Oni Macos Video Game

#83,000 in Video Games (See Top 100 in Video Games) #496 in Mac-compatible Games: Pricing The strikethrough price is the List Price. Savings represents a discount off the List Price. Package Dimensions 7.5 x 5.5 x 1.3 inches; 4.64 Ounces Binding DVD-ROM Rated Mature Item model number 292 Is Discontinued By Manufacturer No Item Weight 4.6 ounces. This list contains 2437 video game titles released for Classic Mac OS (1 through 9.2.2) and MacOS (MacOS X). 1 This list is incomplete; you can help by adding missing items with reliable sources. #161,164 in Video Games (See Top 100 in Video Games) #1,922 in Mac-compatible Games #17,472 in PC-compatible Games: Pricing The strikethrough price is the List Price. Savings represents a discount off the List Price. Package Dimensions 5.5 x 4.8 x 0.4 inches; 0.35 ounces Rated Rating Pending Item model number 2020037 Is Discontinued By.

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(Redirected from Super Marathon)
Marathon
CD sleeve artwork featuring the ship's crest of the UESC Marathon, the game's setting
Developer(s)Bungie
Publisher(s)Bungie
Designer(s)
Composer(s)Alex Seropian
SeriesMarathon
Platform(s)
ReleaseMacintosh
December 21, 1994
Windows[1]
December 1, 2011
Linux[1]
December 1, 2011
iOS
July 7, 2011
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Marathon is a first-person shootervideo game developed and published by Bungie, and released in December 1994 for the Apple Macintosh. The game takes place several centuries into the future in outer space and sets the player as a security officer attempting to defeat an alien invasion aboard a colony ship named the Marathon.

Marathon has a well-developed storyline that is also an essential element of its gameplay, which distinguishes it from many other first-person shooters released in the 1990s that devote minimal attention to plot in favor of faster, more action-oriented gameplay. Marathon has a single-player scenario as well as a multiplayer deathmatch mode, through which up to eight players can compete against each other on the same computer network, via individually linked computers. This functionality increased anticipation for Marathon prior to release, and won the game the Macworld Game Hall of Fame Award for the best multiplayer game in 1995.

Marathon is the first game in a series of three games collectively known as the Marathon Trilogy, which also includes its two sequels, Marathon 2: Durandal and Marathon Infinity, released in 1995 and 1996 respectively. In 1996, Bungie completed Super Marathon, a port of Marathon and Marathon 2 to Apple's short-lived Apple Bandai Pippin video game console.[2]

Bungie released the source code of Marathon 2 in 1999 shortly before being acquired by Microsoft, which enabled the development of the Marathon Open Source Project and its enhanced version of the Marathon engine, called Aleph One allowing to play the game on modern versions of Windows, Mac OS X, and Linux. The trilogy itself was released by Bungie as freeware in 2005.

Gameplay[edit]

Gameplay takes place in a real-time, 3D-rendered world of ceilings and floors of various heights and widths, all viewed from a first-person perspective. All surfaces in the game are texture mapped and have dynamic lighting. The player assumes the role of a nameless security officer aboard a large colony ship called the Marathon, constructed from Mars' moon Deimos. The player controls the movement of their character primarily through use of the keyboard. Using assignable keys, they can move forward and backward, turn left or right, sidestep left or right, look up, down or forward, and glance left or right. Marathon also features free look, allow the player to use the mouse to fire weapons and rotate their character's view. Marathon was one of the earliest computer games to employ free look and give the player the ability to look up or down.[3] The game interface includes an overhead map, a motion sensor indicating the positions and movements of both enemies and allied characters through red triangles and green squares respectively, and bars displaying the player's current shield and oxygen levels.

The player progresses through the levels in sequence, killing enemy creatures and avoiding numerous obstacles while trying to survive. While levels are completed in a fixed order, many are non-linear and require extensive exploration to complete. Obstacles include dark and narrow passages, ceilings that crush the player, pits of harmful molten material or coolant, locked doors or platforms that must be activated by remote switches, and puzzles that may involve precise timing and speed to complete successfully. Some levels have low-gravity, oxygen-free environments and/or magnetic fields that interfere with the player's motion sensor. Rather than restoring lost health by picking up power-ups as in many first-person shooters, the player instead replenishes their shields and oxygen through activating recharge stations placed in walls; if either drops below zero, they die. Upon dying, the player revives at the last save point. The player can only save their game by locating and then activating a pattern buffer device. These devices are placed infrequently throughout the game's levels and some even lack them entirely.

