July 20, 1999 |
|
July 15, 1999 |
|
July 13, 1999 |
Aaron Davies <agd12@columbia.edu> writes concerning the level name: Lock&Load. |
July 11, 1999 |
If you have more than 1 pair of goggles, you can put on more than 1 at once. But putting on the second pair neutralizes the first! A third will return the red vision, and so on. |
July 10, 1999 |
|
July 6, 1999 |
Aaron Davies <agd12@columbia.edu> writes concerning the level name The Labyrinth |
July 4, 1999 |
|
July 3, 1999 |
|
July 1, 1999 |
Bungie Software burst into the computer gaming world with the release of Pathways Into Darkness, the first Mac game to use texture-mapping in real-time. Pathways garnered numerous fans and awards, and set the stage for the legendary Marathon trilogy. Marathon, Marathon 2: Durandal, and Marathon Infinity were the most successful action titles ever published for the Macintosh.
On the "getting started" page of the Trilogy PID manual, it says that the game can hold up to 6 saved games. On the screenshot above, however, there are 8 slots. Is this a typo or something more? How odd. In the hard copy (paper) version of the Pathways manual it reads:
Pathways will keep track of up to eight different saved games. As Mauro points out the electronic version of the same manual reads:
Pathways will keep track of up to six different saved games. This electronic version dates from Aug 31, 1995 and first appeared on the now rare Pathways Into Darkness CD and later on the Marathon Trilogy CD. There are a number of differences between the hard copy version and the electronic version notably the section on Copy Protection was removed in the electronic version. But why does it say six saved games in the more recent (electronic) version of the manual when the correct number (eight) is given in the older (hard copy) version of the manual? Why was there a need to change it?
In an early version of the story the Jjaro diplomat informed the President and five of his senior military staff that they had "...six days to save the world". In the final game however the Jjaro representative told them they have "eight". |
June 30, 1999 |
|
June 29, 1999 |
I was just playing through the level "We Can See In the Dark...Can You?" while looking at your page, and I found something that I think may have gone unmentioned. I found a Canvas bag with 5 Walther P4 magazines in it in a 2 X 2 room in the lower right of the map, a room and a corridor above (and slightly to the left of) the save rune (in the lower right) I don't know if this was included in your total of things to find on the level, but I just thought I'd e-mail you to see. Andrew sent in a screenshot showing the location of the canvas bag. Yes this went unmentioned on the We Can See In The Dark... Can You?. Indeed the Official Hint Book doesn't mention it nor do any of the third party spoiler guides.
|
June 28, 1999 |
A man turned into a cyborg to defend Earth against invading aliens ends up as a forerunner to a Bolo in an eons-long interstellar war? Chris Huth <sherwinh@interlog.com> writes concerning the possible origin of the level name "A Plague of Demons". See the What's in a Name section.
|
June 27, 1999 |
Has anyone ever noticed that Sentinels look alot like Zombies or Ghasts when they were alive? The clothes and weird hat thingys look really similar. Coincidence or something more? We haven't come to the levels with the Sentinels yet but if you are curious to know what they look like you can see one on the Pathways Into Darkness section of the Marathon's Story page. |
June 25, 1999 |
I remembered this when reading the PID page about the level "Happy Happy, Carnage Carnage", and just verified it: The hint book got the colors of the arrow runes wrong. It tells you the monsters attack when you step on the *yellow* arrows, and the *green* arrows will open the exit. Yes the Official Hints Book mixes up the function of the green and yellow arrows on the floor of the Carnage Room TM on Happy Happy, Carnage Carnage. |
June 24, 1999 |
|
June 23, 1999 |
|
June 22, 1999 |
At last we meet the infamous Muller on Happy Happy, Carnage Carnage. |
June 21, 1999 |
Made a few additions to Happy Happy, Carnage Carnage. |
June 20, 1999 |
Read the Conversation with Friedrich on Happy Happy, Carnage Carnage.
