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-
- Marathon FAQ
-
- Version 1.6, 2nd December 1994
-
-
- by Aapo Puskala (Aapo.Puskala@Helsinki.fi or puskala@kruuna.helsinki.fi)
-
- Please send any additional info to me and I will update this FAQ.
- Feel free to distribute this anywhere you wish.
-
- NOTE: There are probably many mistakes and inaccuracies in this FAQ.
- Please inform me when you notice them - otherwise they might never get
- corrected.
-
- What's new since last version (1.0)?
-
- Section with the descriptions of the characters in the game was
- improved. Weapons-section and Cheating-section added (now I know how
- to start at any level, even the network level). Several minor and major
- corrections in many places, such as Bungie's address.
- In addition, new bugs have been reported and there is a way to play
- Marathon on a 12" screen.
-
-
-
- *****
- I What is Marathon?
- *****
-
- Marathon is a 3-D first person shoot-them-up type game by Bungie
- Software Products Corporation. Its features include (from the DON'T
- READ ME file):
-
- - Texture Mapped 3-D, Continuous-Motion Graphics
- - Active Panning Stereo Sound
- - In-Your-Face Network Carnage
- - Digital Soundtrack
- - Dynamic Sensing Artificial Intelligence
- - Interactive Lighting Effects
- - Full screen graphics with 5 Degrees of Freedom
- - "Live" Automapping Feature
- - High Resolution graphics in 8 or 16 bit color
-
- It requires the following:
-
- - Macintosh 68020 or higher (68040 or faster recommended)
- - 8-Bit (256) Color display
- - System 6.0.5 or higher
- - 3 Meg of free RAM [6 Meg or more recommended]
- - Hard Drive
- - Networking requires System 7
- - 13" or bigger color or gray scale screen
-
-
- 1. The story so far...
-
- From the DON'T READ ME file:
-
- You are a security officer aboard the interstellar colony ship
- Marathon. You are returning from the colony when the aliens
- simultaneously attack your shuttle and the Marathon. You manage to get
- into an escape pod, and arrive at the Marathon about a
- half hour after the Alien attack has begun.
-
- Armed only with a pistol, and guided by Leela, one of the shipboard
- Artificial Intelligences, you are the last chance to save the Marathon
- and the colony from the attacking aliens.
-
-
- 2. Where can I get it?
-
- The demo is available on sumex-aim.stanford.edu, umich.edu and all
- their mirrors. And there are plenty of other sites that have it. It
- should really be no problem to find it anymore.
-
-
- 3. Bungie's address
-
- Bungie Software Products Corporation
- P.O. Box 7877
- Chicago, Il 60680-7877
- (312) 563-6200
- Fax: (312) 563-0545
- America Online: Bungie1
- eWorld: BungieCorp
- AppleLink: BUNGIE
- Internet: BUNGIE1@aol.com
-
-
-
- *****
- II Playing the game
- *****
-
-
- 1. Controls
-
- You can select the controls you wish from the preferences window
- (please see the Bugs section below on selecting keyboard & mouse/
- keyboard). Here are a couple control sets as an example.
-
-
- Function keys
-
- You can use the function keys on your extended keyboard to access the
- game settings during the game:
-
- Key Function
- F1 Full Screen size
- F2 100% size
- F3 75% size
- F4 50% size
- F5 High/low resolution
- F6 Draw every other line (low res only)
- F7 Floor textures on/off (low res only)
- F8 Ceiling textures on/off (low res only)
- F9 ?
- F10 ?
- F11 Darken the environment
- F12 Lighten the environment
-
-
-
- 2. Alien characters
-
-
- A) Soldiers
-
- These creatures are sometimes called bugs or hunters, but in the game
- resources they are referred to as soldiers and soldiers shall they be
- here too,
-
- There are two types of aliens in the demo; Soldiers and Compilers.
- Soldiers come in four varieties, distinguishable by color. In order of
- increasing toughness: Green, Purple, Orange, Blue. The greens and
- purples will just run up and smack you, while
- the Orange and Blue ones will fire at you.
