Marathon | |
---|---|
Developer(s) | Bungie (Mac, Pippin) Soli Deo Gloria (iOS) |
Publisher(s) | Bungie (Mac) Bandai (Pippin) Soli Deo Gloria (iOS) |
Designer(s) |
|
Programmer(s) | Jason Jones |
Composer(s) | Alex Seropian |
Series | Marathon Trilogy |
Platform(s) | |
Release | Macintosh December 21, 1994 Pippin 1996 iOS July 7, 2011 Windows,macOS May 11, 2024 [1] |
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Marathon is a first-person shooter video game developed and published by Bungie, and released in December 1994 for the Apple Macintosh. The game takes place several centuries into the future in outer space and sets the player as a security officer attempting to stop an alien invasion aboard a colony ship named the Marathon.
Derived from the engine created for Pathways into Darkness from 1993, Marathon is the first game in a series of three games collectively known as the Marathon Trilogy , which also includes its two sequels, Marathon 2: Durandal and Marathon Infinity , released in 1995 and 1996 respectively. In 1996, Bungie released Super Marathon, a port of Marathon and Marathon 2 to the short-lived Apple Bandai Pippin video game console. [2]
Bungie released the source code of Marathon 2 in 1999, which enabled the development of an open-source enhanced version of the Marathon 2 engine called Aleph One. The game's assets were released by Bungie as freeware in 2005.
Gameplay takes place in a real-time, 3D-rendered world of ceilings and floors of various heights and widths, all viewed from a first-person perspective. All surfaces in the game are texture mapped and have dynamic lighting. The player assumes the role of a nameless security officer aboard a large colony ship called the Marathon, constructed from Mars' moon Deimos. The player controls the movement of their character primarily through use of the keyboard. Using assignable keys, they can move forward and backward, turn left or right, sidestep left or right, look up, down or forward, and glance left or right. Marathon also features free look, allowing the player to use the mouse to fire weapons and rotate their character's view. Marathon was one of the earliest computer games to employ free look and give the player the ability to look up or down. [3] The game interface includes an overhead map, a motion sensor indicating the positions and movements of both enemies and allied characters through red triangles and green squares respectively, and bars displaying the player's current shield and oxygen levels.
The player progresses through the levels in sequence, killing enemy creatures and avoiding numerous obstacles while trying to survive. While levels are completed in a fixed order, many are non-linear and require extensive exploration to complete. Obstacles include dark and narrow passages, ceilings that crush the player, pits of harmful molten material or coolant, locked doors or platforms that must be activated by remote switches, and puzzles that may involve precise timing and speed to complete successfully. Some levels have low-gravity, oxygen-free environments and/or magnetic fields that interfere with the player's motion sensor. Rather than restoring lost health by picking up power-ups as in many first-person shooters, the player instead replenishes their shields and oxygen through activating recharge stations placed in walls; if either drops below zero, they die. Upon dying, the player revives at the last save point. The player can only save their game by locating and then activating a pattern buffer device. These devices are placed infrequently throughout the game's levels and some even lack them entirely.
Unique among first-person shooters of its time, Marathon has a detailed, complex plot that is fundamental to gameplay and player advancement. Computer terminals placed in the openings of walls in the game serve as the primary means by which this plot is relayed. The player accesses these terminals to interface with the artificial intelligences of the Marathon, who provide information regarding the player's current objective. In most cases, the player must use specific terminals to advance to the next level of the game (via teleportation). While some levels simply require the player to reach the endpoint, on others the player must first accomplish specific tasks before they can move on, such as retrieving a specific item, flipping a switch, exploring all or part of a level, exterminating all alien creatures, or securing areas populated by human characters. Some terminals that do not need to be accessed to complete the game but still may contain additional plot information, such as engineering documents, crew diaries, or conversations between the ship's artificial intelligences. Some levels have secret terminals that are often difficult to locate, a few of which contain easter egg messages from the game's designers.
Marathon's engine, like the Jedi engine featured in Star Wars: Dark Forces , was slightly superior to the Doom engine, but not nearly as advanced as the Build engine.[ citation needed ] Like the Build engine, it was capable of a limited form of rooms over rooms and even impossible spaces, as long as the player could not see both rooms at the same time. However, it lacked mirrors, sloped floors and ceilings, destructible environments, and many of the other advanced features offered by the Build engine.
In addition to its main single player scenario, Marathon also features a multiplayer deathmatch mode that can accommodate eight players on the same local area network. One user (the "gatherer") initiates a game invitation to the computers of other players ("joiners"). Competing together in teams or individually, players score points by killing opponents and lose points by being killed by opponents; the player or team with the best kill-to-death ratio wins the match. Matches conclude after either a particular number of minutes or kills, as configured ahead of time by the gatherer when initiating the match.
