Recent Movies

Title Postersort descending Date
My Music Video Anonymous (not verified) 09.04.07
Trickity Trick Five Anonymous (not verified) 09.25.07
Crota's End Necrochasm Only... blackstar 07.27.15
Asshole blackstar 05.26.02
Summer Slaying HBO Junkies LAN blackstar 09.02.03
Plasmarines BOLL 04.08.06
Yellow Banshee BOLL 04.08.06

Latest Sheet Music

Title Transcriber Date
Halo Theme Orchestra Edition /... Anonymous (not verified) 08.07.07
Uphill, Both Ways 123_presto 05.09.10
Tribute for Orchestra Andybeano 04.24.08
Installation 04 for String Orc... assisstion 02.01.12
Tribute for Piano beokabatukaba 07.31.10
Black Snow (original piece) beokabatukaba 10.03.10
Sydney Photographer Speaks Out... brookez788 08.11.18

Bungie Timeline

  • Minotaur Release Day

    Minotaur was initially supposed to ship on April 1st, 1992, but slipped because the game wasn't finished, according to an interview Jason Jones gave to Inside Mac Games in October of 1993.

    Minotaur was produced entirely by Jones, and had started as an Apple ][ game. It required a network or modem connection to play against human opponents; there was no single-player experience at all. As such, it was the first real netgame for the Mac. Minotaur a fantasy game with a top-down view that used tile-based graphics, similar to the early Ultima games.

    04.30.1992
  • Pathways Into Darkness Released

    Bungie planned on shipping Pathways into Darkness, their new game, at MacWorld in Boston, starting on August 1, 1993. While I've been unable to locate confirmation that it actually shipped by that date, posts in Usenet indicate that it did ship sometime between August 1st and August 13.

    On August 30, Jason Jones posts in comp.sys.mac.games that while Bungie isn't working on a sequel to Pathways, that future Bungie games would use texture mapping and AppleTalk networking.

    08.01.1993
  • Bungie shows Marathon Zero

    Bungie first demonstrated their follow-up to Pathways into Darkness, a science-fiction themes first-person shooter entitled Marathon at the MacWorld show in San Fransisco.

    One major technical change was floors and ceilings that were texture-mapped. In PiD, only walls were texture-mapped.

    01.05.1994
  • Bungie announces Marathon

    Bungie announced the follow-up to Pathways, a new 3d action shooter called Marathon, in a press release entitled MARATHON TAKES TEXTURE MAPPING INTO SPACE

    They had shown an early version of the game, later dubbed Marathon Zero, at the MacWorld show in San Francisco in January of that year, but later revamped it entirely.

    Sadly, Bungie expected the game to ship within a few weeks, but delays forced the game's release until December.

    07.25.1994
  • Bungie shows Marathon

    At the second MacWorld show that year, this time in Boston, Bungie demonstrates the greatly revamped Marathon game, with a graphics engine rewritten since earlier in the year and an entirely new plotline.

    Bungie supposedly tells showgoers that the game will ship "in two weeks" according to the Marathon Scrapbook, saying they were waiting only on the boxes.

    08.01.1994
  • Marathon Released

    After agonizing delays and fan outcries since August, the release date that Bungie promised at MacWorld Boston that year, Marathon finally ships just before Christmas of 1994, a fully texture-mapped first person shooter with an engrossing science fiction plot.

    The game takes place on the sprawling colony ship Marathon, hollowed out from Deimos, a moon of Mars. Told through a series of text terminals, a Byzantine plot gradually unfolds telling a story of military cyborgs, rampant artificial intelligences, and alien slavers.

    12.21.1994
  • Bungie announces Marathon 2: Durandal

    Bungie announces the development of Marathon's sequel, forgoing plans for an expansion pack and opting to create an entirely new game with an enhanced graphics engine.

    07.19.1995
  • Marathon Infinity Released

    Again less than 12 months passes between releases. Admittedly, Bungie only published Marathon Infinity. Double Aught created the scenario, which used the Marathon 2 engine largely unchanged.

    Double Aught was headed by Greg Kirkpatrick and Randy Reddig. The group later planned to build a portal-based engine for a game to be called Duality, which was never completed or released.

    Kirkpatrick had previously worked at Bungie and founded Double Aught.

    10.15.1996
  • Bungie Announces Myth: The Fallen Lords

    A whopping seven weeks after Marathon Infinity shipped, twelve and a half months after shipping Marathon 2, Bungie announces Myth: The Fallen Lords.

    Myth is obviously not a first-person shooter, as Bungie's last three games (the Marathon Trilogy) were, and represent the company's first foray into Real-Time Strategy games, although some hardcore fans remark that the lack of resource management and other features mean they are more accurately called Real-Time Tactical games.

    12.06.1996
  • Myth: The Fallen Lords Released

    Less than 12 months after announcing the title, and slightly less than two years after their own last full game release (Marathon 2, for which they created the engine and the scenario in-house) Bungie ships Myth, a completely new game with a new engine, a new story, in a completely different genre. To boot, it marks the company's first cross-platform release, shipping simultaneously for Macs and PCs.

    Myth won several awards, not only from Mac game publications but from PC gaming magazines as well.

    11.05.1997
  • Bungie announces Myth 2: Soulblighter, Oni

    At E3 in 1998, a little over six months after shipping their first Myth game, Bungie announces the sequel.