-
- The Orange Soldiers fire single shots, and do not aim too well, while
- the Blues can fire up to two shots at a time, very accurately. Greens
- can be taken out with one run-punch (see below), while all others take
- considerably more. Beware of getting
- into close combat with these, as they can hit you between punches.
-
- There are supposed to be 15 different alien species in the final
- version of the game and it is not yet known whether these four colors
- of bugs count as one or four aliens.
-
-
- B) Compilers
-
- These are the cloaked things. There are red and purple compilers, the
- purple ones being decidedly more nasty. Both fire little star-looking
- things, Reds fire annoying green stars that hurt a lot, and Purples
- fire really annoying yellow stars that
- are guided (like Greater Nightmares out of PiD). If you are facing
- only one compiler, or are in a hallway such that you only have to
- fight one at a time, use your fists. The compilers will not be able to
- fire back. The flame-thrower will not hurt
- any kind of compilers.
-
-
-
- 3. Human characters
-
- A) Bobs
-
- The "civilians" are the crew of colony ship Marathon that was attacked
- by aliens half an hour before you got there. They are of no use in the
- demo. In the release version you are supposed to rescue these, I
- believe, but you might as well kill them in the demo if you don't the
- aliens will. But much more often they're just in your way.
-
- B) Other players
-
- These look like the red guy in the second start-up screen (except that
- these can be in other colors). They can be friendly on not; I believe
- that on the demo you're always supposed to fight against each other.
- Of course, these can only be seen in
- the network game.
-
-
-
- 4. Weapons
-
- A) Fists
-
- You start with these, and have them all the time. They are mainly
- useful to run-punch with. This involves running at your target and
- punching them at maximum range. This does greatly increased damage.
- Fists can also be used to activate switches (the
- right way to use the delicate equipment...).
-
- B) Magnum Mega Class (Pistol)
-
- You have one of these at the beginning. These are relatively accurate,
- and do a fair amount of damage. They fire clips of 8 rounds. You can
- have one on the left and one on the right hand. However, there is no
- second pistol to be found in the demo,
- but by cheating you can get two of these, one for both hands. Please
- note that you use the first trigger key for the gun in your right hand
- and the second trigger for then gun on your left hand - not a single
- trigger for both guns.
-
- C) Zeus-Class Fusion Pistol
-
- This item cannot be obtained in the demo except by cheating. Can fire
- more rapidly and do more damage than the .44 Magnum Mega Bass. Only
- one can be in use at a time, however. Uses fusion batteries that can
- supply power for 20 shots.
-
- D) MA-75 Assault Rifle/Grenade Launcher
-
- This is a combined assault rifle and grenade launcher. The assault
- rifle is wildly inaccurate, and fires clips of 52. The grenades are
- affected by gravity, and do much damage at short range. The grenades
- come in clips of 7. The switches on the walls
- can also be activated with the grenades.
-
- E) SPNKR-X17 SSM Launcher
-
- This is a rocket launcher, only available on the network level of the
- game (see below). Very powerful, but must be reloaded every two shots.
- Also, you will die yourself if you shoot an alien with a rocket if he
- is standing close to you.
-
- F) TOZT-7 Backpack Napalm Unit
-
- The flame-thrower is on the second level of the demo. It is quite
- difficult to get, but it is possible (see below). Very powerful, all
- the aliens die instantly when they're fired with this. However, this
- has no effect whatsoever on the compilers and
- the range of the flame-thrower is quite limited. But nothing beats the
- flame-thrower if you come across a large group of bugs. One napalm
- canister can supply fuel to about 8 seconds of continuous flame.
-
- G) UNKNOWN WEAPON CLASS system error 0xFFBD
-
- This is the same as "Alien Weapon" was in the beta. This can only be
- obtained by cheating. As ammunition this uses Pirated Copland Betas,
- which you seem to hold an infinite supply. Powerful, fast, unlimited
- ammo. And nonexistent, at least to the honest player.
