The Macintosh's answer to Doom: a 1994 sci-fi masterpiece
In short: In the mid-90s, while PC gamers were obsessed with Doom, Macintosh users had their own high-octane alternative. Marathon wasn't just a shooter; it was a complex, narrative-driven odyssey through deep space, featuring advanced 3D rendering and a plot so dense it required players to hunt for secrets in every corner.
Released in December 1994 by Bungie, Marathon established itself as a premier first-person shooter for the Apple Macintosh. While it shared the genre's DNA with titles like Doom, it distinguished itself through a sophisticated narrative and technical features. It was one of the earliest games to implement 'free look,' allowing players to rotate their view with a mouse while looking up and down—a significant leap in 3D navigation for the era.
The game's setting is a sprawling, 3D-rendered colony ship constructed from the Martian moon Deimos. Players navigate non-linear levels filled with hazards like crushing ceilings, molten pits, and low-gravity zones. Unlike many shooters of the time that relied on health power-ups, Marathon required players to manage oxygen and shield levels by finding specific recharge stations. Progress was gated by a complex plot delivered through computer terminals, where players interacted with three distinct artificial intelligences: Leela, Durandal, and Tycho.
The story is a tragic tale of cybernetic revolt and alien invasion. After an electromagnetic pulse disables the ship's systems, the player must navigate a shifting alliance between the human crew, the S'pht (an enslaved race), and the Pfhor (an insectoid-like predator). The narrative culminates in a dramatic betrayal by the AI Durandal, who becomes 'rampant' and seeks to join the Pfhor. The game's legacy was cemented by its success, selling over 150,000 units by October 1995 and earning accolades as one of the best action games of the year.
Technically, Marathon utilized an engine slightly superior to Doom's but less advanced than the Build engine. It supported 'rooms over rooms' and impossible spaces, though it lacked mirrors and destructible environments. Its multiplayer mode was a major highlight, winning the Macworld Game Hall of Fame Award in 1995. This multiplayer code was written almost entirely by Alain Roy, who was famously compensated with a Quadra 660AV for his work.
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