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Give a game show a sillier and lighter vibe with this royalty-free music track. A Game of Questions Give a game show a fun twist with this musical element. It's upbeat, funky and full of brass instruments. Ringtone 3 Announce or notify contestants of a situation in the game show with the 'Ringtone 3' sound effect.
Music In Computer Games May 7, 2001 | Michael Thibault |
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- Mac App Store is the simplest way to find and download apps for your Mac. To download apps from the Mac App Store, you need a Mac with OS X 10.6.6 or later.
- Discover now our comparison of the best Mac Game Music Controllers. It is never easy to choose from the wide range of offers. On the market, you will find an incalculable number of models, all at different prices. And as you will discover, the best Mac Game Music Controllers are not always the ones at the highest prices!
You stand in the computer store staring at the bottom of the box. Your computer at home meets the minimum system requirements printed on the game package, but your experience as a gamer tells you that your computer is going to need some tweaks to make this new first-person shooter playable.
You dig the money out of your pocket promising you’ll work a few extra hours this week to make up the difference — besides, that phone bill can wait.
You get home and have already ripped open the box and taken out the jewel case just as your desktop comes into view.
Installing is a breeze and you are tempted to double-click that new little icon on your hard drive and start playing, but you remember that your RAM is dangerously close to the minimum requirements for the game. No sense disappointing yourself with a sluggish game right off the bat, let’s see what you can do to ensure your machine runs the game at optimum efficiency.
You double-click on the Read Me file.
“Thank you for purchasing …” yada, yada, yada. You scroll down. Ah, here it is: “Performance Tips.”
Hmm, lower resolution? No, not if I don’t have to, you say to yourself.
Lower texture detail? God no, I want to see everything!
Lower texture detail? God no, I want to see everything!
Ahh, here we go. Turn off music. No problem, you say, and without a second thought you’re diving into the .ini file to get rid of that in-game music.
![Game + Soundtrack For Mac Game + Soundtrack For Mac](/uploads/1/2/8/3/128340647/713048231.jpg)
Sound familiar?
We’ve all been there. Faced with games that overwhelm our systems, we are forced to experience them at less than optimum situations. And often it is the music that is the first to go.
Detractors will say that it doesn’t matter anyway because in-game music is often annoying and repetitive. If that’s true, then who’s to blame? The ease in which we allow ourselves to turn in-game music off, and the ease in which game designers allow us to turn it off, creates an interesting situation for game developers and gamers alike, who must ask themselves: what priority have I put on having high-quality game music?
There’s no doubt that audio has a large role to play in a multimedia experience like a computer game. We want to hear those footsteps echoing down the hall, and have that explosion’s boom fill the room when we send a grenade into that chemical factory.
But music is a different matter. And often it is taken for granted. One big reason may be that music integration technology isn’t where it should be.
Unlike in film where the music changes according to the action on the screen, game music is often just looped tracks — and who wants to hear the same 45 seconds of music over and over and over and over?
But again, where does the onus lie when it comes to ensuring that we continue to progress in the technology that will allow music to interact more effectively with games?
Who should lead the charge? Game developers? Gamers themselves who could demand much more? How about game music composers?
Who knows?
Not me surely, so I tracked down a couple of game music composers to get their views on the state of the video game music industry. And these aren’t just “two-Casios-and-a-microphone” hacks, these guys are heavyweights.
Mike Beckett is the one-man show behind Nuclear Kangaroo Music, which is responsible for some of the best game music ever to grace a game, the Bugdom soundtrack. Beckett also wrote the music for Pangea Software’s Nanosaur, and has his infectiously-hummable tunes in the company’s newest creation Cro-Mag Rally.
Pages: | 1 | 2 | 3 |
Marathon | |
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CD sleeve artwork featuring the ship's crest of the UESC Marathon, the game's setting | |
Developer(s) | Bungie |
Publisher(s) | Bungie |
Designer(s) | |
Composer(s) | Alex Seropian |
Series | Marathon |
Platform(s) | |
Release | Macintosh December 21, 1994 Windows[1] December 1, 2011 Linux[1] December 1, 2011 iOS July 7, 2011 |
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Marathon is a first-person shootervideo game developed and published by Bungie, and released in December 1994 for the Apple Macintosh. The game takes place several centuries into the future in outer space and sets the player as a security officer attempting to defeat an alien invasion aboard a colony ship named the Marathon.
