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Bungie focused on the Mac platform due to familiarity with the platform and ease of use. "The PC market was really cutthroat, but the Mac market was all friendly and lame. So it was easier to compete," Jones said.<ref name="bungie-primordial soup gnop"/> After ''Minotaur'', Bungie began work on a 3D graphics version of the game, but realized that the game's format was not suited to a 3D environment. Instead, Jones and Seropian wrote a brand-new story for what became ''[[Pathways Into Darkness]]''. Since Bungie had no money and Jones was the only one with the available time, he single-handedly coded the game on a [[Mac IIfx]], passing art chores to his friend Colin Brent.<ref name="img-93 interview"/><ref name="bungie-primordial soup pathways">{{cite web|author=Staff |url=http://www.bungie.net/inside/history.aspx?link=pathways |title=Bungie History: Primordial Soup—Pathways! |publisher=[[Bungie]] |accessdate=2010-12-21 |url-status=dead |archiveurl=https://web.archive.org/web/20080426200338/http://www.bungie.net/inside/history.aspx?link=pathways |archivedate=April 26, 2008 }}</ref> ''Pathways'' was successful enough that Bungie moved from a one-bedroom apartment to an actual office.<ref name="bungie-primordial soup pathways"/>
 
Bungie's next project started as an update of ''Pathways'' but evolved into a science fiction shooter game, [[Marathon (video game)|''Marathon'']]. The game included state-of-the-art graphics, network multiplayer, and voice support, and won a number of awards on release in 1994.<ref name="gamesradar-history of halo"/> Jones recalled that he was surprised anyone ever completed the game and sought to atone for some of its shortcomings with its sequel, ''[[Marathon 2: Durandal]]'',<ref name="bungie-jones interviewed by you">{{cite web|author=Jarrard, Brian|date=2001-12-18|url=http://www.bungie.net/news/content.aspx?type=topnews&cid=6|title=Jason Jones Interviewed By You|publisher=[[Bungie]]|accessdate=2010-02-24|archive-url=https://web.archive.org/web/20121013011106/http://www.bungie.net/news/content.aspx?type=topnews&cid=6|archive-date=2012-10-13|url-status=dead}}</ref> which was also released for Windows PCs. The ''Marathon'' series was followed by a series of real-time strategy games, starting with ''[[Myth: The Fallen Lords]]'' in 1996.<ref name="gamesradar-history of halo"/>
 
Bungie continued to expand, and in 1997 work began on a new project, codenamed ''Blam!''<ref name="gamesradar-history of halo"/> (Jones had changed the name from ''Monkey Nuts'' because he could not bring himself to tell his mother about the new game under that title.)<ref>{{cite book |last= Trautmann|first=Eric|title=The Art of Halo|year= 2004|publisher= Del Ray Publishing|___location=New York |isbn=0-345-47586-0|page=ix}}</ref> ''Blam!'' evolved from a real-time strategy game to a third-person shooter to a [[first-person shooter]] called ''[[Halo: Combat Evolved]]''. Jones role in development was unlike ''Marathon'' and ''Myth'', where Jones was involved in developing more than half the levels and much to most of the story. Instead, he was the project lead<ref name="interview">{{cite web|url=http://www.next-gen.biz/features/hot-100-game-developers-2006|archive-url=https://archive.today/20130115042648/http://www.next-gen.biz/features/hot-100-game-developers-2006|url-status=dead|archive-date=2013-01-15|title=The Hot 100 Game Developers of 2006|work=Next Generation Magazine|date=2006-03-18|accessdate=2008-03-01|first=Next Gen|last=Staff}}</ref> and a manager, barely providing any code to the game. He would read war journals by authors such as [[John Kinkaid]] and [[Winston Churchill]].<ref name="bungie-jones interviewed by you"/>