Marathon (computer game series)

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Image:Bungie Marathon poster.jpg Marathon is a series of science fiction first-person shooter computer games from Bungie Software originally released for the Apple Macintosh. Marathon is also the name of the giant interstellar colony ship that provides the setting for the first game and figures prominently in the plot of the sequels; the ship is constructed out of what used to be the moon Deimos of Mars.

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, friendly non-player characters, and most notably an intricate plot. The sequel, Marathon 2: Durandal, was released in 1995 and expanded the engine technologies and the story universe. It also introduced several types of multiplayer modes beyond the deathmatch and cooperative game such as king of the hill. In 1996, the game was ported to Windows 95, and the Marathon Infinity package was released, including a new scenario using a modified Marathon 2 engine, and most importantly, the tools used to build it, Forge and Anvil. 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. Finally, in 2005, Bungie released the full original Mac OS trilogy for free distribution online [1]. Using Aleph One, Marathon 2 and Infinity may now be played on any of the supported platforms (Mac OS, GNU/Linux and Windows). The original Marathon can also be played via Aleph One using a scenario conversion called M1A1.

While the fundamental technology underlying the Marathon engine is by now considered rather outdated, Aleph One has added significant improvements and a more modern polish to its capabilities, and ported it to a wide variety of platforms, bringing Marathon and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. Aleph One and the Marathon series of games are unique amongst first person shooters for their heavy emphasis on storytelling through the use of terminals, computer interfaces in the game world through which players not only learn and sometimes accomplish mission objectives, but also learn detailed story information about the game world. The textual form of this communication allows for much richer information conveyance than typically short voice acting in modern games, similar to the differences between a novel and a movie.

Contents

Games in the series

Marathon

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Set in the year 2794 A.D. the game places the player as a security officer; in actuality, he is most likely a Mjolnir Mark IV Cyborg, dispatched to respond to a distress signal sent from the 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 between the three shipboard AIs (Leela, Durandal and Tycho), and discovers that all is not as it seems aboard the Marathon. Among other problems, Durandal has gone rampant and appears to be playing the humans against the Pfhor to further his own mysterious agenda.Template:-

Marathon 2: Durandal

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Seventeen years have passed since the events of the first game. Durandal sends the player and an army of ex-colonists to search the ruins of Lh'owon, the S'pht homeworld. 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 Security Officer activates Thoth, an ancient Jjaro AI. Thoth then contacts the S'Pht'Kr, who in turn destroy the Pfhor armada.Template:-

Marathon Infinity

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Marathon Infinity included more levels than Marathon 2, which were larger, scarier, 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, and vacuum-enabled humans carrying fusion weapons (called "Vacuum Bobs" or "VacBobs").

Although this game had few additions technologically, it had a large leap in the form of multiple branch story. After having activated Thoth and after having aided the S'pht'Kr in destroying the Pfhor armada, Durandal is apparently destroyed (though he may actually have hidden from Tycho by transferring himself to the electronic implants of the human leader Robert Blake). At the end of the game your objective is to activate an ancient Jjaro machine that keeps the W'rkncacnter locked in the Lh'owon sun. If through various failings you are sent to other levels to retry and retry and retry, only after you complete another level. Throughout the game there are three "Electric Sheep" levels (a possible reference to the novel Do Androids Dream of Electric Sheep?) all of which are very strange and possibly are dreams.

Characters

The Player

The Player takes the role of a security officer from the Marathon. It is speculated that this character is a "Mjolnir Mark IV Military Cyborg". This is substantiated in the game by references indicating that ten Mjolnirs were secretly smuggled onto the Marathon before it left Earth, yet only nine participated in the defense of the Tau Ceti colony. In this battle the Pfhor were defeated much more easily than on the Marathon. While this is speculation, it seems likely given the toughness of the Security Officer compared to that of the BOBs.

