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      As far as 3-D engines go, the Quake engine was king in 1996. Striving to create an experience that would out-Doom Doom, Carmack, with assistance from Microsoft programmer Michael Abrash, added a z-axis dimension, achieving a level of realism and speed never before seen in a first-person action game. With the new technology, the player could now jump or aim up and down, making it possible to sniper opponents from a great height, or descend upon them in a commando style assault. The Quake engine also overcame the obstacle 2-D character models or "sprites," offering fully rotational polygonal 3-D monsters instead. This combination of realistic perspective and life-like 3-D dungeon-dwellers created a hair-raising experience for the player who had become completely absorbed in the reality of the Quake universe.

With the Quake engine, Carmack proved that he could provide the gears that could realize a vision. And by releasing the parts of the game's source code, he opened the door to let the gaming community fulfill their own visions in the form of customized maps, weaponry, and creatures.

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