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I created this site because I love Halo. The site is about Halo and thier creators. I hope you think it is a good fan site.

About Bungie

This Company profile gives a concise history of Bungie's growth from seat-of-the-pants collegiate experiment to industry-shaking software behemoth.

The story of Bungie is the archetypal story of the American computer industry: a talented young man graduates from college and, in lieu of getting a real job, decides to publish a game he had made for his own amusement. In May of 1991, Alexander Seropian founded Bungie Software and published Operation Desert Storm, a meticulously researched tank-combat game. Shortly afterwards he teamed up with another gamer and computer junkie he met in an artificial intelligence class, Jason Jones, to publish his game, Minotaur: The Labyrinths of Crete.

With boxes assembled in Alexander's basement apartment, Bungie's first games were sold at trade shows and gradually gained access to distribution channels. Minotaur, released in February 1992, established a pattern of innovation for Bungie that would make it prominent among companies writing software for the MacOS. Minotaur was the first Mac game designed solely as groupware, which can only be played by two or more people connected via modem or an AppleTalk network. This unconventional approach was rewarded with the development of a hard-core Minotaur following.

The next game, Pathways Into Darkness, was the creative leap that put Bungie on the computer-gaming map. Pathways was the first game for the MacOS to use texture-mapping in real time. The game achieved a smooth, continuous-motion 3D effect with richly detailed, high-res graphics, which combines with active-panning stereo sound effects to surround the player with its fantasy setting. Upon its release in August 1993, Pathways received rave reviews and won numerous awards, including MacWorld's Game Hall of Fame, the MacUser 100, and Inside Mac Games' Adventure Game of the Year. It is available in 15 countries around the world, and continues to sell heavily. It was also one of the first games to be written native to the RISC-based Power Macintosh platform. Pathways' success brought Bungie its first office and a small, hardworking staff.

Marathon, Bungie's next game, was a milestone not only for the company but for the Macintosh itself. The game pre-sold tens of thousands of copies and dominated online message boards many months before its release in December 1994. Players were thrilled with the game's high speed action, unprecedented freedom of movement and stunningly detailed graphics, and office networks the world over blazed with multiplayer Marathon contests. Winner of the Macworld World Class Award, MacUser Editor's Choice, GAMES 100 and others, Marathon has attracted the attention of filmmakers, authors and numerous software developers hoping to use its technologyÑnot to mention legions of hackers who make programs to edit, modify and otherwise expand the scope of the game.

Following Marathon's success, Bungie realized that a sequel was necessary, both because of the many additional features and enhancements the programmers had in mind and overwhelming public demand. Marathon 2: Durandal was released in November 1995, and far from being a cheap rehash of the Marathon story, distinguished itself by being a new game in its own right. A faster engine, enhanced graphics and sounds, full networkability and network game scenarios like King of the Hill made the game a unique multiplayer experience. Marathon 2 has outdone Marathon's own impressive sales over a comparable period, is available in English, French and Japanese and has followed it's predecessor onto the hard drives of gamers in the remotest corners of the Earth.

The year 1996 saw the most fundamental and sweeping developments for Bungie since its inception. With more artists, programmers, tech support and marketing staff, and with a war chest stuffed by nearly 500% sales growth, Bungie made the leap from Mac-only to multiplatform development, and from one to multiple titles per year. Marathon 2: Durandal was ported to Windows 95 and released in September. Marathon Infinity, released in October 1996, wrapped up the series and left players with all the tools necessary to make their own Marathon worlds. Abuse, also released in October, was the first third-party game published by Bungie and breathed new life into the side-scrolling, platform genre. Weekend Warrior, the next third-party project, shattered the mold of fully 3D fighting games with a comic gameshow format, fully-realized multiple-elevation arenas and unique touches like FaceMappingTM, which maps a photo of the player onto their game character for the ultimate in "customization." Staking its claim at the high-end of available technology, Weekend Warrior was released in January 1997 in a bundle with the first generation of 3D cards for the MacOS.

Bungie felt it only proper to wrap up the Marathon series with a compendium of all things Marathon, and in May 1997 shipped the Marathon Trilogy Box Set. This package included all three Marathon titles, the best levels and add-ons the public had created for the games and the Marathon Scrapbook for a look back at the whole dizzying phenomenon. Also at this time, the organization spawned its first offspring with the formation of Bungie Studios West, an office for new business development and programming in the heart of Silicon Valley. This meant that Bungie could work on two internal titles simultaneously and alternate their releases to continually feed the game-hungry market. Bungie West began work on a game called Oni, pioneering the "full-contact action" genre in which gunplay and fisticuffs play equally important roles.

