a deathmatch was quicker and easier on the Nintendo 64 than on PC. Reviewers sharply differed over the controls, with Electronic Gaming Monthly, IGN, and GamePro all describing them as precise, responsive, and intuitive, while GameSpot and Next Generation complained that finding the right control required fiddling with the settings and even at best felt lacking compared to a keyboard-and-mouse setup. Reviews generally concluded that while the Nintendo 64 version would not appeal to Quake veterans due to its multiplayer shortcomings and lack of exclusive content, it was a strong enough conversion for non-PC gamers to enjoy the Quake experience. Next Generation reviewed the arcade version of the game, rating it three stars out of five, and stated that "For those who don't have LAN or internet capabilities, check out arcade Quake. It's a blast." In 1998, PC Gamer declared it the 28th-best computer game ever released, and the editors called it "one of the most addictive, adaptable, and pulse-pounding 3D shooters ever created". In 2003, Quake was inducted into GameSpot's list of the greatest games of all time. Remastered version Nintendo Life gave the Switch version a rave review, saying it "wisely avoids tinkering with the magic formula that made the game so great in the first place, instead keeping the look and feel of the original intact whilst carefully adding all manner of modern bells and whistles in a feature-packed port that's an absolute dream to spend time with." They particularly praised the level designs, puzzle elements, atmospheric game world, and numerous configuration options for the graphical upgrades and multiplayer sessions. They argued that the smooth performance in both docked and handheld mode and ability to play the game as portable makes the Switch version the definitive version of the game. Speedruns As an example of the dedication that Quake has inspired in its fan community, a group of expert players recorded speedrun demos (replayable recordings of the player's movement) of Quake levels completed in record time on the "Nightmare" skill level. The footage was edited into a continuous 19 minutes, 49 seconds demo called Quake done Quick and released on June 10, 1997. Owners of Quake could replay this demo in the game engine, watching the run unfold as if they were playing it themselves. Most full-game speedruns are a collaborative effort by a number of runners (though some have been done by single runners on their