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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--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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* SugarWiki/AwesomeMusic: In part due to using a Yamaha FM sound chip, very similar to that which would later be used for the UsefulNotes/SegaGenesis. The [[https://www.youtube.com/watch?v=y64LlB-a7pg Beginner Race music]] is usually the highlight.

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* SugarWiki/AwesomeMusic: In part due to using a Yamaha FM sound chip, very similar to that which would later be used for the UsefulNotes/SegaGenesis.Platform/SegaGenesis. The [[https://www.youtube.com/watch?v=y64LlB-a7pg Beginner Race music]] is usually the highlight.



** The UsefulNotes/NintendoEntertainmentSystem port of the game is usually considered the best effort at porting the game to an 8-bit system, with the graphics making it across largely intact despite the system's limitations, the controls being translated quite well to the NES's d-pad, and the soundtrack being arguably even ''better'' than the arcade original courtesy of Creator/DavidWise. The UsefulNotes/SegaMasterSystem version is a close runner-up, only slightly let down by the controls being a bit more finicky, and a couple of missing animations.
** Tengen's Japan-exclusive UsefulNotes/SegaGenesis port is much more closer to the arcade original, in both sound and graphics, when compared to the version that Creator/ElectronicArts released, though both versions are good in their own right

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** The UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem port of the game is usually considered the best effort at porting the game to an 8-bit system, with the graphics making it across largely intact despite the system's limitations, the controls being translated quite well to the NES's d-pad, and the soundtrack being arguably even ''better'' than the arcade original courtesy of Creator/DavidWise. The UsefulNotes/SegaMasterSystem Platform/SegaMasterSystem version is a close runner-up, only slightly let down by the controls being a bit more finicky, and a couple of missing animations.
** Tengen's Japan-exclusive UsefulNotes/SegaGenesis Platform/SegaGenesis port is much more closer to the arcade original, in both sound and graphics, when compared to the version that Creator/ElectronicArts released, though both versions are good in their own right



** The versions released for the UsefulNotes/Commodore64, UsefulNotes/AppleII and MS-DOS (which shared the same code base) rapidly became a chore to play, thanks to the courses being made much narrower, and the enemy AI being ludicrously aggressive. On top of that, the Apple ][ version suffered from atrocious controls, while the MS-DOS version had ugly CGA graphics.

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** The versions released for the UsefulNotes/Commodore64, UsefulNotes/AppleII Platform/Commodore64, Platform/AppleII and MS-DOS (which shared the same code base) rapidly became a chore to play, thanks to the courses being made much narrower, and the enemy AI being ludicrously aggressive. On top of that, the Apple ][ version suffered from atrocious controls, while the MS-DOS version had ugly CGA graphics.



** Somehow, the ports on the Game Boy family got ''worse'' as the systems got more advanced. The port for the original UsefulNotes/GameBoy is decent enough for the most part, thanks to sharing the same code as Rare's NES version -- probably the best-known and most renowned of the home ports -- but suffers a fatal flaw in that after the fifth race you get kicked back to the second race. The UsefulNotes/GameBoyColor port benefits from better graphics, but has much worse music and controls, wonky ball physics, and needlessly ramps up the difficulty by reducing the extra time given to the player in each level, meaning that you'll be lucky to see it past the third level. But at least the fourth through sixth levels actually ''exist'' in that version, unlike the UsefulNotes/GameBoyAdvance version, which chops out the entire second half of the game and gives a GameOver after the third level is beaten.
** The UsefulNotes/ZXSpectrum and UsefulNotes/AmstradCPC versions are essentially a ReformulatedGame where you try to guide your marble across single screens. Despite at least trying to address the limitations of their respective systems, these versions are perhaps the worst incarnation of the game, due to their ludicrously slow gameplay and bad level design, on top of the predictable poor controls.

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** Somehow, the ports on the Game Boy family got ''worse'' as the systems got more advanced. The port for the original UsefulNotes/GameBoy Platform/GameBoy is decent enough for the most part, thanks to sharing the same code as Rare's NES version -- probably the best-known and most renowned of the home ports -- but suffers a fatal flaw in that after the fifth race you get kicked back to the second race. The UsefulNotes/GameBoyColor Platform/GameBoyColor port benefits from better graphics, but has much worse music and controls, wonky ball physics, and needlessly ramps up the difficulty by reducing the extra time given to the player in each level, meaning that you'll be lucky to see it past the third level. But at least the fourth through sixth levels actually ''exist'' in that version, unlike the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance version, which chops out the entire second half of the game and gives a GameOver after the third level is beaten.
** The UsefulNotes/ZXSpectrum Platform/ZXSpectrum and UsefulNotes/AmstradCPC Platform/AmstradCPC versions are essentially a ReformulatedGame where you try to guide your marble across single screens. Despite at least trying to address the limitations of their respective systems, these versions are perhaps the worst incarnation of the game, due to their ludicrously slow gameplay and bad level design, on top of the predictable poor controls.