Meanwhile, the team that had brought Marathon to life had not been idle. Though thousands of fans encouraged them to continue making sequels to Marathon until the end of time, they had their sights set on bigger "game". After four years of making first-person-perspective shooters, they were ready for a new type of action. Thus was born Myth: The Fallen Lords, by far the most ambitious title Bungie had attempted, and the first internally-developed game since Minotaur to depart from the 3D, first-person shooter genre.

Released simultaneously for Macintosh and Windows 95 in November 1997, Myth: The Fallen Lords has proved a phenomenal success. As the first real-time strategy game to put the player in a true 3D landscape, and forego the building paradigm in favor of tactical battlefield action, Myth stands out from the hordes of more traditional RTSGs in the eyes of the press and public. Thus far it has been declared Game of the Year by Computer Games Strategy Plus and Strategy Game of the Year by Computer Gaming World, ranking high in Editor's Choice lists across the industry. As of late 1997, the game has shipped 350,000 copies worldwide, in four languages, on two platforms, with tens of thousands of players vying for the top rank on its internet gaming service, bungie.net.

Following up on the success of Myth, Bungie released the highly anticipated sequel "Myth II: Soulblighter" which boasted numerous improvements to the game engine and added features that improved gameplay for both single player and Multiplayer games. It received the highest rating possible from PC Gamer, GameCenter, online gaming Review, Happy Puppy and MacAddict as well as very favorable reviews from many others.

1999 found Bungie with two major titles in development: Oni and Halo. Halo, developed by a team led by Jason Jones, was a gorgeous and story-heavy science-fiction action game in which a small group of humans find themselves marooned on a mysterious ring construct in deep space, struggling against a marauding race of aliens known only as the Covenant. Halo was announced during Steve Jobs' keynote address at the MacWorld Expo in New York, and the brief but stunning game footage stunned and impressed the entire gaming world. Later that year, Bungie released two bargain-priced collections of their earlier games: the Mac Action Sack (featuring the Marathon Trilogy, Abuse, Pathways into Darkness and Minotaur) and Myth: The Total Codex (a three-CD compilation of both Myth games, a brand-new scenario and the best user-created maps). Both titles sold extremely well, a testament to the quality and quantity of the entertainment within. 1999 was also the year that publisher Take 2 Interactive bought a 19.9% stake in Bungie.

In the year 2000, Bungie surprised the gaming world again when they announced the sale of their company to Microsoft and the development of Halo as a major title for the Xbox, Microsoft's first foray into the realm of console gaming. Bungie relocated all development personnel to Redmond, WA, as a separate and entirely independent studio within Microsoft's Action and Strategy group. As a condition of the merger, the rights and properties associated with the Myth and Oni franchises went to Take Two Interactive.

In January 2001, Bungie (through Take 2 subsidiary Gathering Of Developers) released Oni for the Mac, PC, and Playstation 2. Oni is a stunning game that takes action/adventure to the next level. It features Konoko, a heroine with a vast arsenal of fighting moves such as kicks, punches, throws and special combos. But she can also wield powerful weapons- like rocket launchers, machine guns and plasma cannons- as she maneuvers her way through an increasingly dark storyline. Oni has been receiving fantastic praise from the gaming and consumer press. PC Gamer described the game as "frenzied good fun" while Computer Gaming World wrote, "this third-person perspective action game had the entire CGW staff drooling." Playboy named Oni one of its "Game Picks of the Month" and SPIN Magazine described Oni as "impressively realistic and challenging." Jane Magazine profiled Konoko in the January 2001 issue and exclaimed "Konoko is a 'one-woman SWAT team" and doesn't rely on cleavage to attract fans."

By any account, Bungie is a powerhouse in the game industry, and the organization is growing in response. Although the location has changed, Bungie is still dedicated to the creation of outstanding, immersive electronic games that surpass the boundaries of conventional technology. Bungie has been adding additional staff to help speed development of future titles. Now, with three development teams working concurrently on new titles, and with Halo looming on the horizon, Bungie is poised to reach a zenith of creativity and excellence.

 


 


 


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