Inside Mac Games Feb '94
& MACWORLD Marathon Build
For today's update, I've pulled together a ZIP file that
contains both the February 1994 issue of the digital magazine
Inside Mac Games & the first playable iteration of Marathon
from MACWORLD San Francisco 1994.
Once unzipped,
the folder can be dragged directly into InfiniteMac, a web
browser based MacOS emulator. From there you can flip through
the pages of this early digital magazine, and play the same
version of Marathon that was debuted by Bungie at MACWORLD.
Below, I've provided a download button for the ZIP
file as well as a direct link to InfiniteMac configured with a
period authentic version of MacOS & proper resolution
settings. At this time, it seems like things work best in
Chromium based browsers, but I was able to get it running
properly in Firefox as well. If you have any issues getting
things to load, give it a try with Chrome.
NOTE: a README is provided in both the root folder of the
ZIP as well as the Marathon build with step-by-step launch
instructions
For today's update, I present to you a supercut of some of
my favorite Questions & Answers across four different
Yuji Naka interviews conducted during the Let's Tap / Let's
Catch promotional cycle. I will post the independent
interviews at the bottom of the post for you to check out as
well. Note that the Q&A from GAME WATCH is originally in
Japanese and has been machine translated into English using
a combination of Google Translate & DeepL, using context
clues to attempt the most conversational & sensible
English translation. Enjoy!
Kikizo: I think people were surprised when it was announced
that you'd end up working with Sega after all, having left
Sega to set up Prope. By contrast, [Tetsuya] Mizuguchi-san
(Space Channel 5, REZ) has only worked with other publishers
since leaving Sega. Why did you take this direction?
Yuji Naka: I'm not sure how it is in the western games
industry, but Japanese games development is very small. So as
a creator, once you've reached a certain point, you take on
more of a managerial position and don't get to make the games
any more, and I think that's why people like Mizuguchi-san and
I go independent and set up a new company. And so far, it's
often been the case that when these people go independent and
set up their own company, the creators sort of act 'against'
the old employer - almost like a rivalry. But I didn't have
that intention - I didn't have that kind of relationship with
Sega - so it came quite naturally for me to maintain that
strong relationship with them. And I always knew that these
[Prope] titles would be published by Sega.
Gamasutra: How many people are in Prope right now?
Naka: Right now it's about 40 staff members.
Gamasutra: Where did the idea for "Let's Tap" come
from?
Naka: It was something I came up with while we were working on
another action game. I had noticed around that time that the
Wii controller was a remarkably precise device, capable of
detecting even very small, faint vibrations.
We did a bit of a test where we placed the controller on a
desk and started tapping on the desktop around it.
Not only did the Wiimote detect that, but it also detected
when we tapped on a desk placed adjacent to the one it was
lying on.
Looking at that, I thought that it was pretty neat, that maybe
we could do something with this.
From there, I thought about how up to now, rhythm games have
been largely digital in nature -- made up of 0s and 1s
representing "off" and "on" -- but this controller could
measure more gradual levels of input in between those two
extremes.
So it was a process of discovery that ultimately led to the
idea, the idea to take a digital game and make it analog and
able to accept a wider range of input.
Game Watch: How did you find the right balance?
Naka: I had a lot of time to myself. This is a game where I
personally made all the balance adjustments by playing it. I
have always believed in myself and tried to create the game
with my own balance. When I was at Sega, I was working on so
many games that I couldn't even do the balance adjustment. In
that sense, this time around, it was very easy to adjust the
balance of the game. So it was mostly done by me and the
director, Kawarazuka. The rest was done by new employees. We
would have a lot of people play a lot of games, analyze the
data, and then say, "The balance here is rather on target",
and make minor adjustments from there.
Gamasutra: Was it difficult to find the "fun" of such a
simple interaction as this?
Naka: Well, think about it -- sometimes, do you find yourself
just idly tapping on something during the day? I know I do it
pretty much all the time, and I think everybody else does too.
