TABLE OF CONTENTS

THE HYPE
Review Quotes - Print
Review Quotes - Online

THE TOOLS
The Meaning of Myth
Myth: The Fallen Lords Explained
Features
Ad Copy	
Press Releases

THE SOURCE
Contacts and Resources
Bungie History
Published Titles
Awards

THE HYPE

PRESS QUOTES - PRINT

boot, 2/98, 8 out of 10
The luxuriant spectacle of Myth: The Fallen Lords takes the genre of real-time strategy games to new heights... Bungie has forged one of the most spectacular (and gory) physics engines around. A compelling storyline, impressive graphics and some of the goriest battles ever seen make Myth a contender for the crown of real-time strategy gaming... delivers addictive gameplay with some innovative graphics.

Chicago Tribune, 9/97
“Chicago company takes video games to a new level... Myth has the computer gaming world in an uproar.”

Computer Games Strategy Plus, 2/98, 5 of 5 Stars, Stamp of Approval Rating
“Innovation at last hits the real-time strategy genre”

There occasionally appears something truly special that could alter the gaming landscape for years to come. Myth: The Fallen Lords is one such game. Most of these [RTS] games are variations of older titles; but where many copied, Bungie created. Simply put, Myth is probably the greatest innovation of real-time strategy in years; it clearly proves there is room for growth in a genre fallen prey to a myriad of clones.

Computer Gaming World, 2/98, 4.5 of 5 stars, CG Choice Rating, Strategy Game of the Year
“Bloody Good Time: This is not your kid’s strategy game”

A victory for all of us who love the combat of RTS games but could do without the endless gathering and building. Myth strips the standard real-time strategy game to the bone. What it leaves behind is brutal and bloody combat that is engaging, addictive and brimming with more attitude than a surly Dwarf.

Myth’s story stands out because it is detailed, original and well-integrated into the game. You get an actual sense of unease as you face the dark times ahead...you will quickly learn to appreciate the view system’s flexibility... the controls worked well and were well thought-out. Myth kicks some serious butt. Not since Diablo has a game so captured my attention and waking hours. With its belnd of in-your-face combat realistic terrain and weather and entertaining characters, Myth is a winner.

The Duelist, 12/97
Myth is the best PC game to date for skirmish combat. The game literally feels like being in the middle of a medieval combat. Myth is for swords what Doom was for guns.

GamePro, 2/98, 5 of 5 rating
Bungie utilizes both gameplay and gore to the fullest in their tactical masterpiece. Myth blows away any current real-time strategy game available today. It simply does everything right. If nothing else, Myth will force Satrcraft to shine that much brighter when it’s released next year. In the mean time, today’s bloated real-time strategy market could use a swift kick, and Myth is one big-ass boot. What Warcraft started and Command and Conquer refined, Myth perfects.

HomePC, 4 of 4 Lightning Bolts
Boy, is it ever fun. Multiplayer is simply a gas.Right now, with Tomb Raider 2, Turok: Dinosaur Hunter, and Uprising all ensconced on the same machine, I can't imagine playing anything but Myth. 

MacAddict, 2/98, Rating: Freakin’ Awesome
We stopped playing Myth just long enough to try Riven. Well, someone did, anyway. Myth would be a pretty good game as described, but the folks at Bungie paid special attention to the little things, nudging Myth just a notch higher into it’s own rarified category. Bungie pushes real-time strategy gaming into a new realm with Myth... making Myth one of the most inspired games for the Mac in the past year. We’ve come to expect nothing less from Bungie... you will positively love Myth.

Next Generation, 2/98, 4 of 5 stars (“Excellent”)
Bungie’s Myth doesn’t so much change the genre as it more rejects its conventions in return for tactical accuracy and depth. Myth is the perfect medieval combat simulator, modeling the environment of war so closely it’s scary... a challenge of fabled proportions.

OGR Magazine, 2/98, 8.9 rating
Myth is an exceptionally engrossing game... the game’s 3D wizardry is as cutting edge as a razor-sharp halberd. Fantasy wargamers, role-players and strategists should find Myth a savory dish indeed... Myth is an exceptionally enjoyable and playable game.

PC Games, 2/98, A-, PC Games “A List”, Game of the Month
“The stuff legends are made of”

It has a style, panache, flavor and future all its own. And for that fact alone, it deserves kudos. The game has plot, pacing, high production values and a sense of humor. Multiplayer has been very thoughtfully designed. Myth is a cunningly simple concept that’s well designed, practically implemented and difficult to master. Keeping [your troops] alive is a task to be tried and mastered. You’ll be trying for many, many months to come.

PC Gamer, 2/98, Editor’s Choice, 90%
Myth ups the ante for real-time strategy gaming with a tactical twist and terrific 3D graphics.

I’m reluctant to mutter over-used and under-delivered catch-phrases like “next-generation” or “breaks the mold”, but in this case I’m pleased to confirm the game deserves all that hyperbole and more. Coupled with the true physics model, the 3D terrain makes for a more immersive, interactive and realistic battle experience. Though the single-player game is exciting enough, logging onto bungie.net is a far better experience. Just ask my dry, red eyes who’s the “King of the Hill”. Myth: The Fallen Lords is an exceptional single and multiplayer title, worthy of all the pre-game hype it garnished over the past year... if you’re a seasoned strategy gamer looking for a real tactical challenge with a jaw-dropping engine and graphics, than Myth has enough individuality, charm and replayability to make it required gaming.

Ultra Game Player, 1/98, ULTRA Award, 9.6 of 10 rating
Genre fans and newcomers alike can expect hours of brutal fun out of this game. One of the best games we've played this year.

The Washington Post/Fast Forward, 12/97
Myth strikes a killer blow for players tired of the same old real-time strategy game. Tactics in this game are easy to learn but hard to master. Visually, nothing even comes close to Myth's 3-D landscape. 

Wired, 2/98
“Roll camera, roll heads”

Nowhere is the convergence of silicon and celluloid more evident than on the bloodspattered battelfield of Bungie’s newest game Myth: The Fallen Lords. Myth manages to infuse real-time strategy gaming with the visual dynamism of an epic war film. This is not to say that Myth is a game of mindless violence; it requires thoughtful, considered violence... Bungie has created more of a world than a game. Myth is sufficiently edgy to woo hardcore gamers and—atypically for a strategy game—simple enough to ensure that it will be wildly popular... intensely fun...

Videogame Advisor,5/97
“Myth is already receiving a lot of press in the consumer pubs and its multiplayer options should make it a big network and online game. We could very well be looking at the next generation of real-time strategy games.”

