Marble It Up! Game ? Free Fix Download Full Version For Pc
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Marble It Up! Game – Free Download Full Version For Pc
The Marble Blast series has such a great feel to it, right up there with Sega's Super Monkey Ball. Your marble feels solid and heavy, but after each bounce (which can be chained by pressing jump before a landing) you can apply spin while you're still in the air. Master this and you can do wild things to your trajectory each landing. It's a simple time-attack game - collect all the gems in the level and get to the finish, with online leaderboards with ghost replays adding competition. Simple, but easy to lose hours to as you chase better times and hunt shortcuts in each level.
The core of the game remains simple and accessible, but Marble It Up gets more creative with its levels. There's more complex moving segments in Super Monkey Ball fashion and areas of subjective gravity to wrangle your clicky, clacky little ball through. Expert play unlocks more marble skins, but this is a game of intrinsic rewards - a clean run and a high ranking is always satisfying. There are some big free updates planned, too, with more official level packs and several multiplayer modes (including 'baller royale', no joke) detailed in this dev roadmap video here.
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Roll, bounce, and boost your way to the finish line across 40 visually striking maps!
Runs beautifully in both docked and handheld modes at 60fps
Unlock majestic marble skins!
Race against your best times in Ghost Mode!
Watch replays from the online Leaderboards (and learn from the best!)
Use exciting power-ups to slow time, launch into the air, and glide your way to glory!
FEEL the course with HD rumble support.
Test your skills and smarts in an incredibly varied set of kinetic platforming puzzles!
Marble Madness is an arcade video game designed by Mark Cerny and published by Atari Games in 1984. It is a platform game in which the player must guide a marble through six courses, populated with obstacles and enemies, within a time limit. The player controls the marble by using a trackball. Marble Madness is known for using innovative game technologies: it was Atari's first to use the Atari System 1 hardware, the first to be programmed in the C programming language, and one of the first to use true stereo sound (previous games used either monaural sound or simulated stereo).
Marble Madness is an isometric platform game in which the player manipulates an onscreen marble from a third-person perspective. In the arcade version, a player controls the marble's movements with a trackball; most home versions use game controllers with directional pads. The player's goal is to complete six maze-like isometric race courses before a set amount of time expires. With the exception of the first race, any time left on the clock at the end of a race is carried over to the next one, and the player is granted a set amount of additional time as well. The game allows two players to compete against each other, awarding bonus points and extra time to the winner of each race; both players have separate clocks.
These technical limitations forced Cerny to simplify the overall designs. Inspired by M. C. Escher, he designed abstract landscapes for the courses. In retrospect, Cerny partly attributed the designs to his limited artistic skills. He was a fan of the 3D graphics used in Battlezone and I, Robot, but felt that the visuals lacked definition and wanted to create a game with "solid and clean" 3D graphics. Unlike most other arcade games of the time, the course images were not drawn on the pixel level. Instead, Cerny defined the elevation of every point in the course and stored this information in a heightmap array. The course graphics were then created by a ray tracing program that traced the path of light rays, using the heightmap to determine the appearance of the course on screen. This format also allowed Cerny to create shadows and use spatial anti-aliasing, a technique that provided the graphics with a smoother appearance. Cerny's course generator allowed him more time to experiment with the level designs. When deciding what elements to include in a course, practicality was a big factor; elements that would not work or would not appear as intended were omitted, such as an elastic barricade or a teeter-totter scale. Other ideas dropped from the designs were breakable glass supports, black hole traps, and bumps and obstacles built into the course that chased the marble.
Cerny's personal interests changed throughout the project, leading to the inclusion of new ideas absent from the original design documents. The game's enemy characters were designed by Cerny and Sam Comstock, who also animated them. Enemies had to be small in size due to technical limitations. Cerny and Comstock purposely omitted faces to give them unique designs and create a minimalistic appearance similar to the courses. Atari's management, however, suggested that the marble should have a smiley face to create an identified character, similar to Pac-Man. As a compromise, the cabinet's artwork depicts traces of a smiley face on the marbles. Flanagan programmed a three-dimensional physics model to dictate the marble's motions and an interpreted script for enemy behavior. As Marble Madness neared completion, the feedback from Atari's in-house focus testing was positive. In retrospect, Cerny wished he had included more courses to give the game greater longevity, but extra courses would have required more time and increased hardware costs. Atari was experiencing severe financial troubles at the time and could not extend the game's development period as it would have left their production factory idle.
The game was originally released in arcades in December 1984. Beginning in 1986, Marble Madness was released for multiple platforms with different companies handling the conversions; several home versions were published by Electronic Arts, Tiger Electronics released handheld and tabletop LCD versions of the game, and it was ported to the Nintendo Entertainment System by Tengen. The Commodore 64 and Apple IIe versions have a secret level not present in other versions. Beginning with the 1998 title Arcade's Greatest Hits: The Atari Collection 2, Marble Madness has been included in several arcade game compilations. In 2003, it was included in the multi-platform Midway Arcade Treasures, a compilation of games developed by Williams Electronics, Midway Games, and Atari Games. Marble Madness was also included in the 2012 Midway Arcade Origins collections. THQ Wireless released a Java port in 2004. Electronic Arts released a mobile phone port in 2010 that includes additional levels with different themes and new items that augment the gameplay. An iOS port was in development, but it was never released.
Many reviewers felt that the high level of skill required to play the game was part of its appeal. In 2008, Levi Buchanan of IGN listed Marble Madness as one of several titles in his "dream arcade", citing the game's difficulty and the fond memories he had playing it. Author John Sellers wrote that difficulty was a major reason that players were attracted. Other engaging factors included the graphics, visual design, and the soundtrack. Retro Gamer's Craig Grannell, in referring to the game as one of the most distinctive arcade games ever made, praised its visuals as "pure and timeless". In 1995, Flux magazine rated the game ninety-ninth on its "Top 100 Video Games". In 1996, Next Generation ranked the arcade version of Marble Madness as 15 on their "Top 100 Games of All Time". In 1997 Electronic Gaming Monthly listed it as the 10th best arcade game of all time. In 2003, Marble Madness was inducted into GameSpot's list of the greatest games of all time. In 2008, Guinness World Records listed it as the number seventy-nine arcade game in technical, creative, and cultural impact. Marble Madness was one of the first games to use true stereo sound and have a recognizable musical score. British composer Paul Weir commented that the music had character and helped give the game a unique identity. A common complaint about the arcade cabinet was that the track ball controls frequently broke from repeated use.
An arcade sequel titled Marble Man: Marble Madness II was planned for release in 1991, though Cerny was uninvolved in the development. Development was led by Bob Flanagan who designed the game based on what he felt made Marble Madness a success in the home console market. Because the market's demographic was a younger audience, Flanagan wanted to make the sequel more accessible and introduced a superhero-type main character. Marble Man expanded on the gameplay of the original game with new abilities for the marble such as invisibility and flight, added pinball minigames between sets of levels, and allowed up to three players to traverse isometric courses. Flanagan intended to address the short length of the first game and, with the help of Mike Hally, developed seventeen courses.