So I thought about making that into a game somehow. That's
what makes this game fun, I think -- the fact that it's
something everybody does now and again.
Now, of course, there are other music and rhythm games, titles
where you're matching some kind of rhythm onscreen. But even
in the case of Guitar Hero, it's still a matter of "on" or
"off," 0 or 1. There isn't any measure of strength.
Meanwhile, with this there's a whole spectrum of strength to
the tapping. It's something that's really pretty innovative
even within the field of rhythm games.
IGN: Mini-game collections such as this are normally quite
crowded, whereas there are only five available in Let's Tap.
What's the thinking behind this?
Naka: The angle we had in mind was more like Wii Sports, so
these are five simple games but actually they can be played
for quite a long time – they're developed in a way that you go
to different levels, so even though there are only five,
there's more than meets the eye.
Game Watch: Is "Rhythm Tap" your favorite?
Naka: My favorite is the "Gem Game" in "Visualizer".
Game Watch: Why?
Naka: Maybe it's because you can play it as much as you want
while spacing out. It's a game where you don't have to think
too much. Really, you just things into a container that floats
in space. In my opinion, this is the most interesting part of
"Let's Tap." The moment I finished it, I thought, "Oh, this is
absolutely great."
Originally, the "Gem Game" was just a bouncing ball, but since
it was in the "Visualizer", I tried making it something where
you can just enjoy the changes. At first, I thought, "it's
enough to just move the ball with physics and have fun," but
then I thought, "maybe I should make it a little more
game-like," so I added the container. There used to be a
"water game"... a maze-like thing set in a container filled
with water, and when you pressed a button, the water pressure
would make rings fly into a container. This is the same kind
of game. Have you ever played something that you didn't have
to think about? I tried to make a game like that.
The goal is to make all the balls the same color, but due to
the fact that the game uses physics, sometimes the right color
ball doesn't go into the bowl. There's a balance between
frustration and "ahh" feeling of "Will it go in? Will it go
in?" that keeps me playing for tens of minutes. I can keep
playing no matter what, even if I'm in a meeting. It's a lot
of fun.
This game was so much fun that I advertised it as the "game
that even penguins can play" because you just tap. There are
surprisingly few games in the game industry that allow you to
enjoy them without concentrating and with only a little input,
other than pachinko. I want to make a game like that someday,
and I think I have created a game that's on the right track.
"Gem Game" is the best. I guess it's just my personal taste.
Gamasutra: I'd like to see some penguin
playtesting.
Naka: I sure would too!
IGN: The Let's Tap's peripheral – a cardboard box – is
gloriously lo-fi. What's your opinion on the growing amount
of more expensive peripherals on the Wii?
Naka: With games, the difference with films is the
interactivity and the ability to input. It's really a case of
what device would be required for a specific type of input,
and in this instance it just happened to be the cheapest
option – a box. In the future there will be new types of
platforms to develop new kinds of inputs.
Game Watch: You have another game, "Let's Catch", how did
this one come about?
Naka: "Let's Catch” was something I came up with when I was
thinking of a new way to use the Wii Remote. At the time, Sega
was starting to operate a darts bar, and because of that, Mr.
Oguchi (Hisao Oguchi, current director of Sega) took me to a
darts bar and taught me how to play darts. I came to like
darts so much that I set up a darts machine at home.
When I founded Prope, I played darts with everyone at Prope.
We said, "Let's make something like this". And so we made a
darts game for the Wii. It turned out pretty similar [to real
darts], but I didn't put it out in the end.
At that time, we talked about how interesting it would be to
[use the Wii Remote] to grab something and throw it. However,
the aspect of throwing proved to be difficult to turn into a
Wii game. So we started thinking, "In that case, why not grab
the ball?". We then came to the conclusion that "grabbing a
ball is just like catching a ball, isn't it?"
...
Playing catch is not just about throwing it back and forth,
there is a great deal of communication between people. You can
feel emotions change when the ball is dropped, the strength of
the throw, and you can talk about things like, "How are you
doing lately?" The back and forth of the ball is a part of the
communication between people, and that communication that
moves people's hearts. I think it's really interesting.