PRESS QUOTES - ONLINE

www.abcnews.com, 1/98
Bare-bones real-time strategy gaming with a vengeance. Well done cut scenes, prologue and plot line completely pull you in. Once engrossed, there is a sense of unease and anxiety that never quite leaves the action. There is a lot of the heroic epic in Myth. The view and control system is one of the best I have ever seen. It gives you an almost helicopter-like effect; hard to master but exhilarating once you do. It is mesmerizing to watch a battle unfold.The beautiful landscapes, compelling story and challenging game play kept me entertained long after similar games would have been history.

www.abcnews.com/sections/scitech/thegamer/index.html

Adrenaline Vault, 12/97, 5 of 5 stars
In all, this is just a thoroughly gorgeous, original, and enjoyable game. While I typically bore at the time-consuming resource collection and structure construction of RTS clones, Myth appeals directly to my more battle-oriented mentality, and takes the strategic combat of its predecessors to the next level, and then some. With a superb story design, beautiful 3D graphics, and extraordinarily challenging gameplay, I must salute the Lords at Bungie for this tribute to elegant game design. 

(Editorial Column)
“Myth—Game Design at its Finest”

This editorial is not a review, it is simply my own personal tribute to what I believe is one of the finest computer games to ever grace my screen... take it from me—Myth: The Fallen Lords is more than a great game. It is a classic, and truly ranks up there with those titles that have become legend. 

Myth is so much more than just a "good" game. It has that magic quality we rarely see anymore; not only are the graphics and gameplay phenomenal, but these and all the other elements combine to make a title that is so much more than just a collection of interconnected parts.  

When I first began playing Myth: The Fallen Lords a couple of weeks ago, I was blown away from the start. Bungie had answered my prayers. Instead of just releasing the engine, they had made a game -- an epic tale of war and fantasy in the Tolkien tradition. Playing Myth is very much like reading a great book.

www.avault.com

CNET's Gamecenter, 12/97, 4 of 5 stars
Nominee, Strategy Game of the Year 

Let's all say "Hallelujah!" for Myth: The Fallen Lords. With this game, Bungie delivered a technological tour de force that wove together an incredible game engine, fantastic graphics, and a wonderful tale of fantasy. In a major break from other real-time strategy games,Myth dispensed with resource management altogether. Myth packed a great story and excellent single-player fun, but the multiplayer element--on either Bungie.net or TEN--kept us launching this game again and again.

Myth features more multiplayer options than any game since Twister. The potential for interaction is stunning, and I see why bungie.net is often packed. Real-time strategists who still believe in Santa should ask him for a copy of Myth this year. bungie.net is the best game-sponsored matching service going, and it should keep Myth playable for many months into the new year. Even action fans might enjoy the quick playability and variety of games that Myth offers. 

www.gamecenter.com

Games Domain, 12/97, Gold Award
It is one of the few instances in recent memory where reality has matched hype.

Myth is a graphical tour du force. It takes your average tactical wargame and adds great graphics, a true 3D engine, a good story and tons and tons of panache  Graphically there is nothing out there that will prepare you for a melee bloodbath in Myth. To those of us who love realism the game is a godsend. The carnage of this game establishes a watershed for tactical hand to hand combat gaming. If you have a modem then log onto Bungie.net and prepare for some extreme and righteous bloodshed.

www.gamesdomain.com

Inside Mac Games, 2/98, 5 of 5 stars
In over two years of reviews, no commercial game has earned a 5.  Until now. "Myth: The Fallen Lords" from Bungie exceeds even my most hype-fueled expectations.  The solo play is the most engaging I have encountered, and its online play is simply beyond superlatives. Myth fulfills every one of its promises and points to an even more glorious future.  Long live Myth.

www.imgmagazine.com

Online Game Review, 11/97, 9.1 of 10 rating
M:TFL should be considered as a candidate for Game of the Year; that's how much I enjoy and admire it... M:TFL is as absorbing a game as I've ever played, and although I've played nearly 100 multiplayer games on Bungie.net, I don't have the slightest feeling that it's getting old. I guarantee that M:TFL's creative and clever design will impact the course of game development from here on out. 

OGR Best of 97 awards
Special Achievement in Sound
Honorable Mention: Strategy and Multiplayer
Reader’s Choice Award - Top Ten Games

Our choice for best use of sound in a game for 1997 is Bungie’s Myth: The Fallen Lords. The designers of Myth chose wisely when deciding not to include in-game music. Without the music to drown out the sound effects, players can appreciate every nuance of each effect.  Each effect conveys the same amount of detail it took to create the beautiful 3D graphical world. It’s the combination of graphics and superior sound effects that make Myth: The Fallen Lords one of the best games of the year. 

www.ogr.com

www.zentropy.com, 12/97, Overall Rating: 9
If you read nothing else here, read this: "Myth: The Fallen Lords" is fantastic. Before you start it up, make sure you're being fed intravenously, because you won't be getting up again for quite some time. This is the sort of game that should make you run screaming to the mall for a 3Dfx card. "Myth: The Fallen Lords" benefits greatly from 3Dfx acceleration, but proves endlessly addicting fun regardless of your hardware, and delivers great value for your money.

www.zentertainment.com/zentropy/

THE TOOLS

THE MEANING OF MYTH: THE FALLEN LORDS

When you read over the terms used to describe Myth: The Fallen Lords in previews and posts, whether from the press or the public, certain words and phrases come up again and again. "Breakthrough", "genre-bending", "next generation", all point to a recognition that Myth is not a game that's easily categorized but a very new experience for the gamer.

The basic genre that Myth belongs to is that of real-time strategy game, and like others of the genre, the action of combatants unfolds in real-time, requiring quick reflexes, efficient deployment of units, and continual vigilance of the battle line and surrounding territory. It is highly strategic as well, with careful movement and placement of troops around strategic points being key to survival. 

But there are also distinct flavors of at least three other genres; action, role-playing and war games. From the moment the game begins the player is in imminent danger and must take action to counteract it. The need for quick decisions and continual movement, and the tension these create, don’t let up until the level is done. Action gamers will not be frustrated by the long periods of waiting around that accompany other strategy games.

Each individual unit in Myth gains experience and skill from kills, can pick up and use special weapons and items, and has it's own individual name and historical context—all aspects that are reminiscent of the character-focused role-playing game. On the other hand, like a wargame, it is purely a game of  directing troops in war without any element of production or resource acquisition. The formation and orientation (or “facing”) of units affects their ability to fight, and success depends on using the different tactical strengths of different types of units to support one another, like deploying archery fire to protect charging swordsmen, or engaging the enemy to hold them in place while an attack is unleashed on their flank.

All of this genre-bending points to the fact that Bungie did not set out to make "one of those 'real-time strategy games'" but rather started fresh to make a game that would achieve a certain effect. One of the inspirations for the game was the movie Braveheart, and a desire to recreate the visceral and chaotic action that occurs when large forces meet on the battlefield in bloody hand-to-hand combat. The goal was to give the player a very immediate, close-range and finely detailed experience of directing fantasy warriors in battle. A basic part of this goal was a level of realism that hadn’t been attempted before, where every drop of blood would stain the landscape, dropped weapons would remain live objects to be used again, and the 3D quality of the terrain would make a real difference in how units interact with it.

Thus, Myth: The Fallen Lords is a game that will challenge the reviewer to categorize it just as it challenges the player to adjust to a new type of gameplay, and may lead both to  conclude that it’s a fundamentally new type of game. Myth’s file system was built from the beginning to be especially modular, so that modification of the game environment would be easy for Bungie, their customers and licensees. It remains to be seen whether the buying public will agree with the previewers of the game, but with it’s robust, breakthrough technology, there’s every likelihood that in the future we’ll be seeing a lot more of Myth: The Fallen Lords.

