest in je los als je een war speelt. Soms verstaan mensen ''kweken''. Hè, is het spel religieus? Daar lijkt het soms wel op.'

Tijdens een volgende clanwar via Internet laat Frank Krijvenaar het opgewekt afweten: 'Ajax speelt thuis.'

'Als clanleider voel je je toch net Frank de Boer in het hart van de Ajax-defensie.' Zegt Melle Bijlsma (19). 'Maarreh.. kun je terugbellen? Ik ben net effe aan het Quaken.' Later: 'Je moet niet bij mij in de buurt komen als ik speel. Ik wil winnen. Je moet dan alles geven. Dat kan wel eens emotioneel worden.' Melle speelt vanaf het begin ('ik ben een Quakefossiel'), soms meer dan tien uur per week. Vooral als hij terugkomt van een verregende vakantie en zijn vriendin het per voicemail blijkt te hebben uitgemaakt. 'Dan leidt Quake af.'

Hij woont bij zijn ouders ('Ze betalen de ISDN-rekeining niet, die loopt in de drie cijfers') in een eengezinswonining in Muiden. Alwaar op een maandagavond inderdaad een driftige en virtuoos spelende Melle achter de pc boven op zijn kamer zit. Met uitzicht op de A1. Snelweg op de achtergrond, granaten en geweren in de Quake Arena. Als Melle zijn vijand tot rode vlekken heeft beschoten: 'Kicken! Die kill doet niemand me na.' Dan zit het tegen. 'Kut, slimmerik! Dat is Lithium! Lul niet, Yoghurt' Gevolgd door de nieuwe straatstopper: 'Okééé dan' Zijn armen zwaaien alle kanten uit. 'Dood moet je,' gilt hij.

Als het oorlogje klaar is tikt hij gg in het scherm. Good game. 'Even sportief doen,' grijnst Melle.

Over zijn tegenstanders: 'Zweden, Duitsers en Engelsen zijn de slimste Quakers. Van Amerika kan Nederland misschien wel winnen.' De beste Zweden heeft hij ontmoet op Sanders derde Quake Day in Eindhoven. 'Ze waren uitgenodigd, kwamen met een busje vol pc's aanrijden. We hebben veel van hen geleerd.' Want zo werkt het uiteindelijk: eerst anoniem quaken via Internet, daar uitputtend contacten leggen en vervolgens - hoewel in principe onnodig - naar bijeenkomsten In Real Life. Sander: 'Waar het allemaal om gaat is de ontwikkeling van Quake. Op nationaal en mondiaal niveau.' Melle, die economie studeert: 'Het is goed voor Quake als de scène zich commercialiseert. De cultsfeer is wel leuk, maar het spel moet groot worden. Quake zelf is er goed genoeg voor.'