I don't play baseball, I don't watch live TV, and I don't play
catch, but as a game creator, I always want to make games that
move people's hearts. That is how the game "Nights" was born.
There have been many cases where people have taken on the
challenge of game creation from a similar place. "Samba de
Amigo!" was actually created from a similar challenge.
It started from darts to the idea of catching with the Wii
remote control, and then developed into a place where we
thought, "The emotional dynamics of catch are very
interesting." So, we focused on the "catching" aspect ... That
was the start of "Let's Catch", which I created in the hope
that people would be exposed to the fun of playing catch.
Kikizo: Well, we'll look forward to that. What's your
favourite game ever and why?
Naka: Lemmings. I consider the architecture and the system of
the game really quite superior. And the fact that each one of
the Lemmings has got its own designated roles and different
movements - yet their characteristics are based on real
Lemmings, so from a character design point of view also, I
find Lemmings quite fascinating.
click/tap to play music, double click/tap to pause!
I'm happy to announce the next game I've selected for
Capralogue Season One:
Double Dragon!
The history of Arcade Games is incredibly exciting to unearth
because, unlike traditional games media, most magazines and
promotional material for an arcade game is marketed not toward
the consumer but instead toward the small business owner. As
you'll come to find as we uncover more about
Double Dragon, arcade marketing in the
80s and 90s takes on a very different form, with writing
carrying a promise of booming potential earnings right alongside
gameplay and genre descriptions.
As far as a full playthrough is concerned, fighting up against
the 'quarter eating' limitations and really pushing the limits
of mechanical understanding in order to secure a One Credit
Clear makes for some of the most riveting gameplay sessions you
can ask for. It'll serve as a perfect counterpoint to the three
games already in the lineup, something to chip away at session
by session until mastery.
So look forward to Double Dragon, the
fourth title in Capralogue Season
One!
click/tap to play music, double click/tap to pause!
I'm happy to announce the next game I've selected for
Capralogue Season One:
Marathon!
This was meant to go out on Friday, but I hesitated due to the
news surrounding the franchise reboot's confirmed
art theft
& subsequent claims of
company morale in 'free fall'. A big part of the idea around Season One for me was the idea
of 'origin points', and you'll see many of the titles selected
across the season carry this loose thematic cohesion. When it
seems that the future of Marathon is uncertain at best & torched
at worst, the idea of saying "Let's play the original Marathon
to get excited for the reboot!" became a much tougher sell for
me.
However, in taking the weekend to think more about it, I believe
Marathon from 1994 is worth playing and
learning from even completely removed from the promise of a
brand new big budget Extraction Game reboot. In the years
following DOOM's seismic impact on the First Person Shooter
genre, we'll find that Marathon found
and established itself in a very exciting niche within the genre
- pushing storytelling boundaries, enphasizing atmosphere, and
cementing Macintosh in the mid 90s as a real player in the games
space.
To put it lightly, the circumstances around the reboot of this
franchise are a real disappointment. With that being said, that
disappointment is only amplified by how important
Marathon is as a franchise - not only
for Bungie, not only for Apple's Macintosh, but for the
trajectory of the Games Industry as a whole. It's a title &
franchise that I have wanted to dig into for a very long time
now, and I'm not going to let an uncertain and sullied future
rewrite the past.
So look forward to Marathon, the third
title in Capralogue Season One!
Very excited to be able to spotlight this - Inside Mac Games was
a fully digital Zine distributed on floppy disk beginning in
1993, and the February 1994 issue contained the first screenshot
of "code-name
Marathon", the next big game from Bungie
Software.
Be sure to check back Friday for an opportunity to not only flip
through the pages of this issue of Inside Mac Games yourself,
but also PLAY the first iteration of Marathon ever shown to the
public at MACWORLD 1994 San Francisco! I still need an extra day
to work on functionality and get everything working
just right, so I hope you come back to check out this
very special piece of interactive history!
