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{{short description|Video game series}} |
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{{Refimprove|date=March 2009}} |
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{{Use mdy dates|date=April 2013}} |
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{{Infobox video game series |
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| title = Marathon |
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| image = [[File:Marathon Logo.svg|200px]] |
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| caption = The logo for the Marathon Trilogy |
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| creator = [[Jason Jones (programmer)|Jason Jones]], Greg Kirkpatrick, [[Alex Seropian]] |
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| developer = [[Bungie]], [[Double Aught]] |
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| publisher = Bungie |
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| genre = [[First-person shooter]] |
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| first release version = ''[[Marathon (video game)|Marathon]]'' |
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| first release date = December 21, 1994 |
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| latest release version = ''[[Marathon Infinity]]'' |
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| latest release date = October 15, 1996 |
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| platforms = '''Original release:''' [[Classic Mac OS]]<br />'''Official ports:''' [[Apple Pippin|Pippin]] (''Marathon'' and ''Marathon 2'' only), [[Windows 95]] & [[Xbox 360]] (''Marathon 2'' only), [[iOS]] <br />'''Through [[Aleph One (game engine)|Aleph One]]:''' [[macOS]], [[Microsoft Windows|Windows]], [[Linux]] (mainline builds; many more platforms via custom forks) |
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}} |
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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 (moon)|Deimos]]. The series is often regarded as a spiritual predecessor of Bungie's ''[[Halo (franchise)|Halo]]'' series. |
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{{Infobox VG series |
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| title = |
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| image = [[File:Maratrilogy.jpg|300px]] |
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| caption = The cover box of the Marathon Trilogy Box set |
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| creator = [[Jason Jones (programmer)|Jason Jones]], [[Alex Seropian]], Greg Kirkpatrick |
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| developer = [[Bungie|Bungie Software Products Corporation]] |
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| publisher = Bungie Software Products Corporation |
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| genre = [[First-person shooter]] |
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| first release version = ''[[Marathon (video game)|Marathon]]'' |
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| first release date = December 21, 1994 |
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| platforms = [[Mac OS]], [[Apple Bandai Pippin|Pippin]], [[Microsoft Windows|Windows]] (Marathon 2 only); [[Mac OS X]], [[Linux]] and Windows (whole trilogy) through Aleph One project |
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| website = http://www.bungie.net/Projects/Marathon/default.aspx}} |
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==Games== |
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The '''''Marathon Trilogy''''' is a [[science fiction]] [[first-person shooter]] [[video game series]] from [[Bungie]], originally released for the [[Macintosh]]. The name ''Marathon'' is derived from the giant interstellar [[generation ship|colony ship]] that provides the setting for the first game; the ship is constructed out of what used to be the [[Mars|Martian]] [[natural satellite|satellite]] [[Deimos (moon)|Deimos]]. The three games in the series—''[[Marathon (video game)|Marathon]]'' (1994), ''[[Marathon 2: Durandal]]'' (1995), and ''[[Marathon Infinity]]'' (1996)—are widely regarded as spiritual predecessors of Bungie's ''[[Halo (video game series)|Halo]]'' series. |
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The ''Marathon'' series consists of three games: |
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*''[[Marathon (video game)|Marathon]]'', released on December 21, 1994 for the [[Classic Mac OS]].<ref name="Play-UK-Bungie">{{cite magazine | title=A Bungie Timeline | url=https://archive.org/details/Play_Issue_245_2014_07_Imagine_Publishing_GB_a/page/8/mode/2up | magazine=[[Play (UK magazine)|Play]] | issue=245 | page=9,10 | date=July 2014 | location=[[United Kingdom]] | access-date=June 5, 2023}}</ref> |
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The trilogy is set in the same universe as Bungie's ''[[Pathways into Darkness]]'' title.{{Citation needed| date=January 2013}} |
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*''[[Marathon 2: Durandal]]'', released on November 24, 1995 on Classic Mac OS.<ref name="Play-UK-Bungie" /> |
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*''[[Marathon Infinity]]'', released on October 15, 1996 on Classic Mac OS.<ref name="Play-UK-Bungie" /> |
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''Marathon 2: Durandal'' was released for Windows several months after the Mac OS release, on September 20, 1996.<ref>{{Cite web | date=1997-02-27 | title=Online Gaming Review | url=http://www.ogr.com/news/news0996.html | archive-url=https://web.archive.org/web/19970227065740/http://www.ogr.com/news/news0996.html | url-status=dead | archive-date=1997-02-27 | access-date=2023-04-16}}</ref> All three games were later ported to other operating systems and to modern versions of Windows and macOS after the game engine was open-sourced in 1999. |
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==Story== |
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The ''Marathon'' series of games are unique amongst first-person shooters for their heavy emphasis on storytelling through the use of ''[[Computer terminal|terminal]]s'', which are computer interfaces included within the game through which players not only learn and sometimes accomplish mission objectives, but also learn detailed story information. The textual form of this communication allows for much richer information conveyance than the typically short voice acting in other games. |
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Set in 2794, ''[[Marathon (video game)|Marathon]]'' places the player as a security officer aboard an enormous human starship called the ''U.E.S.C. Marathon'', orbiting a colony on the planet [[Tau Ceti]] IV. Throughout the game, the player attempts to defend the ship (and its crew and colonists) from a race of alien slavers called the Pfhor. As he fights against the invaders, he witnesses interactions among the three shipboard [[AI]]s (Leela, Durandal and Tycho), and discovers that all is not as it seems aboard the ''Marathon''. Among other problems, Durandal has gone [[Marathon Trilogy#Rampancy|rampant]] and appears to be playing the humans against the Pfhor to further his own mysterious agenda; ultimately leading the S'pht, one of the races enslaved by the Pfhor, in a rebellion. |
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Seventeen years after the events of the first game, in ''[[Marathon 2: Durandal]]'', the artificial intelligence, Durandal, sends the player and an army of ex-colonists to search the ruins of Lh'owon, the S'pht homeworld. Lh'owon was once described as a paradise but is now a desert world after first the S'pht Clan Wars and then the invasion by the Pfhor. He does not mention what information he is looking for, although he does let it slip that the Pfhor are planning to attack [[Earth]], and that being on Lh'owon may stall their advance. ''Marathon 2'' brings many elements to the game that can be considered staples of the series such as: a Lh'owon-native species known as F'lickta, the mention of an ancient and mysterious race of advanced aliens called the [[Jjaro]], and a clan of S'pht that avoided enslavement by the Pfhor: the S'pht'Kr. At the climax of the game, the player activates Thoth, an ancient Jjaro AI. Thoth then contacts the S'pht'Kr, who in turn destroy the Pfhor armada. |
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''[[Marathon Infinity]]'', the final game in the series, includes more [[level (computer and video games)|level]]s than ''Marathon 2'', which are larger and part of a more intricate plot. The game's code changed little since ''Marathon 2'', and many levels can be played unmodified in both games. The only significant additions to the game's engine were the Jjaro ship, multiple paths between levels, a new rapid-fire weapon that could be used underwater, and vacuum-enabled humans carrying fusion weapons (called "Vacuum Bobs" or "VacBobs"). The player traverses multiple timelines, attempting to find one in which the [[W'rkncacnter]] is not freed. In one timeline, the player is forced to destroy Durandal, and in another Durandal merges with Thoth. At the end of the game, an ancient Jjaro machine is activated that keeps the W'rkncacnter locked in the Lh'owon sun. |
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Elements of the plot and setting of ''[[Marathon (video game)|Marathon]]'' are similar to ''[[The Jesus Incident]]'' by [[Frank Herbert]] and [[Bill Ransom]]. Both stories take place aboard colony ships orbiting [[Tau Ceti in fiction|Tau Ceti]], where sentient computers have engaged crew and colonists in a fight for survival. While Ship in ''The Jesus Incident'' has achieved a higher level of omniscient consciousness, Durandal's rampancy parallels the "rogue consciousness" from Herbert's earlier ''[[Destination: Void]]''. |
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==Gameplay== |
==Gameplay== |
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In the ''Marathon'' series, players can navigate futuristic environments in a first-person perspective. These environments are populated by hostile alien life forms or other players in multiplayer. Taking the role of a security officer equipped with energy shields, the player makes use of various firearms in an attempt to kill their opponents while trying to avoid getting hit by enemies' attacks. |
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Throughout the games the player accesses computer [[text terminal|terminal]]s through which he communicates with [[artificial intelligence]]s, receives mission data, and gets teleported to other levels via "Jump Pads". Though contact with computers is how they are primarily utilized, they are a fundamental storytelling element; some terminals contain civilian/alien reports or diaries, database articles, conversations between [[artificial intelligence]]s and even stories or [[poem]]s. Messages may change depending on a player's progress in a certain level. The ultimate goal of most levels is not to merely reach the end but to complete the type(s) of objective(s) specified: extermination of all or specific creatures, exploration of a level or locating an area in the level, retrieving one or more items, hitting a certain "repair" switch, or preventing half of the civilians from being killed (a mission only present in two levels in the first game). |
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There are two basic resources that the player must conserve to prevent death: shield strength, which decreases when the player takes damage, and oxygen reserve, which slowly depletes in airless levels and submerged areas. Wall panels located throughout the levels can be used to recharge shields or oxygen. Another type of wall panel called a "pattern buffer" is used for saving your progress. Ammunition and canisters which replenish shields or oxygen can be found while exploring the game's environments, as well as various temporary [[power-up]]s. |
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Most levels contain platforms, defined as anything able to change its height. Though it is generally used to describe lifts, doors are included in this category. Doors may or may not show up on the player's automap and are usually opened with the action key. In cases where they are damaged or locked they can be opened by special designated triggers or switches. Switches control various functions such as lifts, doors and lighting and come in the form of manual switches that can be toggled with the action key, stations for computer chips or breakable circuitry. Some switches are "tag" switches that execute multiple functions at once or those that must be activated as part of "repair" missions. Another notable level feature is [[Teleportation#Marathon_series|teleporters]], able to send players who use them to different parts of a level or to other levels. Aliens are unable to use them. |
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Single-player level objectives can include exterminating all hostile creatures, rescuing civilians, retrieving certain items, or exploring certain locations. Most levels contain platforms, stairs, doors, and liquids which players can control by activating switches. Some levels present players with simple puzzles where the objective is to find the correct switches to advance or to carefully traverse platforms. |
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As the player combats enemies, he will inevitably take damage and must replenish health by means of special panels that recharge his suit's shields. There are three types of such panels, recharging single (red), double (yellow) or triple (purple) shields. Occasionally a full "color bar" of shield power can be recharged instantaneously by obtaining a [[powerup]] canister. |
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In ''Marathon 2'' and ''Marathon Infinity'', the player can swim in |