-
-
- *****
- III Secrets (spoiler alert!)
- *****
-
-
- 1. Level 1: Arrival!
-
-
- A) The Bob in the maze
-
- There is a single h uman in prison in the maze. You can go free
- him, but it is of no use. If you kill him, a new one will appear
- in 10 or so minutes. Here's how to get to him:
-
- Activate the switch in the stairs near the first save-game terminal.
- Walk on the ledge; now you will be able to reach the other corner of
- the ledge. Open the door (tab) with the Marathon symbol on it and
- enter the maze. Walk until you come to an
- intersection, turn right and right again; walk up a couple of steps.
- There is a secret door to the right of you (you will see a flashing
- square in the map (M-key) showing the location of this poor fellow).
- The Bob is behind this door, but that's all
- there is. No weapons, no ammo, no secret doors. And you get no points
- for freeing him, at least not in the demo.
-
- Here's how to kill the poor fellow through the door:
-
- Make sure the bob is as close as possible to the door. Lure it there
- by opening the door, if necessary. Close the door and punch
- repeatedly. You'll soon hear a scream and a sliding body. Open the
- door to see the body on the floor. That bob is free
- at last.
-
- B) The secret ammo room
-
- There is a secret ammo room on level 1. You can see it on the map at
- the first terminal that you find when you start the game. Here's how
- to get there:
-
- Go first by the secret door to the bob in the maze (see the previous
- entry). Run over the hallway you just came along, but turn diagonally
- to the right. You will land on the other side of the hallway on an
- another ledge. Turn right (run straight
- over yet another hallway) and walk along the corridor. Kill the
- Compiler (the alien in the gown) at the end, and view the terminal if
- you wish. Turn back to where you came from and turn left - you will
- arrive at a door; open it. There is a big room
- which as aliens in the bottom. You might want to jump down or kill
- them from the ledge, but they should all be dead before you continue.
-
- When the room is empty of aliens, open the door again (if you jumped
- down, you have to walk a long way to get back up), take a few steps
- back and run and turn left in the air until you land on the ledge left
- from the door (you might also try jumping
- first on the other side of the room on the opposite ledge, it is
- possible to jump from that ledge to this one, too). The secret door is
- about halfway of the ledge you're standing on.
-
- Alternatively, and much more simply, just run out of the door and turn
- around instantly; you will end up in front of the secret door. If you
- wait in the upper passage, and move in and out of the doorway, you can
- probably get the aliens to fight each
- other. This is always a good idea.
-
-
-
- 2. Level 2: Bigger Guns Nearby
-
- A) The TOZT-7 Backpack Napalm Unit (the flame-thrower)
-
- I assume you have gotten to the room with the switch that lifts the
- stairs up. Get onto the elevator that lifted you up there. On the
- opposite side of the room from the elevator there is a corridor near
- the ceiling of the room; the flame-thrower is
- located there. There are also two invisible compilers up in the
- corridor, fire a few grenades to kill them first.
-
- Next turn around, so that your back faces the corridor (you might want
- to align yourself with the corridor using the map, M-key by default).
- Look as much down as you can. Start running backwards and fire a
- grenade or two in the air; you should be
- able to land on the ledge. This will most likely take several tries
- before you make it, but it is certainly possible. By the way, the
- flame-thrower won't hurt the compilers (the aliens in the gowns).
-
- B) The Infrared Scanner (ISEEYOU)
-
- There is an infrared scanner that lets you see the dark corners of the
- rooms for a few minutes located on a passageway between two large
- rooms on the second level. This object looks like a square that has a
- ball in the center and is blue in color
- (if I remember correctly). The ledge is about chest-height, but you
- cannot climb there. Instead, you need to look down and fire a grenade
- at your feet, the blast should throw you up there. You need good
- shields so that you won't die in the attempt.
- Usually the infrared scanner is not worth the trouble, IMHO, at least
- not in the demo - the real thing might be different.
-
-
-
- 3. Level 3: Blaspheme Quarantine
-
- A) I'm stuck in the very beginning; can't find an exit!
