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Abuse | |
---|---|
Developer(s) | Crack dot Com Exakt Entertainment (iOS) |
Publisher(s) | MS-DOS Mac OS Bungie |
Producer(s) | Dave Taylor |
Designer(s) | Duong Nguyen |
Programmer(s) | Jonathan Clark |
Artist(s) | Murray McMillan Duong Nguyen |
Composer(s) | Bobby Prince |
Platform(s) | MS-DOS, Mac OS, Acorn Archimedes, AmigaOS, AmigaOS 4, iOS, Android, Linux, OpenBSD |
Release | DOS
Amiga
August 13, 2009 Linux October 11, 2011 |
Genre(s) | Run and gun |
Mode(s) | Single-player, multiplayer |
Vrenna using his grenade launcher on two flyers.
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Abuse is a run and gunvideo game developed by Crack dot Com and published by Electronic Arts in North America and Origin Systems in Europe. It was released on February 29, 1996 for MS-DOS. A Mac OS port of the game was published by Bungie and released on March 5, 1997. The game's source code, along with some of the shareware content, has been in the public domain since the late 1990s and has been ported to Linux and many other platforms.
- 2Gameplay
- 3History
Plot[edit]
The protagonist of the game, Nick Vrenna, has been unjustly incarcerated in a prison where the staff are performing unethical medical experiments upon the inmates. A prison riot occurs and an experiment goes horribly wrong. The people inside the prison - except for Nick, who seems to be immune - are infected with a substance called Abuse that transforms them into monsters. With the water supply in danger of being infected, Nick arms himself and fights through the horde to prevent this, and then escapes from the prison complex.
Gameplay[edit]
Abuse resembles a side-scrolling platform game. The keyboard is used to move Nick, while the mouse is used for aiming the weapons. The gameplay consists of fighting various enemies (mostly the various forms of mutants, who prefer to attack in huge swarms) and solving simple puzzles, usually involving switches.
Networked play, through IPX/SPX, is supported.
Active zone[edit]
To improve the performance of Abuse's graphics engine, the code only allows objects within a certain radius of the visible game window to be active during play. This means that free-roaming enemies and always-on mechanical devices outside the radius cannot attack the player, nor will projectiles fired from weapons that ostensibly have an 'infinite range' continue their journey much beyond the edge of the screen. Blur for mac free download.
History[edit]
Development[edit]
Abuse had a very different storyline coming out of production. The update for it replaced the original introduction with the current storyline. The original involved an invasion by an alien species called 'ants'.[1] The player was a special ops agent, sent into their 'hive' to covertly destroy the aliens by shutting down the cooling system. This story was alluded to in a hidden section towards the end of level 14, where a large area, full of maroon tiles, can be found.[2]
Release[edit]
Abuse was originally released on February 29, 1996 for DOS and Linux, as an incomplete shareware version by Electronic Arts in North America, and Origin Systems in Europe.The game was ported to Mac OS by Oliver Yu of Crack dot Com and published by Bungie on March 5, 1997. The port was largely reworked for Mac, with the graphics partially redone to work better in 640x480 resolution.
Source code release[edit]
Approximately two years after the release of the game, Crack dot Com decided to release the game's source code.[3] https://ewvunr.weebly.com/blog/my-mac-can-not-open-iphoto-iphoto-app. Also the shareware release's game data (excluding the sound effects) was handed into the public domain.
Community development[edit]
Based on the source release the game's community worked initially on maintenance work, e.g. making the game work over TCP/IP.[4] In 2001 Abuse was adapted to SDL multimedia library,[5] with other technical refinements like more than the 8-bit color depth the original version was limited to.
The SDL version allowed easy porting to modern platforms, for instance Microsoft Windows, Linux/X11 and also the Mac version has been updated to run on OS X. Over the years, the game became available for many more platforms, for instance BeOS,[6] Nintendo Wii via Wii homebrew.[7], OpenBSD[8], and in 2009 AmigaOS 4.[9] The game has also been ported to the mobile devices, to iPhone/iPod Touch under the name Abuse Classic.
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Until 2011 the game was maintained by Sam Hocevar on his webpage.[10] In 2014 the game was ported to SDL2 and transferred to a GitHub repository.[11]
In 2016, on the 20th birthday of the game, a community developer released a '20th anniversary source port' on base of the previous works[12][13] which enabled custom resolutions, OpenGL rendering, and Xbox 360 controller support, and fixed the music. Mac wont open dmg.
Reception[edit]
Reviewing the DOS original, a Next Generation critic said the game 'has everything it needs to be a great arcade classic - intuitive play control, a variety of weapons, creatures, devices, and traps . scores of secrets to be ferreted out.' He also praised the inclusion of an accessible level editor, and said the game's strongest point is the depth of its challenging puzzles, though he criticized the lack of story. He scored the game 4 out of 5 stars.[14] The game was also reviewed in Computer Gaming World.[15]
Due to its futuristic yet spooky atmosphere, Home of the Underdogs regarded Abuse as a 2D platform equivalent of the first person shooter Doom.
Abuse in its open-source version was selected in August 2011 as 'HotPick' by Linux Format.[16]
References[edit]
- ^Nathaniel Krell. 'Overview and Brief Analysis of Abuse's Plot'. ABUSE @ Net-Mage.Com 1.4. Archived from the original(TXT) on 2007-11-06. Retrieved 2009-05-11.
