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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)
ReleaseDecember 21, 1994
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.

Although Marathon is a first-person shooter, the game is known for having an intricate storyline that is also an essential element of its gameplay, whereas many similar games devote minimal attention to plot in favor of faster, more action-oriented gameplay. In addition to its single-player scenario, Marathon also features 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.[1]

  • 2Gameplay

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 These messages include crew logs, historical documents, and other records, but principally include conversations that the player character has with three artificial intelligences (AIs) that run UESC Marathon: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.

Gameplay[edit]

Gameplay takes place in a real-time, 3D rendered world with ceilings and floors of various heights and widths. All surfaces in the game are texture mapped and have dynamic lighting. The player controls the movement of the main character primarily through use of the keyboard. Using assignable keys, the player can move forward and backward, turn left or right, sidestep left or right, look up, down or forward, and glance left or right. Additionally, Marathon features free look, where the player uses the mouse to rotate character view. The mouse may also be employed to fire weapons. Marathon was one of the earliest games to employ free look and give the player the ability to look up or down.[2]

The player progresses through the levels in sequence, killing enemy creatures and avoiding numerous obstacles while trying to survive. While the player completes the levels in a fixed order, many levels are non-linear and require extensive exploration. Obstacles include 'crushers' (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 environment and/or magnetic fields that interfere with the player's motion sensor.

The plot is fundamental to gameplay and player advancement. The primary channel through which this plot develops is the computer terminals located throughout the game's levels. The player accesses these terminals to interface with the artificial intelligences of the Marathon, who also provide him with information regarding the levels.

Multiplayer[edit]

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

As many as up to eight players (each playing through a separate computer) on a single computer network can participate in a single match, either in teams or every man for himself. A player or team's score is their number of kills minus their number of deaths. The game may be set up to end after a specified number of minutes or total number of kills. After a match concludes, the results of a game are displayed in graph form upon each player's screen.

Marathon includes ten multiplayer maps. When a player dies on one of these maps, he will respawn randomly at a respawn point, if enabled by the gatherer, penalties for suicides or dying will apply and prevent a player from respawning immediately.

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.[3] Bungie reportedly intended to add more multiplayer scenarios such as cooperative play 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.[3] Bungie has reported that the development of Marathon was delayed significantly due to time spent playing the deathmatch.[3] The code was written almost entirely by Alain Roy who reportedly received a Quadra 660AV in compensation for his efforts.[4] According to Jason Jones, the network code is packet-based and uses the DDP, or Datagram Delivery Protocol to transfer information between each machine.[5]

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Reception[edit]

Reception
Review scores
PublicationScore
AllGame[6]
Next Generation[8]
MacUser[7]

Marathon was a commercial success, with sales above 100,000 units before the release of Marathon 2.[9] It ultimately surpassed 150,000 sales by October 1995.[10] As with all Bungie titles before Halo: Combat Evolved, its lifetime sales fell below 200,000 units by 2002.[11]

Next Generation reviewed the Macintosh version of the game, rating it four stars out of five, and stated that 'This comes highly recommended.'[8]

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?' '[12]

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.[13]

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.[1]Super Marathon bears the distinction of being the first console game developed by Bungie, predating Oni and Halo: Combat Evolved.[14]

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. ^ abRosenberg, Alexander M. (August 3, 1998). 'Marathon's Story'. marathon.bungie.org.
  2. ^Farkas, Bart; et al. (Breen, Christopher) (1995). The Macintosh Bible Guide to Games. Peachpit Press. pp. 324, 332. ISBN0201883813.
  3. ^ abc'Marathon Scrapbook'. Marathon.bungie.org. Retrieved 2015-08-18.
  4. ^'Bungie Sightings: Alain Roy Interview'. Bs.bungie.org. 2003-04-07. Retrieved 2015-08-18.
  5. ^McCornack, Jamie; Ragnemalm, Ingemar; Celestin, Paul (1995). Tricks of the Mac Game Programming Gurus. Hayden Books. p. 205. ISBN1-56830-183-9.
  6. ^Savignano, Lisa Karen. 'Marathon (Macintosh)'. AllGame. Archived from the original on December 11, 2014. Retrieved September 28, 2015.CS1 maint: unfit url (link)
  7. ^LeVitus, Bob (December 1995). 'The Game Room'. MacUser. Archived from the original on January 22, 2000.
  8. ^ ab'Finals'. Next Generation. No. 7. Imagine Media. July 1995. p. 75.
  9. ^Deniz, Tuncer. 'Sneak Peek: Marathon 2'. Inside Mac Games. Archived from the original on March 22, 2002.
  10. ^Baltic, Scott (October 5, 1995). 'Game duo prepares for a 'Marathon' run'. Crain's Chicago Business. 18 (41): 20.
  11. ^Takahashi, Dean (April 23, 2002). Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution. Prima Lifestyle. p. 238. ISBN0-7615-3708-2.
  12. ^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.
  13. ^'Marathon 2'. Next Generation. No. 13. Imagine Media. January 1996. p. 116.
  14. ^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=917840907'

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/JoeAndMac

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A series of Platform Games by Data East. The series began with the 1991 Arcade GameCaveman Ninja, known as Joe & Mac: Tatakae Genshijin ('Fighting Cavemen') in Japan. Set in Prehistoria, the object of the game is to rescue the titular duo's harem ofcave girls from a band of rival cavemen and their dinosaur pet bosses. Joe & Mac: Caveman Ninja saw quite a few home ports (with or without the subtitle), namely the Super NES, Sega Genesis, Nintendo Entertainment System, Game Boy, Amiga, DOS, and Zeebo.

