The Marathon Trilogy is a science fiction series of first-person shooter computer games from Bungie, originally released for the Macintosh. The name Marathon is derived from the fictional giant interstellar colony ship that provides the setting for the first game; the ship is constructed out of what used to be the Martian satellite Deimos. The three games in the series— Marathon (1994), Marathon 2: Durandal (1995), and Marathon Infinity (1996)—are widely regarded as spiritual predecessors of Bungie's Halo trilogy.

The trilogy is set in the same universe as Bungie's earlier game Pathways Into Darkness .

Story

Set in 2794, 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 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; ultimately leading the S'pht, one of the races enslaved by the Pfhor, in a rebellion.

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.

Marathon Infinity , the final game in the series, includes more levels 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.

Elements of the plot and setting of Marathon are similar to The Jesus Incident 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. 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 .

Gameplay

Throughout the games the player accesses computer terminals through which he communicates with artificial intelligences, 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 intelligences and even stories or poems. 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 item, 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).

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 teleporters, able to send players who use them to different parts of a level or to other levels. Aliens are unable to use them.

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.

In Marathon 2 and Marathon Infinity , the player can swim in four different types of media: water, sewage, lava and acid/plasma; the latter two are damaging to health. Levels of the original Marathon did not contain media capable of swimming in. However, some did have floors textured with orange lava or green goo that will inflict damage on the player when standing upon them. When the player is submerged in liquids, the run key can be used in order to swim. In liquids or in "vacuum" areas, the player's oxygen depletes and it must be recharged using a special oxygen recharge station. Should the player lose all oxygen or health, he dies and is sent back to the last pattern buffer (a special terminal that according to the storyline saves molecular data) at which he saved. Because some levels do not have these devices, dying results in having to complete the entire level again.

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.

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.

Marathon has five difficulty settings: Kindergarten, Easy, Normal, Major Damage, and Total Carnage. Differences involve the omission of some creatures from each level and creatures marked as minor in the game's physics model are promoted to their major versions or vice versa. On higher difficulty levels, creatures attack more frequently and have more vitality and on the highest setting (Total Carnage), the player is allowed to carry an unlimited amount of ammunition.

Multiplayer

The Marathon Trilogy has received wide praise for its multiplayer mode, which was unique in that it not only had several levels specifically designed for multiplayer—as opposed to contemporaries that used modified single-player levels—but also because it offered unique gametypes beyond the deathmatch. Games can be free-for-all or team ordeals, and can be limited by time or number of kills, or they can have no limit whatsoever. The host of a game has the option of setting penalties for suicides and dying (once dead, players cannot be revived for a certain amount of time). The motion sensor (which displays a player's enemies as yellow squares and teammates as green ones) can be disabled and the map is able to show all of the players in the game. Upon the preference of the host, maps can be played with or without aliens. The difficulty level of each game is preset by the gatherer.

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.

Development

First Stages (1994–1999)

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,

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