All but one of the bizarre Pfhor ship levels sprang from teh mind of Reginald Dijjour. Reg had a talent for making unorthodox maps as Jason explains:

"Reg did a great job setting up the geometry and creating a distinctive style for the ship. But Greg and I spent alot of late nights saying things like "How did he connect all 39 polygons to the same line like that?... Reg's mind worked in a way totally unlike Ryan's, who created the original Vulcan, and Reg found bugs which we never could explain adn are probably still in Forge today."

Apart from "You don't need to see my I.D.", Alex also created "Arena" (which was - suprise - the first shot at the "arena" concept) and a handful of others. An uncredited Tuncer Deniz desgined the solo level "No Artifical Colors" and the net levels "What Goes Up, Must Come Down" and "Waldo World Arena" (origonally titled "Arema" but bowdlerized by Greg Kirkpatrick to save America's youth).

Reg brought an astounding level of detail to his work. Having attended med school, he could extrapolate from his vast knowledge of anatomy to explain (for example) how a given alien's blood colour resluted from teh amount of zinc in its biological makeup. Reg explained his working method:

"Jason hel a couple meeting in regards to what 'Marathon' was going to be about...the story, the characters, the basic feel of the game and the gameplay. Working from my notes, I did a few conceptual sketeches of creatures and the player character. From there we agreed upon a test subject: a spider-like Pfhor. I drew the creature in five views (mirroring three more) with a walking animation in each of those views. Then we had to figure out the CLUT (the colour palette the game would use), scan each image, import it into Photoshop, and paint it, reduce it the size, reduce it to the appropriate CLUT, then import it into the editor, test teh animation, see how itl ooked in a generic world and make wahtever changes were necessary....It was an extremely long process, but I developed a kind of routine which sped it up..."

Reg desinged three aliens that didn't make the cut for the final game: The Hound, The Armageddon Beast and a non-combatant alien crewman. The Hound moved quite fast but could not climb stairs and only had a melee attack. Hounds acted alot like piranhas, guarding low spots on a map and wandering off when they couldn't attack the player any longer. The Armageddon beast sucked down damange like the Big Blue Meanie in Pathways and shot streams of highly damanging little pellets. Both were dropped because no levels had been planned where these monsters would conceivably be fun to fight. The alien crewmen were intended to be Pfhor counterparts of the human civilians on the Marathon: weaponless and unable to defend themselves in anyway. A memory limit on the number of monster types per level forced Bungie to abandon them.

Bungie planned to include a defensless civilian character running around the Marathon from the start; later in development, they decided to give Bob, as he was informally known, a chance to speak his simple mind. Alex decided that Pathways tech support was less important than adding some color to Marathon and dragged Doug into his office to record some test phrases for the Bob character. The tests went over well, and teh now-classic phrases "They're Everywhere!" adn "Thank God it's You!" became part of the Marathon experience.

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