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* {{Minimalism}}

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* {{Minimalism}}{{Minimalism}}: The player is a marble, the enemies are simple and abstract, and the stages are grid-textured hallways floating in a void. This approach is evident in some of the music as well, especially the Practice Stage.
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-> ''Time to finish '''Video Game''' page: '''60'''''
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Compare ''Gyroscope'', ''Spindizzy'', and ''VideoGame/SnakeRattleNRoll'' and, decades later, ''SuperMonkeyBall''.

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Compare ''Gyroscope'', ''Spindizzy'', and ''VideoGame/SnakeRattleNRoll'' and, decades later, ''SuperMonkeyBall''.''VideoGame/SuperMonkeyBall''.



* SpiritualSuccessor: SuperMonkeyBall is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty.

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* SpiritualSuccessor: SuperMonkeyBall ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty.
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it has a page here


Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll'' and, decades later, ''SuperMonkeyBall''.

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Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll'' ''VideoGame/SnakeRattleNRoll'' and, decades later, ''SuperMonkeyBall''.
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* ArtificialStupidity: The Steelies are susceptible to falling off the playing field without any interaction from player.

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* ArtificialStupidity: The Steelies are susceptible to falling off the playing field without any interaction from the player.
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''Marble Madness'' is a 1984 arcade game by {{Atari}}, created by Mark Cerny. The game is an isometric puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses with artwork inspired by Creator/MCEscher. The game also features two-player competitive mode.

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''Marble Madness'' is a 1984 arcade game by {{Atari}}, Creator/{{Atari}}, created by Mark Cerny. The game is an isometric puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses with artwork inspired by Creator/MCEscher. The game also features two-player competitive mode.

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* ArtificialStupidity: The Steelies are susceptible to falling off the playing field without any interaction from player.



* ColorCodedMultiplayer: In two-player games, one player controls a blue marble and the other controls a red one.

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* {{Cap}}:
** Each player's timer can't go any higher than 99 seconds. Depending on the version played, any excess time above 99 will be credited toward the player.
** After completing the final race, players will be penalized [[ScoringPoints 1,000 points]] from their end-of-game bonus for each marble lost. This tally will never go above 20, so the worst possible outcome is the nullification of the game's 20,000-point completion bonus; any bonus for time remaining will not be affected.
* ColorCodedMultiplayer: In two-player games, one player controls a blue marble and the other controls a red one. (The players' colors are reversed in the Genesis port.)


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* LevelGoal: Marked by checkered flags... [[ExactlyWhatItSaysOnTheTin and the word "goal"]].


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* ScoringPoints: Though just moving around scores something, taking alternate routes earns more.
* SongsInTheKeyOfPanic: The music that plays during the Silly Race increases in tempo for each time it loops.

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"A" doesn't count as the first word in trope names


* AWinnerIsYou: The only thing you get for beating the game is "You have completed the ultimate race!", and the game shows your final score as marbles fly around the screen.


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* AWinnerIsYou: The only thing you get for beating the game is "You have completed the ultimate race!", and the game shows your final score as marbles fly around the screen.
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Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll'' and decades later SuperMonkeyBall.

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Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll'' and and, decades later SuperMonkeyBall.later, ''SuperMonkeyBall''.

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* NintendoHard: The final three courses, due to a combo of narrow track designs and low time limits. The Ultimate Race is the worst of the lot by far, with weird track surfaces, enemies in the worst possible places, and disappearing track sections in the final run to the goal.

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* NintendoHard: The final three courses, due to a combo of narrow track designs and low time limits. The Ultimate Race is the worst of the lot by far, with weird track surfaces, enemies in the worst possible places, and disappearing track sections in the final run to the goal.goal -it does not help either that, in the Master System version at least, the music has the nasty habit of occasionally playing slower in the final part distracting you-


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* RecycledInSpace: The Ultimate Race takes place in space.
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** The goal platform on the Silly Race looks like it came straight out of an Creator/MCEsher painting, appearing to be both above and level with the ground next to it at the same time, depending on how you look at it.

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** The goal platform on the Silly Race looks like it came straight out of an Creator/MCEsher Creator/MCEscher painting, appearing to be both above and level with the ground next to it at the same time, depending on how you look at it.
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** The goal platform on the Silly Race looks like it came straight out of an Creator/MCEsher painting, appearing to be both above and level with the ground next to it at the same time, depending on how you look at it.
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* AWinnerIsYou: The only thing you get for beating the game is "You have completed the ultimate race!", and the game shows your final score as marbles fly around the screen.
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* WhatCouldHaveBeen: The aborted 1991 sequel.
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* HyperspaceMallet: One of the obstacles in the Aerial Race.