Unique among first-person shooters of its time, Marathon has a detailed, complex plot that is fundamental to gameplay and player advancement. Computer terminals placed in the openings of walls in the game serve as the primary means by which this plot is relayed. The player accesses these terminals to interface with the artificial intelligences of the Marathon, who provide information regarding the player's current objective. In most cases, the player must use specific terminals to advance to the next level of the game (via teleportation). While some levels simply require the player to reach the endpoint, on others the player must first accomplish specific tasks before they can move on, such as retrieving a specific item, flipping a switch, exploring all or part of a level, exterminating all alien creatures, or securing areas populated by human characters. Some terminals that do not need to be accessed to complete the game but still may contain additional plot information, such as engineering documents, crew diaries, or conversations between the ship's artificial intelligences. Some levels have secret terminals that are often difficult to locate, a few of which contain easter egg messages from the game's designers.

Multiplayer[edit]

A multiplayer game of Marathon. Multiplayer games can accommodate as many as eight players on a single network.

In addition to its main single player scenario, Marathon also features a multiplayer deathmatch mode that can accommodate eight players on the same local area network. One user (the 'gatherer') initiates a game invitation to the computers of other players ('joiners'). Competing together in teams or individually, players score points by killing opponents and lose points by being killed by opponents; the player or team with the best kill-to-death ratio wins the match. Matches conclude after either a particular number of minutes or kills, as configured ahead of time by the gatherer when initiating the match.

Marathon's game files contain ten levels for the multiplayer mode. In addition to being inaccessible by single players, these levels also distinguish themselves from the main game environments by their designs, intended to facilitate smooth multiplayer gameplay: smaller overall level sizes, spacious areas, faster doors and platforms, fewer aliens, heavier weaponry, multiple predetermined player spawn points, strategic placement of power-ups, and an absence of pattern buffers and terminals. When a player is killed in multiplayer, they can respawn immediately at a random spawn point unless the gatherer has enabled penalties for being killed or committing suicide, which require the player to wait for a period of ten seconds or fifteen seconds respectively before reviving themselves.

Marathon's multiplayer was one of its most anticipated features prior to release and won Marathon the Macworld Game Hall of Fame Award for the best network game of 1995.[4] Bungie reportedly intended to add more multiplayer styles (such as cooperative play across the single player scenario), but could not due to time constraints.[citation needed] Many of the concepts and levels that could not be included in the final product because of a lack of time to implement them were included in Marathon 2.[4] Bungie has reported that the development of Marathon was delayed significantly due to time spent playing the deathmatch.[4] The code for multiplayer was written almost entirely by Alain Roy who reportedly received a Quadra 660AV in compensation for his efforts.[5] According to Jason Jones, the network code is packet-based and uses the DDP, or Datagram Delivery Protocol to transfer information between each machine.[6]

Storyline[edit]

Marathon primarily takes place in 2794 aboard the UESC Marathon, a large Earth colony ship constructed from the Martian moon Deimos. The Marathon's mission is to travel to the Tau Ceti system and build a colony on its fourth planet. The player's character is an unnamed security officer assigned to the Marathon. The narrative is presented to the player using messages on computer terminals scattered throughout the game's levels. These messages include crew logs, historical documents, and other records, but principally include conversations that the player character has with three artificial intelligences (AIs) that run UESC Marathon: Leela, Durandal, and Tycho.

At the start of the game, the player character is aboard a shuttle returning from the colony to Marathon when an alien ship attacks the system. The officer makes his way to Marathon to find that the aliens used an electromagnetic pulse to disable much of the ship. Of the three AIs, only Leela is functional, and she guides the officer in a counter-strike against the aliens and to restore the other AIs and key systems. Leela learns that Durandal (one of the shipboard AIs) had been in contact with the aliens prior to their engagement with Marathon. The alien race, known as the S'pht, are being forced to fight by the Pfhor, an insectoid-like race. Leela soon discovers that Durandal had become 'rampant' before the attack, and is able to think freely for himself. Leela aids the officer to disable Durandal's access to vital Marathon systems while sending a warning message to Earth, but in turn Durandal has the Pfhor send more forces to attack the Marathon, ultimately kidnapping the security officer. Leela intercedes to free the officer, but warns him that the S'pht attack has nearly destroyed her systems. The officer races to complete a bomb in the ship's engineering rooms, hoping it will force the Pfhor and S'pht to leave, but it is too late as Leela is 'killed' by the S'pht, and Durandal takes over, forcing the officer to continue to follow his orders to stay alive.