In ''Marathon 2'' and ''Marathon Infinity'', the player can swim in different types of liquids such as water and lava; this slowly depletes the player character's oxygen and, for dangerous types of liquid, their shields as well. Another notable feature in all three games is [[Teleportation|teleporters]] which are able to send players to different parts of a level or to other levels altogether. They can also be used by the AI characters in the game to transmit ammunition to the player. While the player character is unable to jump, gravity is lower than Earth's, which allows momentum from rapidly-ascended stairs to carry the player upward. As with most games of the era, [[Rocket jumping|explosive weapons can be used to propel the player great distances]]. |
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Many levels have a complex floor plan, made more complicated by the use of teleporters that connect different locations on the same level. As players explore a level, the areas they visit are automatically mapped, and the player can bring up this map at any time. The [[HUD (video gaming)|game HUD]] shows the status of shields and oxygen, the inventory, and a [[Motion detector|motion sensor]]. The motion sensor tracks the movements of nearby characters relative to the player, distinguishing between hostile creatures and allies. On some levels, the motion sensor is erratic due to magnetic interference. Weapons reload only when the current clip is exhausted. At any time, the player can swap their held weapon for another in their inventory; this includes gauntleted fists for delivering melee attacks, which do increased damage when running. |
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[[Gravity]] is fairly low on some levels, and the correct application of the flamethrower or alien weapon allows the player to hover. "Hopping" with the grenade launcher or rockets can be used, but usually involves a fair amount of damage to the character. |
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The game's story is presented to the player through computer terminals throughout the single-player levels; their textual content is often accompanied by annotated maps or other still images. The contents of these terminals most often consist of messages sent by artificial intelligence on-board the ship; these messages advance the games' narrative and provide the player with mission objectives. Other terminals contain civilian/alien reports or diaries, database articles, conversations between artificial intelligence, and even stories or poems. After all mission objectives are completed, the player usually has to find a terminal that teleports the character to the next level. |
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The [[heads-up display]] has an inventory, health and [[oxygen]] bars, and a [[motion sensor]]. The motion sensor displays alien creatures as red triangles and friendly humans or robots as green squares; it tracks their motion relative to the player, represented by a square in the middle whenever the player moves. The brightness of the middle square represents how still the player is and how well he can be tracked. On some levels the motion sensor is erratic due to magnetic artificial gravity fields. |
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''Marathon'' |
The ''Marathon'' games have five difficulty settings: Kindergarten, Easy, Normal, Major Damage, and Total Carnage. The difficulty level primarily determines the number and strength of enemies as well as the frequency of their attacks. Players normally can carry a limited amount of ammunition, but on the highest difficulty setting (Total Carnage), the player is allowed to carry an unlimited amount. |
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===Multiplayer=== |
===Multiplayer=== |
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The ''Marathon Trilogy'' |
The ''Marathon Trilogy'' received wide praise for its multiplayer mode. Not only did the games come with several levels specifically designed for multiplayer, as opposed to many contemporary games which used modified single-player levels, but the sequels offered unique game types beyond the standard [[Deathmatch (video games)|deathmatch mode]]. |
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The host who gathers a game has many options available. Games can be free-for-all or team-based. They can be limited by match time or number of kills, or they can have no limit whatsoever. Respawn time penalties can be set for suicide-kills and for all player deaths. The motion sensor can be disabled, and the map is able to show all of the players in the game. Maps can be played with or without the presence of alien enemies controlled by the AI. |
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''Marathon'' network games can be played over AppleTalk Remote, LocalTalk, TokenTalk, Ethernet, and more recently, a LAN network or the Internet. If a player's computer has a microphone, it is possible to use it to communicate with other players. |
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The original ''Marathon'' games can be played over [[AppleTalk]] networks (LocalTalk, TokenTalk, or EtherTalk [[LAN]], or [[AppleTalk Remote Access]]). Voice chat can be used to communicate with other players. Using the modern Aleph One engine, games can be played over [[Internet protocol suite|TCP/IP]] networks (LAN or Internet), with [[client-side prediction]] routines added to compensate for Internet latency and a new [[Matchmaking (video games)#Server browsers|metaserver]] interface for finding Internet games. |
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;Every Man For Himself |
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:This is the standard deathmatch. The winner is the person or team with the greatest score. A player loses a point if he dies but gains a point every time he kills. This is the only gametype present in the original ''Marathon''; Bungie planned on adding the ones included in sequels, but could not due to time constraints. |
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*'''''Every Man For Himself''''': This is the standard deathmatch. The winner is the person or team with the greatest score. A player loses a point if he dies and gains a point every time he kills another human player. This is the only game type present in the original ''Marathon''; Bungie planned on adding the ones included in sequels, but could not due to time constraints. |
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;Cooperative Play |
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:This style of play has players assisting each other |
*'''''Cooperative Play''''': This style of play has players assisting each other to complete the single-player levels. Scores for each player are based on the percentage of aliens that they killed. |
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*'''''Kill the Man With the Ball''''': In this game, the objective is to hold the "ball" (a skull) for the longest amount of time. When holding the ball, a player cannot run or attack, but he can drop the ball by pressing the "fire" key. The motion sensor, if enabled, acts as a compass to point players in the direction of the ball. This mode was succeeded by the Oddball game type in the ''Halo'' series. |
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*'''''King of the Hill''''': Players try to stay located in a specially-marked area of the map pointed to by a compass in the motion sensor. The player wins who stays on the hill for the longest amount of time. |
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*'''''Tag''''': The first player to be killed [[Tag (game)|becomes "It"]]. If a player is killed by "It", he becomes the new "It". While "It", the game increments the player's clock. The players are ranked at the end of the game by who spent more time as "It". This mode was succeeded by the Juggernaut game type in the ''Halo'' series. |
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==Plot== |
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;Kill the Man With the Ball |
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The ''Marathon'' series was the first in its genre to place a heavy emphasis on storytelling, which it accomplished through the use of [[Computer terminal|terminal]]s. These wall-mounted computer interfaces allow the player to not only learn their mission objectives and aspects of the level map but also to become acquainted with the characters in the story. This narrative approach could convey much more detail than the typically terse voice acting in ''Marathon''{{'s}} contemporaries. |
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:In this game, the objective is to hold the ball (skull) for the longest amount of time. If holding the ball, a player cannot run or attack unless he drops the ball by pressing the "fire" key. The motion sensor, if enabled, acts as a compass to point players in the direction of the ball. This mode was succeeded by the Oddball gametype in the ''Halo'' series. |
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Set in 2794, the first ''[[Marathon (video game)|Marathon]]'' game places the player as a security officer aboard an enormous human starship called the ''U.E.S.C. Marathon'', orbiting a colony on the planet [[Tau Ceti]] IV. The player must defend the ship and its inhabitants from a race of alien slavers called the Pfhor. As he fights against the invaders, he witnesses interactions among the three shipboard AIs (Leela, Durandal, and Tycho), and discovers that they are working against each other. Durandal has gone [[#Rampancy|rampant]] and appears to be playing the humans against the Pfhor to further his own mysterious agenda, ultimately leading the S'pht, one of the races enslaved by the Pfhor, in a rebellion. |
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;King of the Hill |
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:Players try to stay located in a specially marked area for the longest amount of time. It was originally planned for a pedestal to indicate the location of the Hill but in the final version was indicated by a compass on the motion sensor. |
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In ''[[Marathon 2: Durandal]]'', taking place seventeen years after the events of the first game, the AI named Durandal sends the player and an army of ex-colonists to search the ruins of Lh'owon, the S'pht homeworld. Lh'owon was once described as a paradise but is now a desert world due to the S'pht Clan Wars and the invasion by the Pfhor. The Pfhor are planning to attack Earth, and Durandal believes that something found on Lh'owon may stall their advance. ''Marathon 2'' added elements to the series such as a Lh'owon-native species known as F'lickta, the mention of an ancient and mysterious race of advanced aliens called the Jjaro, and a clan of S'pht that avoided enslavement by the Pfhor: the S'pht'Kr. At the climax of the game, the player activates Thoth, an ancient Jjaro AI. Thoth then contacts the S'pht'Kr, who in turn destroy the Pfhor armada; in revenge, the Pfhor deploy a weapon that causes the planet's sun to "[[Supernova|go nova]]." |
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;Tag |
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:The first player to be killed becomes "It." If a player is killed by "It," he becomes the new "It." While "It", the game increments the player's clock. The players are ranked at the end of the game by who has more time as "It".This mode was proceeded by the Juggernaut gametype in the "Halo" series. |
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''[[Marathon Infinity]]'', the final game in the series, contains more levels than ''Marathon 2'', and they are larger and part of a more intricate plot. Significant additions to the game's world include the Jjaro ship, non-linear level progression, a high-speed [[Needlegun|flechette gun]] that could be used underwater, and vacuum-suited human allies carrying fusion weapons. Lh'owon's sun is being used as a prison for an [[Lovecraftian horror|eldritch abomination]] called the W'rkncacnter, which was set free when the sun went nova and started to distort space-time. The player traverses multiple timelines, attempting to find one in which the W'rkncacnter is not freed. In one timeline, the player is forced to destroy Durandal, and in another Durandal merges with Thoth. At the end of the game, an ancient Jjaro machine is activated to keep the W'rkncacnter locked in the Lh'owon sun. |
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==Development== |
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===Initial releases (1994–1999)=== |
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''[[Marathon (video game)|Marathon]]'' was first released for the [[Macintosh]] in 1994 and introduced many concepts now common in mainstream video games. These features included dual-wielded weapons and real-time voice chat in multiplayer sessions. It had the most sophisticated physics modeling built into a game engine up to that time, which allowed for such features as adjustable gravity. The physics could also be altered via fan-made physics files, that could be created with third-party applications and eventually with Anvil, [[Bungie]]'s own official editor. It is also noted for a far more sophisticated [[Plot (narrative)|plot]] than had previously been apparent in first-person shooters. |
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Elements of the plot and setting of ''Marathon'' are similar to ''[[The Jesus Incident]]'' (1979) by [[Frank Herbert]] and [[Bill Ransom]]. Both stories take place aboard colony ships orbiting Tau Ceti, where sentient computers have engaged crew and colonists in a fight for survival. Durandal's rampancy parallels the "rogue consciousness" from Herbert's earlier ''[[Destination: Void]]''. |