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

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* SpiritualSuccessor: SpiritualSuccessor:
**
''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty. difficulty.
** ''VideoGame/{{Hamsterball}}'' is a more straightforward example.
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Moving Spiritual Successor from the main page.

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* SpiritualSuccessor: ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty.
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* ItsShortSoItSucks: If Marble Madness has a major criticism, it's that the game can be beaten in a manner of minutes. It gets even worse with ports that lower the number of levels in the game. Even with the sequel's increased number of levels and the population of hostile mobs, it too can be beaten in roughly 10 minutes.

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* ItsShortSoItSucks: If Marble Madness has a major criticism, it's that the game can be beaten in a manner of minutes. It gets even worse with ports that lower the number of levels in the game. Even with the sequel's increased number of levels and the population of hostile mobs, it too can be beaten in roughly 10 minutes.minutes by a skilled player.
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* ItsShortSoItSucks: If Marble Madness has a major criticism, it's that the game can be beaten in a manner of minutes. It gets even worse with ports that lower the number of levels in the game.

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* ItsShortSoItSucks: If Marble Madness has a major criticism, it's that the game can be beaten in a manner of minutes. It gets even worse with ports that lower the number of levels in the game. Even with the sequel's increased number of levels and the population of hostile mobs, it too can be beaten in roughly 10 minutes.

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* SugarWiki/AwesomeMusic: In part due to using a Yamaha FM sound chip, very similar to that which would later be used for the UsefulNotes/SegaGenesis.

to:

* SugarWiki/AwesomeMusic: In part due to using a Yamaha FM sound chip, very similar to that which would later be used for the UsefulNotes/SegaGenesis. The [[https://www.youtube.com/watch?v=y64LlB-a7pg Beginner Race music]] is usually the highlight.


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* CatharsisFactor: The Silly Race allows you to turn the tables on the annoying enemies in the game and squish them.
* ItsShortSoItSucks: If Marble Madness has a major criticism, it's that the game can be beaten in a manner of minutes. It gets even worse with ports that lower the number of levels in the game.

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* PolishedPort: The UsefulNotes/NintendoEntertainmentSystem port of the game is usually considered the best effort at porting the game to a home system, with the graphics making it across largely intact despite the system's limitations, the controls being translated quite well to the NES's d-pad, and the soundtrack being arguably even ''better'' than the arcade original courtesy of Creator/DavidWise. The UsefulNotes/SegaMasterSystem version is a close runner-up, only slightly let down by the controls being a bit more finicky, and a couple of missing animations.

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* PolishedPort: PolishedPort:
** The 16-bit ports of the system (apart from the Atari ST and Apple [=IIGS=] versions) are all basically arcade perfect, with only the occasional bout of wonky controls and/or ball physics, plus the NEC PC-98 version suffering from heavily dithered graphics, but none of these faults detract too much from the end result.
**
The UsefulNotes/NintendoEntertainmentSystem port of the game is usually considered the best effort at porting the game to a home an 8-bit system, with the graphics making it across largely intact despite the system's limitations, the controls being translated quite well to the NES's d-pad, and the soundtrack being arguably even ''better'' than the arcade original courtesy of Creator/DavidWise. The UsefulNotes/SegaMasterSystem version is a close runner-up, only slightly let down by the controls being a bit more finicky, and a couple of missing animations.


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** The Atari ST and Apple [=IIGS=] ports were both decent graphics-wise, but were let down by poor frame-rates, unresponsive controls, and ball physics that were essentially non-existent.
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* CultClassic
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** Tengen's Japan-exclusive UsefulNotes/SegaGenesis port is much more closer to the arcade original, in both sound and graphics, when compared to the version that Creator/ElectronicArts released, though both versions are good in their own right
Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: In part due to using a Yamaha FM sound chip, very similar to that would later be used for the UsefulNotes/SegaGenesis.

to:

* SugarWiki/AwesomeMusic: In part due to using a Yamaha FM sound chip, very similar to that which would later be used for the UsefulNotes/SegaGenesis.
Is there an issue? Send a MessageReason:
They're very similar, but not quite the same; this game uses a YM 2151 chip, while the Genesis uses a YM 2612


* SugarWiki/AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the UsefulNotes/SegaGenesis.

to:

* SugarWiki/AwesomeMusic: In part due to using the a Yamaha FM sound chip, the same chip very similar to that would later be used for the UsefulNotes/SegaGenesis.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PolishedPort: The UsefulNotes/NintendoEntertainmentSystem port of the game is usually considered the best effort at porting the game to a home system, with the graphics making it across largely intact despite the system's limitations, the controls being translated quite well to the NES's d-pad, and the soundtrack being arguably even ''better'' than the arcade original courtesy of Creator/DavidWise. The UsefulNotes/SegaMasterSystem version is a close runner-up, only slightly let down by the controls being a bit more finicky, and a couple of missing animations.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the UsefulNotes/SegaGenesis.