Let's Catch Trailer (Translation in Captions - Machine TL)
Let's Catch Promotional Video from its Official Japanese
Website.
A Quick Note: Captions are available that translate all the
centered headline text from Japanese to English. I used both
Google Translate & DeepL to cross-reference an approximate
translation of the Japanese text, but it is not perfect. If
anyone would like to help translate by hand, don't hesitate to
reach out!
May 13th, 2025
MACWORLD Expo San Francisco
(January 5th-8th, 1994)
I'm happy to showcase the official Tap Runner flash game as it
was on the original Let's Tap website. Unfortunately, I could
not get the Rhythm Tap minigame to work properly, but Tap
Runner runs flawlessly! Right click and select "Enter
Fullscreen" for the best effect!
To Play, set your mouse (with the lowest DPI possible, trust
me!) on a cardboard box, just as you would with the Wii
Remote, and tap as fast as you can in a race to the finish!
Unlike the main game, hurdles in this minigame are handled
automatically, so just tap away and let us know in the
Chattable chatbox what your best score was!
Unable to play? Check out this video tutorial &
example down below!
Season One's Influences:
15 Things to Watch & Read
One of my favorite rituals when learning about a new game is
digging into interviews and seeing what directly influenced the
creation of what I'm about to play. Video games are a very young
medium, and so there's a lot of cultural touchstones in gaming
pulled from other forms of art, and most creators aren't shy at
all to tell you exactly what inspired their work. Here I've
provided 15 things for you to experience before Season One
begins - 10 things to watch & 5 things to read.
Taking the time out to experience any or all of
these will definitely enrich your experience with the games of
Season One, even if you may be confused right now as to how some
of these could relate. Every item in the list contains a
hyperlink that will take you to its respective Letterboxd or
Goodreads page.
click/tap to play music, double click/tap to pause!
I'm happy to announce the first two games I've selected for
Capralogue Season One:
Let's Catch &
Let's Tap!
If you were around the Twitch channel back when things were
called GoatedQuest, you probably had a feeling in the back of
your mind that the first pick couldn't have been anything other
than this. For years now, I've had what I could only call a
crush on Let's Catch, an
unassuming WiiWare title about playing catch with strangers in a
park. As you'll see when you watch our playthrough (or play
yourself!), Let's Catch has a lot more
going on in the narrative department than it lets on.
It's a concept that I'm fascinated by, and I can't wait to toss
a ball around soon!
Let's Tap is a game that I wasn't quite
as familiar with but, through digging into the history of PROPE,
I quickly learned that it was
Let's Tap that was the new studio's
flagship. In the keynote posted yesterday, you saw Naka proudly
describe Let's Tap truly novel control:
without pressing any buttons, simply tap a hollow cardboard box
with a Wii Remote resting on top, and let the controller's
accelerometer interpret the vibrations as input!
After discovering just how closely the two titles were linked in
development, promotion, and release (Cross-Save Unlocks!!!), I
decided that there was simply no way I could play
one
without
the other. So, I hope you're excited to check out the first two titles
from Yuji Naka's independent studio PROPE, and the first two
titles in Capralogue Season One!
At the Tokyo Game Show, PROPE founder & Sonic the Hedgehog
Creator Yuji Naka revealed his independent studio's two debut
titles: Let's Catch &
Let's Tap. The full keynote is above,
with dedicated trailers for each title below. Please note: all
videos are in Japanese
Eagle eyed readers of yesterday's introduction post may have
seen three hyperlinked images embedded in the text. If
you didn't, it may behoove you to keep an eye out for any
Underlined Text
in these posts, the pictures may hold the key to finding out
Season One games early!
In the spirit of the start of the season, I'll post the three
images that were hidden in yesterday's message. However, this is
a one time only affair, going forward you gotta find them
yourself!
- - -
- - -
That's all for today, but more clues will be popping up
throughout the course of the season, so keep your eyes peeled.
Enjoy your weekend!