Marathon has a well-developed storyline that is also an essential element of its gameplay, which distinguishes it from many other first-person shooters released in the 1990s that devote minimal attention to plot in favor of faster, more action-oriented gameplay. Marathon has a single-player scenario as well as a multiplayer deathmatch mode, through which up to eight players can compete against each other on the same computer network, via individually linked computers. This functionality increased anticipation for Marathon prior to release, and won the game the Macworld Game Hall of Fame Award for the best multiplayer game in 1995.
Marathon is the first game in a series of three games collectively known as the Marathon Trilogy, which also includes its two sequels, Marathon 2: Durandal and Marathon Infinity, released in 1995 and 1996 respectively. In 1996, Bungie completed Super Marathon, a port of Marathon and Marathon 2 to Apple's short-lived Apple Bandai Pippin video game console.[2]
Bungie released the source code of Marathon 2 in 1999 shortly before being acquired by Microsoft, which enabled the development of the Marathon Open Source Project and its enhanced version of the Marathon engine, called Aleph One allowing to play the game on modern versions of Windows, Mac OS X, and Linux. The trilogy itself was released by Bungie as freeware in 2005.
Gameplay[edit]
Gameplay takes place in a real-time, 3D-rendered world of ceilings and floors of various heights and widths, all viewed from a first-person perspective. All surfaces in the game are texture mapped and have dynamic lighting. The player assumes the role of a nameless security officer aboard a large colony ship called the Marathon, constructed from Mars' moon Deimos. The player controls the movement of their character primarily through use of the keyboard. Using assignable keys, they can move forward and backward, turn left or right, sidestep left or right, look up, down or forward, and glance left or right. Marathon also features free look, allow the player to use the mouse to fire weapons and rotate their character's view. Marathon was one of the earliest computer games to employ free look and give the player the ability to look up or down.[3] The game interface includes an overhead map, a motion sensor indicating the positions and movements of both enemies and allied characters through red triangles and green squares respectively, and bars displaying the player's current shield and oxygen levels.
The player progresses through the levels in sequence, killing enemy creatures and avoiding numerous obstacles while trying to survive. While levels are completed in a fixed order, many are non-linear and require extensive exploration to complete. Obstacles include dark and narrow passages, ceilings that crush the player, pits of harmful molten material or coolant, locked doors or platforms that must be activated by remote switches, and puzzles that may involve precise timing and speed to complete successfully. Some levels have low-gravity, oxygen-free environments and/or magnetic fields that interfere with the player's motion sensor. Rather than restoring lost health by picking up power-ups as in many first-person shooters, the player instead replenishes their shields and oxygen through activating recharge stations placed in walls; if either drops below zero, they die. Upon dying, the player revives at the last save point. The player can only save their game by locating and then activating a pattern buffer device. These devices are placed infrequently throughout the game's levels and some even lack them entirely.
Unique among first-person shooters of its time, Marathon has a detailed, complex plot that is fundamental to gameplay and player advancement. Computer terminals placed in the openings of walls in the game serve as the primary means by which this plot is relayed. The player accesses these terminals to interface with the artificial intelligences of the Marathon, who provide information regarding the player's current objective. In most cases, the player must use specific terminals to advance to the next level of the game (via teleportation). While some levels simply require the player to reach the endpoint, on others the player must first accomplish specific tasks before they can move on, such as retrieving a specific item, flipping a switch, exploring all or part of a level, exterminating all alien creatures, or securing areas populated by human characters. Some terminals that do not need to be accessed to complete the game but still may contain additional plot information, such as engineering documents, crew diaries, or conversations between the ship's artificial intelligences. Some levels have secret terminals that are often difficult to locate, a few of which contain easter egg messages from the game's designers.
Multiplayer[edit]
A multiplayer game of Marathon. Multiplayer games can accommodate as many as eight players on a single network.
