Quake I
Years ago—I think some two years after it was released—I bought me a copy of Quake. I found the original box in a shop that had just one left, and was selling it at a serious discount; I still have the box, with the original artwork.
I didn't have Internet at the time, though, so I never played it online. I did finish the game at one point, though I don't remember whether it was with or without cheatcodes. I'm certain I got very far, though I had a tendency to start using cheatcodes when the monsters I had to pass got too hard for me to actually be able to pass them.
When I did get an Internet connection, Quake III Arena had just been released, so not many people still played Quake I. However, my very own ISP then did have a QuakeWorld server still running, and I fondly remember playing a lot on that server. Since I hadn't heard of +mlook, which enables modern-style mouse-based movement in quake, I was still playing with doom-style controls, that is, keyboard only. At first I got fragged all the time, but it didn't take me long to master this method. I got so good at it that I've won some deathmatch games, with keyboard only. Seriously.
Eventually, however, I migrated to a state where I did not have any Microsoft operating systems installed on my system anymore; and while Debian had a 'quakeforge' package in potato, it was rather buggy; I remember it would reproducibly crash when you would load a particular level from the third episode. I did think about fixing the code, but then I didn't really have the time or expertise to do so, so that never got anywhere. Eventually, it was pulled from the archives; and after a while—around the time when my ISP shut down their quakeworld server—I stopped playing Quake; and though I was sad about it not being installed anymore, I just forgot about it.
Recently, however, I somehow stumbled upon this 'Linux Quake HOWTO' over at tldp, and noticed that apart from Quakeforge, there really are other engines, and there really still is a Quake I community around. With quakeworld servers and everything.
Oh boy.
So I installed this 'tyrquake' a few days ago, and I've now already reached episode 3. Some things are coming back, but others aren't really...
Of course, when I connect to one of those quakeworld servers, I get fragged all over. I'm lucky when I end up with a positive frag count. For reference: in Quake I, you only lose frag points when you kill yourself...
Hah.
To be continued, I guess...
If you're looking for a good qw client there's ezQuake which is the most commonly used client nowadays. have fun
I think the best Q1 engine in existence now is DarkPlaces [1].
Unfortunately, it isn't packaged for Debian (while WNPP mentions some efforts) but I had no troubles occasionally following its HEAD. Supposedly stable releases can also be built easily.
One of the biggest upsides of this project is active upstream.
Also having some kind of a passion for "oldies", I have found the "DXX Rebirth" [2] project very pleasing since Descent was one of breakthroughs in game development back then (and only one among FPSes with real 3D, in the sense of in-game navigation), providing very interesting game experience.
P.S. And yes, running Quake as far as possible without saves on a nightmare difficulty level is a great stress remover. Prescribed to be applied after hard work days
[1] http://icculus.org/twilight/darkplaces/ [2] http://www.dxx-rebirth.com/
The debian games team have been planning to package quake properly for some time. The lack of motivation was in part due to the state of openquartz, and having a lack of data in main would mean the engines would all go into contrib, i.e., not Debian proper.
However an openquarz fork was started a few months ago and looks to have more momentum so renewed efforts to provide quake packages with high quality integration shall resume.
Anyone interested in getting involved should join the games team, instructions buried somewhere under http://wiki.debian.org/Games