June 29, 2001 |
Got a comment? Then express it here. Mark Levin writes on the Forum:
I don't think this is an infrared shot... The player's screen is just tinted red from the Greater Nightmare's death explosion. Good point. You need to be fast to capture it but the screen does go red when the Greater Nightmare explodes. MLKMA. :-) |
June 28, 2001 |
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June 27, 2001 |
http://homepage.mac.com/lpetrich/PIDCode.sit If you'd like to help out please contact Loren Petrich <petrich@panix.com> or use the Story Forum.
The contrast of both shots needed a little fix, so I retouched them. The result takes more time to download (I reexported the images without compression), but colors are brilliant now and there was no lost over the details of the image. Thanks Raul. You can see them here (front) (515K) and here (back) (524K). If anyone wants to scan in some better (higher quality) shots of the PID boxes please let me know. Thanks. |
June 26, 2001 |
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June 25, 2001 |
Front of PID Box '93 (181K) Compare these with the box that appeared in early 1994:
Front of PID Box '94 (156K) This later box contains a Macworld Game Hall of Fame 1993 award sticker (circa Jan' 94) and the cover pic is cut-off top and and bottom. But the really odd thing is the back of the box. One of the screenshots was replaced. Why change this one shot? Note the screenshots all show no ceiling and floor textures so this is still version 1.X of the game (not v2.0). Odd that Bungie would bother to make these rather odd changes to the box in early '94. |
June 23, 2001 |
I know nothing about the crystals. However "Still Thinking" noted that if you use the words "Blue", "Yellow" or "Violet" you'll also get the response:
I know nothing about the crystals. So it would appear that Muller DID know something about the crystals. Well that's Muller for you. |
May 17, 2001 |
Box Want a piece of Pathways memorabilia? Just three days left in the auction. |
May 15, 2001 |
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May 12, 2001 |
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Apr 19, 2001 |
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Apr 18, 2001 |
Pathways Into Darkness (Bungie Software)
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Apr 17, 2001 |
In the description of the Copy of Mein Kampf, it says the player has a "lack of any knowledge of German whatsoever". With this in mind, how is it that we are able to talk to any of the dead German soldiers? It is possible that we can speak to the Cuban(?) soldiers since they were a later expedition and we might know Spanish, but what are the chances of German Nazis from the 1930's speaking fluent English? Ah the benefits of the multpurpose Yellow Crystal. Not only does it allow us to talk to the dead but it also translates for us as well. To bad it can't read. ;-) |
Apr 16, 2001 |
PID 1.0 on eBay!! Could this be a copy of the very rare Pathways Into Darkness v1.0? If you check the box shots on eBay you'll note that the back of the box is different from the standard box. One of the screenshots is different. The front of the box is also different. The full image of the marine in the jungle is displayed on the front. So Bungie must have changed the box design early on which is odd since they never changed the box design when v2.0 was released. The v2.0 box still displays the old screenshots without floor and ceiling textures. Bidding on eBay began at $3 and ended at $20.50 so someone snapped up a rare piece of Pathways memorabilia. :-) |
Apr 14, 2001 |
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Apr 13, 2001 |
On Bungie's new Pathways Into Darkness products page there are eight screenshots. Yet on their previous Pathways Into Darkness page they had nine screenshots.