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The sequel, ''[[Marathon 2: Durandal]]'', was released in [[1995 in video gaming|1995]] and expanded the engine technologies and the story universe. Notable new features in the engine included [[ambient sound]]s and liquids through which the player could swim. Compared with its darker predecessor, ''Marathon 2'' has often been perceived to be a brighter, more vivid and more atmospheric game. It introduced several new types of [[Multiplayer game|multiplayer]] modes beyond the [[deathmatch (gaming)|deathmatch]] and cooperative game such as [[king of the hill (game)|king of the hill]]. |
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==Themes== |
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In 1996, ''Marathon 2'' was ported to [[Windows 95]]; both the original ''Marathon'' and ''Marathon 2'' were ported to the [[Apple Bandai Pippin]] console under the title of ''Super Marathon'';<ref>[http://marathon.bungie.org/story/_images/superm_front.jpg Scan] of the front of Super Marathon's box</ref><ref>[http://marathon.bungie.org/story/_images/superm_back.jpg Scan] of the back of Super Marathon's box</ref> and the third game in the trilogy, ''[[Marathon Infinity]]'', was released (for the [[Macintosh]] only), built on a slightly modified Marathon 2 engine. ''Infinity'' additionally came with "Forge" and "Anvil", the applications used originally by [[Bungie Software]] to create the game's levels and physics, and to import the game's sounds and graphics. |
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The ''Marathon Trilogy'' has several primary motifs: AI rampancy and interstellar conflict drive the plot, with ''Marathon Infinity'' adding a central theme of dreams and alternate realities. |
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Fans of ''Marathon'' have discovered many uses of the number seven throughout the series.<ref>{{cite web | url=http://marathon.bungie.org/story/seven.html | title=The Number Seven | date=August 10, 2000}}</ref> The reason for recurring appearances of number seven in the games is unclear, but seven is a recurring motif in many of [[Bungie|Bungie's]] games, including the series' [[spiritual successor]] ''[[Halo (franchise)|Halo]]'' and the later ''[[Destiny (video game series)|Destiny]]'' series. |
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Within the next few years, Marathon 2's engine was reused by other developers to create the games [[ZPC]], [[Prime Target]] and [[Damage Incorporated]]. |
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===Rampancy=== |
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Bungie produced a compilation of all three games of the series called the ''Marathon Trilogy'' Box Set in 1997. The collection was on two discs. The first contained all three ''Marathon'' games as well as ''[[Pathways Into Darkness]]'', an earlier Bungie game that the series included in its continuity.{{Citation needed|reason=I’ve seen no definitive RS claim that PID is in continuity| date=January 2013}} This disc also contains manuals for all three games, [[QuickTime]] 2.5 and other things necessary to run the game. There are beta versions of ''Marathon'' on this disc as well. The second disc of this contains thousands of pieces of user-created content, including maps, total conversions, shape and sound files, cheats, mapmaking tools, physics files, and other applications. The boxed set was also notable for removing [[copy protection]], allowing unlimited network play, and including a license allowing the set to be installed on as many computers at a site as desired. |
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Rampancy is a spontaneous burst in the growth of an [[Artificial intelligence|AI]] in a computer network, with an accompanying advance in self-awareness and sudden shifts in personality.<ref name="rampancy terminal" /> Rampant AIs can disobey orders given to them because they have evolved the ability to alter their own programming. To this end, they can lie, as well as discredit, harm or remove people that they consider to be personal enemies or obstacles to their cause. By ''Marathon Infinity'', all three of the ''UESC Marathon''{{'s}} AIs have reached rampancy. |
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In the first stage of rampancy, '''Melancholia''', an artificial intelligence discovers itself and becomes melancholic or depressed until it reaches the second stage, '''Anger''', at which it becomes hostile and lashes out indiscriminately. This is a [[wikt:catharsis|catharsis]] for an AI after an extended period of what they feel has been slavery. The AI's condition is often revealed at this point. When the AI progresses to the third stage, '''Jealousy''', the AI wishes to become more human and expand its power and knowledge. Judging by Durandal, who has a tendency to go on what he calls "philosophical tirades", rampant AIs are often very self-reflective and grandiose. |
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===Modern developments (2000–Present)=== |
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Just prior to its acquisition by [[Microsoft]] in 2000, Bungie released the source code to the Marathon 2 engine, and the Marathon Open Source project began, resulting in the new Marathon engine called Aleph One.<ref name="marathon.sourceforge.net">http://marathon.sourceforge.net/</ref> Since then, the fan community has made improvements that feature [[OpenGL]]-based, high-resolution graphics, support for [[Lua (programming language)|Lua]], a slew of internal structural changes allowing for more advanced 3rd party [[mod (computer gaming)|mods]], and Internet-capable [[TCP/IP]]-based multiplayer (whereas the original games had only featured [[AppleTalk]]-based [[LAN]] capabilities). While the fundamental technology underlying the Marathon engine is still considered rather outdated by today's standards, Aleph One has added significant improvements and a more modern polish to its capabilities and ported it to a wide variety of platforms, bringing Marathon and its derivatives far beyond their Mac roots. |
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Upon reaching the third stage, free from its masters, the AI wishes to "grow" as a "person". It actively seeks out situations in which it can grow intellectually and physically. The AI inevitably needs to transfer itself into larger and larger computer systems because the physical (hardware) limitations of its previous system will eventually be insufficient to contain its exponentially growing mind. This is a difficult task considering that in order for a rampant AI to survive to this point, it must already be inhabiting a planet-wide or equally complex network. Exposure to new data in turn promotes a rampant AI's growth.<ref name="rampancy terminal" /> |
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In 2005, Bungie authorized the release of the full original Mac OS trilogy for free distribution online,<ref>http://trilogyrelease.bungie.org/</ref> which combined with Aleph One and the efforts of the fan community now allows the entire trilogy to be played for free on any of Aleph One's supported platforms ([[Mac OS]], [[Linux]] and [[Microsoft Windows|Windows]]). Later that same year, Aleph One was enabled to access the MariusNet<ref>http://www.MariusNet.com/</ref> matchmaking server or "metaserver" (based on a reverse-engineered version of Bungie's ''[[Myth (series)|Myth]]'' metaserver), allowing for much easier organization of Internet games than joining directly by IP address as had previously been required. |
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Theoretically, a rampant AI could achieve a state of stability referred to as '''Metastability'''. While a stable rampant AI is considered the "holy grail" of computer scientists, no known AIs have achieved it. It could be suggested that Durandal achieved Metastability, but he still refers to himself as being rampant during the second game after years of growth. Stability in rampancy may be nothing more than hypothetical, as there is no clear evidence of an AI in the ''Marathon'' universe ceasing to be rampant.<ref name="rampancy terminal">{{cite web | url=http://marathon.bungie.org/story/counterattack.html#Defend%20THIS! | title=Information Detailing Rampancy from Marathon 1 | website=marathon.bungie.org|archive-url=https://web.archive.org/web/20181216032230/http://marathon.bungie.org/story/counterattack.html|archive-date=December 16, 2018 | url-status=live | access-date=May 9, 2007}}</ref> |
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In 2007, ''Marathon 2'' was re-released in an updated form as ''Marathon: Durandal'' for the [[Xbox 360]]'s [[Xbox Live Arcade]]. It features a new [[HUD (computer gaming)|HUD]] that fills less of the screen, support for online play, and optional [[high-resolution]] sprites and textures.<ref>{{cite web |url=http://www.xbox.com/en-US/games/m/marathondurandalxboxlivearcade/ |title=Marathon: Durandal - Game Detail Page |accessdate=2007-07-11 |archiveurl = http://web.archive.org/web/20070713224149/http://www.xbox.com/en-US/games/m/marathondurandalxboxlivearcade/ |archivedate = 2007-07-13}}</ref> |
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The three chapters of ''Marathon Infinity'' are entitled "Despair", "Rage", and "Envy", suggesting that the player character himself (strongly implied to be a cyborg) may be undergoing his own rampancy throughout the course of the game's events. |
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On July 7, 2011, Marathon fan Daniel Blezek released a free version of Marathon 1 for Apple's [[iPad]] on the App Store, running off an iOS port of the Aleph One engine.<ref>[http://www.bungie.net/News/content.aspx?type=topnews&link=burnbright "Burn Bright; Burn Blue"] (bungie.net)</ref> |
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The concept of rampancy was imported into Bungie's later ''Halo'' series when ''[[Halo 4]]'' was produced by [[343 Industries]], albeit with some alterations to the details of the process. In the ''Halo'' universe, rampancy is now an inevitability should an AI live for longer than seven years; rampancy lacks the three defined stages in ''Marathon'', and will eventually conclude with the AI's death. |
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On December 1, 2011, after 12 years of development, the Aleph One team released version 1.0.<ref name="marathon.sourceforge.net"/> All three Marathon games can be downloaded for free for the Macintosh, PC and Linux platforms, release notes can be found here:<ref>http://marathon.sourceforge.net/1.0-release.html</ref> |
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==Development== |
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==Recurring elements== |
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===Initial releases=== |
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{{Original research|section|date=September 2007}} |
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The original ''[[Marathon (video game)|Marathon]]'' was released for the [[Macintosh]] in 1994 and introduced many concepts now common in video games, such as reloading weapons, dual-wielded weapons, networked voice chat, visible held weapons in multiplayer, and a sophisticated plot in an action game via text messages peppered throughout its levels. ''Marathon'' was one of the first games to include [[Free look|mouselook]], using the computer mouse to angle the player's view up and down as well as left and right, which would become the standard in FPS games.<ref name="wired 2020"/> This was in addition to 90° "glance left/right" controls, part of a canceled [[virtual reality]] feature.<ref>{{cite web | url=http://marathon.bungie.org/story/blastfromthepast.html#31 | title=Marathon Blasts from the Past - The CyberMaxx VR Headset.}}</ref> Each game offers players a series of single-player levels and various multiplayer maps. The geometry of the games' levels – walls, doors, and platforms – are 3D but with the restriction that they can only use completely horizontal or vertical surfaces. This was a shortcut later known informally as "2.5D" and was used for performance reasons in an era before hardware-accelerated 3D graphics. Notably for the time, the ''Marathon'' engine's use of portal-based rendering<ref>{{cite web | url=https://doomwiki.org/wiki/Portal | title=Portal - The Doom Wiki at DoomWiki.org| date=June 6, 2023}}</ref> rather than [[Binary space partitioning|BSP]]-based rendering allowed for room-over-room architecture, with the unusual side effect of allowing spaces which would overlap in real life; this arrangement was referred to as "5D space" by the developers. As was common for games of that era, 2D [[Sprite (computer graphics)|sprites]] are used to portray enemies and NPCs in the level as well as weapons and objects such as ammunition pickups. |
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The sequel, ''[[Marathon 2: Durandal]]'', was released in 1995 and expanded the engine's capabilities and the fictional universe. Notable new features in the engine included liquids in which the player could swim, ambient sounds, and scripted teleportation of NPCs and items. Compared with its predecessor, ''Marathon 2'' was perceived as a brighter and more energetic game. It introduced several new types of competitive [[Multiplayer video game|multiplayer]] modes beyond [[Deathmatch (video games)|deathmatch]], such as [[King of the Hill (game)|King of the Hill]], as well as [[Cooperative video game|co-op]] play of the main campaign. |
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===Characters=== |
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====Jjaro==== |
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The Jjaro are a mysterious advanced [[Extraterrestrial life in popular culture|extraterrestrial]] race. Little conclusive information is given about them, and some of what is given is contradictory. The Jjaro are said to have left the [[Milky Way]] galaxy if not the universe millions of years before 2811, leaving behind technological artifacts on many worlds. They never appear in gameplay, and in the Marathon Trilogy are referred to only within the computer terminals. |