Durandal has the officer repair the ship's transporters, allowing him to go aboard the alien Pfhor vessel. Inside, while fighting off the Pfhor, the officer discovers a large cybernetic organism that the Pfhor use to control the S'pht. The officer destroys the organism, and guided by Durandal, the S'pht revolt against the Pfhor, first on their ship, and then aboard the Marathon. With most of the Pfhor threat gone, Durandal announces his intention to transfer himself to the Pfhor ship, which the S'pht have control of, and leave with them. As a parting gift, Durandal reveals that Leela was never fully destroyed, and the S'pht release their grasp on her before departing. As the alien ship departs the system, the officer works with Leela to clear the last remaining Pfhor aboard Marathon before assessing the full damage that has been done.

Reception[edit]

Reception
Review scores
PublicationScore
AllGame[7]
Next Generation[9]
MacUser[8]

Marathon was a commercial success, with sales above 100,000 units before the release of Marathon 2.[10] It ultimately surpassed 150,000 sales by October 1995.[11] As with all Bungie titles before Halo: Combat Evolved, its lifetime sales fell below 200,000 units by 2002.[12]

Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and stated that 'This comes highly recommended.'[9]MacUser named Marathon the best action game of 1995, ahead of Doom II.[13]

In 1996, Computer Gaming World named Marathon the 64th best game ever. The editors wrote, 'This 3D action-fest was a big reason all the Mac users kept saying 'DOOM what?' '[14]

Legacy[edit]

Gaming historians have referred to Marathon as the Macintosh's answer to the PC's Doom, i.e. a first person shooter killer app.[15] In 2012, Time named it one of the 100 best video games ever released.[16]

In 1996, Bungie completed a port of Marathon to Apple's short-lived Pippin video game console. The port was released as part of Super Marathon, a compilation of Marathon and Marathon 2: Durandal which was published and distributed by Bandai rather than Bungie themselves.[2]Super Marathon bears the distinction of being the first console game developed by Bungie, predating Oni and Halo: Combat Evolved.[17]

In 2000, Bungie was bought by Microsoft, financially fueling the Halo franchise. The concepts of an AI working with an armed player character continued from the roots laid out in the Marathon series.

On July 7, 2011, a port of Marathon for Apple's iPad was released for free on the iTunes App Store.

References[edit]

  1. ^ abPurchese, Robert (2 December 2011). 'Remastered Marathon Games Released for Free on PC, Mac, Linux'. Eurogamer.
  2. ^ abRosenberg, Alexander M. (August 3, 1998). 'Marathon's Story'. marathon.bungie.org.
  3. ^Farkas, Bart; et al. (Breen, Christopher) (1995). The Macintosh Bible Guide to Games. Peachpit Press. pp. 324, 332. ISBN0201883813.
  4. ^ abc'Marathon Scrapbook'. Marathon.bungie.org. Retrieved 2015-08-18.
  5. ^'Bungie Sightings: Alain Roy Interview'. Bs.bungie.org. 2003-04-07. Retrieved 2015-08-18.
  6. ^McCornack, Jamie; Ragnemalm, Ingemar; Celestin, Paul (1995). Tricks of the Mac Game Programming Gurus. Hayden Books. p. 205. ISBN1-56830-183-9.
  7. ^Savignano, Lisa Karen. 'Marathon (Macintosh)'. AllGame. Archived from the original on December 11, 2014. Retrieved September 28, 2015.CS1 maint: unfit url (link)
  8. ^LeVitus, Bob (December 1995). 'The Game Room'. MacUser. Archived from the original on January 22, 2000. Retrieved March 24, 2020.
  9. ^ ab'Finals'. Next Generation. No. 7. Imagine Media. July 1995. p. 75.
  10. ^Deniz, Tuncer. 'Sneak Peek: Marathon 2'. Inside Mac Games. Archived from the original on March 22, 2002.
  11. ^Baltic, Scott (October 5, 1995). 'Game duo prepares for a 'Marathon' run'. Crain's Chicago Business. 18 (41): 20.
  12. ^Takahashi, Dean (April 23, 2002). Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution. Prima Lifestyle. pp. 238. ISBN0-7615-3708-2.
  13. ^Myslewski, Rik; Editors of MacUser (March 1996). 'The Eleventh Annual Editors' Choice Awards'. MacUser. 12 (3): 85–91.CS1 maint: extra text: authors list (link)
  14. ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
  15. ^'Marathon 2'. Next Generation. No. 13. Imagine Media. January 1996. p. 116.
  16. ^Grossman, Lev (November 15, 2012). 'All-TIME 100 Video Games'. Time. Archived from the original on July 24, 2013.
  17. ^Moss, Richard (March 24, 2018). 'The Mac gaming console that time forgot'. Ars Technica. Retrieved September 17, 2018.