Marathon's game files contain ten levels for the multiplayer mode. In addition to being inaccessible by single players, these levels also distinguish themselves from the main game environments by their designs, intended to facilitate smooth multiplayer gameplay: smaller overall level sizes, spacious areas, faster doors and platforms, fewer aliens, heavier weaponry, multiple predetermined player spawn points, strategic placement of power-ups, and an absence of pattern buffers and terminals. When a player is killed in multiplayer, they can respawn immediately at a random spawn point unless the gatherer has enabled penalties for being killed or committing suicide, which require the player to wait for a period of ten seconds or fifteen seconds respectively before reviving themselves.
Marathon's multiplayer was one of its most anticipated features prior to release and won Marathon the Macworld Game Hall of Fame Award for the best network game of 1995. [4] Lead designer Jason Jones stated that the development of Marathon was probably delayed by a month due to time spent playing multiplayer deathmatches. [4] The code for multiplayer was written almost entirely by Alain Roy who reportedly received a Quadra 660AV in compensation for his efforts. [5] According to Jones, the network code is packet-based and uses the Datagram Delivery Protocol to transfer information between each machine. [6]
Marathon primarily takes place in 2794 aboard the UESC Marathon, a large Earth colony ship constructed from the Martian moon Deimos. The Marathon's mission is to travel to the Tau Ceti system and build a colony on its fourth planet. The player's character is an unnamed security officer assigned to the Marathon. The narrative is presented to the player using messages on computer terminals scattered throughout the game's levels. These messages include crew logs, historical documents, and other records, but principally include conversations that the player character has with three artificial intelligences (AIs) that run UESC Marathon: Leela, Durandal, and Tycho.
At the start of the game, the player character is aboard a shuttle returning from the colony to Marathon when an alien ship attacks the system. The officer makes his way to Marathon to find that the aliens used an electromagnetic pulse to disable much of the ship. Of the three AIs, only Leela is functional, and she guides the officer in a counter-strike against the aliens and to restore the other AIs and key systems. Leela learns that Durandal (one of the shipboard AIs) had been in contact with the aliens prior to their engagement with Marathon. The alien race, known as the S'pht, are being forced to fight by the Pfhor, an insectoid-like race. Leela soon discovers that Durandal had become "rampant" before the attack, and is able to think freely for himself. Leela aids the officer to disable Durandal's access to vital Marathon systems while sending a warning message to Earth, but in turn Durandal has the Pfhor send more forces to attack the Marathon, ultimately kidnapping the security officer. Leela intercedes to free the officer, but warns him that the S'pht attack has nearly destroyed her systems. The officer races to complete a bomb in the ship's engineering rooms, hoping it will force the Pfhor and S'pht to leave, but it is too late as Leela is "killed" by the S'pht, and Durandal takes over, forcing the officer to continue to follow his orders to stay alive.
Durandal has the officer repair the ship's transporters, allowing him to go aboard the alien Pfhor vessel. Inside, while fighting off the Pfhor, the officer discovers a large cybernetic organism that the Pfhor use to control the S'pht. The officer destroys the organism, and guided by Durandal, the S'pht revolt against the Pfhor, first on their ship, and then aboard the Marathon. With most of the Pfhor threat gone, Durandal announces his intention to transfer himself to the Pfhor ship, which the S'pht have control of, and leave with them. As a parting gift, Durandal reveals that Leela was never fully destroyed, and the S'pht release their grasp on her before departing. As the alien ship departs the system, the officer works with Leela to clear the last remaining Pfhor aboard Marathon before assessing the full damage that has been done.
Publication | Score |
---|---|
AllGame | [7] |
Next Generation | [8] |
TouchArcade | [9] |
MacUser | [10] |
The demo was released on November 23, 1994 [11] and the full version was released on December 21, 1994.
