"Running on the Motorola 680x0, Pathways could never deliver a Doom-like experience"
Ever hear of Alien Breed 3D on the Amiga?
Back in the early- to mid-1990s, the Mac wasn't considered much cop as a games platform. Sure, it had a sexier GUI than Windows boxes, but they could drop out into DOS and dedicate their CPUs' few tens of megahertz to games. Not so the Mac. But that didn't stop coders from trying to make the most out the Mac. Early …
Alien Breed? That was a top-down down shooter. But yeah, I feel nostalgic for the classic Amiga titles from Team 17, Sensible Software and CodeMasters et al.
I was a PC owning Doom player, but was always curious about Marathon. I loved Descent on my schools shiny new PowerPCs multi-player across the school network - though we had to pass the game CD from one machine to the next before we got started.
The lighting was great in this game too (think WipEout meets Doom) when you cast a flare down a mine shaft.
Steve Jobs demoed an early build of Halo at one of the Mac keynotes back in 1999 (I think?).
The review neglects to mention it, but Marathon was one of the first FPS games with a LAN multiplayer mode. Back when the Apple logo still had stripes, this feature was a major cause of project slippage ;)
The Classic OS didn't preemptively multitask, so it used CPU cycles only when you let it. The routes it exposed to the video and audio hardware also weren't all that much of an issue.
More of a problem was the Mac's high resolution display. As per the article, the small portion of the screen given over to the 3d display in the original Marathon was 320x240 — already larger than Doom's entire screen, at a time when pixel painting was definitely the bottleneck.
The Mac versions of classic games are usually worth checking out though. You're not going to find 640x480 versions of Prince of Persia, Chuck Yeager's Air Combat, etc, anywhere else.
Any fans looking to relive those times - but with an injection of a whole new story and improved graphics - would do well to look up Rubicon on the Aleph One engine. The Marathon engine supported 3rd party maps, physics, and story lines, and Aleph One not only keeps them alive but allows some improvements. One of the advances Rubicon made was having not only a great story line, but multiple alternative plots and endings depending on choices and performance at key points. Well worth a look.
Aleph One: http://marathon.sourceforge.net/
Rubicon: http://www.marathonrubicon.com/