Oh, sure; there were probably dozens of games that were Mac-first (others include King of Chicago and virtually every game designed by Chris Crawford from 1985 on :) ), but very few wound up Mac-only. Oids, Pax Imperia, Quarterstaff, Pathways into Darkness, Marathon and Marathon Infinity are the ones that come quickly to mind. But compared to the PC and the Amiga, the number was small.
 
In their way, golf and racing sims are just as roster-oriented as those for other sports. They just don't wear it on their sleeves to the same extent. 
Peter
 
Jim Leonard <[EMAIL PROTECTED]> wrote:
Peter Olafson wrote:

> The upshot is that, without much encouragement from the top, few game
> publishers invested heavily in the Mac market. (To be sure, there are
> exceptions, like Bungie, Cassady & Greene, pre-Activision Infocom, early
> Cyan, and, later on, companies like GT Interactive's MacSoft). Most

I seem to remember a ton of mostly-unique games that originated on Mac (or were
at least very popular on the Mac and took advantage of a mouse interface) and
were eventually ported to other platforms -- things like Alter Ego (might have
been on other platforms first), Dark Castle, Armor Alley, and ICOM adventure
games... is my memory just faulty, or weren't there any unique Mac games? (Or
there *were* but they didn't sell?)

> The sports-game market seems to have a different ethic. In another
>! genre, NBA Live 97 might be considered collectible; as a sports game,
> it's just old. I suspect sports gamers are so geared to playing with the
> current rosters that they don't look back as much as, say, adventure gamers.

I had forgotten about the roster aspect. However, this doesn't explain
non-roster games like golfing, racing, etc.
--
Jim Leonard ([EMAIL PROTECTED])
World's largest electronic gaming project: http://www.MobyGames.com/
A delicious slice of the demoscene: http://www.MindCandyDVD.com/
Various oldskool PC rants and ramblings: http://www.oldskool.org/


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