-
- There are stairs leading down in the end of the pillar that has the
- two terminals (one for recharging the shield and one for activating
- the elevator at the bottom of these stairs).
-
- B) How to get to/open the door in the large square room?
-
- Go activate the switch that starts the elevator up to the tunnel that
- leads to the ledge. This switch is located on the outer wall of the
- "building" in the center - walk around the center and at a certain
- point there is an indention in the wall with
- a light switch and the switch to turn on this elevator. This lift is
- located in the middle of the "building".
-
- Get on the elevator and run over the hallway below, you'll land on the
- ledge. But be sure to kill the bunch of aliens on the ledge before
- your jump (actually, you cannot jump, just run over the corridor). The
- door on the left should be open now, but
- there is ammo at the other end of the ledge. Run there and back, you
- should be able to get the ammo and go through the door.
-
- If the door at the left end of the ledge closes before you get there,
- just run back across to the passage in the central block, turn around,
- and run out to the ledge again. The door will be open once more.
-
- C) How do I solve the puzzle?
-
- Very simple. All you have to do is activate the switch that lifts the
- last of the elevators: turn right, walk to the end of the ledge, and
- activate the leftmost switch. Then run towards toe furthest of the
- four elevators (you'll fall down from the
- ledge first, but it won't hurt).
-
- If you want to do it the "right" and less stressful way, try this:
-
- Wait for the only moving elevator to start up, then flick all three of
- the other elevator switches. Walk leisurely out along the path they
- make for you, run across the gap to the last one, and stroll into the
- teleporter.
-
- D) There is a button in a corridor in the middle of the square room
-
- This is correct. It opens to door to the last room, which contains the
- terminal that ends the game. This door is located near the first place
- on this level where you can recharge you shields. If you don't want to
- play thhrough the whole level, you
- can activate this switch by lauching a grenade at it.
-
-
-
- 4. Network play level: Mars Needs Women
-
- A) How do I get to the secret room and what do the switches do?
-
- Enter the circular room with the staircase on the wall going nowhere.
- Go out of there towards the greenish area with the elevators. Turn
- right into the second short corridor and press tab (or whatever you
- have set as the action key) in the end - a
- secret door should open. There are 4 different switches at the end of
- 4 separate corridors. These switches are used to turn on/off the white
- lights on the walls in some places, such as the stairs going to the
- second floor. Not much use IMHO, except
- maybe when you have the infrared goggles.
-
- The missile launcher is sometimes in this hidden corridor and
- sometimes it is empty. I do not know when it does appear here and when
- it doesn't. However, this is the only way of getting it without
- cheating.
-
-
-
- *****
- IV Technical problems
- *****
-
-
-
- 1. The background music won't work
-
- There are several things that could cause this. Check the following
- first:
-
- - You must have QuickTime 2.0 or newer and QuickTime Musical
- Instruments in your Extensions folder.
-
- - Music requires memory. Try allocating Marathon Demo 6000K or more
- memory, especially if you use 16-bit (thousands of colors) graphics.
- Also, if you're not able to use 16 bit graphics although you should
- have enough VRAM, try allocating more memory
- if you can spare it. Marathon seems to run fine with RAM Doubler
- installed. Marathon might require up to 8000 K.
-
- - To use stereo sound, you need Sound Manger 3.0 or newer.
-
- Sound Manager is available via anonymous ftp at several locations on
- the net, but QT 2.0 is not. You can obtain the needed files from the
- CD version of System 7.5 or purchase QT 2.0 separately. QuickTime
- 1.6.2 is the newest QT that can be found on
- the net. That
- version will not help with Marathon music, though.
