Marathonis afirst-person shootervideo gamedeveloped and published byBungie,and released in December 1994 for theApple 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 theMarathon.
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 May 11, 2024 |
Genre(s) | First-person shooter |
Mode(s) | Single-player,multiplayer |
Derived from the engine created forPathways into Darknessfrom 1993,Marathonis the first game in a series of three games collectively known as theMarathon Trilogy,which also includes its two sequels,Marathon 2: DurandalandMarathon Infinity,released in 1995 and 1996 respectively. In 1996, Bungie releasedSuper Marathon,a port ofMarathonandMarathon 2to the short-livedApple Bandai Pippinvideo game console.[1]
Bungie released the source code ofMarathon 2in 1999, which enabled the development of an open-source enhanced version of theMarathon 2engine called Aleph One. The game's assets were released by Bungie as freeware in 2005.
Gameplay
editGameplay takes place in a real-time,3D-renderedworld of ceilings and floors of various heights and widths, all viewed from afirst-person perspective.All surfaces in the game aretexture mappedand havedynamic lighting.The player assumes the role of a nameless security officer aboard a large colony ship called theMarathon,constructed from Mars' moonDeimos.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.Marathonalso featuresfree look,allowing the player to use the mouse to fire weapons and rotate their character's view.Marathonwas one of the earliest computer games to employ free look and give the player the ability to look up or down.[2]The game interface includes an overhead map, amotion sensorindicating 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 harmfulmoltenmaterial or coolant, locked doors or platforms that must be activated by remote switches, andpuzzlesthat 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,Marathonhas 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 theMarathon,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 containeaster eggmessages from the game's designers.
Engine
editMarathon's engine, like the Jedi engine featured inStar Wars: Dark Forces,was slightly superior to theDoomengine, but not nearly as advanced as theBuild 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.
Multiplayer
editIn addition to its main single player scenario,Marathonalso features a multiplayerdeathmatchmode that can accommodate eight players on the samelocal 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 wonMarathontheMacworldGame Hall of Fame Award for the best network game of 1995.[3]Lead designer Jason Jones stated that the development ofMarathonwas probably delayed by a month due to time spent playing multiplayer deathmatches.[3]The code for multiplayer was written almost entirely by Alain Roy who reportedly received aQuadra 660AVin compensation for his efforts.[4]According to Jones, the network code ispacket-based and uses theDatagram Delivery Protocolto transfer information between each machine.[5]
Storyline
editMarathonprimarily takes place in 2794 aboard theUESC Marathon,a large Earth colony ship constructed from theMartianmoonDeimos.TheMarathon's mission is to travel to theTau Cetisystem and build a colony on its fourth planet. The player's character is an unnamed security officer assigned to theMarathon.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 runUESC Marathon:Leela, Durandal, and Tycho.
At the start of the game, the player character is aboard a shuttle returning from the colony toMarathonwhen an alien ship attacks the system. The officer makes his way toMarathonto find that the aliens used anelectromagnetic pulseto 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 vitalMarathonsystems while sending a warning message to Earth, but in turn Durandal has the Pfhor send more forces to attack theMarathon,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 largecybernetic organismthat 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 theMarathon.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 aboardMarathonbefore assessing the full damage that has been done.
Reception
editPublication | Score |
---|---|
AllGame | [6] |
Next Generation | [7] |
TouchArcade | [8] |
MacUser | [9] |
The demo was released on November 23, 1994[10]and the full version was released on December 21, 1994.
Marathonwas a commercial success. At the time, Alex Seropian of Bungie said that "the customer demand forMarathonis ten-fold than it was forPathways,"leading to supply shortages.[11]The game reached sales above 100,000 units before the release ofMarathon 2.[12]It ultimately surpassed 150,000 sales by October 1995.[13]As with all Bungie titles beforeHalo: Combat Evolved,its lifetime sales were still below 200,000 units by 2002.[14]
Next Generationreviewed the Macintosh version of the game, rating it four stars out of five, and said that "this comes highly recommended".[7]MacUsernamedMarathonthe best action game of 1995, ahead ofDoom II.[15]
In 1996,Computer Gaming WorldnamedMarathonthe 64th best game ever. The editors wrote: "This 3D action-fest was a big reason all the Mac users kept saying 'DOOM what?'"[16]
In a retrospective review,Allgameeditor Lisa Karen Savignano gave Marathon a positive review, drawing comparisons toDoomandDuke Nukem.Savignano stated "If you like rocking and rolling, shooting and dodging, this game is for you".[6]
Legacy
editGaming historians have referred toMarathonas the Macintosh's answer to the PC'sDoom,i.e. a first person shooterkiller app.[17]In 2012,Timenamed it one of the 100 best video games ever released.[18]
In 1996, Bungie completed a port ofMarathontoApple'sshort-livedPippinvideo game console. The port was released as part ofSuper Marathon,a compilation ofMarathonandMarathon 2: Durandalwhich was published and distributed byBandairather than Bungie themselves.[1]Super Marathonbears the distinction of being the first console game developed by Bungie, predatingOniandHalo: Combat Evolved.[19]
In 1999, Bungie released the source code ofMarathon 2,which enabled the development of an open-source enhanced version of the Marathon 2 engine calledAleph One.Though initially onlyM1A1(a "total conversion"toM2's engine) could be used to play the firstMarathon,Aleph One eventually gained nativeM1asset support. Aleph One allowsMarathonto 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 theHalofranchise. 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 ofMarathonfor Apple'siPhoneandiPadwas released for free (thein-game purchasefeature is only used to donate to the developer) on the iTunes App Store in July 2011.