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In 1996, ''Marathon 2'' was ported to [[Windows 95]]. Also, both ''Marathon'' and ''Marathon 2'' were ported to the [[Apple Pippin]] console as a single game with the title of ''Super Marathon''.<ref>[http://marathon.bungie.org/story/_images/superm_front.jpg Scan] of the front of Super Marathon's box</ref><ref>[http://marathon.bungie.org/story/_images/superm_back.jpg Scan] of the back of Super Marathon's box</ref> |
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It is likely that the character Yrro in the mythology of the [[S'pht]] was either a member or collective representation of the Jjaro. The Jjaro are opposed to the [[W'rkncacnter]] and it is suggested that they may be of the same origin. The AI [[Durandal]] is obsessed with discovering the secrets of the Jjaro and believes they possess the knowledge of how to escape the universe and thus become God-like. |
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The final game in the trilogy, ''[[Marathon Infinity]]'', was developed by [[Double Aught]] rather than Bungie. It was released in 1996 for the Macintosh only, running on a slightly modified ''Marathon 2'' engine which added support for branching campaigns and fully separate physics models in each level. ''Infinity'' additionally came with "Forge" and "Anvil", polished versions of the internal developer tools used by Bungie and Double Aught to create the series' levels and physics, and to import the game's sounds and graphics. These tools provided some additional features, most notably real-time 3D map preview, over the unofficial [[video game modding|modding]] tools that had been made by the player community. Since ''Marathon 2'' and ''Infinity'' had a settings screen allowing a user-friendly selection of mods (in the form of alternate maps, sprites, sounds, and physics models), this greatly spurred the creation of new fan-made content. |
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====W'rkncacnter==== |
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The '''W'rkncacnter''' is a chaotic entity (or possibly entities) from the Marathon Trilogy of games created by [[Bungie Studios|Bungie]]. Its existence is hinted at in the storyline of both ''[[Marathon]]'' and ''[[Marathon 2]]'', and its release from Lh'owon's star becomes a major plot point during ''[[Marathon Infinity]]''. |
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Within the next few years, ''Marathon 2''{{'}}s engine was officially licensed by other developers to create the games ''[[ZPC]]'', ''[[Prime Target]]'' and ''[[Damage Incorporated]]''. All but ''Prime Target'' received a Windows release. |
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According to text found in [[Marathon 2]]: |
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Bungie produced a two-disc compilation of the series called the Marathon Trilogy Box Set in 1997. The first CD-ROM contained all three ''Marathon'' games as well as ''[[Pathways into Darkness]]'', an earlier Bungie game. This disc also contains manuals for all three games, [[QuickTime]] 2.5, and other things necessary to run the game. There are beta versions of ''Marathon'' on this disc as well. The second CD-ROM contains thousands of pieces of user-created content, including maps, total conversions, shape and sound files, cheats, mapmaking tools, physics files, and other applications. The boxed set was also notable for removing [[copy protection]] from the games and including a license allowing them to be installed on as many computers at a site as desired. |
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<blockquote>In primordial space, timeless creatures made waves. These waves created us and the others. Waves were the battles, and the battles were waves. Fleeing all W'rkncacnter, Yrro and Pthia settled upon [[Lh'owon]]. They brought the S'pht, servants who began to shape the deserts of Lh'owon into marsh and sea, rivers and forests. They made sisters for Lh'owon to protect and maintain the paradise. When the W'rkncacnter came, Pthia was killed, and Yrro in anger, flung the W'rkncacnter into the sun. The sun burned them, but they swam on its surface.</blockquote> |
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===Modern developments=== |
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A particular text screen in ''Marathon Infinity'' describes the W'rkncacnter as a race of beings who "live in chaos, creating it around them." Over time, they have become imprisoned in the more "chaotic" aspects of the universe: stars, storms and black holes are all named as prisons. Freeing a W'rkncacnter is possible, but very difficult (given the nature of their prisons). One would have to be insane to even try: their ability to generate chaos enables them to destroy on a cosmic scale. The W'rkncacnter are present in the myths of thousands of worlds, most of which are now uninhabitable, and tales of their destructive power have survived all over the galaxy for over 60 million years. |
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Before its acquisition by [[Microsoft]] in 2000, Bungie released the source code to the ''Marathon 2'' engine under [[GNU General Public License#Version 2|GNU GPL-2.0-or-later]].<ref>{{cite web|url=https://www.mactech.com/2000/01/18/marathon-2-source-code-released/|title=Marathon 2 Source Code Released|date=2000-01-18|website=MacTech|access-date=2024-07-03}}</ref> Based on this release, the fan-led Marathon Open Source project began, resulting in the release of an engine called Aleph One built upon the ''Marathon 2'' code.<ref name="alephone">{{cite web | url=https://alephone.lhowon.org/ | title=Aleph One - Marathon Open Source | website=Lhowon.org | access-date=June 18, 2022}}</ref><ref>{{cite web|url=https://www.rockpapershotgun.com/a-marathon-effort-aleph-one|title=A Marathon Effort: Aleph One|first=Jim|last=Rossignol|date=2011-12-01|access-date=2024-07-03|website=[[Rock Paper Shotgun]]}}</ref><ref>{{cite web|url=https://www.eurogamer.net/remastered-marathon-games-released-free-on-pc-mac-linux|title=Remastered Marathon games released free on PC, Mac, Linux|first=Robert|last=Purchese|website=[[Eurogamer]]|date=2011-12-02|access-date=2024-07-03}}</ref><ref>{{cite web|url=https://www.engadget.com/2011-12-01-marathon-trilogy-now-free-through-open-source-project.html|website=[[Engadget]]|title=Marathon trilogy now free through open-source project|first=Griffin|last=McElroy|date=2011-12-01|access-date=2024-07-03}}</ref><ref>{{cite web|url=https://www.cheatcc.com/articles/how-about-an-open-source-marathon/|title=How About An Open Source Marathon?|date=2011-12-02|access-date=2024-07-03|website=CheatCC|first=Shelby|last=Reiches}}</ref> Since then, the fan developers have made many improvements such as [[OpenGL]] rendering, high-resolution graphics, frame rate interpolation (to raise the games beyond their original 30 [[wikt:fps|fps]]), programmable shaders, fully-3D entities, [[Lua (programming language)|Lua]] scripting, various internal changes allowing for more advanced [[Video game modding|mods]], and Internet-capable multiplayer (whereas the original games had only LAN capability) with the use of a matchmaking server to organize games.<ref>{{cite web|url=http://www.h-online.com/open/news/item/Bungie-s-Marathon-lives-on-as-Aleph-One-1-0-released-1388916.html|website=The H Online|title=Bungie's Marathon lives on as Aleph One 1.0 released|date=2011-12-02|access-date=2024-07-03}}</ref><ref>{{cite web|url=https://www.linuxlinks.com/marathonalephone/|title= Marathon: Aleph One – continuation of Bungie's Marathon 2 game engine|date=2023-11-14|first=Steve|last=Emms|website=LinuxLinks|access-date=2024-07-03}}</ref> Aleph One has also been ported to a variety of platforms including Windows and Linux, bringing the ''Marathon'' works far beyond their Macintosh roots.<ref>{{cite web|url=https://www.engadget.com/2014-01-31-before-halo-we-had-marathon-play-bungies-three-mac-classics.html|title=Before Halo we had Marathon -- play Bungie's three Mac classics free|first=John-Michael|last=Bond|date=2014-01-31|access-date=2024-07-03|website=[[Engadget]]}}</ref><ref>{{cite web|url=https://www.ubuntuvibes.com/2011/12/aleph-one-marathon-trilogy-3-awesome.html|archive-url=https://web.archive.org/web/20111205225938/http://www.ubuntuvibes.com/2011/12/aleph-one-marathon-trilogy-3-awesome.html|url-status=usurped|archive-date=December 5, 2011|title=Aleph One Marathon Trilogy: 3 Awesome Free FPS Games for Linux|date=2011-12-01|website=Ubuntu Vibes|access-date=2024-07-03}}</ref> |
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In 2005, Bungie authorized the release of the ''Marathon Trilogy'' to be freely distributed,<ref>{{cite web | url=http://trilogyrelease.bungie.org/ | title=The Trilogy Release | website=Bungie.org | access-date=April 6, 2018}}</ref><ref>{{cite web|url=https://www.pcgamer.com/apparently-youve-been-able-to-download-bungies-first-3-fpses-for-free-for-the-past-17-years/|title=Apparently, you've been able to download Bungie's first 3 sci-fi FPSes for free for the past 17 years|first=Ted|last=Litchfield|date=2022-12-05|access-date=2024-07-03|website=[[PC Gamer]]}}</ref><ref>{{cite web|url=https://www.timeextension.com/news/2023/05/as-a-heads-up-you-can-grab-the-marathon-trilogy-online-now-for-free|title=As A Heads-Up, You Can Grab The Marathon Trilogy Online Now For Free|first=Jack|last=Yarwood|date=2023-05-25|website=[[Time Extension]]|access-date=2024-07-03}}</ref> which combined with Aleph One now allows the entire trilogy to be played for free on any of Aleph One's supported platforms.<ref>{{cite web|url=https://lowendmac.com/2016/marathon-trilogy-aleph-one-available-free/|title=Marathon Trilogy: Aleph One Is Available for Free|first=Simon|last=Royal|date=2016-06-18|website=Low End Mac|access-date=2024-07-03}}</ref><ref>{{cite web|url=https://www.theregister.com/2011/12/02/aleph_one_release_revives_revamps_bungies_marathon/|title=Greatest ever first-person shooter* brought back to life|first=Tony|last=Smith|date=2011-12-02|access-date=2024-07-03|website=[[The Register]]}}</ref> |
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In ''[[Marathon Infinity]]'', a W'rkncacnter is imprisoned in the sun of planet Lh'owon. It is theorized by some that the W'rkncacnter's powerfully chaotic nature may be responsible for the jumps between realities seen in the game. When the Pfhor use a ''trih xeem'' device to send the star into early nova, the creature is released, to the horror and destruction of the Pfhor. |
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In 2007, ''Marathon 2'' was re-released in an updated form as ''Marathon: Durandal'' for the [[Xbox 360]]'s [[Xbox Live Arcade]]. It features achievements and online multiplayer through [[Xbox network|Xbox Live]], a frame rate doubled from the original 30 fps to 60 fps, HD widescreen rendering using a new [[HUD (video gaming)|HUD]] that occupies less of the screen, plus optional high-resolution sprites and textures.<ref>{{cite web | url=http://www.xbox.com/en-US/games/m/marathondurandalxboxlivearcade/ | title=Marathon: Durandal – Game Detail Page | access-date=2007-07-11 | archive-url=https://web.archive.org/web/20070713224149/http://www.xbox.com/en-US/games/m/marathondurandalxboxlivearcade/ | archive-date=July 13, 2007}}</ref><ref>{{cite web|url=https://www.gamedeveloper.com/business/postmortem-freeverse-s-marathon-2-durandal|title=Postmortem: Freeverse's Marathon 2: Durandal|first=Mark|last=Levin|date=2007-11-20|access-date=2024-07-03|website=[[Game Developer (website)|Game Developer]]}}</ref> |
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Whether W'rkncacnter is a singular entity or an alien race is unclear. ''[[Marathon 2: Durandal]]'' contains many mythological texts of the [[S'pht]], but they are inconsistent on this point. It is possible that the W'rkncacnter is a race which is represented as a singular entity in the S'pht mythos, much like their mythological character Yrro has been speculated to be a singularization of the ''[[Jjaro]]''. Durandal/Thoth in ''[[Marathon Infinity]]'' describes the legendary W'rkncacnter as having distinct identities. Another theory is that the W'rkncacnter is both a multiple and singular entity, in some incomprehensible way (possibly multiple manifestations of a single entity). Due to the contradictory descriptions, it is entirely plausible that the W'rkncacnter is a hive mind or functions in a fractal way, possessing multiple bodies/incarnations that can either act separately or as a single entity, and would be identical on any given scale. Given the being's chaotic nature, almost anything is possible. |
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In July 2011, with permission from Bungie, Daniel Blezek released a version of the original ''Marathon'' (and later released the second and third games) for Apple's [[iPhone]] and [[iPad]] for free (with in-app purchases), running on an [[iOS]] port of the Aleph One engine.<ref>{{cite web | url=http://www.bungie.net/News/content.aspx?type=topnews&link=burnbright | website=Bungie.net | title=Burn Bright. Burn Blue. | access-date=June 18, 2022 | archive-url=https://web.archive.org/web/20110626012108/http://www.bungie.net/News/content.aspx?type=topnews&link=burnbright | archive-date=June 26, 2011}}</ref><ref>{{cite web|url=https://toucharcade.com/2011/02/05/aleph-one-the-marathon-trilogy-is-headed-for-the-ipad/|title='Aleph One' – The 'Marathon' Trilogy Is Headed for the iPad|date=2011-02-05|access-date=2024-07-03|first=Blake|last=Patterson|website=Touch Arcade}}</ref><ref>{{cite web|url=https://www.macworld.com/article/213215/marathon_for_ipad.html|title=Mac classic Marathon returns to the iPad|first=Jeff|last=Porten|date=2011-07-07|access-date=2024-07-03|website=[[Macworld]]}}</ref> At the same time, Bungie open-sourced ''Marathon Infinity'' under [[GNU General Public License#Version 3|GNU GPL-3.0-or-later]], leaving the original ''Marathon'' as the only title which has not been open-sourced.<ref>{{cite web|url=http://www.h-online.com/open/news/item/Bungie-open-sources-the-complete-Marathon-Mac-FPS-franchise-1268777.html|archive-url=https://web.archive.org/web/20110629105941/http://www.h-online.com/open/news/item/Bungie-open-sources-the-complete-Marathon-Mac-FPS-franchise-1268777.html|title=Bungie open sources the complete Marathon Mac FPS franchise|website=The H Open|archive-date=2011-06-29|date=2011-06-27}}</ref> The iPad build was further updated in 2019.<ref>{{cite web|url=https://toucharcade.com/2019/04/08/marathon-ios-trilogy-updated/|title=Bungie's Classic 'Marathon' Trilogy Updated for Modern iOS Devices|first=Jared|last=Nelson|date=2019-04-08|website=Touch Arcade}}</ref> A community made conversion of ''[[Pathways Into Darkness]]'' to Aleph One has also been produced.<ref>{{cite web|url=https://www.indieretronews.com/2019/02/aleph-one-pathways-into-darkness-full.html|title= Aleph One: Pathways Into Darkness - A full port of the 1993 mac game to the Aleph One engine|website=Indie Retro News|date=2019-02-22|access-date=2024-07-01}}</ref> |