-
- If your music still doesn't work, you might try allocating Marathon a
- little less memory, so that after launching it there will still be
- about 500K - 1Mb free for the system. The logic behind this is that
- the system needs some memory for creating
- the sound channels, etc. So on a 8 Mb machine the system takes about
- 1,5 Mb, allocate Marathon about 6 Mb and leave 500K - 1Mb for other
- purposes. If it still doesn't work, try consulting your physician for
- hearing problems ;-)
-
-
- 2. Bugs
-
- A) The Mouse & Keyboard/Keyboard control bug
-
- If you select Keyboard control from the preferences dialog box, you
- can't change it back anymore. You need to trash the Marathon
- Preferences file from the Preferences folder in your System folder and
- launch Marathon again to fix this. You can switch
- from Mouse & Keyboard to Keyboard only, but not back.
-
- B) Screen saver bug
-
- Marathon and After Dark (or many other screen savers) don't like each
- other. You might be able to launch Marathon Demo and play it, but upon
- quitting you might get a message saying "Application 'unknown' has
- unexpectedly quit." and your system might
- became very unstable and crash soon. It appears to exist with old and
- new versions of After Dark as well as several other screen savers,
- such as Darkside. To be tehcnical, all screen savers that install a
- 'SAVC' Gestalt selector might exibit the
- same problem.
-
- C) Looking down
-
- Quite often when playing you can't seem to look down except for maybe
- 15 degrees or so. It is quite annoying, especially in the staircases.
- I know of no other fix for this except to look all the way up and
- back down again. I know this happens when playing
- with the mouse, could someone who uses the keyboard please verify if
- this happens with the keyboard, too? I do not know exactly what has to
- be done to replicate this, but it is really common whatsoever.
-
- D) Multiple monitors
-
- Currently you can't set the monitor you want to run Marathon on.
- Setting the monitor to 1-bit depth doesn't help. Either you have to
- disconnect your main monitor or make the play monitor your main
- monitor and reboot.
-
- E) 'A' key stops working
-
- If you use the 'a' key for something like glance left, turn left, or
- sidestep left, you'll often be left with no way to perform that
- motion. It stops working for some reason on some machines. The only
- way to fix it is to trash the Marathon
- Preferences file, but the problem will recur.
-
- F) Quadra 630 acceleration
-
- Your monitor must be in 640x480 mode to use the Q630 acceleration.
-
- G) Save game -dialog box
-
- If you use software to change the size or location of the standard
- Save dialog box, such as DialogView or OpenWide, the screen will not
- be correctly updated after saving or opening a saved game. Press F1-F4
- (depending on your screen setting) to fix
- the situation. This bug will be fixed in the release version,
-
- H) Curson on screen
-
- Sometimes after accessing a terminal, the cursor stays on the screen,
- near the upper left-hand corner of the 3-D -view. It disappears after
- accessing a Patter Buffer (a save-game terminal), bur appears again
- after accessing any other terminal.
- Currently I don't know what causes this behavior.
-
- I) Net play
-
- Sometimes the game will present the carnage report before the 5
- minutes are up. Usually, the other player can just keep on playing.
- This only happens during net play.
-
- J) Microphone
-
- I have heard reports that the microphone won't work on PowerMacs (I
- don't have one so I can't verify). On 68K Macs it works OK, though.
-
- K) AppleTalk Remote Access
-
- Network play over ARA doesn't work on the demo nor will it work on the
- first release version. But they're working on this, Bungie said they
- don't fix this yet because the release of the game would be delayed if
- they dif.
-
-
- *****
- V Cheating
- *****
-
-
-
- 1. Starting at any level
-
- By holding down the command and option keys while pressing the Begin
- New Game -button, you can start your game at any level. Enter a number
- from 0 to 3 in the box, 0 means level 1, 1 means 2, etc. Level 3 is
- the network level.
-
- 2. Editing the save game file
-
- Eggert Thorlacius (eggth@ismennt.is) has written Marathon Cheat 1.0,
- which lets you give yourself 32000 of any weapon/ammo item in
- Marathon. It is unknown whether this will work on the final version,
- but on the demo it works fine. This program
- should be soon available on the standard ftp sites such as sumex, but
- at least it is availbale at ftp.uu.net in /tmp/marathon. You can also
- do this with MaraCheat0.1b, which sets all these attrobutes to the
- maximum automatically, but this program
- works on PowerMacs ONLY.