External links[edit]

  • Marathon on Bungie, Bungie's official Marathon series website, containing screenshots and information.
  • The Trilogy Release, a site with downloadable copies of both the original Macintosh Marathon and the port M1A1 for other platforms.
  • Marathon Open Source Project, home of the open-source Aleph One engine
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Marathon_(video_game)&oldid=993088892'
Oni
File:Oni Coverart.jpg
Developer(s)Bungie West[lower-alpha 1]
Publisher(s)Gathering of Developers (Windows & Mac)
Rockstar Games (PS2)
Producer(s)Hamilton Chu[1]
Designer(s)Hardy LeBel
Composer(s)Michael Salvatori
PlatformsMicrosoft Windows, Mac OS, PlayStation 2
Release date(s)January 29, 2001
Genre(s)Action, beat 'em up, third-person shooter
Mode(s)Single-player

Oni is a third-personactionvideo game developed by Bungie West, a division of Bungie. Released in January 2001, it was Bungie West's only game. Gameplay consists of third-person shooting with hand-to-hand combat. A PlayStation 2 port was developed by Rockstar Canada.

Gameplay

File:Oni PC screenshot.jpgOni Macos Video Game
Konoko using a move effective on multiple enemies, the Devil Spin Kick.

There are ten different guns in Oni, including handguns, rifles, rocket launchers, and energy weapons. Power-ups such as 'hyposprays', which heal damage, and cloaking devices, which render the player invisible, can be found scattered throughout the levels or on corpses. Since the player can carry only one weapon at a time and ammunition is scarce, hand-to-hand combat is the most effective and common means of defeating enemies. The player can punch, kick, and throw enemies; progressing into later levels unlocks stronger moves and combos.

There are multiple classes of enemy, each with its own style of unarmed combat. Each class is subdivided into tiers of increasing strength. As in Bungie's earlier Marathon titles, tiers are color-coded, in this case by green (weakest), blue, and red (strongest). Also color-coded are the levels of health each opponent has, indicated by a flash when the player strikes or shoots them. Green flashes show the opponent has high health, red flashes show the enemy is near death.

Oni does not confine the player to fighting small groups of enemies in small arenas; each area is fully open to explore. The fourteen levels are of various sizes, some large enough to comprise an entire building. Bungie hired two architects to design the buildings.

The Oni engine implements a method of interpolation that tweenskey frames, smoothing out the animation of complex martial-arts moves. However, frame slippage is a common problem when multiple non-player characters near the player are attacking.

Plot

The events of Oni take place in or after the year 2032. The game world is a dystopia, an Earth so polluted that little of it remains habitable. To solve international economic crises, all nations have combined into a single entity, the World Coalition Government. The government is Orwellian, telling the populace that what are actually dangerously toxic regions are wilderness preserves, and uses its police forces, the Technological Crimes Task Force (TCTF), to suppress opposition. The player character, code-named Konoko (voiced by Amanda Winn-Lee), full name later given as Mai Hasegawa, begins the game working for the TCTF. Soon, she learns her employers have been keeping secrets about her past from her. She turns against them as she embarks on a quest of self-discovery. The player learns more about her family and origins while battling both the TCTF and its greatest enemy, the equally monolithic criminal organization called the Syndicate. In the game's climax, Konoko discovers a Syndicate plan to cause the Atmospheric Conversion Centers, air-treatment plants necessary to keep most of the world's population alive, to catastrophically malfunction. She is partially successful in thwarting the plot, saving a portion of humanity.

