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Marathon Infinity
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Marathon Infinity

Filenamemarathon_infinity.sit
Size36,435.4 KB (37309889 bytes)
Year1993
Downloads8
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About

Bungie's October 1996 Mac-exclusive third Marathon shipped with the Forge level editor and Anvil shape editor on the disc as marquee features, packaging a 25-level branching campaign called "Blood Tides of Lh'owon" alongside the same toolchain its developers had used to build it - a deliberate handoff to the modding community that defined the game's afterlife.

Setting and story

The campaign returns to Lh'owon five years after Marathon 2, with the player jumping between the bodies of the BOB security officer, the Pfhor invader, and a S'pht warrior across reality-fractured dream sequences. The four chapters - Prologue, Despair, Rage, and Envy - stitch into a non-linear branch chasing the W'rkncacnter, an eldritch entity threatening to escape the system's dying sun.

Gameplay

Mechanics carry over from Marathon 2 with the addition of the KKV-7 10mm SMG flechette gun and expanded vacuum levels where the player's oxygen visibly drains. Twenty-five solo and co-op maps plus three challenge stages feed into 23 multiplayer arenas that retained the King of the Hill, Kill the Man with the Ball, and Tag modes.

Engine and technical changes

The 2.5D Marathon engine got per-level physics models, allowing Double Aught (the contracted level designers) to vary gravity, projectile behaviour, and weapon damage between maps. Forge exposed the same room-and-portal editor Bungie used internally; Anvil edited shape collections, sound sets, and HUD art. Network play remained AppleTalk-based with up to eight participants.

Development and release

Bungie subcontracted level design to Double Aught Software (Greg Kirkpatrick, Randall Shaw, Jason Jones contributors) and shipped on CD-ROM October 15, 1996, the third Marathon in 18 months. Bungie made the trilogy freeware in 2005 and released the full source under GPL in 2011, feeding the open-source Aleph One engine that ports Infinity to modern macOS, Windows, Linux, and iOS (2012).

Reception and legacy

CNET's Gamecenter named Marathon Infinity the best Mac game of 1996, and Inside Mac Games awarded it Mac Game of the Year. Forge and Anvil seeded a decade of total-conversion scenarios - Tempus Irae, Eternal X, Marathon: Rubicon - that kept the engine alive long after Bungie pivoted to Halo, whose Lh'owon-flavoured plotting traces directly back to this release.

Screenshots
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