On May 24, 2023, Bungie released a teaser trailer for a reboot ofMarathon,set in 2850 and described as asci-fiPvPextraction shooter.[20]It will be released for thePlayStation 5,Xbox Series X and Series S,and PC.[21]
References
edit- ^abRosenberg, Alexander M. (August 3, 1998)."Marathon's Story".marathon.bungie.org.
- ^Farkas, Bart; et al. (Breen, Christopher) (1995).The Macintosh Bible Guide to Games.Peachpit Press. pp. 324, 332.ISBN0201883813.
- ^ab"Marathon Scrapbook".Marathon.bungie.org.Retrieved2015-08-18.
- ^"Bungie Sightings: Alain Roy Interview".Bs.bungie.org. 2003-04-07.Retrieved2015-08-18.
- ^McCornack, Jamie;Ragnemalm, Ingemar;Celestin, Paul (1995).Tricks of the Mac Game Programming Gurus.Hayden Books.p. 205.ISBN1-56830-183-9.
- ^abSavignano, Lisa Karen."Marathon (Macintosh)".AllGame.Archived from the original on December 11, 2014.RetrievedSeptember 28,2015.
{{cite web}}
:CS1 maint: unfit URL (link) - ^ab"Finals".Next Generation.No. 7.Imagine Media.July 1995. p. 75.
- ^Nelson, Jared (July 7, 2011)."Bungie's Classic Mac FPS 'Marathon' Launches for Free in the App Store".TouchArcade.RetrievedJune 2,2021.
- ^LeVitus, Bob (December 1995)."The Game Room".MacUser.Archived fromthe originalon January 22, 2000.RetrievedMarch 24,2020.
- ^Sinclair, Hamish (Jan 15, 2012)."Marathon Demo v0.0".Bungie.org.RetrievedJuly 19,2023.
- ^"Tricks of the Mac Game Programming Gurus".Archivedfrom the original on 2022-10-24.Retrieved2023-03-05.
- ^Deniz, Tuncer."Sneak Peek:Marathon 2".Inside Mac Games.Archivedfrom the original on March 22, 2002.
- ^Baltic, Scott (October 5, 1995). "Game duo prepares for a 'Marathon' run".Crain's Chicago Business.18(41): 20.
- ^Takahashi, Dean (April 23, 2002).Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution.Prima Lifestyle.pp.238.ISBN0-7615-3708-2.
- ^Myslewski, Rik (March 1996). "The Eleventh Annual Editors' Choice Awards".MacUser.12(3): 85–91.
- ^Staff (November 1996). "150 Best (and 50 Worst) Games of All Time".Computer Gaming World.No. 148. pp. 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
- ^"Marathon 2".Next Generation.No. 13.Imagine Media.January 1996. p. 116.
- ^Grossman, Lev(November 15, 2012)."All-TIME 100 Video Games".Time.Archived fromthe originalon July 24, 2013.
- ^Moss, Richard (March 24, 2018)."The Mac gaming console that time forgot".Ars Technica.RetrievedSeptember 17,2018.
- ^"Marathon | Overview".destinythegame.Retrieved2023-05-24.
- ^"https://twitter /MarathonTheGame/status/1661481650356912131?s=20".Twitter.Retrieved2023-05-24.
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:External link in
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- ^Webster, Andrew (2024-05-10)."Bungie's classic sci-fi shooter Marathon is now free on Steam".The Verge.Retrieved2024-10-05.
External links
edit- Marathon Trilogy Box Set,a site with downloadable copies of the original MacintoshMarathongames.
- MarathonOpen Source Project,home of the open-source Aleph One engine, which also hosts copies of the Marathon games bundled with Aleph One for modern computers.