PIDMapReader.h -- C++ header file for reading in the map file. It contains the level format as the object PID_Level and its subobjects. Thanks to Steve Campbell's Oni Hotline Server for the file. |
June 19, 1999 |
|
June 18, 1999 |
|
June 17, 1999 |
Warning if you don't want to be spoiled don't read any further. Loren writes:
...here is something interesting I worked out just recently -- the types of all the PID map sectors. I've created an image that contains false-color maps of all the levels. You can see the image map here. There is also a legend for the different colors used in the image map (see below the image map). Remember you can make a frame bigger by click on the edge and dragging it. Check the FAQ section for details on how to optimally view this site. |
June 16, 1999 |
|
June 15, 1999 |
One of the dead people says: Yes this is Greg on "Watch Your Step". He also says:
Spiders. They're everywhere. Can't stand 'em. The phrase "They're everywhere" is in fact used throughout Pathways and appears later as a Bob sound in Bungie's next game "Marathon". Could this be the origin of the famous Marathon Bob phrase? |
June 13, 1999 |
|
June 12, 1999 |
|
June 10, 1999 |
I just finished PID for the first time w/o cheating and I just for the fun of it, I pulled everything out of the red velvet bag so I could see my total inventory weight, which turns out to be 327.07 kg. I still couldn't get the "too encumbered" message (STR# 1000, string 1) to come up. I guess the player really is the Marathon cyborg! Aaron continues:
On a side note, that "encumbered" reminded me of something I've always thought interesting: the similarity of PID to RPG's. The term "encumbered" is a good example--these days, most action games (assuming they have an inventory, which they generally don't) would simply say "you're carrying too much." "Encumbered," on the other hand, is a technical term from AD&D (and other pencil & paper RPG's, I'm sure, but that's the only one I've played). Other similarities are the mere existence of a real inventory (with active pick-up, search, examine, and drop), conversation, health measured in "hit points," combat expertise, the term "melee combat," and the message window (a hold-over from text-only and top-view 2-D computer RPG's). |
June 9, 1999 |
|
June 5, 1999 |
|
June 2, 1999 |
|
May 31, 1999 |
|
May 28, 1999 |
|
May 26, 1999 |
|
May 25, 1999 |
Pg. 46 Myth manual...created by the Callieach during their final days. ... or perhaps The Barrier since on page 46 of the Myth manual we get a different story:
Barrier, The: Desert east of the Cloudspine Mountains. This area used the [sic] be the fertile Empire of the Cath Bruig, but was put to the torch and blighted after the passing of the armies of the Dark fifty years ago. |
May 23, 1999 |
Regarding Ben Fisher's observation that each rest period in PiD is 7 minutes long-- it occurs to me that on most digital alarm clocks sold in the US, the snooze button turns the alarm off for seven minutes, allowing (you guessed it) a seven-minute rest period. Not that this -really- has anything to do with PiD, but I thought it was cute. How interesting. Seven minutes? Did Andreas have a reference for this? Andreas replied:
Well, having done some rudimentary research, the closest thing I found to a cite for this was a document in which someone was describing their dream alarm clock, where they wanted snooze time to be adjustable, instead of "the usual seven minutes," or words to that effect.
|
May 22, 1999 |
...but then there's the Great Devoid. Omer points out that the origin of the Great Devoid is given in Myth. Omer writes:
MTFL manual p. 46: So what was Matt referring to when he said: How did it get there?
|
May 21, 1999 |
A few days ago on the Marathon's Story page Matt Soell (Bungie Software) revealed the following about story connections in Bungie's games:
...things are often more related than they may first appear. For example, there's no obvious similarity or connection between the Marathon world and the Myth one.... Now Michel <michelm@home.com> writes:
"Sixty-four million years ago, a large extra-terrestrial object struck the Earth..." When the alien entity crashed into the earth some 64 million years ago it must've left a pretty big dent in the landscape. "The object itself was buried thousands of feet below ground, its nearly two kilometer length remarkably intact. It remained there, motionless, for thousands of years..." It remained there for thousands of years before it began to dream....thousands of years from 64 million years ago is still pretty far back. Maybe in the Myth days when there was still a pretty big hole, some might even say it left a 'Great Devoid'. "....before it finally began to stir- and to dream." It's dreams become a reality, right? Those Fallen Lords and all their minions sure seem like something out of a nightmare... Interesting point. The timescale of events as Michel points out would suggest that the Dreaming God had been dreaming for tens of millions years. Enough time to raise an army of the Dark! But didn't Ryu'Toth, the Jjaro diplomat, tell us:
Only during the last few centuries has the god begun to effect changes on the surface of the Earth. Grotesque creatures have been sighted deep in the trackless forest of the Yucatan... Then again perhaps he lied! ;-)
I have walked the edge of the Abyss. and also:
I've had the strangest dreams lately - raging seas, howling beasts, a Demon folded in
|
May 20, 1999 |
Concerning Pathways and the Cthulhu Mythos: If you read Lovecraft's short story "The Temple" and fail to come across a reference to the Yucatan this is the reason why. Brent explains:
According to my copy which is from the collection entitled "The Transition of H.P. Lovecraft, The Road To Madness," Underneath the story title it states, "Manuscript found on the coast of Yucatan." That is the only place in the story that mentions Yucatan.
|
May 19, 1999 |
|
May 18, 1999 |
...when I watched Jackie Chan's _Operation Condor_, particularly the second half or so of it, I kept thinking of PID. It has more to do with _Raiders of the Lost Ark_, but there are some interesting parallels.
