Pathways into DarknessGeneral InformationRelease Date(s)August 1993July 21, 1999 (Mac Action Sack)April 4, 2013 (Mac App Store)GenreFirst-person shooter, Adventure, Role-playing, Survival horrorPlatform(s)Classic Mac OS (1993)OS X (2013)Game Mode(s)Single-PlayerDistribution Format(s)Floppy DiskCD (Mac Action Sack)Digital (Mac App Store)Production InformationDeveloper(s)Bungie Software Products CorporationMan Up Time Studios (2013 release)Publisher(s)Bungie Software Products CorporationProgrammer(s)Jason JonesBruce Morrison (2013 port)Mark Levin (2013 port)Artist(s)Colin Brent


Pathways Into Darkness is a video game created and published by the Bungie Software Products Corporation (now Bungie Studios) in August 1993. It was released for the Apple Macintosh. Its tagline was "This is the closest you'll get to virtual reality without a helmet!"


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Conversations are a big part of Pathways into Darkness, all of which are with dead people. The main purpose of conversations is to give the player puzzle information, usually by stating the circumstances of the person's death. Conversations will also provide the player with strategies to defeat certain monsters and bits of story information.

Rather than relying on a conversation tree, players are able to type keywords into a dialogue box. When a certain keyword (these are usually found in a previous statement by the dead person in question) comes up, the dead person will give a response. If there is no response to a keyword, the dead person will ask what the player means by this. All dead people will respond to the words "dead" and "name".

Over the course of the game, the player is able to find several items in the pyramid which they can make use of. Picking up certain objects will give the player a point. For every two points a player receives, they will gain one health point. Items can be divided into five categories.

During the course of the game the player acquires several different crystal], each of which has a separate special power. After equipping a crystal, it takes several seconds (the exact duration varies from crystal to crystal) to charge before it can be used. After each use the crystal takes longer and longer to fully charge up, after a while the crystal would shatter into a fine powder and be removed from your inventory. The only exception to this limitation is the yellow crystal (which allows the player to talk with the dead), which can be used an unlimited number times.

The original plotline for Pathways Into Darkness focused on a group of semi-immortal humans, who had maintained immortality since the time of the Roman Empire, owing to a Fountain of Youth. Every seven years, the leader of the group would have to go down into underground caverns to retrieve the water for the rest of the group to maintain immortality. The player would represent a member of this group, who has been randomly chosen to do this, since the last leader did not return. [2]

Pathways into Darkness is a first-person shooter adventure video game developed and published by Bungie in 1993, for Macintosh personal computers. Players assume the role of a Special Forces soldier who must stop a powerful, godlike being from awakening and destroying the world. Players solve puzzles and defeat enemies to unlock parts of a pyramid where the god sleeps; the game's ending changes depending on player actions.

Pathways began as a sequel to Bungie's Minotaur: The Labyrinths of Crete, before the developers created an original story. Jason Jones programmed the game, while his friend Colin Brent developed the environments and creatures. The game features three-dimensional, texture-mapped graphics and stereo sound on supported Macintosh models. Pathways was critically acclaimed and won a host of awards; it was also Bungie's first major commercial success and enabled the two-man team of Jason Jones and Alex Seropian to move into a Chicago office and begin paying staff.

Pathways into Darkness is a first-person shooter and adventure game. The game interface consists of four windows. The primary "World View" shows the player character's first-person perspective. Players move, dodge, fire, and use weapons and items using the computer keyboard. The "Inventory" window displays items players have acquired, the "Message" window relates events and the in-game time, and the "Player" window displays health and energy information. The game clock runs constantly during gameplay, except when in conversation; the player loses the game if the sleeping god wakes after a set period of time.[2]