MYTH: THE FALLEN LORDS EXPLAINED

In a nutshell, Myth: The Fallen Lords is a tactical-level game of fantasy warfare. In either single-player or multiplayer games, the player commands a group ranging from a handful to hundreds of units on a battlefield as they maneuver, take and break formations and clash with the enemy in a bloody combination of melee, projectiles and magic. 

The most obvious new technology is the genre’s first fully 3D terrain. Not just a series of stepped elevations, Myth: The Fallen Lords's terrain is truly rolling, smooth, and realistic—hills and valleys, riverbanks sloping into the water, sheer rock faces, polygonal structures, bushes and rocks of varying heights. Terrain has never been so tangibly 3D before, and this requires the next new feature, the 3D camera.

The camera, or player's point of view, puts no limitation on how the player views the action. While strategy games have a static view of the action—either isometric or "tile" views—the Myth: The Fallen Lords camera can rotate, zoom, pan and fly over the action. If you send one of your units behind a tree or a hill, you can rotate around to see it on the other side. If one of your units is hacking away in a knot of enemies, you can zoom in to see the action better, and zoom out to view larger sections of battlefield. Gamers will be stunned with the amount of freedom they have with the camera; once they've had Myth: The Fallen Lords’s view, static-view games will seem blinkered.

The next stunning new feature is ultra realistic physics and object permanence. When a Thrall blows up, its body parts, scraps of armor and weapons project radially from the blast, follow correct trajectories, fall to earth trailing blood which stains the grass, and then remain as permanent objects which can be picked up by another unit or scattered by another blast. Myth: The Fallen Lords is the first game in which a carnage-strewn battlefield actually looks like it, and where the events of an unseen battle can be deduced by the traces it leaves behind.

While it fits the category of real-time strategy game, Myth: The Fallen Lords is really a game of tactics. Whereas strategy games focus on the home front, that is, on harvesting resources and building up bases and forces, Myth: The Fallen Lords focuses on the front lines, on the thick of the battle as it unfolds, on the mastery of formations and their cunning deployment. Just as a given scene will never look the same twice, so no two battles will unfold the same way twice, because of the unpredictability in the way units move and objects interact. Unlike most real-time strategy games, even repeating the same scenario will yield different results every time.

The “myth” of the story centers around a powerful being who appears in this fantasy world in cycles of a thousand years. During one cycle the being will come as a savior to the living races; in the next, as a destroyer. At the beginning of Myth: The Fallen Lords he appears as the destructive Balor who leads the Fallen Lords, a group of resurrected and powerful generals. These Lords and their legions of undead and spirit forces rise up to destroy the living beings of this world, while the player controls the living and tries to stop the onslaught. Forces of the Fallen include zombielike Thrall with axes, Fetch who shoot lightning bolts and nimble Ghols who lope around the battlefield carrying huge cleavers. Forces of the living include Fir'bolg archers, doughty Warriors and the indomitable Dwarf, who throws explosive cocktails and can drop mine-like satchel charges.

Myth: The Fallen Lords will support any kind of networking the player wants: LAN, dial-up modem, null-modem, direct IP connection, Internet via the TEN gaming service or Internet via bungie.net, Bungie's free Internet game server. bungie.net will hook people up into games, sorted by skill or latency or any other criterion, and will host areas for modified game files, demos, chatting, etc. A side variety of netgames will include games of Territories, Last Man on the Hill and the split-second action of Steal the Bacon.

All in all, Myth: The Fallen Lords gives players a huge new world to explore, a sophisticated 3D engine to experiment with, a new type of gameplay to master, a new appreciation for the subtlety of close-up battlefield combat, and a new way to stay up all night for months on end. 

GAME FEATURES

Bungie Software has developed a title that explodes the current paradigm of real-time strategy gaming as the first one that takes place in, and takes advantage of, a fully 3D world. Myth: The Fallen Lords is a tactical-level game of battle that takes place in a richly detailed fantasy world. Led by a malevolent being made flesh, a pantheon of Fallen Lords lays waste to the living races and it is the player’s lot to meet them in bloody combat. 

Technology: 

Real 3D camera: unlike static-view isometric games, the player can have any view of their forces, orbiting around their heads, zooming in for a close-up on a melee, panning past a long column on the march and flying over the landscape in any direction.

Real physics: explosions and impacts will ripple the ground and knock objects into the air, missiles arc realistically and bounce off units’ bodies, rocks and heads will roll downhill, shock waves will jostle your forces and blood trailing from flying limbs will stain the landscape.

Real 3D terrain: units on high ground can shoot farther, a unit’s speed will be affected by slopes and poor traction, large terrain features like boulders and trees provide cover for your troops and the waters of rivers and swamps will splash when disturbed.

Real weather: 3D particle effects like snow, ash and rain will put out fires and preserve the tracks of passing armies. Seasons will change during the course of the game, affecting strategy.

Real lighting: all units, structures, terrain features, even flying projectiles cast dynamic shadows on the ground and reflections in the undulating water.

Gameplay:

Outstanding action: Myth: The Fallen Lords eliminates waiting around while you build up forces, structures and resources. All of the elements the player needs to complete a level will be immediately available or can be seized during play if the player has the nerve and the skill.

Outstanding AI: missile troops will lead a moving target, aim up to shoot over hills, forces may feint or ambush instead of attacking and will attempt to outflank the opponent.

Outstanding networking: Free Internet play via our server, bungie.net. Cross-platform, TCP/IP networking will enable players to engage in battles of Attrition or alternate scenarios like Capture the Flag, Assassin and King of the Hill on maps designed specifically for network play. The replay feature will allow players to review past games from any angle.

Outstanding story: A rich and complex story unfolds, illustrated with strategic maps and movie-quality animated clips. Battle betrayal in your own ranks while rivalries amongst the Fallen strengthen your hand and ancient myths return to life.

AD COPY

200 words
Myth: The Fallen Lords is a tactical-level game of real-time epic battle that takes place in a richly detailed fantasy world. Led by a malevolent deity made flesh, a pantheon of Fallen Lords lays waste to the living races and it is the player’s lot to meet them in bloody combat. 

A multimetric game, Myth: The Fallen Lords allows gamers to orbit around the heads of their units, zoom in for a close-up on a melee, pan past a long column of troops and fly over the landscape in any direction.  From the moment players see reflections in the water or the ground ripple and deform from the shockwave of an explosion, they will know they are in a place no computer game has gone before.

Mastery of formations and disciplined movement of hundreds of units is critical to survival, where large scale maneuvers end in the fury of hand to hand combat.  Cross-platform networking will allow players to battle with small strike teams or mighty legions, while our server, bungie.net makes playing cross-country over the Internet as easy as over the office LAN. Myth: The Fallen Lords includes maps designed specifically for network play, and alternate networking scenarios like Territories and Last Man on the Hill.