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It was followed by two SNES sequels: Congo's Caper (1992) and Joe & Mac 2: Lost in the Tropics (1994). There was also an arcade spin-off in 1994 titled Joe & Mac Returns, an Elimination Platformer similar to Data East's TumblePop.

On November 6th 2009, French developer Golgoth Studio announced that they were working on a new installment in the series in DLC format. Lack of updates since then places the new Joe & Mac squarely in Development Hell for the time being.

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  • Abhorrent Admirer: If you go down the middle and lower paths after the final boss, the ending will show you being chased by either an overweight middle-aged cavewoman or a male neanderthal in a drag. Though Joe and Mac have the same scared reaction when they're being chased by groupies.
  • And Your Reward Is Interior Decorating: In Lost in the Tropics.
  • Bamboo Technology: Mook cavemen riding foot-powered wooden helicopters. They throw bombs at you, for some odd reason.
    • In the village in Joe and Mac 2, a primitive telescope and pulley are present.
    • The final boss of Joe and Mac Returns is a wooden Giant Mecha. When you destroy it, the rider continues fighting you in one of the wood helicopters.
  • Bound and Gagged: The cavegirls, all tied up in various forms during boss fights. This was removed from the SNES version for obvious reasons.
    • The redheads and brunettes are tied to poles.
    • The raven-haired ones are under Unwilling Suspension.
    • The blondes simply have their hands tied behind their backs.
  • Charged Attack: Only in the arcade version. If you take too long to fire, it will tire your caveman out, and you'll take damage.
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  • Chivalrous Pervert: In Joe & Mac Returns, when the two heroes aren't out rescuing cavegirls, Joe and Mac try to peep at them while they're bathing, blow their bikinis tops off, or just outright steal their bikinis.
  • Color-Coded Multiplayer
    • Joe (Player 1) - green
    • Mac (Player 2) - blue
  • Doppelgänger Attack: Only in the arcade version, it's the duo's only 'ninja' attack.
    • The Final Boss in the first game sort of does this, but the doppelganger transforms into one of the other cavemen to attack.
  • For the Evulz: The first level in Joe & Mac 2 would have ended without a boss fight, if it weren't for some random neanderthal whacking a sleeping stegosaurus on the head For The LULZ.
  • Giant Space Flea from Nowhere: The first game has two final bosses, depending on which version you play. Most versions feature some sort of caveman-dinosaur hybrid that attacks by leaping at you in rapid somersaults, and spitting up larvae-like creatures. The NES game's manual identifies him as 'The Fabled Sagileocorn', whatever that means. The SNES version instead has a Big Red Devil, complete with pitchfork and demonic cackle, who turns into a more challenging blue form when you beat him. Both of them count; even moreso since they are both fought inside of a t-rex, for some reason.
  • Head Swap: Joe and Mac themselves, plus the redheaded and brunette cavegirls.
  • Inventing the Wheel: One of many weapons in the game.
  • Kill It with Fire: One of the stronger weapons in the game.
  • Mama Bear: The first boss, a tyrannosaurus rex, awakens once you hurt its offspring.
  • Man-Eating Plant: The second boss which bears an incredible resemblance to Audrey the second. It can grab and eat you, which is an instant kill.
    • In the original arcade version and NES port, the plant will actually spit out your bones. This was removed from the Genesis port, Game Boy port, and SNES arrangement.
  • Ninja Pirate Zombie Robot: In Congo's Caper, an almost literal example of this trope are the four caveman bosses you must fight after the intro stages. 2 of them are actually a ninja and pirate, respectively. One is technically a vampire, but is nonetheless undead like a zombie, and the last guy isn't a robot, but he is a Mad Scientist who builds a dinosaur robot out of wood and stone.
  • The Ninjas Who Don't Do Anything: Despite the title Joe and Mac don't have any ninja powers except for the Doppelgänger Attack.
  • Palette Swap: The cavegirls and some of the enemies.
  • Powerup Mount: Two levels have your cavemen ride on either pterodactyls or brontosauruses.
  • Sequel Number Snarl: Joe & Mac 2 is known as Tatakae Genshijin 3 in Japan and Joe & Mac 3 in Europe. The Japanese title makes sense, since Congo's Caper was Tatakae Genshijin 2 over there, but the change from Joe & Mac 2 to Joe & Mac 3 is a bit more puzzling (unless they were counting Joe & Mac Returns as 'Joe & Mac 2', which came out almost at the same time).
  • Shout-Out: Upon defeating one of the bosses, your player will pump a fist in the air.
    • Also, there's Cola as a collectible food item, which was common in Data East games.
  • Smooch of Victory: After every boss fight, the rescued cavegirl will kiss your character on the cheek, restoring his health. If two players are playing, only the one who dealt more damage to the boss gets it (much to the other's chagrin).
  • Winged Soul Flies Off at Death: If either Joe or Mac lose all their energy, they transform into winged souls and fly off in the series.
  • Wizard Needs Food Badly: Its possible for your caveman to fall over dead from starvation in some versions, such as the arcade version, where your life gradually decreases (most versions, such as the SNES version, don't have this feature). Or more hilariously, fall over dead from starvation soon after surviving an attack with one HP left.
  • Womb Level: Results in a giant realistic-looking beating heart as a backdrop.
  • You Gotta Have Blue Hair: Well, Mac does. Joe's hair is green.

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