The Ants were fearless, efficient killers. The Unified Underground's only opening was that the Ant defense systems were designed by engineers too arrogant to consider the threat of an individual. It was enough to justify the covert Abuse Missions.
- ^Nathaniel Krell. 'The Hive in Level 14'. ABUSE @ Net-Mage.Com 1.4. Archived from the original(TXT) on 2007-11-06.
- ^'Purchasing Abuse'. Archived from the original on 2003-06-10. Retrieved 2007-09-07.
- ^FreeAbuse (1990s)
- ^Abuse-SDL on labyrinth.net.au (2001)
- ^'BeOS Bible - Games'. Retrieved 2012-04-14.
- ^'Abuse Wii'. Retrieved 2012-04-14.
- ^https://cvsweb.openbsd.org/ports/games/abuse/Makefile
- ^'Abuse ported to AmigaOS 4!'. 2009-07-09. Retrieved 2009-07-11.
- ^abuse on zoy.org
- ^abuse on github.com/Xenoveritas (2014)
- ^Abuse 1996 - 20th anniversary source port on gog.com'Abuse SDL 0.9a:- Enabled custom resolutions and enabled lights on high resolutions - Re-enabled OpenGL rendering to enable vsync [.]- Added cheats via chat console: bullettime, god, giveall, flypower, sneakypower, fastpower, healthpower, nopower - XBox360 controller support with rebindable buttons '
- ^Abuse_1996 on github.com/antrad
- ^'Abuse'. Next Generation. No. 14. Imagine Media. February 1996. p. 174.
- ^Computer Gaming World 144 page 136
- ^Linux Format 147 August 2011 page 72
External links[edit]
Wikimedia Commons has media related to Abuse (video game). |
- Abuse at MobyGames
- Abuse-SDL 0.9a current home page
- Abuse-SDL v0.8 home until 2011 by Sam Hocevar
- abuse2.com official homepage until 2003 (archived)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Abuse_(video_game)&oldid=920712458'
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 | December 21, 1994 |
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.
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Although Marathon is a first-person shooter, the game is known for having an intricate storyline that is also an essential element of its gameplay, whereas many similar games devote minimal attention to plot in favor of faster, more action-oriented gameplay. In addition to its single-player scenario, Marathon also features 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. Facebook password hacker v2.5.
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.[1]
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- 2Gameplay
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.
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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.
Gameplay[edit]
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Gameplay takes place in a real-time, 3D rendered world with ceilings and floors of various heights and widths. All surfaces in the game are texture mapped and have dynamic lighting. The player controls the movement of the main character primarily through use of the keyboard. Using assignable keys, the player can move forward and backward, turn left or right, sidestep left or right, look up, down or forward, and glance left or right. Additionally, Marathon features free look, where the player uses the mouse to rotate character view. The mouse may also be employed to fire weapons. Marathon was one of the earliest games to employ free look and give the player the ability to look up or down.[2]
The player progresses through the levels in sequence, killing enemy creatures and avoiding numerous obstacles while trying to survive. While the player completes the levels in a fixed order, many levels are non-linear and require extensive exploration. Obstacles include 'crushers' (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 environment and/or magnetic fields that interfere with the player's motion sensor.
The plot is fundamental to gameplay and player advancement. The primary channel through which this plot develops is the computer terminals located throughout the game's levels. The player accesses these terminals to interface with the artificial intelligences of the Marathon, who also provide him with information regarding the levels.
Multiplayer[edit]
A multiplayer game of Marathon. Multiplayer games can accommodate as many as eight players on a network.
As many as up to eight players (each playing through a separate computer) on a single computer network can participate in a single match, either in teams or every man for himself. A player or team's score is their number of kills minus their number of deaths. The game may be set up to end after a specified number of minutes or total number of kills. After a match concludes, the results of a game are displayed in graph form upon each player's screen.
Marathon includes ten multiplayer maps. When a player dies on one of these maps, he will respawn randomly at a respawn point, if enabled by the gatherer, penalties for suicides or dying will apply and prevent a player from respawning immediately. Chrome for mac.
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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.[3] Bungie reportedly intended to add more multiplayer scenarios such as cooperative play 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.[3] Bungie has reported that the development of Marathon was delayed significantly due to time spent playing the deathmatch.[3] The code was written almost entirely by Alain Roy who reportedly received a Quadra 660AV in compensation for his efforts.[4] According to Jason Jones, the network code is packet-based and uses the DDP, or Datagram Delivery Protocol to transfer information between each machine.[5]
Reception[edit]
Reception | ||||||||||
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Marathon was a commercial success, with sales above 100,000 units before the release of Marathon 2.[9] It ultimately surpassed 150,000 sales by October 1995.[10] As with all Bungie titles before Halo: Combat Evolved, its lifetime sales fell below 200,000 units by 2002.[11]
Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and stated that 'This comes highly recommended.'[8]
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?' '[12]
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.[13]
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.[1]Super Marathon bears the distinction of being the first console game developed by Bungie, predating Oni and Halo: Combat Evolved.[14]
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.
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On July 7, 2011, a port of Marathon for Apple's iPad was released for free on the iTunes App Store.
References[edit]
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- ^ 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.
- ^ 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. p. 238. ISBN0-7615-3708-2.
- ^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.
- ^Moss, Richard (March 24, 2018). 'The Mac gaming console that time forgot'. Ars Technica. Retrieved September 17, 2018.
External links[edit]
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- 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
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Retrieved from 'https://en.wikipedia.org/w/index.php?title=Marathon_(video_game)&oldid=917840907'