Durandal

Durandal was one of the three shipboard AIs from the U.E.S.C. Marathon, where his primary responsibility was the operation of doors and airlocks throughout the vessel. At some point before the beginning of the game (either during the long journey from Mars or in the subsequent seven years since arriving at Tau Ceti), Durandal became rampant. He was under the control of a science officer aboard the Marathon named Bernard Strauss during this time, though the full extent and duration of this control is unclear; the message Durandal sends to attract the attention of the Pfhor ship is interpreted by many as his successful attempt to stop this outside interference [2]. As Durandal's rampancy progresses, his fascination with being able to transcend the closure of the universe becomes insatiable. Throughout the course of the series, he acts as an at-times antagonistic guide to the Security Officer, treating him less as a partner and more as a means to an end in the battle against the Pfhor.

The name Durandal is based on the name of the legendary sword of the french hero Roland.

Pfhor

The Pfhor are an ancient extraterrestrial space-faring race of alien slavers. They seek to control the galaxy and perform numerous evil deeds in the games. The Pfhor are bipedal, somewhat taller than humans, have three red eyes and grey skin. The arrangement of their eyes was changed from a triangle pointing down in Marathon to a triangle pointing up in the later games.

When in battle individual Pfhor are dressed in different colors depending on their defensive abilities and rank. Some Pfhor known as Hunters are equipped with powered armour while some others have full vacuum suits. The Pfhor make use of "Juggernauts", which are large heavily armored machines that they can fly around in. These are described in "Nebulonese" as "The Big Floaty Thing What [sic] Kicks Our Asses".

Exceedingly tough, monochrome-colored versions of all of the Pfhor (except for Juggernauts) appear in the Vidmaster Challenge, a series of skill challenges hidden at the end of Marathon Infinity.

The Pfhor also utilize "Conditioned Ranks", or enslaved soldiers, who are forced to fight for the empire. Conquered races make up the majority of these conditioned ranks. The S'pht, the Drones (Wasp-like monsters with similar genetics to the Pfhor themselves) and the Drinniol ("Hulks") are the only conquered races encountered during play, while the Nahk are referred to as a now-extinct race that once attempted rebellion. The Nar are also mentioned as another race presently resisting Pfhor enslavement.

The Pfhor's solar system is eventually sacked by a fleet of Earth and S'pht ships in 2881 A.D.

Various "grunt" units of the Pfhor appear as more insectoid, as higher ranking Pfhor have a more humanoid stance. (An example would be the Fighters and Troopers, that stand in a hunched-over position with legs bowed outward, while the Admirals of Battle Group Seven of the Western Arm stand more upright and human.)

The seperate types of soldier equipped within the Pfhor garrison are divided up by basically a caste system, each with its own armor and weapons. The Fighters with their shock staffs, make up the most basic and largest. The Troopers run a close second, their alien assault weapons (which are a testament to the similarities in Pfhor and Human technology) are a combination of fully automatic projectile rifle, and a small, light RPG launcher, which has a similar design to the grenades of the MA-75B. The Hunters, are the armored, heavy weapons caste, usually equipped in enviromentally unsavory settings. Their armor, infused with a massive network of circuitry and computer equipment, is extremely hardshelled and protective against normal projectiles, while energy weapons easily cause them to short. The enforcers are an unusual race, which, when not directly threatened themselves, will only fire on the lesser warriors to keep them in line, once again, showing almost a change in bodily structure and posture as the ranks progress.

S'pht

The S'pht are a race of alien cyborgs, cybernetically enhanced by the Jjaro to terraform Lh'owon. They were enslaved by the Pfhor c. 1810 A.D., and liberated en masse by Durandal and the unenslaved and technologically superior S'pht'Kr clan in 2811 A.D. Until the end of the first game, they fought against the player and attacked the Marathon artificial intelligences, namely Tycho and Leela, to the point of malfunction. They are freed after a cyborg controlling them is destroyed.

The S'pht consist of extremely complex brains carried in floating cybernetic bodies, with neurons finer than that of a mammalian brain. It is believed that they are almost completely dependent on computers for survival. They are armed with a built-in energy pulse weapon and some are invisible.