Which screenshot was dropped? Check the new Official Screenshots section for the answer to the first part. Now the second part shouldn't be too hard for Pathways afficionados. ;-) |
Apr 7, 2001 |
Ever notice how the time increment for resting in the demo v1.0 was 10 minutes, but was changed to 7 minutes in the full game? Ok so Bungie made the full game easier by dropping the resting time... but seven minutes!!! Coincidence or...? ;-) Note that this only occurs in the demo v1.0 and not in the demo v2.0. |
Apr 6, 2001 |
Slide 7 is called "witnesstotalcarnage.gif". As everyone should know, "Witness Total Carnage" was a level name from the demo. However, that is not a screenshot from that level. It's from one of the last levels in the full game, most likely "Don't Get Poisoned" or "Please Excuse Our Dust" based off the level architecture. Yes indeed. And does anyone notice anything odd about some of the other screenshots on Bungie's Pathways Into Darkness products page? We'll be uncovering the tru7h about some of these official shots, the recently dropped shot, and some very old screenshots... soon. :-)
IMG's Hints, Tips, & Tricks: Pathways Into Darkness (Oct '93) These little gems are now preserved for posterity. Go relive the nostalgia. :-) |
Mar 30, 2001 |
Which screenshot was dropped?<Cue X-files music>
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Mar 29, 2001 |
From: Ron Hunsinger (hnsngr@sirius.com) Subject: Re: Some questions. Newsgroups: alt.games.marathon Date: 2001-03-23 18:33:13 PST In article <3AB768E2.CB79377C@mac.com>, haveblue@mac.com wrote: > Johannes Rydh wrote: > > > > Hello, > > > > - I'm in the planning stage of a scenario where the player will often > > return to previously visited levels. Does the engine save info about > > items/monsters etc on old levels, ie. will corpses remain or will all > > monsters regenerate? Even more importantly, will all items respawn? If > > information from earlier levels is stored, is it also stored in saved > > games? > > No. > > > - Is it possible with the current or future versions of Aleph One, using > > MML, Pfhortran or whatever it takes, to have some sort of tags or > > variables global for the whole scenario, so that actions in one level > > may have effects on another? If not, that's a feature I would love to > > see. > > Technically, anything is possible in the future, but in the present this > is not possible. It was also possible in the past. Have we already forgotten that Pathways Into Darkness worked exactly this way? Some of the pros: You could (and they did) develop a meaningful storyline that took into account the fact that you could revisit already explored levels. In fact, the story *required* that you revisit already explored levels. You can have a much more interesting monster/ammo balance. One of the things I enjoyed most about PiD was running out of ammo in the upper layers of the pyramid. You had all the Nazi soldiers telling you to conserve ammo, yet the game gave you more than you needed. Or at least appeared to. It was having to re-traverse levels that you had already stripped all the ammo from that made you suddenly wish you had been a little more fruga. (Why did I enjoy that? That's a topic for another thread.) The game can be much less linear. There are two paths through "Evil Undead Phantasms must die", not converging again until several levels later (when you find that your return path has to be along the other branch). Do you go the "Wrong Way" first, or though "Feel the Power". It can take a lot of exploring to figure out which is the correct path. Go the wrong way (i.e., not through "Wrong Way") like I did, and you may end up like I did - frantically replicating 6-bullet clips of P4 ammo (because I was down to 6 bullets before I found the Cedar Box) to fight off Nightmares and Shocking Spheres - before you finally acknowledge that you must have made a wrong turn somewhere. You can do something on one level (find a silver key) that changes the nature of a different level, so that revisited levels are different, even though they're the same as when you left them. But the cons: A savefile has to save ALL of the levels you've visited, not just the one you saved on, making savefiles much larger. 20-40 times as large, depending on number of levels. Unless you do what PiD did, and save multiple positions in a single file. Levels that you haven't visited between two saves can't have changed, so they can share the same saved info. But the cost was that you could only have eight saved positions. You could expand that number, or even allow the user to save into a new file with empty savegame slots, at the cost of wasting disk space. It was possible, and could be again, but there is a price. Still, disk is cheap now. It might be worth re-examining this tradeoff. -Ron Hunsinger |
Mar 3, 2001 |
The Banshee is the one that flies...the ones that stay low to the ground are Ghosts. |
Feb 24, 2001 |
The Banshee is back in the game. A Pathways Into Darkness reference no doubt. :-) |
Feb 3, 2001 |
It's on the lego mindstroms site (http://mindstorms.lego.com/), on the "missions" section you can play among other things a PC-only web game: Robohunter: Temple of the Serpent. Here's the description: Enter the Next Level of Web Games in this Amazing 3D Adventure! You are part of Team Robohunter, a group of operatives trained in using robotics to accomplish missions where human agents have failed. Your new assignment: drop into the Yucatan jungle, infiltrate an ancient temple, and find a priceless treasure. Your only equipment: LEGO MINDSTORMS. Program special robots to solve puzzles and explore rich 3D environments in real time. I don't have access to a PC (I use Mac on both my job and my home) but many other Bungie fans do. You should ask them to play this game to see how much it was influenced by Pathways. |
Jan 30, 2001 |
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Jan 16, 2001 |
I was looking through the PiD resources, and I noticed some strings had been left blank. This seemed inconsistent, because in some places, the blanks looked like separators, while in other cases, there were none and separate categories of items ran together. Here's the list (plus another oddity that nobody's seemed to notice...): |
Jan 7, 2001 |
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Jan 5, 2001 |
There's a single boxed copy of Pathways into Darkness selling on eBay right now. If you want a boxed copy as a collector's item now's you chance. :-) |