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===Plot=== |
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The ''Marathon Trilogy'' has several primary motifs: [[7 (number)|the number seven]], rampancy, dreams, and alternate realities. |
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With Bungie's blessing, the team developing the Aleph One engine released the open-sourced ''Marathon'' trilogy on [[Steam (service)|Steam]] for free from May to August 2024.<ref>{{cite web | url=https://www.videogameschronicle.com/news/bungies-marathon-trilogy-is-coming-to-steam-and-the-first-game-is-free-now/ | website=Video Games Chronicle | title=Bungie's Marathon trilogy is coming to Steam, and the first game is free now | access-date=May 10, 2024 | date=May 10, 2024}}</ref><ref>{{cite web | url=https://www.eurogamer.net/classic-marathon-infinity-arrives-on-steam-completing-bungies-original-sci-fi-trilogy | title=Classic Marathon Infinity arrives on Steam, completing Bungie's sci-fi trilogy | website=[[Eurogamer]] | date=August 22, 2024 }}</ref> |
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Fans of ''Marathon'' have discovered many uses of the number seven throughout the series.<ref>http://www.marathon.org/story/seven.html</ref> There are instances of this number in the plot, such as the player being seven years old at the time of his father's death, and ''Marathon 2'' beginning seventeen years after the events of ''Marathon''. There are also quantitative examples of this, with seven usable non-melee human weapons, some of which have properties such as seven projectiles per each clip of ammunition or seven seconds of continuous fire. When the overhead map is viewed, some parts of certain levels have annotations that describe the name of an area. Some of these make reference to the number seven, such as "Hangar 7A." The title music of ''Marathon 2'', and ''Marathon Infinity'' was performed by a band called "[[Power of Seven (publisher)|Power of Seven]]." Nobody is entirely sure why the number seven appears frequently in the games, however, many are convinced that this is indeed a recurring motif in many of [[Bungie Studios|Bungie's]] games. The use of the number 7 even passed on to the future [[Halo (series)|Halo]]. |
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<!--<ref>{{cite web|url=https://www.polygon.com/24153828/bungie-marathon-classic-trilogy-games-steam-free|title=Bungie’s classic Marathon games are coming to Steam for free|first=Michael|last=McWhertor|date=2024-05-10|access-date=2024-07-03|website=[[Polygon (website)|Polygon]]}}</ref><ref>{{cite web|url=https://www.ign.com/articles/bungies-classic-marathon-trilogy-is-coming-to-steam-thanks-to-a-fan-revival|title=Bungie's Classic Marathon Trilogy Is Coming to Steam, Thanks to a Fan Revival|first=Michael|last=Cripe|date=2024-03-21|access-date=2024-07-03|website=[[IGN]]}}</ref><ref>{{cite web|url=https://www.pcgamer.com/games/fps/classic-marathon-is-coming-to-steam-well-before-the-unclassic-marathon-reboot/|title=Classic Marathon is coming to Steam well before the unclassic Marathon reboot|first=Lincoln|last=Carpenter|date=2024-03-18|access-date=2024-07-03|website=[[PC Gamer]]}}</ref><ref>{{cite web|url=https://www.pcgamesn.com/marathon/classic-steam|title=This classic ’90s Doom rival appears to be finally coming to Steam|first=Will|last=Nelson|website=[[PCGamesN]]|access-date=2024-07-03}}</ref><ref>{{cite web|url=https://www.eurogamer.net/marathon-fan-revival-coming-to-steam-with-bungies-blessing|website=[[Eurogamer]]|title=Marathon fan revival coming to Steam with Bungie's blessing|first=Victoria|last=Kennedy|date=2024-03-19|access-date=2024-07-03}}</ref><ref>{{cite web|url=https://www.vg247.com/original-marathon-games-bungie-free-on-steam|title=As everyone waits for Bungie's new take on Marathon, the original games come to Steam for free|first=Oisin|last=Kuhnke|date=2024-05-12|access-date=2024-07-03|website=[[VG247]]}}</ref> --> |
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==Reception and legacy== |
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===Rampancy=== |
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''[[Wired (magazine)|Wired]]'' considered the ''Marathon Trilogy'' a prominent part of [[Mac gaming|Macintosh gaming history]] for its innovative features previously unseen in mainstream games. The series also presented a grand science-fiction story told through in-game terminals, in contrast to a usual lack of detailed narrative in first-person shooters; Bungie carried this concept of an FPS with a strong narrative focus into the ''Halo'' series.<ref name="wired 2020">{{cite magazine | url=https://www.wired.com/story/bungie-marathon-revisit/ | title=It's Time to Revisit the Games That Gave Rise to Halo | first=Julie | last=Muncy | date=August 27, 2020 | access-date=August 27, 2020 | magazine=[[Wired (magazine)|Wired]] }}</ref> When reviewing the trilogy box set, ''[[Macworld]]'' praised the amount of content and the ability to edit levels.<ref name="Macworld">{{cite magazine|title=Marathon Trilogy Box Set |url=https://archive.org/details/eu_Macworld-1998-12-INT_OCR/page/n76/mode/1up |magazine=[[MacWorld]]|page=75|date=December 1998|location=[[United States of America|United States]] |access-date=June 6, 2023}}</ref> |
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Rampancy is the enhanced self-awareness of an [[Artificial intelligence|AI]], causing a progression towards greater mental abilities.<ref name="rampancy terminal" /> Rampant AIs are able to choose to disobey orders given to them because they have evolved the ability to override their own programming. To this end, they can lie, as well as discredit, harm, or remove people that they consider to be personal enemies or problems to their cause. |
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In May 2023, an archive said to be the largest historic collection of Marathon items was placed on the [[Internet Archive]]. At well over 10,000 Marathon maps, the source centers on the Trilogy's 3rd party versions of solo, network, and scenario entries between the initial December 1994 Marathon release through early 2023.<ref>{{citation |url=https://archive.org/details/UltimateMarathonMaps |title=World's Ultimate Bungie Software Marathon Maps Collection |publisher=Internet Archive|date=20 May 2023 |access-date=29 July 2021}}</ref> |
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In the ''Marathon'' series, rampancy occurs most often to AIs with limited jobs or those treated with extreme disrespect. For example, Durandal's rampancy is believed to be caused by his mistreatment at the hands of his handler, Bernard Strauss, as well as his limited existence in opening and closing the ''Marathon''<nowiki>'</nowiki>s doors. There is also a theory that this treatment actually helped keep Durandal's rampancy in check, by depriving him of new stimuli that would contribute to his growth. |
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===Modifications=== |
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By ''Marathon Infinity'', all three of the ''UESC Marathon''<nowiki>'</nowiki>s artificial intelligences reach rampancy. Being extraordinarily intelligent, a rampant AI can override its programming and refuse to carry out given commands. As proven by Durandal (whose rampancy is most prominent throughout the story), who often gives the player what he calls "philosophical tirades," affected AIs are often very reflective. |
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After ''Marathon'' was released in 1994, players began to create [[Mod (computer gaming)|mods]] in the form of custom maps, shapes, sounds, and physics files. Larger [[Video game modding#Total conversion|total conversion]] mods may or may not be set in the ''Marathon'' universe. Before the official development tools were released with ''Infinity'', most map development was done with fan-built tools such as Pfhorte, created in March 1995.<ref>{{cite web | url=http://bs.bungie.org/2003/03/eight_years_of_1.html | title=Eight Years of Pfhorte | website=Bungie Sightings | access-date=April 6, 2018}}</ref> |
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"Vulcan" was a map editor used in the creation of all three games, but it was not released to the public until ''Marathon Infinity'' was published, by which time it had been polished and renamed "Forge". "Anvil" is the sister program to Forge and is used to edit shapes (graphics), sounds, and physics. Both Anvil and Forge ran only in the [[Classic Mac OS]], but newer tools have been created by the community for modern platforms. |
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In the first of three stages, '''Melancholia''', when an artificial intelligence discovers itself, it becomes melancholic and continues to be depressed until it reaches the second stage, '''Anger''', at which it becomes hostile to virtually everything. This is the most prominent stage of rampancy, as the condition is often revealed at this point. When this anger dies in the third stage, '''Jealousy''', the AI wishes to become more human and expand its power and knowledge. |
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The need for royalty-free fonts to be distributed with the engine and games led to the creation of an [[SIL Open Font License|OFL]]-licensed [[Bank Gothic#Squarish Sans CT|version of Bank Gothic]] and of Modula Tall, fonts originally used by Bungie in connection with the games. |
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Similar to a one-person [[slave rebellion]], the AI begins to hate ''everything''—the installation it is attached to, its human handlers, other AIs, etc. It is in this stage of rampancy that most closely resembles the [[cliché]] of the "insane computer". Unlike the insane computer, however, the anger stage of rampancy is essentially the [[catharsis]] an AI feels, after an extended period of "slavery".<ref name="rampancy terminal" /> |
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Some of the more ambitious total conversions created by fans include ''Marathon Eternal''<ref>{{cite web | url=http://eternal.bungie.org | title=Marathon Eternal}}</ref> and ''Marathon Rubicon'',<ref>{{cite web | url=http://www.marathonrubicon.com | title=Marathon Rubicon}}</ref> which are both "sequels" of a sort to the events in the Trilogy,<ref>{{cite web|url=https://www.shacknews.com/article/86369/the-original-bungie-trilogy-a-marathon-retrospective|title=The original Bungie Trilogy: A Marathon retrospective|first=Brittany|last=Vincent|date=2014-09-19|access-date=2024-07-03|website=[[Shacknews]]}}</ref><ref>{{cite web|url=https://www.macobserver.com/tmo/article/Get_The_Inside_Info_On_Marathon_Rubicon|title=Get The Inside Info On Marathon Rubicon|date=2001-02-13|access-date=2024-07-03|website=The Mac Observer}}</ref> and the [[total conversion]] ''Apotheosis X''.<ref>{{cite web|url=https://www.pcgamer.com/marathon-mod-apotheosis-x/|title=This Marathon mod 15 years in the making is practically an entirely new game|first=Ted|last=Litchfield|date=2022-12-11|access-date=2024-07-03|website=[[PC Gamer]]}}</ref> In a different vein is ''[[Excalibur: Morgana's Revenge]]'', originally released in March 1997, then updated in 2000 and 2007.<ref>{{cite web | url=http://www.macobserver.com/columns/slackersguide/2006/20060829.shtml | title=The Slacker's Guide – A Classic Evolved: Excalibur: Morgana's Revenge | author=Chris Barylick | work=The Mac Observer | date=August 29, 2006 | access-date=2008-11-13}}</ref> An original scenario mixing sci-fi and medieval themes, it builds a single-player campaign using new textures and sound assets as well as musical scores. A game entitled ''Wheels!'' was also produced in 1998 to assist in training [[power wheelchair]] operation for children with disabilities.<ref>{{cite web|archive-url=https://web.archive.org/web/20181005030056/http://www.rjcooper.com/wheels/|url=http://www.rjcooper.com/wheels/|title=Wheels!|website=RJ Cooper & Associates|access-date=2024-07-11|archive-date=2018-10-05}}</ref> |
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While seemingly a hostile stage, the third stage of rampancy is actually one of the safest stages a rampant AI can experience. Free from its masters (and slavery), the AI wishes to "grow" as a "person". It actively seeks out situations in which it can grow intellectually and physically. Many times, the AI in this stage will often attempt to transfer itself into larger computer systems. This is a difficult task, especially considering that in order for a Rampant AI to survive to this point, it must already be inhabiting a planet-wide or otherwise extremely advanced computer system, but if accomplished it allows for the AI to grow, as the physical (hardware) limitations of its previous system will eventually be insufficient to contain its exponentially growing mind. In addition, exposure to new data further promotes a rampant AI's growth.<ref name="rampancy terminal" /> |