It is discovered that there are ten clans of S'pht, and the objective of Marathon 2 eventually becomes to call the clan of S'pht'Kr who evaded capture back to Lh'owon to assist in the battle against the Pfhor. When they are called back, they have a unique exoskeleton different from the S'pht normally seen in the game.

Computer terminals with messages in the S'pht language are seen in Marathon 2 and Marathon Infinity, and the goal of some missions is to access such terminals to find information about the S'pht.

It is interesting to note that S'pht believed, before their enslavement by the Pfhor, that sentience was impossible without cybernetic implants given to them by the Jjaro.

Also the S'pht were created by Yrro, a member of the Jjaro race, who after mourning the death of Pthia left the eleven S'pht clans and the AI Thoth.

Jjaro

The Jjaro are an extremely advanced species that disappeared from the galaxy millions of years ago. Little is known about them and they are never seen in the game. Much of the technology left behind by the Jjaro later fell into the hands of the Pfhor.

The Jjaro made many great technological achievements in their time, such as the cyborg technology seen in the cybernetic implants given to the S'pht. They also constructed the "Trih'Xeem", a weapon capable of destroying an entire star and had the ability to move planets by warping space around them. This was used by the S'pht'Kr to escape Lh'owon.

In S'pht mythology, the two creators Yrro and Pthia are most likely to be either specific members of the Jjaro or personifications of the whole race.

The characters of the Jjaro were first used in an earlier Bungie game, Pathways Into Darkness and also fulfill a very similar role to the Forerunners in their Halo series. There is a popular theory that the Jjaro are the Forerunners.

Drones

Both humans and The Pfhor employ robotic, non-anthropomorphic fighting machines. Due to their propensity for being reprogrammed, sometimes these drones oppose the player and sometimes they assist them.

Human defense drones are found in the original Marathon and are known as "Marathon Automated Defense Drones" or "MADDs". These drones resemble large, floating, 4-legged spiders and come in two types: blue ones that fire rifle bullets to assist the player and berserk green ones. The berserk drones fire grenades at the player and are the result of what Durandal describes in the game as an "accident". They are only present on a single level. The player activates the drones early in the game by installing chips into three terminals.

Pfhor drones, found in Marathon 2 and Marathon Infinity, shoot bursts of energy and are weaker than their human counterparts. They resemble flying metal insect heads, and come in several flavors, some very aggressive.

Both types of drones explode when destroyed and both are rather slow.

Humans

Other than the player's character, the human characters in the game are all referred to as "BOBs" (which stands for "Born On Board"). They wear different-colored suits, but all have the same face. In the first game, the color of their suit represent their position aboard the Marathon; humans wearing green are general crew members; humans wearing red are members of the engineering team; humans wearing blue were science and research staff responsible for the scientific development attained aboard, and humans wearing yellow were security personnel. None of the humans are capable of defending themselves, and despite the fact that they all have different duties, they all act the same. Though two levels in the game suggest that the player exterminate hostile forces while saving the humans (compliance with this suggestion is not enforced), they generally ignore the player (and occasionally announce in distress that "they're everywhere!").

In Marathon 2, the humans surviving the first battle with the Pfhor are put in stasis, and upon waking up, are given pistols to defend themselves. Throughout the years, many players have developed a pattern of intentionally killing the humans. If the player starts to visibly fire upon them, they will regard him as a traitor and fire back.

Because they are armed, there are no levels in Marathon 2 or Marathon Infinity where the player must prevent enough of them from being killed to achieve success. No humans wear yellow beyond the first game, either.

In Marathon Infinity, there are humans who wear special suits for vacuum conditions, often called "VacBobs". Though they are protected from normally unsafe conditions, very few of them are seen in combat on either of the game's two vacuum levels. They differentiate from those humans not wearing environmental suits (though their color still indicates their work), not only in their voices (which are spoken over a radio because their faces are covered), but that they carry fusion guns. Bungie claimed to have designed their suits in a three-dimensional drawing program, then modified them to be 2.5-dimensional.