I mean - it's always been a lot, sure, but when there's real
universal excitement around these New Releases culturally, it's
a bummer to get priced out or disillusioned and, in turn, fall
out of the conversation. Growing up, Rental Stores were my
saving grace, but now we're kinda left hoping that the game
people are excited about ends up on a subscription service in
order to stay in the know. With
Direct-style marketing
on top of all that, it feels like once a week there's a new
shotgun blast of cool games popping up with little-to-no time to
slow down and process each individual game independently. I love
this industry, but man it's a lot! I know I'm not alone either.
And so, for a long while now, I've been tumbling around this
idea in my brain, some way to get the feeling back.
You see, I grew up with a voracious games media appetite, diving
headfirst into that anticipation cycle has always been a very
important piece of the appreciation puzzle for me. My dad would
let me skip school every year to watch E3 live (during finals
season!), I had subscriptions to multiple game magazines, and I
was constantly hunting online for the next big thing to get
excited for. For me, learning about a game was as much fun as
playing it.
This is not a 'back in my day' post, what I've recognized is
that ALL that info is still out there. That TV commercial, those
magazine interviews, that piece of art that's been stuck in your
mind for 20 years? All that New Release excitement is still out
there, and it's easier than ever to rediscover & recapture it.
Make something feel brand new again. That's where
Capralogue: Season One comes in.
Capralogue: Season One is a collection
of eleven games that I've chosen - some are cultural titans,
some were ahead of their time, some were never really given a
chance. New or old, console or PC, acclaimed or panned - it's
all irrelevant here, we're here to celebrate and to play. Over
the course of this season I will be recreating each of their
anticipation cycles here on
Capralogue.com.
Every weekday you'll see something new - on Monday you might see
a trailer for
our first game, on Tuesday it may be an interview for
the second, on Wednesday a Press Release announcing
the third. Remember Smash Bros Dojo? It'll be kinda like that.
We're gonna be taking our time, giving lots of room to learn
about these games, share enthusiasm and indulge our curiosity.
In order to keep the excitement going for the duration of the
season, I'll be unveiling each game over the course of the
season through these posts as well, so check back for some New
Game Announcements. Each game will, in time, have a full
Companion page right here on
Capralogue.com, so future players can
see all the history in one place.
And of course, It's not exclusively about hype, eventually these
games will reach their 'Release Date'. When that happens, I'll
be streaming a Full playthrough of each Season One game on
Twitch.tv! I strongly encourage you to join in and play along with me -
whether it's your first time or if you're just acting like it
is. No schedule, no pressure, just hanging out on the couch with
friends checking out some new games. The way it was meant to be.
I'm putting a lot of work into making this something really
special. All of these games will be playable cost-effectively -
some have direct re-releases available on modern platforms, all
can be emulated fairly easily. My goal here is to take these
eleven old games and make them feel brand new again, showcasing
some history and celebrating this medium I love so much. I hope
you'll join me for
Capralogue: Season One!
We're back with another showcase of a really impressive piece of
art created for April's Community Art Initiative!
This piece comes to us from polycubic,
and it is a a stunning depiction of Hedwig's vision of God in
astoundingly detailed charcoal art. I was out and about when
this piece was posted into the discord, and I stopped in my
tracks to zoom in on the cloud & fog detailing. Thank you so
much cube for your time and effort!
April's Community Art Initiative is nearly halfway over, and the
Roll Credits keep flowing! Remember that YOU too can get
30 Roll Credits by submitting a piece
of art for the Community Art pages! With Hotline Miami 2 rolled
last week for Capralogue 005, I'd be remiss not to mention that
Hotline Miami 2 is now eligible for art for April's Art
Initiative as well! I may not be 50 Blessings, but I can offer
30 Roll Credits.
While Xenogears is still in full swing, we're going
to take a one week intermission, with a new game
decided by Marble Roll this Thursday! This selection is
intended to give the folks playing
Xenogears alongside the stream some extra time to
catch up. It will also give myself, and those watching, the
ability to digest the 55 hours of story we've
experienced so far.