-
-
- *****
- VI Miscellaneous
- *****
-
-
-
- 1. When will the release version be available?
-
- The demo was released in the end of November 1994. Bungie says the
- release version will be in stores in the beginning of December, 1994.
- On the other hand, they were three months late with their demo...
-
-
- 2. Performance notes
-
- From the DON'T READ ME file:
-
- There are a few things you can do if you need to speed up the
- animation in Marathon.
-
- - Run Marathon in 100%, 75%, or 50% to make the animation smoother.
- The smaller the window, the faster the animation.
-
- - Low Resolution setting will increase game speed. The every other
- line setting will further speed the Low Resolution setting (especially
- on machines with slow VRAM, such as Powerbooks). Turning off floor
- and/or ceiling textures will also increase
- speed.
-
- - Make sure nothing is running in the background (i.e. open
- applications, print monitor, control panels, etc...)
-
- - To increase performance, use fewer sound channels. The number of
- sound channels is the number of sounds that can be played
- simultaneously. The stereo sound option effectively doubles the number
- of sounds that can be played at once. Since the sound
- manager is not native on the Power Mac, using 3 or more sound channels
- will greatly impede performance. (Don't blame us. Native sound manager
- should be available before too long.)
-
-
- 3. Network play
-
- Network play is possible over LocalTalk, TokenTalk or Ethernet
- connection. It won't work over Appletalk Remote Access (see Bugs). I
- have heard someone managed to play over IPRemote, but since I don't
- even know what that is, I will not say anything
- about it.
-
- The network game in the demo is also limited to 5 minutes and 2
- players. I have not heard of a patch around this. Let's hope we get
- the actual game soon!
-
- You can try the network level on your own if you wish. See "Cheating:
- Starting at any level" above.
-
-
- 4. Can I play the network level on my own?
-
- Yes. See "Cheating: Starting at any level" above.
-
-
- 5. Saving the game
-
- Games can be saved only at pattern buffers, terminals that have a
- picture of a man. Read the DON'T READ ME file and the text in the
- terminals:-).
-
-
- 6. I died and can't continue!
-
- Yes, you can: press the tab key (or whatever you have set as your
- action key).
-
-
- 7. The self-playing demo
-
- If you don't do anything at the startup screen for a couple of
- minutes, the game will start on its own to demonstrate you the
- capabilities of the game. In the network demo, the name of the player
- can be seen on the left blow the oxygen and shield
- indicators. By pressing the "delete" key you can view the same
- situation from the perspective of the other player(s).
-
-
- 8. How can I make film other than level 1?
-
- You can't, at least not in the demo. Hopefully possible in the final
- version.
-
-
- 9. Why can't I run in high-resolution, 256 colors or with textures OFF
- with my Quadra/LC/Performa 630?
-
- Turning on Quadra 630 acceleration locks in low-res/thousands mode.
- The other options are greyed out. Turn off 630 acceleration to change
- them.
-
- Thousands of colors mode automatically uses textures. You can only
- turn textures on and off in 256 color mode.
-
-
- 10. Marathon on a 12" screen
-
- (This info supplied by Christopher Lishka (lishka@dxcern.cern.ch)
-
- After trying a number of things (including searching through
- deassembled Marathon Demo CODE resources), I have found a fairly
- simple solution to get the Marathon Demo to work on computers with
- small screens. It might cost you some money in the long
- run, but at least it makes it possible.
-
- Disclaimer: I do not endorse, condone, or even acknowledge ;-) this
- method. If your monitor or computer or
- little brother blows up because of this method, remember that you took
- the risks youselves. I will not be held responsible for any damage
- caused by this method, nor do I recommend using this method.
-
- OK, that being said, on to the description. I played the Marathon Demo
- for a few hours last night on the 640x400 LCD screen last night, and
- tried every level out. The Marathon Demo played quite well, although
- the lower 80 rows of pixels were missing
- (i.e. part of the radar and part of the ammo/weapons list were
- off-screen).