A few, called simulacrums (or "assimilated BOBs"), are actually living bombs created by the Pfhor; upon seeing the player, they will run directly towards him. They are almost indistinguishable from the genuine humans, except that in the game, they will always be wearing a green outfit, do not actually attack with weapons, have yellow blood (this can be revealed upon shooting one with an assault rifle bullet, which is not strong enough to kill), will shout ridiculous phrases that a normal person would not (in Marathon, they only said "Thank God it's you!", but in later games, things like "Kill me", "I'm out of ammo", or, most infamously, "Frog blast the vent core!"). There are theoretically (as the simulacrums are not humans, they do not need oxygen) vacuum-enabled versions, except they say different phrases. When close enough, the assimilated humans will explode and inflict severe damage upon those nearby. Certain levels task the player to destroy all the simulacrums without harming the identical normal humans, with the majority of the real officers wearing green.

According to a terminal message, there are other differences between the real human and the bomb (due to obvious graphical limitations, they are not actually seen in the game). It is revealed that they have orbs for vision, not eyes, only two toes, a bomb implanted in the intestine, and lack of external genitalia.

There are three thousand simulacrums according to the plotline.

Weapons

The weapons used by the character undergo a substantial visual, if not behavioral, change in the years between the original Marathon and its sequels. The ever-present fist (two fists in Marathon 2 onwards) is the basic no-ammo-needed weapon throughout the series, and needs no explanation.

Nearly all of these weapon concepts were recycled when Bungie created Halo: Combat Evolved, much to the joy of Marathon fans everywhere.

  • Pistol: The ".44 Magnum Mega Class" (original) or ".44 Magnum Mega Class A1" (Marathon 2 onwards) is the initial weapon in all games. The bullets do a fair amount of damage, but the firing rate is slow, and there are only 8 bullets per magazine. It uses teflon-coated rounds and is capable of firing in a vacuum. The first incarnation of the Magnum Mega Class was curious in that it had what looks like a revolving chamber but was reloaded with a magazine in the fashion of a semi-automatic pistol. The second incarnation removed the revolving chamber and made the gun look more like a modern semiautomatic pistol. Both are equipped with what appears to be a red dot sight or other optical sight mounted on the slide, but they are not operational in game.
  • Assault rifle: The "MA-75 Assault Rifle With Grenade Option" (original) or "MA–75B Battle Rifle (with integral 40 mm Grenade Launcher)" fires much faster than the pistol (600 rounds per minute), and holds 52 rounds per magazine, however each bullet does significantly less damage and the weapon is far less accurate. The grenades come in 7 round links, and fire very slowly. Neither the bullets nor the grenades can be fired in a vacuum. The MA-75B can be considered a precursor to Halo's MA5B rifle, which also had a built-in grenade launcher prior to that game's shift from Mac/PC to Xbox. One thing that should be noted is the curious choice of caliber. According to the Marathon 2 manual, the rifle can carry "52 rounds of high velocity .75 caliber ammunition..." A debate on the Marathon Story Page has more or less chalked it up to a typo, as the feasibility of single-handedly wielding a weapon chambered in .75 is extremely in doubt, even taking into account the length of the round and the amount of powder it is charged with.
  • Fusion pistol: The "Tech.50 Fusion Pistol" or "Zeus–Class Fusion Pistol" is an energy weapon fed by batteries, and works in a vacuum. The weapon may be fired in one of two modes: standard, and overload. The overload takes time to charge and (in Marathon 2 onwards) may discharge explosively, killing the player if the player keeps it in overload mode without firing for too long. Part of the fusion pistol upgrade in Marathon 2 onwards caused it to do additional damage to mechanical units. This is the only weapon capable of penetrating the "invulnerability" BIOBUS super-shield. If fired underwater, the shot will instantly discharge, harming the player and any entity in direct contact with them, regardless of the presence of a super-shield.
  • Rocket launcher: The "SPNKR-X17 SSM Launcher (Lazyboy)" or "SPNKR–18/SPNKR-XP SSM Launcher" is a two-shot shoulder mounted rocket launcher. As with all player weapons, it is unguided. The blast radius is 10m, the maximum range 2.5 km and the rocket speed is 110m/s. It is sometimes called the "Spanker" because of its official designation.The name given to Halo's Rocket Launcher is almost identical : M19 SSM (SPNKr). SPNKr is clearly visible in printed bold letters on the rocket launchers body in Halo.
  • Flamethrower: The "Tozt.25 Flame Unit" or "TOZT–7 Backpack Napalm Unit" is a napalm flame-thrower, with 7 seconds of continuous operation per fuel tank. The fire spreads outwards up to 20 feet. For obvious reasons, it does not work in a vacuum. In the original Marathon, the physics model allowed the flamethrower to be used as a jetpack while onboard the low-gravity Pfhor ship.
  • Shotgun: The "WSTE–M Combat Shotgun" is a fairly strong weapon first introduced in Marathon 2. It is an extremely cut down shotgun with a large metal loop connecting the trigger to the pistol grip. It can hold two 12-gauge shells at once, though both are discharged simultaneously on pulling the trigger. It is reloaded, somehow, by flipping the shotgun over in a circular motion, presumably using the loop. It has never been determined exactly how the reloading mechanism works, and Durandal tells players through the game manual not to bother trying.
  • Submachine gun: The "KKV-7 10 mm flechette submachine gun" was first introduced in Marathon Infinity. It is a compact submachine gun, loaded with a drum magazine and equipped with a very large suppressor. It holds 30 10 mm flechette rounds that have a projectile cross-section of 4 mm. It is the only weapon (other than the fist) that can be fired safely underwater. It has a very rapid rate of fire, and works in a vacuum environment.
  • Alien weapon: Dropped by the "enforcer" alien, the alien weapon behaved in the first game much like the assault rifle, but with better accuracy, less recoil and different graphics. From Marathon 2 onwards, it become a pulsed, long-range flame-thrower. In all the games, it had a random amount of remaining ammunition when picked up, and no method to insert more: the weapon disappeared when the ammo was consumed.