Given that this is Capralogue 005,
the GoatedQuest era EFAF rules apply - Every
Fifth A Follow-Up to a series already started on the channel!
I've pared the list down to games that have a sub-15 hour
completion time on HowLongToBeat, to avoid rolling another
massive game as an intermission for a massive game.
That still leaves us with 30 heavy hitters, from
Resident Evil 2 to Super Monkey Ball 2;
Burnout 3 to Silent Hill 3;
Metal Gear Solid to
Rainbow Six: Rogue Spear;
Riddick: The Merc Files to...
You get the idea.
Below is the full list of eligible games, take a look and be
there live when one of these games will be rolled &
officially selected as
Capralogue 005!
With April's Community Art Initiative in full swing, I'm honored
to take this opportunity to showcase some pieces I've already
received for the month of April. As long as there's at least one
piece of art to showcase in a week, expect these posts weekly!
Also, while I'm not quite set up to place these pieces in the
Community Art pages yet, you can expect to have them showcased
there as well SOON!
This first piece comes to us from
NancyDrew420, who has created a lovely
hand-painted watercolor portrait of everyone's favorite
Linbarrow Sister, Darcy!! Given that
Misericorde: Volume One is heading into its finale this
upcoming Sunday, showcasing this Misericorde art is a
real treat. I especially love the very delicate attention to
detail paid to the faint shadowing across Darcy's face and
habit, click the image to view it full resolution & really
zoom in there. Inspired stuff, thank you Nancy!
Our next and final piece for the week comes courtesy of
gekigadream, who also utilized
watercolors to bring us their interpretation of one of the most
awe-inspiring shots in Xenogears so far. Grahf's
introduction, standing on the shoulder of his Gear in front of a
blood-red Full Moon is a scene I will never forget, and it's
recreated here to great effect. Geki's art nails that sense of
scale, and by forgoing detail in favor of a more dream-like
painted atmosphere, I find it even elevates the mysterious sense
of foreboding that Grahf carries in every scene he shows up in.
A wonderful piece.
- - -
I must say, I was not expecting two HAND-PAINTED watercolor
pieces to lead the charge here in the month of April, but I
can't think of any better way to set the tone for the month to
come. Thank you again to Nancy & geki for kicking things
off, I'm eager to see what the rest of the community submits
throughout the course of the month!
I'm Happy to introduce the first of hopefully many Community
Initiatives as part of
Capralogue.com: the April Community Art
Initiative!
In an effort to begin to populate the Community Art pages within
the Companion Pages for each selection, I'm calling on anyone
with a creative bone in their body to tap into whatever form of
creative expression you feel most comfortable with and draft up
some Art!
Art submitted within the month of April will be celebrated and
thanked with a
30 Roll Credit bounty! That's the same
as gifting 10 subscriptions to the channel!
I highly encourage everyone to take part in this. Not only to
populate these pages, but just because Art is such a fun way to
celebrate characters met and memories made across the
playthroughs we have experienced so far on this channel.
So, best of luck, I look forward to seeing what you come up
with. Submissions can be sent directly into the Discord, or you
can send it to me directly at hello@capralogue.com.
While this site is still a work in progress, I'm excited to have
the opportunity to share an early look at Capralogue's new home
outside of Twitch.tv!
Capralogue.com is the new
hub for everything related to Capralogue: from Companions, to
Roll Credits, to The List, even Trading Cards & Moments(?!)
make a return here! I've also included external links to some of
the important Capralogue accounts such as Twitch, YouTube,
Patreon, & Backloggd.
Over the coming weeks,
check back to see the Companion Pages populate with everything
you've come to expect from the current Capralogue Blogspot, plus
new exciting Community driven pages. Speaking of Community
Pages, stay tuned for upcoming initiatives for a chance to earn
some easy Roll Credits!
This whole site is created
by hand, a result learning HTML & CSS for months now to
create a website that evokes the most passionate and exciting
Video Game fansites of the late 90s & early 00s. That's all
from me, it's your turn to check out the sidebar and
click around and find out what
Capralogue.com is all about!