Development

The game's universe is heavily influenced by Mamoru Oshii's anime film Ghost in the Shell.[1][2] The original plan was for Konoko to be a cyborg like Ghost in the Shell's Motoko Kusanagi. The explanation for her superhuman abilities was changed to be more organic with the addition of the Daodan Chrysalis concept by design lead Hardy LeBel.

Oni was originally expected to be released in the fourth quarter of 1999. Advertising was targeted towards that shipping date, and the game won E3's Game Critics Awards for Best Action/Adventure Game in 1999. However, development difficulties caused the release date to be pushed back continuously. In June 2000, Bungie was acquired by Microsoft, which at the time was working on its first video game console, the Xbox, and the OniIP was transferred to Take Two Interactive, which was a 20% owner of the studio prior to Microsoft announcing that it had acquired Bungie. Since Bungie's employees were moving to the new office location in Microsoft's headquarters or leaving the company, work on Oni had to be completed as quickly as possible. Due to a lack of time to resolve issues with the multiplayer code and to finish the levels intended for use by multiplayer mode, this functionality was omitted from the released version.

A sequel, Oni 2: Death & Taxes was in development at Angel Studios before being cancelled for unknown reasons.[3][4]

Oni Video Game Port

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings(PC) 75.44%[5]
(PS2) 68.69%[6]
Metacritic(PC) 73/100[7]
(PS2) 69/100[8]
Review scores
PublicationScore
AllGame[9][10]
Edge7/10[11]
EGM3.33/10[12]
Eurogamer7/10[13]
Game Informer6.5/10[14]
GamePro[15]
Game RevolutionB[16][17]
GameSpot(PS2) 7.1/10[18]
(PC) 6.9/10[19]
GameSpy80%[20][21]
GameZone(PC) 9/10[22]
(PS2) 8/10[23]
IGN(PC) 7.5/10[24]
(PS2) 7.3/10[25]
OPM (US)[26]
PC Gamer (US)72%[27]
The Cincinnati Enquirer[28]
Playboy75%[29]

In the United States, Oni sold 50,000 copies by October 2001.[30] It received mixed reviews from critics, with aggregating review websites GameRankings and Metacritic giving the PC version 75.44% and 73/100[5][7] and the PlayStation 2 version 68.69% and 69/100.[6][8] Some reviewers were unimpressed by the minimal detail of the environment graphics,[31] the lack of intelligence on the part of the AI in some situations,[32] and the plot, which was occasionally criticized as underdeveloped.[33] The game's difficulty in combination with a lack of savepoints was sometimes cited as a negative.[34]

Oni Macos Video Game Download

Moreover, many fans felt cheated because the game did not deliver on all of its promises. The most notable shortcoming was the absence of LAN-based multiplayer, which had been demoed at hands-on booths at Macworld Expos during Oni's development, but removed before release due to stated concerns over latency issues. This too contributed to some lower scores from reviewers.[24] Some of the game's content was cut as well. This included the highly anticipated 'Iron Demon', a large mech shown in-game in one trailer. Also, many of the weapons featured in the trailer and the game cover were not in the game.

However, Oni received the most praise for its smooth character animation and large array of fighting moves, as well as how it blended gunplay and melee combat.[35] Thus, reviewers gave Oni mostly average-to-good scores in recognition of the enjoyment factor of the game.

Notes

  1. Ported to PlayStation 2 by Rockstar Canada; Mac version ported from Carbon to Cocoa environment by The Omni Group for increased OS X compatibility, and from PowerPC to Intel by Feral Interactive.