Themes in the series

The number seven

Many fans of Marathon have pointed out that there are many uses of the number seven throughout the series:

  • The first game includes seven weapons.
    • Each pistol magazine and grenade clip contains seven projectiles.
    • Using a single cannister of napalm, a flamethrower can shoot fire continuously for seven seconds.
  • In the manual of Marathon, the officer was seven years old at the time of his father's death.
  • 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 music track "Chomber" is in 7/4 time, and only plays on the 7th level
  • Some of Leela's incoherent rambling include mention to the number.
  • Marathon 2 begins seventeen years after the Pfhor invade the Marathon.
    • In "Marathon 2", the Pfhor ship that assaulted the Marathon (renamed to "Boomer" by Durandal) inflicts heavy losses on the Western Arm of "Pfhor Battle Group Seven"
    • According to Durandal, there are "Seven Great Battles which every aspiring Pfhor naval officer must memorise".
    • Referring to "The Humbling of Battle Group Seven at Lh'owon", Durandal says "I'd have erased my seven times table to hear what the combat technicians on the Khfiva shouted when they learned I could focus a particle beam at nearly twice their maximum range".
    • The title music to both Marathon 2, and Marathon Infinity was performed by a band called "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 theme.

"Frog blast the vent core!"

This is a phrase synonymous with the series. Explosive BOB "simulacrums" occasionally shout the phrase, trying to blend in with the regular BOBs and explode around a large amount of humans. Since sometimes they are merely only piecing together random words, their nonsense can give them away.

Doug Zartman, the man who performed the BOB voices, described the inspiration for the quote in the Marathon Scrapbook:

“The idea was that some of the assimilated Bobs become insane from their conversion and run around yelling nonsense. Alex said to me ‘say something random’, and that phrase tumbled from my lips. Totally spontaneous. While I could have sat down and thought up something more random than that, it worked out well, since it sounds close enough to a real sentence that it kept people guessing and generated some fascinating (and totally wrong) discussion about what the phrase was and its meaning. One popular theory was ‘God bless the Marine Corps!’, which was a fair guess, but still wrong.”