120 words
Myth: The Fallen Lords is a tactical-level game of epic battle set in a richly detailed fantasy world. A multimetric game, Myth: The Fallen Lords gives gamers complete freedom to view their forces and the battlefield, orbiting around their heads or zooming in for a close-up on the melee.  Mastery of formations and disciplined movement of hundreds of units is critical to survival, where large scale maneuvers end in the fury of hand to hand combat.  Myth: The Fallen Lords features cross-platform networking, while our server bungie.net makes playing over the Internet as easy as over the office LAN. Myth: The Fallen Lords includes maps designed specifically for network play, and alternate networking scenarios like Assassin and Last Man on the Hill.

53 words
The first truly 3D real-time strategy game, fought in a stunningly realistic world. Single-player or networked, wage epic battles with small strike teams and mighty legions. Fast action and cunning strategy are key to surviving the onslaught of the terrible Fallen Lords. Features free, cross-platform multiplayer games over the Internet!

20 words
Myth is the first fully 3D realtime strategy game and brings savage tactical warfare to your PC, single or multiplayer.

PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

BUNGIE PULLS THE LID OFF...
“MYTH: THE FALLEN LORDS”

A river of blood runs through it

CHICAGO, IL—December 5, 1996—What does a company known for 3D, first-person action games do when they want to make a game depicting the clash of armies, the wheeling of formations and the savagery of melee?  They make Myth: The Fallen Lords.  Bungie’s upcoming game Myth is the first example of a fully multimetric real-time tactical game, and it will stun gamers with the full-on experience of epic battle.

Free of a static isometric view, Myth players orbit around the heads of their units, zoom in for a close-up on a melee, pan past a long column of troops and fly over the landscape in any direction.  The action takes place in a world of truly 3D terrain and objects.  From the moment players see drifting clouds reflected in the water or the ground ripple and deform from the shockwave of an explosion, they will know they are in a place no computer game has gone before.

The gameplay focuses on tactics.  Instead of spending time collecting resources and building up structures and armies, players command groups of units who are thrust into battle with enemy forces.  Mastery of formations and disciplined unit movement is critical to survival, where large scale maneuvers end with the fury of hand to hand combat.  Myth depicts the carnage of the battlefield in all its awful glory, with fountains of blood coating the landscape, heads rolling down hills and chunks of meat and bone flying through the air trailing gore—all according to the most detailed and realistic physics model of any game on the market.

The story driving the game is exceptionally well developed, wherein a pantheon of Fallen Lords and their minions lay waste to the denizens of a fantasy world.  Though a player may command hundreds of units, each of them has their own identity and, if they survive, will improve their fighting skills from one level to the next.  

Since it’s from Bungie, Myth will also deliver outstanding network gaming.  Cross-platform networking will allow players to battle with small strike teams or mighty legions, while Bungie’s server, bungie.net makes playing over the Internet as easy as over the office LAN.  Myth will include maps designed specifically for network play, and alternate networking scenarios like Assassin, Capture the Flag, King of the Hill and more.

Myth will require a Pentium with Windows® 95 or PowerPC running Mac™ OS, 16-bit color and a CD-ROM drive.  The game will be released in 1997.  This is the only accurate information available about its release date.  For the latest on Myth: The Fallen Lords, stay tuned to www.bungie.com.

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PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

BUNGIE SIGNS COMMERCIAL ONLINE PARTNER

Myth: The Fallen Lords will appear on TEN

CHICAGO—June 12, 1997—Bungie Software, knowing that the upcoming rollout of their highly anticipated title "Myth: The Fallen Lords" will be a pivotal event in their corporate history, has chosen the Total Entertainment Network to host multiplayer games. While Bungie's own server, bungie.net, will support free Internet play and game support, players will also be able to utilize TEN's excellent multiplayer environment.
 
A cross-genre title from the makers of the award-winning Marathon series, Myth: The Fallen Lords is part melee-style combat and part real-time strategy game, a combination that is expected to attract fans of both game categories.  The title’s uniquely unrestricted point of view, innovative character classes, and “in-the-trenches” battlefield action combine to make Myth an incredible single-player game with unlimited multiplayer potential. Myth will be available on TEN when it officially ships later this year.

“Securing the online rights to one of the most-anticipated strategy/combat games of 1997 is another huge triumph for us,” said Jack Heistand, president and CEO of TEN.  “One of the few generally agreed-upon concepts in the online gaming sector is that content will drive the market, and with Myth, TEN has firmly established itself as the sole online provider of much of the best content on the market this year.  With a wealth of online gaming solutions to choose from, consumers need specific, compelling reasons to pick one over the others; TEN continues to be the elite destination for major-league hits.”

As Bungie’s CEO Alexander Seropian explains, “We’ve always been impressed with TEN as a provider of more than just game brokering. Multiplayer games are fun because they’re social, and TEN ensures that players will not only have a low-latency environment for gaming, but a dedicated community of other gamers. Multiplayer gaming is a big part of Myth: The Fallen Lords, and we needed a strong commercial partner to complement our own free online game server; TEN was an easy choice.” 

The dynamic game engine Bungie has developed for Myth, complete with camera views that zoom, pan, and rotate in any direction, delivers an in-the-trenches sensation that unites the visceral charge of an action game with the lofty perspective of a strategy title. Gory, lushly-rendered battlefield landscapes are populated by a host of mythical troops with classes such as Ghols, Wights and Thrall  to name just a few. 

Bungie Software is a corporation dedicated to the production of outstanding, immersive electronic games that surpass the boundaries of conventional technology and provide compelling and highly repeatable play. Since 1991, Bungie's games have helped customers avoid work, put their personal lives in stasis and test their self-esteem—and brought them back for more.

Total Entertainment Network is the premier entertainment network for game playing consumers on the Internet.  TEN has online rights to more than 30 games—half of which are TEN exclusives—by leading software publishers.  Based in San Francisco, TEN was formed in 1995 from the merger of Outland, Inc. and Planet Optigon, Inc.  

###

PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

BUNGIE TEAMS WITH EIDOS
FOR EUROPEAN DISTRIBUTION OF MYTH

Myth: The Fallen Lords to blanket Europe

CHICAGO—June 27, 1997—Bungie Software, knowing that the upcoming rollout of their highly anticipated title Myth: The Fallen Lords will be a pivotal event in their corporate history, has lined up a formidable partner to support it. While North American publishing and distribution of this product will be handled by Bungie, European distribution is entrusted to the able hands of Eidos Interactive, publishers of the hugely successful Tomb Raider and numerous other bold new titles. 

Myth: The Fallen Lords is the first truly 3D real-time strategy game and delivers an in-the-trenches sensation which unites the visceral charge of an action game with the lofty perspective of a strategy title. As epic battle rages across a richly detailed fantasy world the game’s multimetric point of view gives gamers complete freedom to view their forces and the battlefield, orbiting around their heads or zooming in for a close-up of a melee. Mastery of formations and disciplined movement of hundreds of units is critical to survival, where large scale maneuvers end in the fury of hand to hand combat.

