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.
 
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 BoxXbox]]. 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.