Through the use of the yellow crystal, players can converse with Previously Living Sentient Beings or "PLSBs".[4] Conversations provide players with puzzle information, strategies for defeating monsters, and story background. Rather than relying on a branching tree of conversation options, players type keywords into a dialogue box. When a certain keyword (typically found in a previous statement by the dead person in question) is entered, the dead person will give a response. The manual gives a starting point by mentioning that all dead people respond to "name" and "death", by giving their name and describing how they died, respectively.[5]

Work on the game's storyline and levels began in January 1993.[7] Jones recalled that starting from clich plots, they moved towards "very interesting and unique but extremely difficult to understand stories". One of the plot ideas cast the player as one of a group of Roman soldiers who discovered a mountain spring that extended their lives. Every seven years one soldier would be picked to descend into the caves and bring back more water. If the leader died, a new one would be selected to undertake the journey to ensure their survival. "It was a very interesting plot since your quest wasn't necessarily virtuous, it didn't involve doing good things or saving the world," Jones said. "It was just you were chosen, more or less against your will, to become the next leader of this freak cult of immortals." The final plot occupied a middle ground between the simple and complex stories, because the developers did not want to force players to become deeply involved in the story.[8]

While Bungie founder Alex Seropian handled the business aspect of Bungie and produced the game's box art and promotional material, Jones programmed the game, wrote the story line, and contributed to the game's manual.[7][9] Whereas Jones had single-handedly coded Minotaur, the small staff for Pathways was due to lack of money for a large team.[8] To speed implementation, Jones built a level editor for the game that allowed him to add objects, monsters, and walls to the levels.[7] The game's levels and mazes span 40 million scaled square feet.[10] Jones' friend, Colin Brent, did much of the art and creature design. This reduced Jones' workload and, in the programmer's opinion, improved the art.[8] Each monster was drawn by hand in different states such as stationary, moving, attacking, and dying. The drawings were scanned into the computer and added to the game; if there were problems, they were redrawn. Once the final drawings were complete, the images were colorized in 24-bit color using Adobe Photoshop.[7] Despite the game's advanced graphics, Pathways was designed to work on any Macintosh model; it was one of 30 applications that ran natively on Apple's PowerMacs on launch day.[11]

Pathways was a critical success. Inside Mac Games reviewer Jon Blum wrote in 1993 that Pathways was "one of the best Macintosh games I've ever played".[13] Computer Gaming World described Pathways as "a dungeon crawl, pure and simple". While describing the game before obtaining a gun as "tedious" and criticizing the small number of save points per level, the magazine praised the "simple, elegant and easy to use" user interface and "excellent" graphics and sound. Computer Gaming World concluded that while "somewhat weak on actual game play", Pathways was "a job worthy of a strong recommendation".[14] Macworld's Steven Levy commented that the gameplay and graphics were extremely smooth. He singled out the creatures for specific praise, likening them to "something that might have come from a brain-merge of Tim Burton, Anne Rice and Hieronymus Bosch" instead of simple line drawings.[15] Complaints and criticisms of the game included the difficulty level; Blum found some segments too difficult and that it was possible to spend hours playing before realizing that the player had made an irreversible mistake.[13][12] Jones admitted that the game was harder than he intended.[8] The title received several awards, including Inside Mac Games' "Adventure Game of the Year" and Macworld's "Best Role-Playing Game", and was listed on the MacUser 100.[16][17]

Pathways sold more than 20,000 copies,[12] beating expectations and making it Bungie's first commercial success.[19] It was the third bestselling Macintosh title of the first half of 1994 after Myst and Sim City 2000,[20] with projected seven-figure sales for the year.[9] The game made Bungie enough money that the company was able to move from Seropian's apartment to a dedicated office in Chicago's South Side.[16] At their new location, the Bungie team expanded and began work on another first-person shooter, Marathon. Interviewed by Inside Mac Games, Jones said that he did not believe that there would ever be a sequel to Pathways. "There's a lot of reasons for that, one of them being that I tend to dislike sequels," he said, "A lot of cool things have happened with the rendering technology since Pathways shipped, and it suggests some different products which don't really fit into the Pathways world."[8] 006ab0faaa

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