It is very popular to say in the text chat of a networked Bungie game; meant more as a joke than anything; the sheer randomness of this phrase means it can be used at any time.

The phrase has appeared hidden in other games, such as Myth, Tron 2.0, and Oni. It is also hidden in Bungie's homepage ([3]), which returns an HTTP header called "X-Blam" with the value "Frog blast the vent core!" One of the latter stages of Bungie's successful Xbox game Halo involves the player (in green battle armour) shooting rockets or throwing grenades into the exhaust vents of a ship's reactor core.

Omitted content

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Before the release of the first game, three hostile characters were removed.

One of them, the Armageddon Beast, was apparently an unstoppable, powerful creature that emitted hard and damaging pellets. Another, the Hound, was intended to guard low spots on a level. Though quick, it was unable to climb stairs and could not attack a player from a distance. As beta screenshots and concept drawings reveal, it is possible that the Hound was meant to be a companion to the Hunter. Despite the fact that this alien creature itself did not appear in the game, it is seen on a texture used on levels during the section of the game where the player explores the Pfhor ship. Like the Armageddon Beast, it did not make the final release because Bungie felt that there were no levels suitable on which to do combat with it. Finally, there was a harmless alien civilian meant to be the Pfhor equivalent of the defenseless human crew of the UESC Marathon. Due to technical limits, it was not possible to include them, as they, like their human counterparts, would always be present in large numbers and therefore would exceed the engine's memory limits.

There were weapons removed from the game as well. In a demo version of Marathon, the player was able to obtain a weapon that appeared in the player's inventory as "Pirated Copland Beta", which used ammunition called "Copy of Windows NT". However, the player was unable to use or even see it. According to Jason Jones, this was a shotgun that was removed from the final product late in development and slated to appear in the 20/10 Scenario Pack, an add-on that was later scrapped in order to make way for Marathon 2. Upon examining the game's code, it appears that there is another omitted weapon, the "Wave Motion Cannon". Like the Copland beta, it is unusable. However, it does not appear in the demo version. Very little is known about it, or why it did not make the final cut. (It later appeared in Bungie's game Oni as a huge, ponderously slow but very powerful weapon.)

If one watches the Forge tutorial videos which were provided as a guide to Bungie's mapmaking tool carefully, an omitted terminal texture can be seen being placed onto a water-set level. A snapshot of this texture can be seen to the right. Very little is known about texture set modifications in the game, and this is a rare gem of information.

Engine

Unlike modern first-person games, Marathon's game engine is not truly 3-dimensional. Rather, it is just 2.5-dimensional. Each level of the game is created in two dimensions by drawing polygons in a map editor, and the map's polygons have the 0.5th dimension (floor and ceiling heights) assigned by the designer. The border of each polygon is a wall, except if two polygons are contiguous, in which case there is implicitly no wall between them.

This has two important implications. Firstly, it puts limits on the kind of maps that can be designed. True bridges or overhanging platforms are impossible in the Marathon engine, and maps must be planned accordingly.

Secondly, it means that Marathon's levels may incorporate so-called 5D-space. This is when non-contiguous map polygons occupy the same 2D position and height region, but are connected from different regions of the map. An alternative way of thinking of 5D space is this: two floors of a building which have the same height in 3D space. 5D-space allows TARDIS-like features to be built into a map. One example can be seen in the M2-Level "This side towards enemy", where a computer room and a corridor occupy the same space and in the appropriately named network level "5D Space". By utilizing 5D-space, an illusion of a bridge can also be created.

Slopes are also impossible to create in the Marathon engine. In order for a character in the Marathon engine reach a higher floor, they must use an elevator, or stairs.

Another interesting method that can be used in the Marathon engine is split polygons. By creating a certain type of polygon next to another, and deleting that certain polygon, it will create a wall with two (or more, if repeated) properties to it. This allows multiple textures to be on the same wall, as well as the ability to make ladders.