In addition to its main single player scenario, Marathon also features a multiplayer deathmatch mode that can accommodate eight players on the same local area network. One user (the 'gatherer') initiates a game invitation to the computers of other players ('joiners'). Competing together in teams or individually, players score points by killing opponents and lose points by being killed by opponents; the player or team with the best kill-to-death ratio wins the match. Matches conclude after either a particular number of minutes or kills, as configured ahead of time by the gatherer when initiating the match.
Marathon's game files contain ten levels for the multiplayer mode. In addition to being inaccessible by single players, these levels also distinguish themselves from the main game environments by their designs, intended to facilitate smooth multiplayer gameplay: smaller overall level sizes, spacious areas, faster doors and platforms, fewer aliens, heavier weaponry, multiple predetermined player spawn points, strategic placement of power-ups, and an absence of pattern buffers and terminals. When a player is killed in multiplayer, they can respawn immediately at a random spawn point unless the gatherer has enabled penalties for being killed or committing suicide, which require the player to wait for a period of ten seconds or fifteen seconds respectively before reviving themselves.
Marathon's multiplayer was one of its most anticipated features prior to release and won Marathon the Macworld Game Hall of Fame Award for the best network game of 1995.[4] Bungie reportedly intended to add more multiplayer styles (such as cooperative play across the single player scenario), but could not due to time constraints.[citation needed] Many of the concepts and levels that could not be included in the final product because of a lack of time to implement them were included in Marathon 2.[4] Bungie has reported that the development of Marathon was delayed significantly due to time spent playing the deathmatch.[4] The code for multiplayer was written almost entirely by Alain Roy who reportedly received a Quadra 660AV in compensation for his efforts.[5] According to Jason Jones, the network code is packet-based and uses the DDP, or Datagram Delivery Protocol to transfer information between each machine.[6]
Storyline[edit]
Marathon primarily takes place in 2794 aboard the UESC Marathon, a large Earth colony ship constructed from the Martian moon Deimos. The Marathon's mission is to travel to the Tau Ceti system and build a colony on its fourth planet. The player's character is an unnamed security officer assigned to the Marathon. The narrative is presented to the player using messages on computer terminals scattered throughout the game's levels. These messages include crew logs, historical documents, and other records, but principally include conversations that the player character has with three artificial intelligences (AIs) that run UESC Marathon: Leela, Durandal, and Tycho.
At the start of the game, the player character is aboard a shuttle returning from the colony to Marathon when an alien ship attacks the system. The officer makes his way to Marathon to find that the aliens used an electromagnetic pulse to disable much of the ship. Of the three AIs, only Leela is functional, and she guides the officer in a counter-strike against the aliens and to restore the other AIs and key systems. Leela learns that Durandal (one of the shipboard AIs) had been in contact with the aliens prior to their engagement with Marathon. The alien race, known as the S'pht, are being forced to fight by the Pfhor, an insectoid-like race. Leela soon discovers that Durandal had become 'rampant' before the attack, and is able to think freely for himself. Leela aids the officer to disable Durandal's access to vital Marathon systems while sending a warning message to Earth, but in turn Durandal has the Pfhor send more forces to attack the Marathon, ultimately kidnapping the security officer. Leela intercedes to free the officer, but warns him that the S'pht attack has nearly destroyed her systems. The officer races to complete a bomb in the ship's engineering rooms, hoping it will force the Pfhor and S'pht to leave, but it is too late as Leela is 'killed' by the S'pht, and Durandal takes over, forcing the officer to continue to follow his orders to stay alive.
Durandal has the officer repair the ship's transporters, allowing him to go aboard the alien Pfhor vessel. Inside, while fighting off the Pfhor, the officer discovers a large cybernetic organism that the Pfhor use to control the S'pht. The officer destroys the organism, and guided by Durandal, the S'pht revolt against the Pfhor, first on their ship, and then aboard the Marathon. With most of the Pfhor threat gone, Durandal announces his intention to transfer himself to the Pfhor ship, which the S'pht have control of, and leave with them. As a parting gift, Durandal reveals that Leela was never fully destroyed, and the S'pht release their grasp on her before departing. As the alien ship departs the system, the officer works with Leela to clear the last remaining Pfhor aboard Marathon before assessing the full damage that has been done.