Bungie CEO Alexander Seropian is enthusiastic about the upcoming partnership. "We are very impressed with Eidos's understanding of premier titles, their position in the market, and their capitalization. They exceeded our requirements in every category for a European publishing partner, and we know they’ll give Myth: The Fallen Lords the royal treatment it deserves.”

Ian Livingstone, Eidos’ Executive Chairman said yesterday after completing the deal, “It is always a great feeling clinching a product that is capable of defining a new genre. Myth is one such product and we are looking forward to showing Bungie and the rest of the publishing community what an excellent job Eidos can do on it in Europe.”

Eidos Interactive is a developer and publisher of interactive entertainment products for the PC, Sony PlayStation, Sega Saturn, and Macintosh. Eidos Interactive is part of the Eidos group of companies, which includes Eidos Technologies, a software-based video compression and decompression technology company, and Glassworks, a post-production facility specializing in digital effects and video editing for the television and advertising industries.

Bungie Software is a corporation dedicated to the production of outstanding, immersive electronic games that surpass the boundaries of conventional technology and provide compelling and highly repeatable play. Since 1991, Bungie's games have helped customers avoid work, put their personal lives in stasis and test their self-esteem—and brought them back for more. For more information on Bungie and their games, surf to www.bungie.com.

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PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

MAKING THE MOST OF A GOOD THING

Myth: The Fallen Lords to support 3Dfx

CHICAGO—September 18, 1997—This fall, Bungie Software will bring gamers Myth: The Fallen Lords, the first truly 3D, real-time strategy game, and 3Dfx will help it shine. While it will be a visual treat for all players, those playing with the benefit of 3Dfx acceleration will experience a game world of unparalleled fluidity and graphic clarity. Myth: The Fallen Lords will support 3Dfx when it ships later this year.

The game’s environment consists of a fully 3D terrain of smoothly sloping hills, forests and 3D modeled ruins that the player can view from any perspective. Weather effects, such as rain, snow and smoke, are not simple screen overlays but real 3D particle events in this landscape. Every scrap of armor and hacked limb remains on the terrain as a live object. 

All of this fine detail on top of such a complex 3D environment demands a lot of horsepower to milk its full potential, but 3Dfx acceleration makes this game as breathtaking to look at as it is revolutionary to play. Already high frame rates become unbelievably smooth, allowing you to literally follow behind an arrow as it arcs in flight. Drops of blood on the landscape turn into contoured liquids while smoke disperses with lifelike transparency.

"The 3Dfx Voodoo graphics architecture enables us to deliver the most engaging, realistic experiences possible to our customers," said Eric Klein, Director of New Business Development at Bungie Software.  "The sheer power and capability of this card allows our development teams to create games that rival the best in the console or coin-op market. We’re also stoked that TechWorks will be bringing this card to PowerPC gamers this summer".

"Bungie has done an excellent job in utilizing 3D gameplay in an unusual and gratifying way, with a style that is very unique," said Andy Keane, vice president, marketing, 3Dfx Interactive. "Myth is also one of the first real-time strategy games to run on Glide, our native API, and looks incredible when played on a Voodoo-powered accelerator."
 
Bungie is a rarity in the entertainment industry, a corporation dedicated to both developing and publishing outstanding,  immersive electronic games that surpass the boundaries of conventional technology and provide compelling and highly repeatable play. Since 1991, Bungie’s games have helped customers avoid work, put their personal lives in stasis and tested their self-esteem—then brought them back for more. 3Dfx screenshots and more information can be found at http://www. bungie.com.

3Dfx Interactive, a publicly traded company (Nasdaq: TDFX), develops high performance, cost-effective 3D media processors, software and related technology that are designed to enable a highly immersive, interactive and realistic 3D experience across interactive electronic entertainment platforms.  Current 3Dfx Interactive products include the Voodoo family of accelerator chipsets, Voodoo Graphics™ and Voodoo Rush™.  Visit the company on the web at http://www.3dfx.com.

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3Dfx Interactive, Voodoo Graphics, and Voodoo Rush are trademarks of 3Dfx Interactive.

PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

TURNING LOSERS INTO WINNERS

"Myth: The Fallen Lords" Strategy Guide
to be published by Sybex, Inc.

CHICAGO—-October 13, 1997—-When Bungie Software releases its ground-breaking game "Myth: The Fallen Lords" later this fall, gamers will be challenged with a level of strategic depth that requires a new way of thinking about combat. Surviving Myth won’t be easy, and if they need help getting through either single- or multi-player maps, gamers will be able to turn to "Myth: The Fallen Lords, Official Strategies and Secrets", to be written by Bart Farkas and published by Sybex, Inc. The Guide will ship shortly after the game does, in time for this holiday season.

Until now the "strategy" aspect of real-time strategy games has been focused on the details of acquiring resources and producing armies, buildings and technology. When combat occurs it has generally been a contest of brute force, one mob rushing at the other with the stronger one emerging victorious—-as such, often the least strategic part of the game.

In Myth players will find the strategy lies in the hands-on direction of warfare. It resides in the deft maneuvering of formations, in mastery of the tactics of the terrain, using the height of hills and shelter of forests to their tactical advantage, in cunning and flexible engagement in battle, where a well-timed feint or charge can turn the tide and retreat is no dishonor.

The Strategy Guide will be written by gaming writer and aficionado Bart Farkas, the author of more than a dozen game guidebooks. “Myth: The Fallen Lords is a game that truly lives up to the cliché ‘easy to learn but difficult to master’” he noted recently. “That’s one reason why the direct input from the programmers is so important to this guide—-the game is not about learning simple tricks for getting through levels, but about gaining broad experience with how this complex game world works.”

It will serve as the single comprehensive and official source of information for the game, providing complete walkthroughs for every level, strategies for dominating multiplayer games, and descriptions of the history, characters and artifacts of the game world. It will also offer a special chapter on the Making of Myth.

Founded simultaneously in Paris, France and Berkeley, California in 1976, Sybex Inc. has since been a leading publisher of quality books for computer users the world over.  Sybex books are available in 25 languages and embrace all aspects of emerging technologies as they impact and benefit users. Sybex titles have earned a reputation for quality, timeliness, and immediate world-wide availability second to none.

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PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

BANDWIDTH FOR BERSERKS

bungie.net  to bring gamers high-speed multiplayer carnage

CHICAGO—October 14, 1997—When you’ve produced a game that gives players the intense adrenaline rush of real-time battlefield combat, the interface that frames it must do everything to advance the action. Thousands of gamers will pick up "Myth: The Fallen Lords" this Fall and will be hungry to test their mettle in online battles without reading the manual or dealing with complex network settings. With this in mind, Bungie has configured their free Internet game server, bungie.net, to include every feature one could wish for to deliver one-click multiplayer gaming as quickly and easily as using a web browser.

