The answers may reveal things you never knew, or expand on what the community believes is true. Romero answered 25 of my questions about the landmark shooter's creation. If the Icon of Sin himself still had things to learn, even the world's most devout Quake players probably do, too. Despite his sizable investment, he was surprised and delighted to learn things about his game he never knew were possible, such as rocket jumping, a trick discovered by players who sent a recorded demo of them performing the now-standard navigational trick to ascend to greater heights than Romero and his cohort intended. Over the game's development from 1995 through the summer of '96, he spent dozens if not hundreds of hours making maps and deathmatching fellow id developers John Carmack, Adrian Carmack (no relation), Tim Willits, American McGee, Sandy Petersen, and others. John Romero led Quake's design from its inception as an open-world, exploration-heavy game to its release as the spiritual successor to Doom.