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marathon2 Demo

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About

This is Bungie's free, three-level demo of Marathon 2: Durandal, distributed in 1995 ahead of the November retail release as a showcase for the sequel's outdoor terrain, swimmable liquids, the new shotgun, and the wider 140-degree field of view that replaced the original Marathon's roughly 90-degree window onto Lh'owon.

Setting and story

The demo drops the player onto Lh'owon, the sun-bleached homeworld of the S'pht, seventeen years after the events of the first Marathon. The rogue AI Durandal has commandeered an army of ex-colonists from the UESC Marathon to dig through Pfhor-occupied ruins for ancient secrets, and the demo levels stage that conflict with terminals, rescuable BOBs, and Pfhor patrols.

Gameplay

Players start with the pistol and fists and pick up further weapons across the three levels. The build is built primarily to demonstrate the new engine: open outdoor environments, multi-elevation level design, look-up/look-down freedom, motion sensor, and panning 16-bit stereo audio. Bungie's read-me notes call out that combative and cooperative network play, additional monsters, and the full weapon set are reserved for the retail release.

Engine and technical changes

Marathon 2 widens the playable view from about 90 to about 140 degrees, layers in true 16-bit color and 16-bit stereo sound, and adds liquid media (water, lava, sludge) the player can swim through. The demo is the first opportunity most players had to see those changes in motion, and it ran on the same Power Macintosh hardware that the first Marathon had targeted.

Development and release

Power Computing announced an exclusive playable preview on July 18, 1995 for distribution on its Power-branded CD at Macworld Boston '95; that disc actually contained an earlier 'Preview' build. The polished public demo, with three levels, followed in August 1995 ahead of the November 24, 1995 retail launch. Both files are preserved on Macintosh Garden alongside the full game.

Reception and legacy

The demo did important pre-release work for what became one of the defining Mac games of the 1990s: it converted Marathon 1 fans, sold the engine improvements that would carry through Marathon Infinity, and laid groundwork for the open-source Aleph One engine that keeps the trilogy playable today.

Screenshots
File Info

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