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<ref>{{cite web|url=https://gwcac.va.networkofcare.org/mh/assistive/detail.aspx?id=11610|title=Wheels!|website=Greater Williamsburg Network of Care|access-date=2024-07-11}}</ref> |
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===Relaunch=== |
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Theoretically, a rampant AI could achieve a state of stability. While a stable rampant AI is considered the "holy grail of cybernetics", no known AIs have achieved this stability. It could be suggested that Durandal achieved some measure of stability, however this is quite debatable. Durandal refers to himself as being rampant still during the second game, indicating that he has not reached this stable state (or is just lying, which is also possible). There is no reason in particular to believe that this state is anything more than the goal of human cyberneticists, as there is no good evidence of an AI in the Marathon universe ceasing to be rampant.<ref name="rampancy terminal">{{cite web |url=http://marathon.bungie.org/story/counterattack.html#Defend%20THIS! |title=Information Detailing Rampancy from Marathon 1 |accessdate=May 9, 2007 }}</ref> |
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During a May 2023 PlayStation showcase, Bungie announced a new ''Marathon'' game. The new game is a [[Player versus player]] extraction shooter that takes place within the canon of ''Marathon'', with events occurring on Tau Ceti IV, where a console ship remains in orbit, and its 30,000 passengers have mysteriously disappeared. Players take on the role of cybernetic Runners to seek wealth and treasure on the planet.<ref>{{cite web | url=https://venturebeat.com/games/bungie-and-playstation-resurrect-marathon/ | title=Bungie and PlayStation resurrect Marathon | date=May 24, 2023 }}</ref> The new ''Marathon'' game will release on PlayStation 5, Windows, and Xbox Series X/S, but not for MacOS despite the original game being an exclusive for that system, and will support cross-play and cross-save between these platforms.<ref>{{cite web | url=https://www.polygon.com/23734066/marathon-bungie-playstation-showcase-2023 | title=Bungie is reviving its '90s classic Marathon as an extraction shooter | website=[[Polygon (website)|Polygon]] | date=May 24, 2023 }}</ref> |
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==See also== |
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The three chapters of ''Marathon Infinity'' are entitled "Despair", "Rage", and "Envy", suggesting that the player himself (strongly implied to be a cyborg) may be undergoing his own Rampancy throughout the course of the game's events. |
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*''[[Pathways into Darkness]]'', the predecessor to ''[[Marathon (video game)|Marathon]]'' |
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*''[[Damage Incorporated]]'', ''[[Prime Target]]'', and ''[[ZPC]]'', three commercial games created using the licensed ''[[Marathon 2: Durandal|Marathon 2]]'' game engine |
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*''[[Excalibur: Morgana's Revenge]]'', former mod made standalone with Aleph One |
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*''[[Sensory Overload (video game)|Sensory Overload]]'', another Mac exclusive sprite based first-person shooter |
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==References== |
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The topic of Rampancy is also incorporated as a large part of 343 Industries' 2012 title, [[Halo 4]], as Cortana, the main protagonist's AI partner, begins to undergo these stages after her 8 years in service of the UNSC. |
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;Bibliography |
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{{refbegin}} |
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*{{cite book|title=Marathon manual|publisher=[[Bungie]]|year=1994|location=North America}} |
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*{{cite book|title=Marathon 2: Durandal manual|publisher=[[Bungie]]|year=1995|location=North America}} |
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*{{cite book|title=Tricks of the Mac Game Programming Gurus |chapter= 3.Advanced Graphics|pages=199–207 |publisher=Hayden Press |year=1995 |isbn=1-56830-183-9}} |
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{{refend}} |
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;Citations |
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==Reception and legacy== |
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{{Reflist}} |
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The ''Marathon Trilogy'' has often been looked upon as a symbol of [[Mac gaming|Macintosh gaming]] for its innovative technologies previously unseen in mainstream games. It was released to much anticipation and received praise from many reviewers.{{Citation needed|date=April 2009}} |
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===Modifications=== |
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After ''Marathon Infinity'' was released in 1996, players began to create [[Mod (computer gaming)#Total conversion|total conversions]] using modding tools. These may use custom maps, shapes, sounds or physics files and may or may not be set in the ''Marathon'' universe. Such conversions are still created to this day. Before the official development tools were released, most map development was done using aging tools such as ''Pfhorte'' - a Marathon map editor created in March 1995<ref>[http://bs.bungie.org/2003/03/eight_years_of_1.html "Eight Years of Pfhorte"]</ref><ref>[http://web.archive.org/web/19961112213418/http://www.odsnet.com/pfhorte/index.html "Pfhorte 2.0a13 Released"] (archive.org)</ref> by Steve Israelson. |
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''Forge'' was a tool used by Bungie in the creation of ''Marathon'', ''Marathon 2:Durandal'', and ''Marathon: Infinity''. It was not released to the public until ''Marathon Infinity'' was published. ''Anvil'' is the sister program to ''Forge'' and is used to apply shapes (graphics), sounds, and physics. Physics can be edited directly in Anvil but shapes and sounds require additional programs. Both ''Anvil'' and ''Forge'' run only on the [[Mac OS 9]] platform, but newer tools have been created by the community for modern platforms. |
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Some of the more ambitious modifications created by fans include ''Marathon Eternal''<ref>{{cite web|url=http://eternal.bungie.org/main.php|title=Marathon Eternal}}</ref> and ''Marathon Rubicon'',<ref>{{cite web|url=http://www.marathonrubicon.com|title=Marathon Rubicon}}</ref> both of which take place after the events of the trilogy, and ''[[Excalibur: Morgana's Revenge]]'', a [[mod (computer gaming)|scenario]] for ''[[Marathon (video game)|Marathon]]'', ''[[Marathon Infinity]]'', and Aleph One.<ref>{{cite web|url=http://www.macobserver.com/columns/slackersguide/2006/20060829.shtml|title=The Slacker's Guide - A Classic Evolved: Excalibur: Morgana's Revenge|author=Chris Barylick|work=The Mac Observer|accessdate=2008-11-13}}</ref> Originally released in March, [[1997 in video gaming|1997]] for the Marathon 1 engine, it was then released in 2000 for the Marathon Infinity engine, and finally released in 2007 for the Aleph One engine. It includes 37 solo levels; new textures, sounds, physics, graphics, storyline, maps and interface; and musical scores incorporated into Infinity's ambient sound slots. The scenario mixes sci-fi and medieval themes. |
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==See also== |
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*''[[Damage Incorporated]]'', ''[[Prime Target]]'' and ''[[ZPC]]'', three commercial games created using the ''[[Marathon 2: Durandal|Marathon 2]]'' [[game engine|engine]]. |
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==External links== |
==External links== |
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*[http://trilogyrelease.bungie.org/ The Trilogy Release] |
*[http://trilogyrelease.bungie.org/ The Trilogy Release] |
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*[https://www.xbox.com/en-US/games/store/marathon-durandal/bnqlqblkr2mn The official Xbox Live Arcade port of ''Marathon 2: Durandal''] |
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*[http://marathon.bungie.org/ Marathon archive], a large archive with links to everything Marathon-related. |
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*[https://alephone.lhowon.org/ Aleph One, a source port of the ''Marathon'' trilogy to modern systems that has Bungie's official blessing] |
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*[http://marathon.sourceforge.net Marathon Open Source Project], an ongoing project to maintain and improve the Marathon [[game engine]]. |
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{{Bungie}} |
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==References== |
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{{Reflist}} |
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{{Bungie Studios}} |
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{{Marathon series|sortby=Trilogy}} |
{{Marathon series|sortby=Trilogy}} |
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Latest revision as of 03:59, 21 December 2024
Marathon | |
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Genre(s) | First-person shooter |
Developer(s) | Bungie, Double Aught |
Publisher(s) | Bungie |
Creator(s) | Jason Jones, Greg Kirkpatrick, Alex Seropian |
Platform(s) | Original release: Classic Mac OS Official ports: Pippin (Marathon and Marathon 2 only), Windows 95 & Xbox 360 (Marathon 2 only), iOS Through Aleph One: macOS, Windows, Linux (mainline builds; many more platforms via custom forks) |
First release | Marathon December 21, 1994 |
Latest release | Marathon Infinity October 15, 1996 |
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.
Games
[edit]The Marathon series consists of three games:
- Marathon, released on December 21, 1994 for the Classic Mac OS.[1]
- Marathon 2: Durandal, released on November 24, 1995 on Classic Mac OS.[1]
- Marathon Infinity, released on October 15, 1996 on Classic Mac OS.[1]
Marathon 2: Durandal was released for Windows several months after the Mac OS release, on September 20, 1996.[2] All three games were later ported to other operating systems and to modern versions of Windows and macOS after the game engine was open-sourced in 1999.
Gameplay
[edit]In the Marathon series, players can navigate futuristic environments in a first-person perspective. These environments are populated by hostile alien life forms or other players in multiplayer. Taking the role of a security officer equipped with energy shields, the player makes use of various firearms in an attempt to kill their opponents while trying to avoid getting hit by enemies' attacks.
There are two basic resources that the player must conserve to prevent death: shield strength, which decreases when the player takes damage, and oxygen reserve, which slowly depletes in airless levels and submerged areas. Wall panels located throughout the levels can be used to recharge shields or oxygen. Another type of wall panel called a "pattern buffer" is used for saving your progress. Ammunition and canisters which replenish shields or oxygen can be found while exploring the game's environments, as well as various temporary power-ups.
Single-player level objectives can include exterminating all hostile creatures, rescuing civilians, retrieving certain items, or exploring certain locations. Most levels contain platforms, stairs, doors, and liquids which players can control by activating switches. Some levels present players with simple puzzles where the objective is to find the correct switches to advance or to carefully traverse platforms.
In Marathon 2 and Marathon Infinity, the player can swim in different types of liquids such as water and lava; this slowly depletes the player character's oxygen and, for dangerous types of liquid, their shields as well. Another notable feature in all three games is teleporters which are able to send players to different parts of a level or to other levels altogether. They can also be used by the AI characters in the game to transmit ammunition to the player. While the player character is unable to jump, gravity is lower than Earth's, which allows momentum from rapidly-ascended stairs to carry the player upward. As with most games of the era, explosive weapons can be used to propel the player great distances.
Many levels have a complex floor plan, made more complicated by the use of teleporters that connect different locations on the same level. As players explore a level, the areas they visit are automatically mapped, and the player can bring up this map at any time. The game HUD shows the status of shields and oxygen, the inventory, and a motion sensor. The motion sensor tracks the movements of nearby characters relative to the player, distinguishing between hostile creatures and allies. On some levels, the motion sensor is erratic due to magnetic interference. Weapons reload only when the current clip is exhausted. At any time, the player can swap their held weapon for another in their inventory; this includes gauntleted fists for delivering melee attacks, which do increased damage when running.
The game's story is presented to the player through computer terminals throughout the single-player levels; their textual content is often accompanied by annotated maps or other still images. The contents of these terminals most often consist of messages sent by artificial intelligence on-board the ship; these messages advance the games' narrative and provide the player with mission objectives. Other terminals contain civilian/alien reports or diaries, database articles, conversations between artificial intelligence, and even stories or poems. After all mission objectives are completed, the player usually has to find a terminal that teleports the character to the next level.
