Apple Macintosh: Difference between revisions

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The Mac was a revolutionary computer, with its Xerox Alto-inspired graphical user interface <ref>though Mac OS X made it so modern Macs have a terminal feature to provide text-based functions other [[UNIX]]-based operating systems have</ref>, and Apple marketing executives were worried that it would be seen as a toy. So the only games developed for it prior to its release in January 1984 were a [http://www.folklore.org/StoryView.py?story=Puzzle.txt 600-byte] [[Puzzle Game]] and a real-time board game by an Apple programmer that [http://www.folklore.org/StoryView.py?story=Alice.txt went intentionally underpromoted.] After the launch, games were ported over from other systems, but there were only a few unique titles.
The Mac was a revolutionary computer, with its Xerox Alto-inspired graphical user interface <ref>though Mac OS X made it so modern Macs have a terminal feature to provide text-based functions other [[UNIX]]-based operating systems have</ref>, and Apple marketing executives were worried that it would be seen as a toy. So the only games developed for it prior to its release in January 1984 were a [http://www.folklore.org/StoryView.py?story=Puzzle.txt 600-byte] [[Puzzle Game]] and a real-time board game by an Apple programmer that [http://www.folklore.org/StoryView.py?story=Alice.txt went intentionally underpromoted.] After the launch, games were ported over from other systems, but there were only a few unique titles.


Several companies stepped forward to fill the gap. Silicon Beach's ''[[Enchanted Scepters]]'' and ''[[Dark Castle]]'' demonstrated the Mac's mouse-based input and multimedia capabilities, respectively. ICOM Simulations created the first fully mouse-driven [[Adventure Game]] in ''[[Deja Vu]]'', followed by ''[[Shadowgate]]'' and two other "MacVentures". In the 1990s, Bungie gave Mac users a reason to be proud with ''[[Marathon Trilogy|Marathon]]'' and ''[[Myth]]''. ''[[Halo]]'' [[What Could Have Been|would've been their next Mac title]], but Microsoft bought them out and turned it into a launch title for the [[X Box]]. Other major developers included Ambrosia (''[[Escape Velocity]]'') and Casady & Greene (''[[Crystal Quest]]'', ''[[Glider]]''). Still another Mac debut, Cyan's [[Hyper Card]]-based ''[[Myst (series)|Myst]]'', went on to reign as the all-time best-selling PC game for nearly a decade.
Several companies stepped forward to fill the gap. Silicon Beach's ''[[Enchanted Scepters]]'' and ''[[Dark Castle]]'' demonstrated the Mac's mouse-based input and multimedia capabilities, respectively. ICOM Simulations created the first fully mouse-driven [[Adventure Game]] in ''[[Deja Vu]]'', followed by ''[[Shadowgate]]'' and two other "MacVentures". In the 1990s, Bungie gave Mac users a reason to be proud with ''[[Marathon Trilogy|Marathon]]'' and ''[[Myth]]''. ''[[Halo]]'' [[What Could Have Been|would've been their next Mac title]], but Microsoft bought them out and turned it into a launch title for the [[Xbox]]. Other major developers included Ambrosia (''[[Escape Velocity]]'') and Casady & Greene (''[[Crystal Quest]]'', ''[[Glider]]''). Still another Mac debut, Cyan's [[Hyper Card]]-based ''[[Myst (series)|Myst]]'', went on to reign as the all-time best-selling PC game for nearly a decade.


The Mac hardware went from the 68k [[CPU]] family to the PowerPC, and [[Mac OS]] went from Classic to X, but it remained a system of third-party ports from those who were willing. And as the "wintel" platform caught up with the Mac's technical sophistication, porting became more difficult and fewer were willing.
The Mac hardware went from the 68k [[CPU]] family to the PowerPC, and [[Mac OS]] went from Classic to X, but it remained a system of third-party ports from those who were willing. And as the "wintel" platform caught up with the Mac's technical sophistication, porting became more difficult and fewer were willing.