YouTube user toolsmyth (Bo Lindbergh in the Marathon Story Page's forum) has posted some gameplay from the first level of Bungie's first shooter, Pathways Into Darkness, now available in the App Store for the Apple Macintosh.
Leyvin360 on YouTube also has a Let's Play series for the game that he started last year.
Through the efforts of Man Up Time Studios, Bruce "Hippieman" Morrison and Mark "Have Blue" Levin, the classic Bungie FPS game Pathways Into Darkness lives again, available for free in the Apple App Store for computers running version 10.6 or higher of OS X.
For their work in making this ancient artifact available to modern audiences, Bungie's Community Focus this week is on Man Up Studios.
Originally released in 1993, the game predated the Marathon series and tasked a lone soldier with transporting an atomic weapon deep into an abandoned jungle pyramid in order to prevent a sleeping god from awaking. For the game, go here. For information on the game, go here to the excellent fansite, pid.bungie.org.
DrTheoreticalDonuts on YouTube has done a Let's Play series on Bungie's first 3D first person shooter, Pathways Into Darkness. Find out how a simple human (?) can survive a fall from a crashing airplane, why there are dead German soldiers inside a lost pyramid in the Yucatan, and how to plan an alien musical instrument. Oh, yeah, and nuclear weapons, sleeping gods, and alien ambassadors. Marathon came before Halo, but before Marathon, came Pathways.
For the whole series, check out DrTheoreticalDonuts's playlist:
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.
The Pathways engine was originally intended to power a sequel to Minotaur using 3D graphics. However, it was discovered that the Minotaur gameplay did not lend itself to this presentation, and so Jason Jones and Alexander Seropian decided to create an entirely new game.
The engine used real-time 3D texture mapping-- at least on the walls.
According to the Marathon Scrapbook, the critical acclaim and success of Pathways allowed Bungie to get an office and start working in earnest.
Following Pathways, Jones began working on two projects: one codenamed Mosaic, the other codenamed Marathon. Marathon was originally intended as a sequel to Pathways. In a a late 1993 interview with IMG, Jones spoke of Marathon as "more of an arcade game" than either Pathways or Mosaic.
Later, Marathon became its own game and the Mosaic project was quietly dropped, never to be spoken of again.