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* HyperspaceMallet: One of the obstacles The last obstacle in the Aerial Race.Race.



* MindScrew: The Silly Race, where going uphill is like going downhill and vice versa, among other things. It even has a section full of tiny enemies that you can run over to earn bonus time.

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* MindScrew: The Silly Race, where going uphill is like going downhill and vice versa, among other things. (Gravity, though, acts perfectly normal if you fall off the track.) It even has a section full of tiny enemies that you can run over to earn bonus time.time and points.



* NintendoHard: The final three courses, due to a combo of narrow track designs and low time limits.

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* NintendoHard: The final three courses, due to a combo of narrow track designs and low time limits. The Ultimate Race is the worst of the lot by far, with weird track surfaces, enemies in the worst possible places, and disappearing track sections in the final run to the goal.
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* BlowYouAway: The Aerial Race has vacuums that either blow you off the course or suck you in.

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* BlowYouAway: The In reverse during the Aerial Race has vacuums that either blow Race. Vacuums will pop up along one stretch to try and suck you off the course or suck you in.course.



* ComebackMechanic: In the two-player mode, the winner of each race is determined by who reaches the goal first. This could be seen as a boon to a player who keeps falling behind, since the reward for winning a race is a five-second bonus for the course that follows.

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* ComebackMechanic: In the two-player mode, the winner of each race is determined by who reaches first player to reach the goal first. This could be seen as a boon to a player who keeps falling behind, since wins the reward for winning a race is and gets a five-second bonus for the course next one. Also, on random occasions, a player who is about to run out of time will get 10 extra seconds, conferred by a magic wand that follows.appears out of nowhere and taps the marble.
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* AcidPool
* BlowYouAway: One level has vacuums that either blow you off the course or suck you in.
* ColorCodedMultiplayer: In two-player games, one player controls a blue marble and the other controls a red marble.

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* AcidPool
AcidPool: The Slimes oozing around the course.
* BlowYouAway: One level The Aerial Race has vacuums that either blow you off the course or suck you in.
* ColorCodedMultiplayer: In two-player games, one player controls a blue marble and the other controls a red marble.one.



* DarkIsEvil: The black marbles will often try to impede your progress, but they can be avoided.
* HyperspaceMallet: One of the obstacles in the fourth course.

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* DarkIsEvil: The black "steelie" marbles will often try to impede your progress, but they can be avoided.
avoided or even knocked off if they're close to an edge.
* HyperspaceMallet: One of the obstacles in the fourth course. Aerial Race.



* MindScrew: The Silly Course, where going uphill is like going downhill and vice versa, among other things.

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* MindScrew: The Silly Course, Race, where going uphill is like going downhill and vice versa, among other things.things. It even has a section full of tiny enemies that you can run over to earn bonus time.



* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, it's as fragile as it looks..

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* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, it's as fragile as control will break into pieces if it looks..falls more than a fairly small distance. Shorter drops will stun it for a moment.



* TimedMission: The marble technically has infinite lives--it's the timer you have to watch out for.

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* TimedMission: The marble technically has infinite lives--it's the timer you have to watch out for. If it hits zero, it's GameOver.
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Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll''.

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Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll''.Roll'' and decades later SuperMonkeyBall.
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''Marble Madness'' is a 1984 arcade game by {{Atari}}, created by Mark Cerny. The game is an isometric puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses with artwork inspired by MCEscher. The game also features two-player competitive mode.

to:

''Marble Madness'' is a 1984 arcade game by {{Atari}}, created by Mark Cerny. The game is an isometric puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses with artwork inspired by MCEscher.Creator/MCEscher. The game also features two-player competitive mode.
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* ComebackMechanic: In the two-player mode, the winner of each race is determined by who reaches the goal first. This could be seen as a boon to a player who keeps falling behind.

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* ComebackMechanic: In the two-player mode, the winner of each race is determined by who reaches the goal first. This could be seen as a boon to a player who keeps falling behind.behind, since the reward for winning a race is a five-second bonus for the course that follows.

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* AcidPool



* CompilationRerelease: The game has been re-released many times, most notably in ''Midway Arcade Treasures Vol. 1''.

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* ColorCodedMultiplayer: In two-player games, one player controls a blue marble and the other controls a red marble.
* ComebackMechanic: In the two-player mode, the winner of each race is determined by who reaches the goal first. This could be seen as a boon to a player who keeps falling behind.
* CompilationRerelease: The game has been re-released many times, most notably in ''Midway Arcade Treasures Vol. 1''.1''.
* DarkIsEvil: The black marbles will often try to impede your progress, but they can be avoided.
* HyperspaceMallet: One of the obstacles in the fourth course.



* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, it's as fragile as it looks..



* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, it's as fragile as it looks.
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* SpiritualSuccessor: SuperMonkeyBall is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty.
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''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses with artwork inspired by MCEscher. The game also features two-player competitive mode.

Not only was it the first Atari game to use the Atari System 1 hardware and programmed in C language, but it was also the first video game to use true stereo sound.

Surprisingly, a sequel was in the works for release in 1991, but was cancelled at prototype stage due to fear of it flopping against games such as ''VideoGame/StreetFighterII''.

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''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses with artwork inspired by MCEscher. The game also features two-player competitive mode.

Not only was it the first Atari game to use the Atari System 1 hardware and be programmed in the C language, but it was also the first video game to use true stereo sound.

Surprisingly, a sequel was in the works for release in 1991, but was cancelled at the prototype stage due to fear of it flopping against games such as ''VideoGame/StreetFighterII''.
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* MindScrew: The Silly Course, where going uphill is like going downhill and vice versa, among other things.
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* AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the SegaGenesis.



* CultClassic

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''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric platformer, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses. The game also features two-player competitive mode.

to:

''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric platformer, puzzle game, controlled by a trackball, where you lead the eponymous marble to a goal while dodging obstacles through six courses.courses with artwork inspired by MCEscher. The game also features two-player competitive mode.



With its fluid control, artwork inspired by MCEscher, and minimalistic gameplay, ''Marble Madness'' was a hit.

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''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric platformer, controlled by a trackball, where you lead the eponymous marble to a goal while doding obstacles through six courses. The game also features two player competitive mode.

Not only was it the first Atari game to use the Atari System 1 hardware and programmed in C language, but also the first video game to use true stereo sound.

With its fluid control, artwork inspired by M.C. Escher, and minimalistic gameplay, Marble Madness was a hit.

Surprisingly, a sequel was in the works for release in 1991, but was cancelled at prototype stage due to fear of it flopping against games such as Street Fighter II.

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\n''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric platformer, controlled by a trackball, where you lead the eponymous marble to a goal while doding dodging obstacles through six courses. The game also features two player two-player competitive mode.

Not only was it the first Atari game to use the Atari System 1 hardware and programmed in C language, but it was also the first video game to use true stereo sound.

With its fluid control, artwork inspired by M.C. Escher, MCEscher, and minimalistic gameplay, Marble Madness ''Marble Madness'' was a hit.

Surprisingly, a sequel was in the works for release in 1991, but was cancelled at prototype stage due to fear of it flopping against games such as Street Fighter II.
''VideoGame/StreetFighterII''.






* CompilationRerelease: The game has been re-released many times, most notably in Midway Arcade Treasures Vol. 1.

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* CompilationRerelease: The game has been re-released many times, most notably in Midway ''Midway Arcade Treasures Vol. 1.1''.



* TimedMission: The marble technically has infinite lives--its the timer you have to watch out for.

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* TimedMission: The marble technically has infinite lives--its lives--it's the timer you have to watch out for.



* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, its as fragile as it looks.

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* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, its it's as fragile as it looks.looks.
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* TimedMission: The marble technically has infinite lives--its the timer you have to watch out for.
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* {{Minimalism}}
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[[quoteright:220:http://static.tvtropes.org/pmwiki/pub/images/220px-Marblemadnessscreenshot_586.png]]

''Marble Madness'' is a 1984 arcade game by {{Atari}}, and created by Mark Cerny. The game is an isometric platformer, controlled by a trackball, where you lead the eponymous marble to a goal while doding obstacles through six courses. The game also features two player competitive mode.

Not only was it the first Atari game to use the Atari System 1 hardware and programmed in C language, but also the first video game to use true stereo sound.

With its fluid control, artwork inspired by M.C. Escher, and minimalistic gameplay, Marble Madness was a hit.

Surprisingly, a sequel was in the works for release in 1991, but was cancelled at prototype stage due to fear of it flopping against games such as Street Fighter II.

Compare ''Gyroscope'', ''Spindizzy'', and ''Snake Rattle n Roll''.

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!Tropes:

* AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the SegaGenesis.
* BlowYouAway: One level has vacuums that either blow you off the course or suck you in.
* CompilationRerelease: The game has been re-released many times, most notably in Midway Arcade Treasures Vol. 1.
* CultClassic
* IsometricProjection
* NintendoHard: The final three courses, due to a combo of narrow track designs and low time limits.
* WhatCouldHaveBeen: The aborted 1991 sequel.
* OneHitPointWonder: The marble you control, except when colliding with another marble. Otherwise, its as fragile as it looks.

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