Bungie’s CEO Alexander “Tightwad” Seropian expanded upon the decision to keep bungie.net free. "We've invested considerable time and money to make the player's experience a more positive one. We don't view bungie.net as a profit center any more than we would our 3D engine. It's yet one more element of the total package that makes ‘Myth: The Fallen Lords’ irresistible for serious gamers.”

bungie.net will provide a wide variety of enhancements to the game besides simply linking up players. The sever will automatically update player's versions of the game, support chatting, team-formation and tournaments, will keep player statistics and rankings (the highest of which can only be held by one player), and serve as a repository for extensions like game replays. This last feature is perhaps the most useful, for with a complex game like Myth, new users can watch replays to see how the pros score decisive victories, and everyone can enjoy watching exceptionally gruesome or funny gameplay moments.

Myth: The Fallen Lords supports other modes of network play as well—TCP/IP based LAN, direct IP connection, direct-modem dial-up, and null-modem connections, and is also available on the low-latency TEN network. But for customers with their own Internet service, bungie.net is simple and free, and will allow anyone to jump into a game at any time and defeat the strategies of friends, co-workers, even total strangers. Multiplayer games of Myth can indeed be challenging, but bungie.net insures that the struggle comes from the opponents, not the setup.

Bungie Software is a rarity in the entertainment industry, a corporation dedicated to both developing and publishing outstanding,  immersive electronic games that surpass the boundaries of conventional technology and provide compelling and highly repeatable play. Since 1991, Bungie’s games have helped customers avoid work, put their personal lives in stasis and tested their self-esteem—then brought them back for more. More information can be found at http://www. bungie.com.

###

PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

MYTH: THE FALLEN LORDS SHIPS!

CHICAGO-November 14, 1997-Myth: The Fallen Lords, Bungie's breakthrough game of real-time fantasy warfare in a true 3D environment, is now available on the shelves of software stores across the country. A simultaneous, cross-platform release, both Win95 and MacOS versions began selling briskly about a week before the expected release date. More than one retailer has told us they sold out in less than an hour.

Meanwhile, thousands of users are taking their first newbie steps in bungie.net multiplayer games with both the demo and full versions. To see how many people are playing the demo and find out what they think, download the demo and log onto bungie.net. A list of suggested download locations is available at http://www.bungie.com/myth/demo.html.

Of course, hit games come out all the time. But when's the last time a small company...

1) both developed and published a major entertainment title 
2) shipped it simultaneously for Windows 95 and Mac OS, a week earlier than 	expected
3) provided customers with a free, cross-platform Internet game server from day one
4) developed a AAA, genre-bending title with three programmers and three artists
5) did all of the above without outside financing

Give up? The answer is "never". Bungie Software's achievement with Myth: The Fallen Lords is a first for the industry and a harbinger of greater things to come. The engine for this game was designed from the beginning to be easily modified and extended, and if its early success is any indication, Myth: The Fallen Lords will be making waves with computer gamers for some time to come.

For more information about Myth: The Fallen Lords and Bungie Software, surf to http://www.bungie.com.

###

PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

BUNGIE'S "MYTH: THE FALLEN LORDS" 
SHIPS 350,000

CHICAGO—-December 9, 1997—-Bungie Software proudly announces the worldwide shipment of nearly 350,000 copies of their new game “Myth: The Fallen Lords”. 

Bungie's much-anticipated take on real-time strategy games has been hailed as a revolution for the genre, and gamers across the globe are consuming copies as fast as they can be produced. This game marks a bold step toward Bungie's goal of being a cross-platform, multinational entertainment software producer of the top rank.

"Myth: The Fallen Lords" is a rare example of a game shipping simultaneously not only for both the Windows 95 and MacOS platforms, but also in a German version, with Japanese and French versions close behind. Though Bungie has formed partnerships with powerful allies like Eidos Interactive to ensure that foreign markets have full access to the game, North American distribution remains in the hands of their internal publishing machine. Like the development team, the publishing and marketing unit is a small group of people who know how to make a very big impact.

“Myth’s sales jumped off the line on day one and haven’t let up since,” said Jerry Madaio, Director/Senior Buyer for Electronics Boutique. “Bungie’s 'Marathon' games were huge on the Mac platform, and now 'Myth: The Fallen Lords' has shown us that their games are just as popular with PC users.”

Instrumental in the conquest is bungie.net, the free Internet gaming service maintained by Bungie as a place for players to create and join multiplayer battles. As multiplayer play is a core element of the game, bungie.net affords an easy way to track the game’s success. bungie.net is already nearing current capacity and Phase II is underway to handle the anticipated demand of the holiday season. 

Since the game's release, tens of thousands of users have registered accounts and can be seen competing in bloody contests at all hours. bungie.net's website boasts the Leader Board, where at any time one can learn who, out of all of these thousands, is the highest ranked player in the world. 

Much more information and detail, including press reactions, updated news, retail locations where it’s available and more can be found at http://www.bungie.com and http://www.bungie.net.

     ###

PRESS RELEASE

Contact:
Doug Zartman
312.563.6200, x.223
doug@bungie.com

A SHOT IN THE ARM FOR 
“MYTH: THE FALLEN LORDS”

updater to Version 1.1 released

CHICAGO—-January 14, 1998—-An update for Bungie's Software's five-star game "Myth: The Fallen Lords" is now final and available for download. Version 1.1 of the game adds numerous enhancements to the gameplay experience, and fixes a couple of problems that occurred on some systems.

One of the principal reasons for this update appearing so quickly is that many of the enhancements were communicated to the designers by players on bungie.net. Though instant communication is common these days, nothing beats the directness of chatting in real time with a game's developer immediately after playing a game. bungie.net affords an opportunity for a give and take not as easily come by through email.

Also, watching how the game was used by real players instead of beta testers made the designers aware of some unanticipated problems. One of these was the problem of players taking their scores too seriously and ruining the fun of games in an attempt to keep their records unblemished. The payoff for this kind of behavior is also curtailed by the patch.

Among the more notable enhancements:

Greater level of zoom-out for a more strategic view of the map.
Support for Voodoo Rush and Rendition 3D hardware.
Unranked rooms on bungie.net, where gamers can play for fun rather than a score, 	and single-player netgames for practice and experimentation.
Easier gesture-clicking.
Tweaked scoring for multiplayer games.
Even easier low-difficulty settings.
Various 3Dfx and TEN bug fixes.
An expansion of the number of rooms on bungie.net and capacity of each room to 	keep ahead of increasing load.

Altogether, these features will make the game more accessible to inexperienced gamers and more satisfying for the multiplayer veteran. To find a complete list of the features and download the update, surf to http://www.bungie.com or http://www.bungie.net.

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THE SOURCE

CONTACTS AND RESOURCES

Alexander Seropian				
CEO
312.563.6200
alexander@bungie.com

Eric Klein
Director of New Business Development
Bungie West Studios
408.253.4260
eric@bungie.com

Doug Zartman
Director of Publicity Engineering
312.563.6200, x.223
doug@bungie.com

David Joost
Director of Channel Sales
312.563.6200, x.236
david@bungie.com

Jonas Eneroth
Director of International Sales and Marketing
312.563.6200, x.244
jonas@bungie.com

All of Bungie's demos, numerous QuickTime movies, screenshots and press releases, information on the company, pictures of our stomping grounds, and the funniest letters to our webmaster can all be found at our website:

http://www.bungie.com

Additionally, everything there is to know about Bungie's Internet gaming service and multiplayer game of Myth: The Fallen Lords, including the Leader Board listing the best player in the world, and hundreds of third-party sites, can be found at: 
 
http://www.bungie.net

Of course, other third-party sites can be found by a search on the word “Myth” or “Marathon”.