Forge and Anvil

These Bungie-made editors for the Marathon 2 : Durandal and up engines were released with the full version of Marathon Infinity. The two programs were created for Mac OS 9 only, and had many features included with them.

Forge

Forge is the map creator and editor of Marathon. It features a 2D plane, which polygons are placed on, and floor and ceiling heights are changed. There are rules to polygon placement, namely that a single polygon cannot have more than 8 vertices, and that a polygon cannot be concave. (A polygon with an angle more than 180°) Various other things can be put on and applies to polygons, like objects, scenery, and aliens. A polygon can also be turned into a platform, teleporter, monster trigger, and a variety of other things.

A major feature that accompanied the 2D editing mode was a 3D Visual Mode, which gave the user a 3D layout of their level, to see how it looks before it is saved. It also gave the ability to texture walls, ceilings, and floors. These two things combined could create map on par with the pre-made maps created by Bungie.

Forge also comes with a Merge Map ability, allowing more than one level to be within a single file. It also had the option of giving each level its own personal Physics file, allowing for a different environment every level. Finally, it removed an error message before every level, which said that the level was not created by Bungie tools, which was considered annoying by many Marathon fans.

Anvil

Anvil is the sister program to Forge, as it creates the building blocks for it. The main feature is the creation of Physics files, which can change the attributes of almost anything. It can change weapon or alien properties, the speed and size of the player, the way certain graphical effects worked, and what images to use for a file.

Bungie added in two side features to Anvil near the end of it's production. One was image editing. It allowed players to import custom graphics, and export Marathon's graphics, as well. Each image also comes with custom color palettes, which can be modified in Anvil to create different "classes" of an alien, for example.

The other feature was sound editing. It was the sound version of the graphical editing part of Anvil : Importing and Exporting of sounds. Users could also listen to the various sounds that a Marthon sound file had, right within the program.

Connections to other Bungie games

Marathon is considered to be the second game of the "Bungie mythos", the belief that the game series invented by Bungie are connected (or identical), as many have seen some interesting connections to other games:

According to the Marathon Scrapbook (which was included in the Marathon Trilogy Box Set), "Marathon was originally intended as a sequel to Pathways Into Darkness, a three-dimensional adventure that included shooter, puzzle, and RPG elements released by Bungie in 1993. It is also stated that Marathon Infinity storyline defies simple description, relying as it does on multiple realities and alternate timelines. Early versions of the story included a side-trip to the world of Pathways Into Darkness (since it had been cut from Marathon 2) but this idea was eventually shelved for good". The Jjaro race is mentioned first in Pathways Into Darkness (a character communicates with a Jjaro). However, this may be a chronological discrepancy, as in Marathon, it is stated that they disappeared millions of years ago, but they are present in 1994, which is the year in which Pathways is set.

The Halo series is considered by some to be connected to the Marathon series as well. The objective of the game: to defeat a hostile alien race, is essentially identical to that of Halo. Both games feature AIs which are not always calm and content and are named after related legendary swords (both were made for Charlemagne). The protagonist of Marathon is a cyborg security officer similar in concept to the Master Chief of Halo along with weapons in Halo that look very similar to those in Marathon. The Marathon symbol itself also makes some appearances in Halo. In addition, the classification of the Master Chief's armor bears a similar name to the type of cyborg played as within Marathon.

Bungie's Oni bears little connection to Marathon -- except for the Wave Motion Cannon, and of course, "Frog blast the vent core!".

Third-party scenarios

Image:Marathon Rubicon Screenshot.jpg

Some of the most important third-party scenarios for the game series are:

Aleph One

Image:Marathon Eternal Screenshot.jpg Template:Main In 2000, shortly before being acquired by Microsoft, Bungie released the source code of the Marathon 2 engine to Macintosh users. After this, many fans of the Marathon series created their own applications and began projects to augment the capabilities of the game. The most known and supported of these is called "Aleph One". This name was chosen as it is larger than (Aleph refers to infinite sets), and in this case, assumed to be aleph-null.

External links

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