From: alexr@I.HATE.SPAM (Alex Rosenberg) Subject: Re: super marathon Date: Mon, 03 Aug 1998 22:45:30 -0700 Organization: Hackers Anonymous Message-ID: <alexr-0308982245300001@roseal2.apple.com> References: <35C5097C.12B7BFEE@hotmail.com_NOSPAM> Newsgroups: alt.games.marathon In article <35C5097C.12B7BFEE@hotmail.com_NOSPAM>, csta026@cs.auckland.ac.nz wrote: >,Does anybody here know any more abput Super Marathon (apparently for >,Pippin's) than the tiny bits of info that cyberian outpost put on the >,page (see the link on Storys page)? >, >,I would like to buy it if I can find which versions (of the pippin) it >,compatible with and the memory requirments. Any are the levels any >,different? <,sigh>, What a huge waste of time. IIRC, Super Marathon runs on the Pippin only as it uses the special Pippin-only APIs for controller input (pre-InputSprocket) and the special PippinStandardFile. There was an extension in the Pippin SDK that provided these features on a regular Power Macintosh, but good luck finding it now. The game restarts the machine when you quit it because a memory leak in the Pippin OS prevented the game from relaunching since it barely fit. It should work on both the original Japanese unit and the later US design. The game consists of a M1 and M2 with an interface for picking which game to launch. A few M2 levels are different, but I believe that they are the same differences found in M2 for the PC. Both games had changes to the terminal renderer to increase font size; even with convolution hardware, 9 point text is hard to read on a TV. Several features were ripped out to conserve memory. For example, the music in M1 is gone. If Jason Regier still reads this group, he might have something more to add as he did almost all of the porting work. I will note that even as an official Pippin developer, we got zero technical support from Bandai. The only means we had for answers to our questions was for me to personally call friends of mine at Apple whom I knew were working on Pippin and ask them. The really sad part is that despite repeated requests, we were never supplied one of the Japanese Pippin keyboards, so we didn't specifically support it in the game. If you can find one, there's existed adapter cable to permit the AppleJack controller to be plugged into a regular ADB jack. I'm reasonably sure that it was only made available to Pippin developers. InputSprocket (and Marathon Infinity 1.5) will use it if you hook it all up. +------------------------------------------------------------+ | Alexander M. Rosenberg <mailto:alexr@_spies.com> | | Nobody cares what I say. Remove the underscore to mail me. | |