-
- Here's how I did it:
-
- 1. Go to your local info-mac mirror archive. In the "cfg" directory
- you will find a handy configuration utility named
- "mini-screen-171-demo.hqx". Download and expand this utility.
-
- 2. Mini-Screen is a little (and pricey!) utility that seems to cause
- your Mac to report a different monitor size than it really has.
- Supposedly this is to allow you to use smaller virtual screens on a
- big monitor. The demo that is distributed has a
- built-in expiration date -- the real utility costs $39.95 (ouch!), and
- the demo contains instructions on how to order it. Note that as
- distributed, Mini-Screen seems to have an expiration date well before
- 30-Nov-1994. I had to set the date back on
- my Mac to even try the demo out.
-
- After you have unpacked mini-screen, install it according to
- instructions. Basically, put the mini-screen control panel in your
- Control Panels folder and reboot. (If mini-screen has already expired,
- then you will have to set your date back and
- reboot again to try it out.) When your machine is up again, run the
- mini-screen control panel and manually type in "480" for the vertical
- size of the monitor. (Note that the pop-up menu won't work for this
- purpose.) Reboot again to get mini-screen
- to take effect.
-
- 3. The Marathon Demo should now run. >>>HOWEVER<<<, there is one more
- thing you will need to do if you want to be able to edit the
- keystrokes. Run ResEdit (standard ResEdit disclaimers apply here!) and
- find the dialog resource that defines the
- layout for the keystroke edit screen. Open it. "Select All" and move
- all buttons up to the top of the screen. Close this when you are
- finished.
-
- The reason you need this step is because the "OK" button which lets
- you get out of the keystroke edit screen in Marathon tends to go way
- off a 640x400 monitor, leaving now way to get out of the dialog.
- Fiddling with the resource as described above
- moves the button onto the screen (well, it does on my screen).
-
- 4. Play Marathon!
-
- This is all I had to do to get Marathon up and running. Folks with
- monitors smaller than 640x400 may need to do additional fiddling to
- get everything to work. Note that I know of no way to actually
- reposition the screen elements in the normal game
- mode (i.e. the weapons/ammo list and the radar). If somebody knows of
- a way to do this, then please speak up.
-
- Also, if you plan to use mini-screen, then it is politic to pay for
- it. Alternately, if somebody knows how to cook up a small init or
- control panel to cause a Mac to report a standard 640x480 screen,
- please let me know or write a quick init to do
- this and distribute it. I would do this myself, but I am not a Mac
- guru and do not know what to fiddle.
-
-
- 11. Hints
-
- - Switches can be activated with your fist or the grenade launcher,
- too.
- - The terminal often contain maps of the levels
- - For most technical problems, allocating more memory (up to 8000K)
- will help. If you can't get background music to play, if you can't get
- enough colors on screen, if your microphone ceases to work, allocate
- more memory.
- - Make your run key Caps Lock, and run everywhere.
- - Optimize your keyboard layout (see Controls)
- - The game can be paused with command-P.
-
-
- 12. Thanks
-
- Bungie
- comp.sys.mac.games
- Jamal Hannah (jamal@bronze.lcs.mit.edu)
- Petteri Sulonen
- Jake McGuire (jmeu@andrew.cmu.edu)
- Simon K. Boocock (sb83+@andrew.cmu.edu)
- Richard Johnson (Richard.Johnson@Colorado.EDU)
- Eric Garneau (garneau@IRO.UMontreal.CA)
- jthorpe1@cc.swarthmore.edu (jere7my tho?rpe)
- cpt kangarooski (st942593@pip.cc.brandeis.edu )
- Ishir Bhan (ibhan@fas.harvard.edu)
- Christopher Lishka (lishka@dxcern.cern.ch)
- --
- Aapo Puskala, Aapo.Puskala@Helsinki.FI *** University of Helsinki, Finland
- Kirjatyontekijankatu 6 B 36, 00170 Helsinki, Finland, tel. +358-0-278 1345
- A conclusion is simply the place where someone got tired of thinking.
-