to:

* AwesomeMusic: SugarWiki/AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the UsefulNotes/SegaGenesis.
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None

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-> ''Time to finish '''[=YMMV=]''' page: '''48'''''

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* PortingDisaster: The GameBoyAdvance port abruptly gives the player a game over after finishing the Intermediate race, effectively cutting out the second half of the game.

to:

* PortingDisaster: With so many ports of the game, and the arcade original's trackball controls not being that easy to translate to other control forms, it was inevitable that some of the ports wouldn't measure up:
**
The GameBoyAdvance versions released for the UsefulNotes/Commodore64, UsefulNotes/AppleII and MS-DOS (which shared the same code base) rapidly became a chore to play, thanks to the courses being made much narrower, and the enemy AI being ludicrously aggressive. On top of that, the Apple ][ version suffered from atrocious controls, while the MS-DOS version had ugly CGA graphics.
** Somehow, the ports on the Game Boy family got ''worse'' as the systems got more advanced. The
port abruptly gives for the original UsefulNotes/GameBoy is decent enough for the most part, thanks to sharing the same code as Rare's NES version -- probably the best-known and most renowned of the home ports -- but suffers a fatal flaw in that after the fifth race you get kicked back to the second race. The UsefulNotes/GameBoyColor port benefits from better graphics, but has much worse music and controls, wonky ball physics, and needlessly ramps up the difficulty by reducing the extra time given to the player a game over after finishing in each level, meaning that you'll be lucky to see it past the Intermediate race, effectively cutting third level. But at least the fourth through sixth levels actually ''exist'' in that version, unlike the UsefulNotes/GameBoyAdvance version, which chops out the entire second half of the game.game and gives a GameOver after the third level is beaten.
** The UsefulNotes/ZXSpectrum and UsefulNotes/AmstradCPC versions are essentially a ReformulatedGame where you try to guide your marble across single screens. Despite at least trying to address the limitations of their respective systems, these versions are perhaps the worst incarnation of the game, due to their ludicrously slow gameplay and bad level design, on top of the predictable poor controls.


* ThatOneLevel: The Aerial Race was as far as a lot of players got. Not only is it the longest course in the game, but it's full of narrow, winding paths, with a ton of obstacles just waiting to knock you off.
* TheyJustDidntCare: The above-mentioned GBA version not only ends after the Intermediate stage, but it's still called "Intermediate." The team behind the port didn't even bother trying to fool anyone by renaming it.

to:

* ThatOneLevel: The Aerial Race was as far as a lot of players got. Not only is it the longest course in the game, but it's full of narrow, winding paths, with a ton of obstacles just waiting to knock you off.
* TheyJustDidntCare: The above-mentioned GBA version not only ends after the Intermediate stage, but it's still called "Intermediate." The team behind the port didn't even bother trying to fool anyone by renaming it.
off.
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* ThatOneLevel: The Aerial Race was as far as a lot of players got. Not only is it the longest course in the game, but it's full of narrow, winding paths, with a ton of obstacles just waiting to knock you off.

to:

* ThatOneLevel: The Aerial Race was as far as a lot of players got. Not only is it the longest course in the game, but it's full of narrow, winding paths, with a ton of obstacles just waiting to knock you off.off.
* TheyJustDidntCare: The above-mentioned GBA version not only ends after the Intermediate stage, but it's still called "Intermediate." The team behind the port didn't even bother trying to fool anyone by renaming it.
Is there an issue? Send a MessageReason:
None


* AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the SegaGenesis.

to:

* AwesomeMusic: In part due to using the Yamaha sound chip, the same chip that would later be used for the SegaGenesis.UsefulNotes/SegaGenesis.
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None

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* MemeticMutation: "Everything you know is wrong."
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* PortingDisaster: The GameBoyAdvance port abruptly gives the player a game over after finishing the Intermediate race, cutting out a full three races.

to:

* PortingDisaster: The GameBoyAdvance port abruptly gives the player a game over after finishing the Intermediate race, effectively cutting out a full three races.the second half of the game.

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* BreatherLevel: While still fairly hard, the Silly Race is somewhat easier than the Aerial Race. In particular, it's the only level in the game where you can actually refill the timer.

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* BreatherLevel: While still fairly hard, the Silly Race is somewhat easier than the Aerial Race. In particular, it's the only level in the game where you can actually refill the timer.timer (by cathartically squishing tiny versions of regular enemies).


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* PortingDisaster: The GameBoyAdvance port abruptly gives the player a game over after finishing the Intermediate race, cutting out a full three races.

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* CultClassic

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* CultClassicBreatherLevel: While still fairly hard, the Silly Race is somewhat easier than the Aerial Race. In particular, it's the only level in the game where you can actually refill the timer.
* CultClassic
* ThatOneLevel: The Aerial Race was as far as a lot of players got. Not only is it the longest course in the game, but it's full of narrow, winding paths, with a ton of obstacles just waiting to knock you off.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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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