BUNGIE HISTORY

The story of Bungie is the archetypal story of the American computer industry: a talented young man graduates from college and, in lieu of getting a real job, decides to publish a game he had made for his own amusement.  In May of 1991, Alexander Seropian founded Bungie Software and published Operation Desert Storm,  a meticulously researched tank-combat game. Shortly afterwards he teamed up with another gamer and computer junkie he met in an artificial intelligence class, Jason Jones, to publish his game, Minotaur: The Labyrinths of Crete.    
	
With boxes assembled in Alexander’s basement apartment, Bungie’s first games were sold at trade shows and gradually gained access to distribution channels.  Minotaur , released in February 1992, established a pattern of innovation for Bungie that would make it prominent among companies writing software for the MacOS.  Minotaur was the first Mac game designed solely as groupware, which can only be played by two or more people connected via modem or an AppleTalk network.  This unconventional approach was rewarded with the development of a hard-core Minotaur following and can locate each other via a nationwide Users Directory maintained by Bungie.

The next game, Pathways Into Darkness, was the creative leap that put Bungie on the computer-gaming map.  Pathways was the first game for the MacOS to use texture-mapping in real time.  The game achieved a smooth, continuous-motion 3D effect with richly detailed, high-res graphics, which combines with active-panning stereo sound effects to surround the player with its fantasy setting.  Upon its release in August 1993, Pathways received rave reviews and won numerous awards, including MacWorld’s Game Hall of Fame, the MacUser 100, and Inside Mac Games' Adventure Game of the Year.  It is available in 15 countries around the world, and continues to sell heavily.  It was also one of the first games to be written native to the RISC-based Power Macintosh platform.  Pathways’ success brought Bungie its first office and a small, hardworking staff.

Marathon, Bungie’s next game, was a milestone not only for the company but for the Macintosh itself.   The game pre-sold tens of thousands of copies and dominated online message boards many months before its release in December 1994.  Players were thrilled with the game’s high speed action, unprecedented freedom of movement and stunningly detailed graphics, and office networks the world over blazed with multiplayer Marathon contests.   Winner of the Macworld World Class Award, MacUser Editor’s Choice, GAMES 100 and others, Marathon  has attracted the attention of filmmakers, authors and numerous software developers hoping to use its technology—not to mention legions of hackers who make programs to edit, modify and otherwise expand the scope of the game.

Following Marathon’s success, Bungie realized that a sequel was necessary, both because of the many additional features and enhancements the programmers had in mind and overwhelming public demand. Marathon 2: Durandal was released in November 1995, and far from being a cheap rehash of the Marathon story, distinguished itself by being a new game in its own right.  A faster engine, enhanced graphics and sounds, full networkability and network game scenarios like King of the Hill made the game a unique multiplayer experience.  Marathon 2 has outdone Marathon’s own impressive sales over a comparable period, is available in English, French and Japanese and has followed it’s predecessor onto the hard drives of gamers in the remotest corners of the Earth.

The year 1996 saw the most fundamental and sweeping developments for Bungie since its inception.  With more artists, programmers, tech support and marketing staff, and with a war chest stuffed by nearly 500% sales growth, Bungie made the leap from Mac-only to multiplatform development, and from one to multiple titles per year.  Marathon 2: Durandal was ported to Windows 95 and released in September. Marathon Infinity, released in October 1996, wrapped up the series and left players with all of the tools necessary to make their own Marathon worlds.  Abuse, also released in October, was the first third-party game published by Bungie and breathed new life into the side-scrolling, platform genre.  Weekend Warrior, the next third-party project, shattered the mold of fully 3D fighting games with a comic gameshow format, fully-realized multiple-elevation arenas and unique touches like FaceMapping™, which maps a photo of the player onto their game character for the ultimate in "customization." Staking its claim at the high-end of available technology, Weekend Warrior was released in January 1997 in a bundle with the first generation of 3D cards for the MacOS.

Bungie felt it only proper to wrap up the Marathon series with a compendium of all things Marathon, and in May 1997 shipped the Marathon Trilogy Box Set. This package included all three Marathon titles, the best levels and add-ons the public had created for the games and the Marathon Scrapbook for a look back at the whole dizzying phenomenon. Also at this time, the organization spawned its first offspring with the formation of Bungie Studios West, an office for new business development and programming in the heart of Silicon Valley. This meant that Bungie could work on two internal titles simultaneously and alternate their releases to continually feed the game-hungry market.

Meanwhile, the team that had brought Marathon to life had not been idle. Though thousands of fans encouraged them to continue making sequels to Marathon until the end of time, they had their sights set on bigger “game”. After four years of making first-person-perspective shooters, they were ready for a new type of action. Thus was born Myth: The Fallen Lords, by far the most ambitious title Bungie had attempted, and the first internally-developed game since Minotaur to depart from the 3D, first-person shooter genre.

Released simultaneously for Macintosh and Windows 95 in November 1997, Myth: The Fallen Lords has proved a phenominal success. As the first real-time strategy game to put the player in a true 3D landscape, and forego the building paradigm in favor of tactical battlefield action, Myth stands out from the hordes of more traditional RTSGs in the eyes of the press and public. Thus far it has been declared Game of the Year by Computer Games Strategy Plus, Strategy Game of the Year by Computer Gaming World, and Real-time Strategy Game of the Year by PC Gamer, also ranking high in Editor's Choice lists across the industry. As of late 1997, the game has shipped 350,000 copies worldwide, in four languages, on two platforms, with tens of thousands of players vying for the top rank on its internet gaming service, bungie.net.

By any account Myth: The Fallen Lords has made Bungie a recognized player in the game industry, and the organization is growing in response. Bungie has brought in more than a dozen new staff to help market and support Myth and to speed development of future titles. It remains to be seen whether Myth will inspire other entries into the 3D real-time strategy genre, but if nothing else, it's proof that a small team with a strong product vision and the marketing cunning to back it up can still produce a very big game.

BUNGIE’S PUBLISHED TITLES

Minotaur: The Labyrinths of Crete				
SRP: $89.99, two pack
Estimated street: $44			
SKU #: 616
UPC Code: 761521006109
Released:  February 1992
Platform: MacOS 3-1/2” Diskettes
Developer: Bungie Software

Minotaur is sold as a two-pack so you can battle human opponents over Modem, AppleTalk®, or serial cable in real time action.  You create your own Medieval Character and explore the Labyrinths of Crete to find weapons, spells, magical items, and much more!  Use these along with your skill and wit to outsmart your opponents.  Amazing color graphics and digitized sounds.