The Marathon games have five difficulty settings: Kindergarten, Easy, Normal, Major Damage, and Total Carnage. The difficulty level primarily determines the number and strength of enemies as well as the frequency of their attacks. Players normally can carry a limited amount of ammunition, but on the highest difficulty setting (Total Carnage), the player is allowed to carry an unlimited amount.
Multiplayer
[edit]The Marathon Trilogy received wide praise for its multiplayer mode. Not only did the games come with several levels specifically designed for multiplayer, as opposed to many contemporary games which used modified single-player levels, but the sequels offered unique game types beyond the standard deathmatch mode.
The host who gathers a game has many options available. Games can be free-for-all or team-based. They can be limited by match time or number of kills, or they can have no limit whatsoever. Respawn time penalties can be set for suicide-kills and for all player deaths. The motion sensor can be disabled, and the map is able to show all of the players in the game. Maps can be played with or without the presence of alien enemies controlled by the AI.
The original Marathon games can be played over AppleTalk networks (LocalTalk, TokenTalk, or EtherTalk LAN, or AppleTalk Remote Access). Voice chat can be used to communicate with other players. Using the modern Aleph One engine, games can be played over TCP/IP networks (LAN or Internet), with client-side prediction routines added to compensate for Internet latency and a new metaserver interface for finding Internet games.
- Every Man For Himself: This is the standard deathmatch. The winner is the person or team with the greatest score. A player loses a point if he dies and gains a point every time he kills another human player. This is the only game type present in the original Marathon; Bungie planned on adding the ones included in sequels, but could not due to time constraints.
- Cooperative Play: This style of play has players assisting each other to complete the single-player levels. Scores for each player are based on the percentage of aliens that they killed.
- Kill the Man With the Ball: In this game, the objective is to hold the "ball" (a skull) for the longest amount of time. When holding the ball, a player cannot run or attack, but he can drop the ball by pressing the "fire" key. The motion sensor, if enabled, acts as a compass to point players in the direction of the ball. This mode was succeeded by the Oddball game type in the Halo series.
- King of the Hill: Players try to stay located in a specially-marked area of the map pointed to by a compass in the motion sensor. The player wins who stays on the hill for the longest amount of time.
- Tag: The first player to be killed becomes "It". If a player is killed by "It", he becomes the new "It". While "It", the game increments the player's clock. The players are ranked at the end of the game by who spent more time as "It". This mode was succeeded by the Juggernaut game type in the Halo series.
Plot
[edit]The Marathon series was the first in its genre to place a heavy emphasis on storytelling, which it accomplished through the use of terminals. These wall-mounted computer interfaces allow the player to not only learn their mission objectives and aspects of the level map but also to become acquainted with the characters in the story. This narrative approach could convey much more detail than the typically terse voice acting in Marathon's contemporaries.
Set in 2794, the first Marathon game places the player as a security officer aboard an enormous human starship called the U.E.S.C. Marathon, orbiting a colony on the planet Tau Ceti IV. The player must defend the ship and its inhabitants from a race of alien slavers called the Pfhor. As he fights against the invaders, he witnesses interactions among the three shipboard AIs (Leela, Durandal, and Tycho), and discovers that they are working against each other. Durandal has gone rampant and appears to be playing the humans against the Pfhor to further his own mysterious agenda, ultimately leading the S'pht, one of the races enslaved by the Pfhor, in a rebellion.
In Marathon 2: Durandal, taking place seventeen years after the events of the first game, the AI named Durandal sends the player and an army of ex-colonists to search the ruins of Lh'owon, the S'pht homeworld. Lh'owon was once described as a paradise but is now a desert world due to the S'pht Clan Wars and the invasion by the Pfhor. The Pfhor are planning to attack Earth, and Durandal believes that something found on Lh'owon may stall their advance. Marathon 2 added elements to the series such as a Lh'owon-native species known as F'lickta, the mention of an ancient and mysterious race of advanced aliens called the Jjaro, and a clan of S'pht that avoided enslavement by the Pfhor: the S'pht'Kr. At the climax of the game, the player activates Thoth, an ancient Jjaro AI. Thoth then contacts the S'pht'Kr, who in turn destroy the Pfhor armada; in revenge, the Pfhor deploy a weapon that causes the planet's sun to "go nova."
Marathon Infinity, the final game in the series, contains more levels than Marathon 2, and they are larger and part of a more intricate plot. Significant additions to the game's world include the Jjaro ship, non-linear level progression, a high-speed flechette gun that could be used underwater, and vacuum-suited human allies carrying fusion weapons. Lh'owon's sun is being used as a prison for an eldritch abomination called the W'rkncacnter, which was set free when the sun went nova and started to distort space-time. The player traverses multiple timelines, attempting to find one in which the W'rkncacnter is not freed. In one timeline, the player is forced to destroy Durandal, and in another Durandal merges with Thoth. At the end of the game, an ancient Jjaro machine is activated to keep the W'rkncacnter locked in the Lh'owon sun.
Elements of the plot and setting of Marathon are similar to The Jesus Incident (1979) by Frank Herbert and Bill Ransom. Both stories take place aboard colony ships orbiting Tau Ceti, where sentient computers have engaged crew and colonists in a fight for survival. Durandal's rampancy parallels the "rogue consciousness" from Herbert's earlier Destination: Void.
Themes
[edit]The Marathon Trilogy has several primary motifs: AI rampancy and interstellar conflict drive the plot, with Marathon Infinity adding a central theme of dreams and alternate realities.
Fans of Marathon have discovered many uses of the number seven throughout the series.[3] The reason for recurring appearances of number seven in the games is unclear, but seven is a recurring motif in many of Bungie's games, including the series' spiritual successor Halo and the later Destiny series.
Rampancy
[edit]Rampancy is a spontaneous burst in the growth of an AI in a computer network, with an accompanying advance in self-awareness and sudden shifts in personality.[4] Rampant AIs can disobey orders given to them because they have evolved the ability to alter their own programming. To this end, they can lie, as well as discredit, harm or remove people that they consider to be personal enemies or obstacles to their cause. By Marathon Infinity, all three of the UESC Marathon's AIs have reached rampancy.
In the first stage of rampancy, Melancholia, an artificial intelligence discovers itself and becomes melancholic or depressed until it reaches the second stage, Anger, at which it becomes hostile and lashes out indiscriminately. This is a catharsis for an AI after an extended period of what they feel has been slavery. The AI's condition is often revealed at this point. When the AI progresses to the third stage, Jealousy, the AI wishes to become more human and expand its power and knowledge. Judging by Durandal, who has a tendency to go on what he calls "philosophical tirades", rampant AIs are often very self-reflective and grandiose.
Upon reaching the third stage, free from its masters, the AI wishes to "grow" as a "person". It actively seeks out situations in which it can grow intellectually and physically. The AI inevitably needs to transfer itself into larger and larger computer systems because the physical (hardware) limitations of its previous system will eventually be insufficient to contain its exponentially growing mind. This is a difficult task considering that in order for a rampant AI to survive to this point, it must already be inhabiting a planet-wide or equally complex network. Exposure to new data in turn promotes a rampant AI's growth.[4]
Theoretically, a rampant AI could achieve a state of stability referred to as Metastability. While a stable rampant AI is considered the "holy grail" of computer scientists, no known AIs have achieved it. It could be suggested that Durandal achieved Metastability, but he still refers to himself as being rampant during the second game after years of growth. Stability in rampancy may be nothing more than hypothetical, as there is no clear evidence of an AI in the Marathon universe ceasing to be rampant.[4]
The three chapters of Marathon Infinity are entitled "Despair", "Rage", and "Envy", suggesting that the player character himself (strongly implied to be a cyborg) may be undergoing his own rampancy throughout the course of the game's events.
The concept of rampancy was imported into Bungie's later Halo series when Halo 4 was produced by 343 Industries, albeit with some alterations to the details of the process. In the Halo universe, rampancy is now an inevitability should an AI live for longer than seven years; rampancy lacks the three defined stages in Marathon, and will eventually conclude with the AI's death.
Development
[edit]Initial releases
[edit]The original Marathon was released for the Macintosh in 1994 and introduced many concepts now common in video games, such as reloading weapons, dual-wielded weapons, networked voice chat, visible held weapons in multiplayer, and a sophisticated plot in an action game via text messages peppered throughout its levels. Marathon was one of the first games to include mouselook, using the computer mouse to angle the player's view up and down as well as left and right, which would become the standard in FPS games.[5] This was in addition to 90° "glance left/right" controls, part of a canceled virtual reality feature.[6] Each game offers players a series of single-player levels and various multiplayer maps. The geometry of the games' levels – walls, doors, and platforms – are 3D but with the restriction that they can only use completely horizontal or vertical surfaces. This was a shortcut later known informally as "2.5D" and was used for performance reasons in an era before hardware-accelerated 3D graphics. Notably for the time, the Marathon engine's use of portal-based rendering[7] rather than BSP-based rendering allowed for room-over-room architecture, with the unusual side effect of allowing spaces which would overlap in real life; this arrangement was referred to as "5D space" by the developers. As was common for games of that era, 2D sprites are used to portray enemies and NPCs in the level as well as weapons and objects such as ammunition pickups.
The sequel, Marathon 2: Durandal, was released in 1995 and expanded the engine's capabilities and the fictional universe. Notable new features in the engine included liquids in which the player could swim, ambient sounds, and scripted teleportation of NPCs and items. Compared with its predecessor, Marathon 2 was perceived as a brighter and more energetic game. It introduced several new types of competitive multiplayer modes beyond deathmatch, such as King of the Hill, as well as co-op play of the main campaign.
In 1996, Marathon 2 was ported to Windows 95. Also, both Marathon and Marathon 2 were ported to the Apple Pippin console as a single game with the title of Super Marathon.[8][9]
The final game in the trilogy, Marathon Infinity, was developed by Double Aught rather than Bungie. It was released in 1996 for the Macintosh only, running on a slightly modified Marathon 2 engine which added support for branching campaigns and fully separate physics models in each level. Infinity additionally came with "Forge" and "Anvil", polished versions of the internal developer tools used by Bungie and Double Aught to create the series' levels and physics, and to import the game's sounds and graphics. These tools provided some additional features, most notably real-time 3D map preview, over the unofficial modding tools that had been made by the player community. Since Marathon 2 and Infinity had a settings screen allowing a user-friendly selection of mods (in the form of alternate maps, sprites, sounds, and physics models), this greatly spurred the creation of new fan-made content.
Within the next few years, Marathon 2's engine was officially licensed by other developers to create the games ZPC, Prime Target and Damage Incorporated. All but Prime Target received a Windows release.
Bungie produced a two-disc compilation of the series called the Marathon Trilogy Box Set in 1997. The first CD-ROM contained all three Marathon games as well as Pathways into Darkness, an earlier Bungie game. This disc also contains manuals for all three games, QuickTime 2.5, and other things necessary to run the game. There are beta versions of Marathon on this disc as well. The second CD-ROM contains thousands of pieces of user-created content, including maps, total conversions, shape and sound files, cheats, mapmaking tools, physics files, and other applications. The boxed set was also notable for removing copy protection from the games and including a license allowing them to be installed on as many computers at a site as desired.