Marathon was a commercial success. At the time, Alex Seropian of Bungie said that "the customer demand for Marathon is ten-fold than it was for Pathways," leading to supply shortages. [12] The game reached sales above 100,000 units before the release of Marathon 2. [13] It ultimately surpassed 150,000 sales by October 1995. [14] As with all Bungie titles before Halo: Combat Evolved , its lifetime sales were still below 200,000 units by 2002. [15]
Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and said that "this comes highly recommended". [8] MacUser named Marathon the best action game of 1995, ahead of Doom II . [16]
In 1996, Computer Gaming World named Marathon the 64th best game ever. The editors wrote: "This 3D action-fest was a big reason all the Mac users kept saying 'DOOM what?'" [17]
In a retrospective review, Allgame editor Lisa Karen Savignano gave Marathon a positive review, drawing comparisons to Doom and Duke Nukem. Savignano stated "If you like rocking and rolling, shooting and dodging, this game is for you". [7]
Gaming historians have referred to Marathon as the Macintosh's answer to the PC's Doom , i.e. a first person shooter killer app. [18] In 2012, Time named it one of the 100 best video games ever released. [19]
In 1996, Bungie completed a port of Marathon to Apple's short-lived Pippin video game console. The port was released as part of Super Marathon, a compilation of Marathon and Marathon 2: Durandal which was published and distributed by Bandai rather than Bungie themselves. [2] Super Marathon bears the distinction of being the first console game developed by Bungie, predating Oni and Halo: Combat Evolved . [20]
In 1999, Bungie released the source code of Marathon 2, which enabled the development of an open-source enhanced version of the Marathon 2 engine called Aleph One. Though initially only M1A1 (a "total conversion" to M2's engine) could be used to play the first Marathon, Aleph One eventually gained native M1 asset support. Aleph One allows Marathon to be played on modern versions of Windows, macOS, Linux, and other platforms. It also extends multiplayer to work over the Internet via TCP/IP.
In 2000, Bungie was bought by Microsoft, financially fueling the Halo franchise. The concepts of an AI working with an armed player character continued from the roots laid out in the Marathon series.
In 2005, Bungie released the assets for the game trilogy as freeware.
An Aleph One-based port of Marathon for Apple's iPhone and iPad was released for free (the in-game purchase feature is only used to donate to the developer) on the iTunes App Store in July 2011.
On May 11 2024, the game was released on Steam. [21]
On May 24, 2023, Bungie released a teaser trailer for a reboot of Marathon, set in 2850 and described as a sci-fi PvP extraction shooter. [22] It will be released for the PlayStation 5, Xbox Series X and Series S, and PC. [23]
Duke Nukem 3D is a first-person shooter video game developed by 3D Realms. It is a sequel to the platform games Duke Nukem and Duke Nukem II, published by 3D Realms.
Myth is a series of real-time tactics video games for Microsoft Windows and Mac OS. There are three main games in the series: Myth: The Fallen Lords (1997), Myth II: Soulblighter (1998), and Myth III: The Wolf Age (2001). The Fallen Lords was developed by Bungie, and published by Bungie in North America and Eidos Interactive in Europe. Soulblighter was also developed by Bungie, and was published by Bungie in North America and GT Interactive in Europe. The Wolf Age was developed by MumboJumbo, and co-published by Take-Two Interactive and Gathering of Developers for Windows and by Take-Two and MacSoft for Mac.
The Marathon Trilogy is a science fiction first-person shooter video game series from Bungie, originally released for the Classic Mac OS. The name of the series is derived from the giant interstellar colony ship that provides the main setting for the first game; the ship is constructed out of the Martian moon Deimos. The series is often regarded as a spiritual predecessor of Bungie's Halo series.
Halo: Combat Evolved is a 2001 first-person shooter video game developed by Bungie and published by Microsoft Game Studios for the Xbox, for which it was released on November 15, 2001. The game was ported to Microsoft Windows and Mac OS X in 2003. It was later released as a downloadable Xbox Original for the Xbox 360. Halo is set in the 26th century, with the player assuming the role of Master Chief, a cybernetically enhanced supersoldier. Master Chief is accompanied by Cortana, an artificial intelligence. Players battle aliens as they attempt to uncover the secrets of the eponymous Halo, a ring-shaped artificial world.
Pathways into Darkness is a first-person shooter adventure video game developed and published by Bungie in 1993, for Macintosh personal computers. Players assume the role of a Special Forces soldier who must stop a powerful, godlike being from awakening and destroying the world. Players solve puzzles and defeat enemies to unlock parts of a pyramid where the god sleeps; the game's ending changes depending on player actions.
Free look describes the ability to move a mouse, joystick, analogue stick, or D-pad to rotate the player character's view in video games. It is almost always used for 3D game engines, and has been included on role-playing video games, real-time strategy games, third-person shooters, first-person shooters, racing games, and flight simulators. Free look is nearly universal in modern games, but it was one of the significant technical breakthroughs of mid-1990s first-person perspective games. Many modern console games dedicate one of the several analogue sticks on the gamepad entirely to rotating the view, where as some older console games, when gamepads usually had fewer or only a single D-pad or analogue stick, had a feature where the single D-pad or analogue stick would move the view instead of the character whilst the player held down another button at the same time, often labelled in game as the "look button".
Star Wars: Dark Forces is a first-person shooter video game developed and published by LucasArts. It was released in 1995 for MS-DOS and Macintosh, and in 1996 for the PlayStation. The story is set in the Star Wars expanded universe and begins shortly before the original Star Wars film, before flashing forward to a year after the film's events. The game's protagonist and playable character is Kyle Katarn, a mercenary working on behalf of the Rebel Alliance who discovers the Galactic Empire's secret Dark Trooper Project, which involves the development of a series of powerful new battle droids and power-armored stormtroopers.