    At the same time, video from the Bungie West project is shown. The game they are working on is Oni, a third-persion action game incorporating martial arts and firearms, with an anime-like visual style and themes very similar to the film Ghost in the Shell.

    05.23.1998
  • Myth 2 Release, Recall Day

    A little more than a year after shipping the original game, Myth 2 is released, again for both Mac and Windows platforms, with a completely new scenario developed in-house and a revamped game engine.

    Bungie had attempted to do everything right: improve the engine of their award-winning game, do development cross-platform from the beginning, and do a simultaneous release of a killer strategy game on hybrid media in time for Christmas.

    12.28.1998
  • Bungie announces Halo

    Seven months after releasing Myth 2, at Macworld in New York, Bungie shows the original Halo announcement trailer, which is running in real-time using OpenGL on a Macintosh computer. There had been rumors earlier in the year about a game people thought was code-named "Blam".

    Steve Jobs originally stated Halo would be released "early next year" but there was no confirmation of this from Bungie's side.

    07.21.1999
  • Bungie Acquisition Day

    Reportedly intrigued by the possibility of shaping how Microsoft develops their new Xbox console system, Bungie is sold Microsoft and becomes part of Microsoft Game Studios.

    06.19.2000
  • Oni Release Day

    The Mac version of Oni went gold master on January 2. The game has been in development for approximately two years, as the foundation of Bungie West predated the announcement of Oni.

    01.29.2001
  • Halo Release Day

    Sixteen months after announcing the game for the Mac and Windows platform, Bungie ships Halo as a launch title for the first edition of Microsoft's Xbox console, in the interim having been purchased by Microsoft. According to many reports, however, the game had been in development possibly since the shipping of Myth 2, putting the total development time at slightly less than three years.

    11.15.2001
  • Bungie announces Halo 2

    Nine months after shipping Halo 1, Bungie announces the sequel with the Announcement Trailer showing the Master Chief taking a spacedive off an orbiting platform towards a Covenant fleet attacking Earth.

    08.12.2002
  • Official PC Halo Release Date

    OFFICIAL PC Halo release date, as presented in PC Halo Press Release by Microsoft on September 15, 2003.

    09.30.2003
  • PC Halo Demo Release

    Available from IGN Downloads:

    http://downloads.ign.com/

    10.16.2003
  • Mac Halo Official Release

    MacSoft has announced they will release Halo for the Mac on this date.

    12.03.2003
  • Halo 2 Release Day

    Nearly three years to the day after shipping the first game and twenty-nine months after announcing the title, Bungie ships Halo 2 and delivers the Xbox its first-- and only-- profitable quarter to date, shattering single-day sales records in the entertainment industry. The game is one of the last truly groundbreaking titles for the console, which will be replaced by the Xbox 360 in a year's time, and gets a stranglehold on the Xbox Live leaderboard, achieving the top spot in terms of the number of players on the service every single week since its release until the present day.

    11.09.2004
  • Bungie Announces Halo 3

    Bungie announced that Halo 3 is in development for the Xbox 360 and is expected to be released in 2007. The announcement was made at Grauman's Chinese Theater, in Hollywood, CA.

    Other than "it takes place in the Halo universe" not much more is revealed about the game.

    05.10.2006
  • Rampancy's Se7enth Birthday
    description:

    Rampancy.net, then called The Core, officially opened its doors on May 26, 1999:

    http://rampancy.net/story/game/halo/26051999/welcome_to_the_core

    That makes this site se7en years old today.

    Happy Birthday Rampancy.net!

    05.26.2006
  • Halo 3 Ships

    Halo 3 ships in North America and does $170 million in sales its first day, smashing single-day entertainment industry figures, on the way to $300 million its first week and doubling the weekly sales of the Xbox 360 console.

    09.25.2007
  • Bungie Declares Independence

    In a deal naming almost no specifics, Bungie Studios, a wholly owned unit of Microsoft's Microsoft Games Division, becomes the privately held Bungie LLC, with minority Microsoft shareholding and a long-term Halo publishing deal.

    http://www.bungie.net/News/content.aspx?type=news&cid=12835

    10.01.2007
  • Halo 3: ODST Released

    A small team at Bungie works on an expansion pack that expands to the size of a complete title, featuring a single player campaign that follows a team of ODSTs that drop into New Mombasa during the timeline of Halo 2. Introduced the new Firefight mode, allowing players to tackle increasing waves of Covenant on multiplayer maps, either solo or with other players using splitscreen, LAN or Xbox Live.

    09.22.2009
  • Halo Reach Released

    The last game in the Halo series produced under contract by Bungie is released for the Xbox 360. Some consider it to retcon the events of the Fall of Reach as depicted in the novelization. It focuses on a mixed group of Spartan II/III soldiers and features Dr. Halsey, Captain Keyes and Cortana, but not the Master Chief.

    09.24.2010
  • Bungie - Activision Contract Leaks

    Court proceedings involving Activision reveal what appears to be a legitimate copy of the contract between Activision and Bungie for their new intellectual property, Destiny, which is intended to have a series of cross-platform releases with DLC over the next decade.

    [[nid:94216]]

    05.23.2012
  • Destiny Concept Art Leaks

    A flash drive lost by a third party contractor reveals art and information pertaining to Bungie's new project, Destiny.

    [[nid:96191]]

    11.27.2012