|
May 16, 1999 |
|
May 15, 1999 |
Action Sack or Canvas Bag? ;-) |
May 14, 1999 |
to train Mexican troops for an invasion of Texas and California, but they were wrong, obviously. Omer Shenker <oshenker@iname.com> writes:
It's a reference to the scheme best known for the Zimmermann telegram, involving the Mexican invasion of the US Southwest with help from Japan. This plan was intended to keep America too busy to fight in Europe. However, the telegram was intercepted and decoded by the British, who publicized it and used it to gain Wilson's support for joining the war. Nice find. Although the proposed invasion relates to World War I it is possible that Bungie reworked this to fit the World War II theme in Pathways. Here are some details concerning the Zimmermann telegram: On February 26, 1917, President Woodrow Wilson received the decoded text of a secret message sent by German Foreign Minister Arthur Zimmermann to the German Minister in Mexico proposing a German military alliance with Mexico and Japan against the United States. Zimmermann held out to the Mexican Government the possibility of German assistance to regain New Mexico, Arizona, and California. American Congressional and public shock to the Zimmermann telegram was a major turning point in the attitude about intervening with the Allies against Germany, and the first of a series of rapid steps culminating in the American entry into the war in April 1917. |
May 13, 1999 |
|
May 12, 1999 |
here's a seven for you: That's right! When you rest time passes in 7 minute increments. Also the amount your health bar increases with every 7 minutes of rest depends on the number of health points you have. When you start out you have 6 health points. With every 7 minutes of rest your health bar will increase by 1.0 point. When you get 8 health points your health bar will increase by 1.3 points with every 7 minute rest. When you get 10 health points your health bar will increase by 1.7 points with every 7 minute rest. Here's a short table of the rates of increase:
health increase per etc. etc. Note the 7 and 3. The average rate of increase as a proportion of health points is approximately 17%. |
May 11, 1999 |
...when I walked straight forward into the northwest column in a western room, my view switched to this endless void. It only happened when I walked straight toward the column, and when I moved it went back. Granted, this is probably just a glitch, but I thought it interesting nonetheless. See the attached picture for a view, and the other pic for the map location. Although you can't make out much detail in Matt's pic if you try this in the game you'll be able to see an inaccessible area beyond the column which has floor and ceiling textures. As Matt's suggests it's most likely a glitch. |
May 10, 1999 |
I had the opportunity to ask Randall about his early Pathways map making skills. He replied:
I never made anything that was playable... i was only able to edit them I had moved some walls around, and some items and monsters.. but that was it. Had to be done through hex editing at the time. And I have no idea how I did any of that (too long ago). Yup... well over five and half years ago. |
May 9, 1999 |
This may or may not have been addressed before, but I always thought it was odd that a sword appeared in PID's map view. Funny, I don't recall any swords involved with PID.... Maybe it has a name? ;) Is there a sword name in Pathways Into Darkness? I guess we'll have to play the game to the end to find out! ;-) |
May 8, 1999 |
if you have been playing Marathon for a while and then go to play (or REplay) Pathways, there are a couple important concepts to fix in your head. first, unlike Marathon, Pathways has no sensor, and the majority of the enemies are silent until they actually attack. This means that you need to keep your eyes open at all times, and look around before running ahead. Even if you think you have cleared an area, just do a quick 360 to make sure nothing is sneaking up on you before you venture into new areas. Another tip when dodging projectiles - turn as you sidestep and watch the projectile fly past you. This appears to increase your dodging efficiency.
All my friends are dead now. Seven above, So he did know about the death toll above... or did he? How many people really did die above? ;-) |
May 7, 1999 |
Also added Chuck Gray's Dead Scripts: (Part 1/2) and (Part 2/2). These appeared on comp.sys.mac.games back in Jan '94. Since they are already available on the net at David Coufal's Pathways Into Darkness Home Page there is really no reason for not making them available here. Warning though - potential spoilers are contained within. Reading these may spoil your enjoyment of discovering a conversation yourself. |
May 6, 1999 |
A number of people have asked if this page will be updated daily like the Marathon's Story page? Well that really depends on people playing (or replaying) the game and sending in comments, corrections, tidbits, theories, etc. Suffice to say that the page will be regularly updated until the May 5, 2000. After that it won't matter. ;-) hmmm... May 5, 2000 is exactly six years after he Jjaro diplomat arrived. Coincidence or... How did Cortana say the world ends again?
Will there be a Page 6580334? HEY! You forgot your oath of secrecy as a Special Forces Agent. The penalty for divulging this top secret information is death! ;-) But thanks for reminding me to add the bomb arming information to the Story Introduction. |
May 5, 1999; 1500 hours (3:00pm) EST |
This is what happened... |