Aliens Versus Predator is a 1999 science fiction first-person shooter video game developed by Rebellion Developments and published by Fox Interactive for Microsoft Windows, Mac OS, and Mac OS X. It is a part of the Alien and Predator crossover franchise, Alien vs. Predator. A sequel, Aliens Versus Predator 2, was developed by Monolith Productions and released by Sierra in 2001.
Minotaur: The Labyrinths of Crete is a 1992 role-playing adventure video game for Macintosh by Bungie; produced by Jason Jones and Alex Seropian.
Terminal Velocity is a shooter video game originally developed by Terminal Reality and published by 3D Realms for DOS and Windows 95, and MacSoft for Mac OS. It is an arcade-style flight combat game, with simpler game controls and physics than flight simulators. It is known for its fast, high-energy action sequences, compared to flight simulators of the time.
Marathon 2: Durandal is a first-person shooter video game, part of the science fiction Marathon Trilogy by Bungie. It was released on November 24, 1995. The game is mostly set on the fictional planet of Lh'owon, homeworld of the S'pht, and once again the player takes the role of a shipboard security officer from the Marathon. This is the only game in the series to be officially released for Windows and Xbox 360 XBLA in addition to the Mac. The unofficial Aleph One community enhancement, built on engine source opened by Bungie in 1999, allows the game to be played on many other platforms. The entire game including assets was released for free to the public by Bungie in 2005, now commonly bundled for distribution with Aleph One.
Marathon Infinity is a first-person shooter video game, the third in the science fiction Marathon Trilogy by Bungie. The game was released on October 15, 1996 and included more levels than its predecessor Marathon 2: Durandal. These levels were larger, and formed part of a more intricate plot. Marathon Infinity, unlike Marathon 2, was originally released only for the Apple Macintosh. However, Bungie released the source for Marathon 2 in 1999, allowing the development of the open-source multiplatform Aleph One engine that is also compatible with Infinity. In 2005, Bungie released the trilogy to the public as freeware, allowing the games to be freely downloaded. In 2011, Bungie released the source code for Marathon Infinity itself, preceding an official Aleph One-based port for iOS the next year that is available free.
Jason Jones is an American video game developer and programmer who co-founded the video game studio Bungie with Alex Seropian in 1991. Jones began programming on Apple computers in high school, assembling a multiplayer game called Minotaur: The Labyrinths of Crete. While attending the University of Chicago, Jones met Seropian and the two formed a partnership to publish Minotaur.
Alien Breed 3D is a first-person shooter developed for Amiga by Team17 and distributed by Ocean Software in 1995. It is the fourth installment in Alien Breed franchise, a series of science fiction-themed shooters.
Spectre is a video game for the Macintosh, developed in 1990 by Peninsula Gameworks and published in 1991 by Velocity Development. It is a 3D vector graphics tank battle reminiscent of the arcade game Battlezone. One sequel, Spectre VR, appeared on a number of lists of best video games.
Excalibur: Morgana's Revenge is a first-person shooter video game developed by ExcaliburWorld Software. The game's development has been closely tied to the Marathon and later Aleph One engines, on which it is based. Most recently, the game was expanded and re-released in 2007 for OS X, Microsoft Windows, and Linux using the open-source Aleph One engine.
A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.
Bungie, Inc. is an American video game company based in Bellevue, Washington, and a subsidiary of Sony Interactive Entertainment. The company was established in May 1991 by Alex Seropian, who later brought in programmer Jason Jones after publishing Jones's game Minotaur: The Labyrinths of Crete. Originally based in Chicago, Illinois, the company concentrated on Macintosh games during its early years and created two successful video game franchises called Marathon and Myth. An offshoot studio, Bungie West, produced Oni, published in 2001 and owned by Take-Two Interactive, which held a 19.9% ownership stake at the time.
Alien Breed 2: Assault is a video game in Team17's Alien Breed series and is the second new title in the series since 1996 after Alien Breed Evolution. It was released on Steam, Xbox Live Arcade, and PlayStation Network in 2010. The follow-up Alien Breed 3: Descent was released on 17 November 2010.
Search for the Golden Dolphin is a first person educational adventure video game released in 1999 for Windows 95, Windows 98, and Macintosh. The game was developed, produced, and published by Cinegram Media Inc. in association with the Mystic Seaport museum, as part of Cinegram's Digital Treasures series.
{{cite web}}
: CS1 maint: unfit URL (link){{cite web}}
: External link in |title=
(help)