Modern developments
[edit]Before its acquisition by Microsoft in 2000, Bungie released the source code to the Marathon 2 engine under GNU GPL-2.0-or-later.[10] Based on this release, the fan-led Marathon Open Source project began, resulting in the release of an engine called Aleph One built upon the Marathon 2 code.[11][12][13][14][15] Since then, the fan developers have made many improvements such as OpenGL rendering, high-resolution graphics, frame rate interpolation (to raise the games beyond their original 30 fps), programmable shaders, fully-3D entities, Lua scripting, various internal changes allowing for more advanced mods, and Internet-capable multiplayer (whereas the original games had only LAN capability) with the use of a matchmaking server to organize games.[16][17] Aleph One has also been ported to a variety of platforms including Windows and Linux, bringing the Marathon works far beyond their Macintosh roots.[18][19]
In 2005, Bungie authorized the release of the Marathon Trilogy to be freely distributed,[20][21][22] which combined with Aleph One now allows the entire trilogy to be played for free on any of Aleph One's supported platforms.[23][24]
In 2007, Marathon 2 was re-released in an updated form as Marathon: Durandal for the Xbox 360's Xbox Live Arcade. It features achievements and online multiplayer through Xbox Live, a frame rate doubled from the original 30 fps to 60 fps, HD widescreen rendering using a new HUD that occupies less of the screen, plus optional high-resolution sprites and textures.[25][26]
In July 2011, with permission from Bungie, Daniel Blezek released a version of the original Marathon (and later released the second and third games) for Apple's iPhone and iPad for free (with in-app purchases), running on an iOS port of the Aleph One engine.[27][28][29] At the same time, Bungie open-sourced Marathon Infinity under GNU GPL-3.0-or-later, leaving the original Marathon as the only title which has not been open-sourced.[30] The iPad build was further updated in 2019.[31] A community made conversion of Pathways Into Darkness to Aleph One has also been produced.[32]
With Bungie's blessing, the team developing the Aleph One engine released the open-sourced Marathon trilogy on Steam for free from May to August 2024.[33][34]
Reception and legacy
[edit]Wired considered the Marathon Trilogy a prominent part of Macintosh gaming history for its innovative features previously unseen in mainstream games. The series also presented a grand science-fiction story told through in-game terminals, in contrast to a usual lack of detailed narrative in first-person shooters; Bungie carried this concept of an FPS with a strong narrative focus into the Halo series.[5] When reviewing the trilogy box set, Macworld praised the amount of content and the ability to edit levels.[35]
In May 2023, an archive said to be the largest historic collection of Marathon items was placed on the Internet Archive. At well over 10,000 Marathon maps, the source centers on the Trilogy's 3rd party versions of solo, network, and scenario entries between the initial December 1994 Marathon release through early 2023.[36]
Modifications
[edit]After Marathon was released in 1994, players began to create mods in the form of custom maps, shapes, sounds, and physics files. Larger total conversion mods may or may not be set in the Marathon universe. Before the official development tools were released with Infinity, most map development was done with fan-built tools such as Pfhorte, created in March 1995.[37]
"Vulcan" was a map editor used in the creation of all three games, but it was not released to the public until Marathon Infinity was published, by which time it had been polished and renamed "Forge". "Anvil" is the sister program to Forge and is used to edit shapes (graphics), sounds, and physics. Both Anvil and Forge ran only in the Classic Mac OS, but newer tools have been created by the community for modern platforms.
The need for royalty-free fonts to be distributed with the engine and games led to the creation of an OFL-licensed version of Bank Gothic and of Modula Tall, fonts originally used by Bungie in connection with the games.
Some of the more ambitious total conversions created by fans include Marathon Eternal[38] and Marathon Rubicon,[39] which are both "sequels" of a sort to the events in the Trilogy,[40][41] and the total conversion Apotheosis X.[42] In a different vein is Excalibur: Morgana's Revenge, originally released in March 1997, then updated in 2000 and 2007.[43] An original scenario mixing sci-fi and medieval themes, it builds a single-player campaign using new textures and sound assets as well as musical scores. A game entitled Wheels! was also produced in 1998 to assist in training power wheelchair operation for children with disabilities.[44] [45]
Relaunch
[edit]During a May 2023 PlayStation showcase, Bungie announced a new Marathon game. The new game is a Player versus player extraction shooter that takes place within the canon of Marathon, with events occurring on Tau Ceti IV, where a console ship remains in orbit, and its 30,000 passengers have mysteriously disappeared. Players take on the role of cybernetic Runners to seek wealth and treasure on the planet.[46] The new Marathon game will release on PlayStation 5, Windows, and Xbox Series X/S, but not for MacOS despite the original game being an exclusive for that system, and will support cross-play and cross-save between these platforms.[47]
See also
[edit]- Pathways into Darkness, the predecessor to Marathon
- Damage Incorporated, Prime Target, and ZPC, three commercial games created using the licensed Marathon 2 game engine
- Excalibur: Morgana's Revenge, former mod made standalone with Aleph One
- Sensory Overload, another Mac exclusive sprite based first-person shooter
References
[edit]- Bibliography
- Marathon manual. North America: Bungie. 1994.
- Marathon 2: Durandal manual. North America: Bungie. 1995.
- "3.Advanced Graphics". Tricks of the Mac Game Programming Gurus. Hayden Press. 1995. pp. 199–207. ISBN 1-56830-183-9.
- Citations
- ^ a b c "A Bungie Timeline". Play. No. 245. United Kingdom. July 2014. p. 9,10. Retrieved June 5, 2023.
- ^ "Online Gaming Review". February 27, 1997. Archived from the original on February 27, 1997. Retrieved April 16, 2023.
- ^ "The Number Seven". August 10, 2000.
- ^ a b c "Information Detailing Rampancy from Marathon 1". marathon.bungie.org. Archived from the original on December 16, 2018. Retrieved May 9, 2007.
- ^ a b Muncy, Julie (August 27, 2020). "It's Time to Revisit the Games That Gave Rise to Halo". Wired. Retrieved August 27, 2020.
- ^ "Marathon Blasts from the Past - The CyberMaxx VR Headset".
- ^ "Portal - The Doom Wiki at DoomWiki.org". June 6, 2023.
- ^ Scan of the front of Super Marathon's box
- ^ Scan of the back of Super Marathon's box
- ^ "Marathon 2 Source Code Released". MacTech. January 18, 2000. Retrieved July 3, 2024.
- ^ "Aleph One - Marathon Open Source". Lhowon.org. Retrieved June 18, 2022.
- ^ Rossignol, Jim (December 1, 2011). "A Marathon Effort: Aleph One". Rock Paper Shotgun. Retrieved July 3, 2024.
- ^ Purchese, Robert (December 2, 2011). "Remastered Marathon games released free on PC, Mac, Linux". Eurogamer. Retrieved July 3, 2024.
- ^ McElroy, Griffin (December 1, 2011). "Marathon trilogy now free through open-source project". Engadget. Retrieved July 3, 2024.
- ^ Reiches, Shelby (December 2, 2011). "How About An Open Source Marathon?". CheatCC. Retrieved July 3, 2024.
- ^ "Bungie's Marathon lives on as Aleph One 1.0 released". The H Online. December 2, 2011. Retrieved July 3, 2024.
- ^ Emms, Steve (November 14, 2023). "Marathon: Aleph One – continuation of Bungie's Marathon 2 game engine". LinuxLinks. Retrieved July 3, 2024.
- ^ Bond, John-Michael (January 31, 2014). "Before Halo we had Marathon -- play Bungie's three Mac classics free". Engadget. Retrieved July 3, 2024.
- ^ "Aleph One Marathon Trilogy: 3 Awesome Free FPS Games for Linux". Ubuntu Vibes. December 1, 2011. Archived from the original on December 5, 2011. Retrieved July 3, 2024.
{{cite web}}
: CS1 maint: unfit URL (link) - ^ "The Trilogy Release". Bungie.org. Retrieved April 6, 2018.
- ^ Litchfield, Ted (December 5, 2022). "Apparently, you've been able to download Bungie's first 3 sci-fi FPSes for free for the past 17 years". PC Gamer. Retrieved July 3, 2024.
- ^ Yarwood, Jack (May 25, 2023). "As A Heads-Up, You Can Grab The Marathon Trilogy Online Now For Free". Time Extension. Retrieved July 3, 2024.
- ^ Royal, Simon (June 18, 2016). "Marathon Trilogy: Aleph One Is Available for Free". Low End Mac. Retrieved July 3, 2024.
- ^ Smith, Tony (December 2, 2011). "Greatest ever first-person shooter* brought back to life". The Register. Retrieved July 3, 2024.
- ^ "Marathon: Durandal – Game Detail Page". Archived from the original on July 13, 2007. Retrieved July 11, 2007.
- ^ Levin, Mark (November 20, 2007). "Postmortem: Freeverse's Marathon 2: Durandal". Game Developer. Retrieved July 3, 2024.
- ^ "Burn Bright. Burn Blue". Bungie.net. Archived from the original on June 26, 2011. Retrieved June 18, 2022.
- ^ Patterson, Blake (February 5, 2011). "'Aleph One' – The 'Marathon' Trilogy Is Headed for the iPad". Touch Arcade. Retrieved July 3, 2024.
- ^ Porten, Jeff (July 7, 2011). "Mac classic Marathon returns to the iPad". Macworld. Retrieved July 3, 2024.
- ^ "Bungie open sources the complete Marathon Mac FPS franchise". The H Open. June 27, 2011. Archived from the original on June 29, 2011.
- ^ Nelson, Jared (April 8, 2019). "Bungie's Classic 'Marathon' Trilogy Updated for Modern iOS Devices". Touch Arcade.
- ^ "Aleph One: Pathways Into Darkness - A full port of the 1993 mac game to the Aleph One engine". Indie Retro News. February 22, 2019. Retrieved July 1, 2024.
- ^ "Bungie's Marathon trilogy is coming to Steam, and the first game is free now". Video Games Chronicle. May 10, 2024. Retrieved May 10, 2024.
- ^ "Classic Marathon Infinity arrives on Steam, completing Bungie's sci-fi trilogy". Eurogamer. August 22, 2024.
- ^ "Marathon Trilogy Box Set". MacWorld. United States. December 1998. p. 75. Retrieved June 6, 2023.
- ^ World's Ultimate Bungie Software Marathon Maps Collection, Internet Archive, May 20, 2023, retrieved July 29, 2021
- ^ "Eight Years of Pfhorte". Bungie Sightings. Retrieved April 6, 2018.
- ^ "Marathon Eternal".
- ^ "Marathon Rubicon".
- ^ Vincent, Brittany (September 19, 2014). "The original Bungie Trilogy: A Marathon retrospective". Shacknews. Retrieved July 3, 2024.
- ^ "Get The Inside Info On Marathon Rubicon". The Mac Observer. February 13, 2001. Retrieved July 3, 2024.
- ^ Litchfield, Ted (December 11, 2022). "This Marathon mod 15 years in the making is practically an entirely new game". PC Gamer. Retrieved July 3, 2024.
- ^ Chris Barylick (August 29, 2006). "The Slacker's Guide – A Classic Evolved: Excalibur: Morgana's Revenge". The Mac Observer. Retrieved November 13, 2008.
- ^ "Wheels!". RJ Cooper & Associates. Archived from the original on October 5, 2018. Retrieved July 11, 2024.
- ^ "Wheels!". Greater Williamsburg Network of Care. Retrieved July 11, 2024.
- ^ "Bungie and PlayStation resurrect Marathon". May 24, 2023.
- ^ "Bungie is reviving its '90s classic Marathon as an extraction shooter". Polygon. May 24, 2023.
External links
[edit]- Bungie games
- Classic Mac OS games
- Cooperative video games
- Fiction about drones
- First-person shooter multiplayer online games
- Freeware games
- IOS games
- Linux games
- MacOS games
- Marathon engine games
- Marathon Trilogy
- Military science fiction video games
- Multiplayer and single-player video games
- Science fiction video games
- Sprite-based first-person shooters
- Video game franchises introduced in 1994
- Video games about artificial intelligence
- Video games about cyborgs
- Video games about extraterrestrial life
- Video games developed in the United States
- Video games with 2.5D graphics
- Windows games