References

  1. 1.01.1Kushner, David (June 2000). 'Ghost in the Machine'. SPIN. 16 (6): 86. ISSN0886-3032.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  2. Harry Al-Shakarchi. 'Interview with lead engineer Brent Pease'. Bungie.org. Retrieved 2013-12-22.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  3. Yin-Poole, Wesley (December 7, 2016). 'Oni 2 was once in development, here's what it looked like'. Eurogamer. Retrieved October 31, 2017.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  4. Alexandra, Heather (December 5, 2016). 'Bungie's Cult Classic Oni Almost Had A Sequel'. Kotaku. Retrieved October 31, 2017.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  5. 5.05.1'Oni for PC'. GameRankings. Retrieved December 12, 2012.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  6. 6.06.1'Oni for PlayStation 2'. GameRankings. Retrieved December 12, 2012.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  7. 7.07.1'Oni for PC Reviews'. Metacritic. Retrieved December 12, 2012.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  8. 8.08.1'Oni for PlayStation 2 Reviews'. Metacritic. Retrieved December 12, 2012.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  9. Norands, Alec. 'Oni (PC) - Review'. Allgame. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  10. Thompson, Jon. 'Oni (PS2) - Review'. Allgame. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  11. Edge staff (February 2001). 'Oni'. Edge (94).<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  12. EGM Staff (April 2001). 'Oni (PS2)'. Electronic Gaming Monthly. Archived from the original on 2001-04-21. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  13. Bramwell, Tom (2001-02-08). 'Oni Review (PC)'. Eurogamer. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  14. Reiner, Andrew (March 2001). 'Oni'. Game Informer (95): 67. Archived from the original on 2008-01-30. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  15. Uncle Dust (2001-01-29). 'Oni Review for PS2 on GamePro.com'. GamePro. Archived from the original on 2005-03-09. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help);Italic or bold markup not allowed in: |publisher= (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  16. White, A.A. (January 2001). 'Oni Review (PC)'. Game Revolution. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  17. White, A.A. (February 2001). 'Oni - Playstation 2 Review'. Game Revolution. Archived from the original on 2001-03-31. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  18. Gerstmann, Jeff (2001-01-31). 'Oni Review (PS2)'. GameSpot. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  19. Kasavin, Greg (2001-01-17). 'Oni Review (PC)'. GameSpot. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  20. Thernes, Ryan 'StoneWolf' (2001-01-27). 'Oni (PC)'. GameSpy. Archived from the original on 2001-02-15. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  21. Alupului, Andrei (2001-02-14). 'Oni'. PlanetPS2. Archived from the original on 2001-02-23. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  22. Lafferty, Michael (2001-01-09). 'Oni Review - PC'. GameZone. Archived from the original on 2008-01-12. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  23. The Badger (2001-04-23). 'Oni (PS2)'. GameZone. Archived from the original on 2001-04-29. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  24. 24.024.1Adams, Dan (2001-01-30). 'Oni (PC)'. IGN. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  25. Perry, Doug (2001-02-01). 'Oni (PS2)'. IGN. Retrieved 2014-04-14.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  26. 'Oni (PS2)'. Official U.S. PlayStation Magazine. April 2001. Archived from the original on 2001-04-18. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  27. 'Oni'. PC Gamer: 96. April 2001.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  28. Saltzman, Marc (2001-03-07). ''Oni' fun in spite of flaws'. The Cincinnati Enquirer. Archived from the original on 2007-10-01. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  29. Ryan, Michael E. (2001-03-05). 'Anime Adventure: Oni'. Playboy. Archived from the original on 2001-10-18. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help);Italic or bold markup not allowed in: |publisher= (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  30. Keighley, Geoff (October 2001). 'READ.ME; G.O.D.'s Fall from Grace'. Computer Gaming World (207): 30–32.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  31. Hill, Mark (2001-08-13). 'PC Review: Oni'. PC Zone. Archived from the original on 2007-06-24. Retrieved 2014-04-14.Unknown parameter |deadurl= ignored (help);Italic or bold markup not allowed in: |publisher= (help)<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  32. Eilers, Michael (2001-01-29). 'Oni'. Inside Mac Games. Retrieved 2013-12-22.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  33. Firing Squad's review
  34. Clydesdale, Jimmy (2001-01-25). 'Oni'. Game Over. Retrieved 2013-12-22.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>
  35. Misund, Andreas. 'Oni Review'. Gamer's Hell. Retrieved 2013-12-22.<templatestyles src='Module:Citation/CS1/styles.css'></templatestyles>

External links

Oni Mac Game

  • Oni Central Most popular 3rd-party site for fans and modders
  • Oni at MobyGames
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