Reception[edit]
Reception | ||||||||||
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Marathon was a commercial success, with sales above 100,000 units before the release of Marathon 2.[10] It ultimately surpassed 150,000 sales by October 1995.[11] As with all Bungie titles before Halo: Combat Evolved, its lifetime sales fell below 200,000 units by 2002.[12]
Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and stated that 'This comes highly recommended.'[9]MacUser named Marathon the best action game of 1995, ahead of Doom II.[13]
In 1996, Computer Gaming World named Marathon the 64th best game ever. The editors wrote, 'This 3D action-fest was a big reason all the Mac users kept saying 'DOOM what?' '[14]
Legacy[edit]
Gaming historians have referred to Marathon as the Macintosh's answer to the PC's Doom, i.e. a first person shooter killer app.[15] In 2012, Time named it one of the 100 best video games ever released.[16]
In 1996, Bungie completed a port of Marathon to Apple's short-lived Pippin video game console. The port was released as part of Super Marathon, a compilation of Marathon and Marathon 2: Durandal which was published and distributed by Bandai rather than Bungie themselves.[2]Super Marathon bears the distinction of being the first console game developed by Bungie, predating Oni and Halo: Combat Evolved.[17]
In 2000, Bungie was bought by Microsoft, financially fueling the Halo franchise. The concepts of an AI working with an armed player character continued from the roots laid out in the Marathon series.
Game Soundtrack For Mac Iso
On July 7, 2011, a port of Marathon for Apple's iPad was released for free on the iTunes App Store.
References[edit]
- ^ abPurchese, Robert (2 December 2011). 'Remastered Marathon Games Released for Free on PC, Mac, Linux'. Eurogamer.
- ^ abRosenberg, Alexander M. (August 3, 1998). 'Marathon's Story'. marathon.bungie.org.
- ^Farkas, Bart; et al. (Breen, Christopher) (1995). The Macintosh Bible Guide to Games. Peachpit Press. pp. 324, 332. ISBN0201883813.
- ^ abc'Marathon Scrapbook'. Marathon.bungie.org. Retrieved 2015-08-18.
- ^'Bungie Sightings: Alain Roy Interview'. Bs.bungie.org. 2003-04-07. Retrieved 2015-08-18.
- ^McCornack, Jamie; Ragnemalm, Ingemar; Celestin, Paul (1995). Tricks of the Mac Game Programming Gurus. Hayden Books. p. 205. ISBN1-56830-183-9.
- ^Savignano, Lisa Karen. 'Marathon (Macintosh)'. AllGame. Archived from the original on December 11, 2014. Retrieved September 28, 2015.CS1 maint: unfit url (link)
- ^LeVitus, Bob (December 1995). 'The Game Room'. MacUser. Archived from the original on January 22, 2000. Retrieved March 24, 2020.
- ^ ab'Finals'. Next Generation. No. 7. Imagine Media. July 1995. p. 75.
- ^Deniz, Tuncer. 'Sneak Peek: Marathon 2'. Inside Mac Games. Archived from the original on March 22, 2002.
- ^Baltic, Scott (October 5, 1995). 'Game duo prepares for a 'Marathon' run'. Crain's Chicago Business. 18 (41): 20.
- ^Takahashi, Dean (April 23, 2002). Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution. Prima Lifestyle. pp. 238. ISBN0-7615-3708-2.
- ^Myslewski, Rik; Editors of MacUser (March 1996). 'The Eleventh Annual Editors' Choice Awards'. MacUser. 12 (3): 85–91.CS1 maint: extra text: authors list (link)
- ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
- ^'Marathon 2'. Next Generation. No. 13. Imagine Media. January 1996. p. 116.
- ^Grossman, Lev (November 15, 2012). 'All-TIME 100 Video Games'. Time. Archived from the original on July 24, 2013.
- ^Moss, Richard (March 24, 2018). 'The Mac gaming console that time forgot'. Ars Technica. Retrieved September 17, 2018.
External links[edit]
Game Soundtrack For Mac Torrent
- Marathon on Bungie, Bungie's official Marathon series website, containing screenshots and information.
- The Trilogy Release, a site with downloadable copies of both the original Macintosh Marathon and the port M1A1 for other platforms.
- Marathon Open Source Project, home of the open-source Aleph One engine
Game Soundtracks Wiki
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