Pathways Into Darkness
SRP: $69.99
Estimated street: $39	
SKU #: 710
UPC Code: 761521007106
Released:  August 1993
Platform: MacOS CD-ROM
Developer: Bungie Software

You’ll explore an ancient pyramid on your mission to save the world from a hostile alien demon.  Explore miles of catacombs through a smooth scrolling, first-person interface.  Beautifully rendered graphics and active panning stereo sound combine to make Pathways Into Darkness the closest thing to virtual reality without a helmet!  Runs native on Risc-based Macintoshes.  Winner:  1993 MacWorld Game Hall of Fame!

Marathon
SRP: $69.99
Estimated street: $39
SKU #: 810/815
UPC Code: 761521008103
Release Date:  December 1994
Platform: MacOS 3-1/2” Diskettes/CD-ROM
Developer: Bungie Software

From the makers of the award-winning Pathways Into Darkness comes the next step in 3D, texture-mapped action.  Onboard the intergalactic colony ship Marathon things have gone horribly wrong.  You are the last hope for defending the Marathon against an onslaught from hostile aliens.  A wide array of advanced weaponry and surrealistic settings provide a unique  experience.  Texture mapped floors and ceilings, functionally designed interface, and a digital soundtrack heighten the intensity.  Networkable for up to 8 players.

Marathon 2: Durandal
SRP: $79.99
Estimated street: $49	
SKU #: 910 (Mac), 10910 (Win95)
UPC:  761521009100 (Mac), 761521109107 (Win95)
Released:  November 1995 (Mac), September 1996 (Win95)
Platform:  MacOS CD-ROM, Windows 95 CD-ROM
Developer: Bungie Software

The designers of the award-winning action/adventure game Marathon now unleash their most stunning creation.  Fresh from your triumph on the starship Marathon, you are seized by the rogue computer Durandal to do his bidding in a distant part of the galaxy.  Within the ruins of an ancient civilization, you must seek the remnants of a lost clan and uncover their long-buried secrets.  Outdoor and underwater environments, ambient sounds and a widescreen format immerse you in the action.  Networkable for up to 8 players.

Marathon Infinity
SRP: $69.99
Estimated street: $39	
SKU #: 1010
UPC: 761521010106
Released:  October 1996
Platform: MacOS CD-ROM
Developer: Bungie Software

Answer the challenge of the new Marathon adventure.  Marathon Infinity contains “Blood Tides of Lh’owon”, a 30-level scenario with new textures, landscapes, monsters and startling developments in the Marathon story.  Also included is “Forge”, Bungie’s own powerful Map Editor, “Anvil”, a single tool for easy modification of shapes, sounds and physics models, and “The Marathon 2 Strategy Guide” by Marathon expert Tuncer Deniz.  With Infinity, the action never ends!  Networkable for up to 8 players.

Abuse
SRP: $69.99
Estimated street: $39	
SKU #: 1110
UPC: 
Released: October 1996
Platform:  MacOS CD-ROM
Developer: Crack dot Com

The action is fluid and furious in this side-scrolling platform game as you battle your way through a high-security prison crawling with ravening, inhuman monsters. Run, jump, fall and fly past fiendish traps, blast through floors, walls and ceilings to find jetpacks, nova bombs and the death sabre. With a smooth point-and-kill interface, 360 degree movement, 8-player networking and a built in level editor, Abuse provides intense gaming excitement. Developed by Crack dot Com and published by Bungie Software.

Weekend Warrior
SRP:   $69.99	
SKU #: 76152101210
UPC: 1210
Released:  January 1997
Platform:  MacOS OEM (bundled with ATI 3D card)
Developer: Pangea Software

Weekend Warrior puts the player in a gameshow where everyday characters meet in a variety of hazardous arenas to pummel each other for cash and prizes.  With a wisecracking host providing a running commentary on the action, players must solve puzzles, escape traps and beat their opponents into submission in order to go home a winner.  Networkable for 6 players, Weekend Warrior allows them to map their faces onto game characters for a uniquely personalized network game.  Developed by Pangea Software in collaboration with Bungie and published by Bungie.

Marathon Trilogy Box Set
SRP: $79.99
Estimated street price: $49	
SKU #: 1410
UPC: 761521014104
Released:  May 1997
Platform:  MacOS CD-ROM
Developer: Bungie Software

The Marathon Trilogy Box Set contains the whole Marathon saga—over 80 vast levels of single-player alien mayhem and more than 50 arenas designed for the most intense 8-person network carnage available. If you survive that, there’s the extra 1200 levels, alternate physics models to change reality, the game that started it all, "Pathways Into Darkness" and an inside look at the making of the Marathon legend. From the first desperate punch to the last triumphant rocket, it's an entertainment value to die for.

Myth: The Fallen Lords
SRP: $79.99
Estimated street price: $49
SKU #: 11310 (Win95), 1310 (Mac)
UPC: 761521113104 (Win95), 761521013107 (Mac)
Released:  November 1997
Platform:  Windows 95 / MacOS, CD-ROM
Developer: Bungie Software

Myth: The Fallen Lords is a tactical-level game of epic battle set in a fantasy world. A multimetric game, Myth: The Fallen Lords gives gamers unprecedented freedom to view their forces and the terrain, orbiting around their heads or zooming in for a close-up.  Mastery of formations and disciplined movement of armies is critical to success. Myth: The Fallen Lords features cross-platform networking, while Bungie’s server, bungie.net makes Internet play simple.  Myth: The Fallen Lords includes maps designed for networking, and alternate networking scenarios like Last Man on the Hill and Territories.

AWARDS AND RATINGS

Myth: The Fallen Lords
Computer Games Strategy Plus	Game of the Year
Computer Gaming World		Strategy Game of the Year
CNET's Gamecenter			Nominee, Strategy Game of the Year
Inside Mac Games			5 Stars
Macworld				Game of the Year
Online Game Review			Honorable Mention, Multiplayer and Strategy Game of the Year
PC Gamer				Real-time Strategy Game of the Year
PC Games				"A" List

Marathon Trilogy Box Set
GAMES Magazine			Electronic Games 100

Marathon Infinity
Computer Games Strategy Plus	Stamp of Appoval
MacUser				Finalist, Best Game
CNET's Gamecenter			Best Macintosh Game

Marathon 2: Durandal 
Computer Games Strategy Plus	Editors Choice 
Computer Gaming World		Editor's Choice
Inside Mac Games			5 Stars
Macworld				4 stars 
PC Entertainment			5 stars

Marathon
GAMES Magazine			Electronic Games 100 
MacWorld				Game Hall of Fame/Network, World Class Award 
MacUser				Editors Choice Award, The MacUser 100
Inside Mac Games			Adventure & Network Game of the Year, 
BMUG				Choice Product
Los Angeles Mac User Group	Best Game 1995
Mac Home Journal			Top Ten Mac Games of All Time
MacUser				5 Mice 
PC Entertainment			5 Stars 

Pathways Into Darkness
Macworld				Game Hall of Fame/Role-Playing
MacUser				The MacUser 100
Inside Mac Games			Adventure Game of the Year
BMUG				Choice Product