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#Halo

3/20/2011 6:34:53 PM
17

Super Marathon

Does anyone actually know the true differences between Super Marathon and Marathon and M2D? I've seen multiple times that there is some different weapon placements, modified levels of the game, and different AI on some levels, but I've never actually seen someone clearly point out the differences between the game on the Mac and Super Marathon, on either game. If you have no clue what I am talking about, Super Marathon was essentially Bungie's first console game, which was on the notorious [url=http://en.wikipedia.org/wiki/Apple_Bandai_Pippin]Apple Pippin.[/url] And for those that don't know, Super Marathon is rarest game to find on the Pippin, and Pippin games are rare in general, let alone Pippin consoles. I seen two Super Marathons on ebay in the past 4 years, they went for about $700+, which is a little out of my price range. I've been looking for a copy somewhere not ebay for a couple of years now so I could buy a Pippin and maybe find out the answers to my questions by myself, but with no luck. So if anyone knows the true differences, I wouldn't mind knowing. Or if anyone knows who has a copy of the game, I wouldn't mind knowing that either :)

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  • [quote][b]Posted by:[/b] Switchfoot4 When I say that the levels are modified . . .[/quote] See, that's where the confusion came in. By saying "modified levels", you seem to be talking about the levels themselves, or the data tied to the Map file seen in the Mac and WIN95 versions of the game, hence my assumption that is what you wanted explained. What you are really asking about is modifications to the overall software package. With that cleared up, hopefully I can offer something more pursuant to the intended discussion. As you pointed out, there are a few articles online that discuss this. After perusing a few, the complementary points indicate changes to the source code so as to disable pattern buffer save points, increase text size in the terminal layouts, and the possible implementation of 'network' settings. While the first two points can only be manipulated with changes to the program itself, the 'network' settings options can be toyed with through the editing of whatever Pippin file-set correlates to the Mac/WIN95 M2 Physics file (to explain: the retail releases of the Marathon series, once installed, had certain files always associated with them to store and handle game data; these being Physics, Map, Sound, Images, Shapes, and Music. It was from these files most edits could be made in Forge or Anvil). Furthermore, the files that govern the Shapes, Physics, and Map data direct how network games are set-up in relation to a given map/level. This is best explain through Forge and Anvil themselves, but if you want, and are willing to wait until tomorrow evening, I could upload some screen-grabs of the relevant menus. Overall, these changes seem to have been made in order to facilitate M1 and M2's smooth operation on the Pippin system. Both games were native to the Classic Mac OSs (7 through 9) which were the basis for the Pippin's architecture, though were not fully reproduced thereon. Hope this helped. [Edited on 03.20.2011 8:59 PM PDT]

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