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* AcidPool: The Slimes oozing around the course are living examples of this trope, instantly melting the player marble as soon it touches it.

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* AcidPool: The Slimes oozing around the course are living examples of this trope, instantly melting the player marble as soon it touches it.on contact.



* OneHitPointWonder: Your marble will shatter if it falls more than a fairly small distance, and contact with a Slime will instantly dissolve it. Shorter drops and contact with a Marble Muncher will stun it for a moment, though it can easily set up for said Marble Muncher to munch on said stunned player marble.

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* OneHitPointWonder: Your marble will shatter if it falls more than a fairly small distance, and contact with a Slime will instantly dissolve it. Shorter drops and contact with a Marble Muncher will briefly stun it, making it for a moment, though it can easily set up for hard to control and susceptible to being eaten by said Marble Muncher to munch on said stunned player marble.Muncher.



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''Marble Madness'' is a 1984 arcade game by 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.

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, and the first video game to use FM synthesis for sound.

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''Marble Madness'' is a 1984 arcade game by Creator/{{Atari}}, created designed by Mark Cerny. The game is consists of a series of six races, viewed from an isometric puzzle game, controlled by a trackball, where you lead perspective, in which the eponymous player uses a trackball to guide a marble to the finish line within a goal while dodging time limit. There are plenty of obstacles through six courses with artwork inspired by Creator/MCEscher. The game also features two-player competitive mode.

and enemies to avoid, as well as the ever-present danger of falling off the track. Two players can compete head-to-head.

Cerny took inspiration from miniature golf courses, racing games, and the art of Creator/MCEscher when designing ''Marble Madness''.
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, and the first video game to use FM synthesis for sound.
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* AcidPool: The Slimes oozing around the course are living examples of this trope.

to:

* AcidPool: The Slimes oozing around the course are living examples of this trope.trope, instantly melting the player marble as soon it touches it.



* OneHitPointWonder: Your marble will shatter if it falls more than a fairly small distance, and contact with a Slime will dissolve it. Shorter drops and contact with a Marble Muncher will stun it for a moment.

to:

* OneHitPointWonder: Your marble will shatter if it falls more than a fairly small distance, and contact with a Slime will instantly dissolve it. Shorter drops and contact with a Marble Muncher will stun it for a moment.moment, though it can easily set up for said Marble Muncher to munch on said stunned player marble.
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Misplaced, moving to the correct tab


* 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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[[quoteright:288:https://static.tvtropes.org/pmwiki/pub/images/marble_madness.png]]
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[[quoteright:350:https://static.
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Moving Spiritual Successor to the YMMV page.


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

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* SpiritualSuccessor: ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty.
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Surprisingly, a sequel, titled ''Marble Man: Marble Madness II'' was in the works for release in 1991, but was cancelled at the prototype stage due to poor reception in testing markets and fear of it flopping against games such as ''VideoGame/StreetFighterII''.

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Surprisingly, a sequel, titled ''Marble Man: Marble Madness II'' was in the works for release in 1991, but was cancelled at the prototype stage due to poor reception in testing markets and fear of it flopping against games such as ''VideoGame/StreetFighterII''.
''VideoGame/StreetFighterII''. Despite being canceled, the two prototype builds of the game circulated through the hands of collectors and made appearances at expos such as California Extreme. It wouldn't be until December 2021 that footage of the later prototype (simply titled ''Marble Madness II'') would be uploaded online, and in May 2022, the later prototype was dumped, making it accessible to the wider public.



** Each player's timer can only display values up to 99 seconds. Depending on the version played, any excess time above 99 may still be credited toward the player, with the timer starting to run only after those seconds have counted down. The second game eliminates the issue by adding a third digit to each palyer's timer.

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** Each player's timer can only display values up to 99 seconds. Depending on the version played, any excess time above 99 may still be credited toward the player, with the timer starting to run only after those seconds have counted down. The second game eliminates the issue by adding a third digit to each palyer's player's timer.

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** Each player's timer can only display values up to 99 seconds. Depending on the version played, any excess time above 99 may still be credited toward the player, with the timer starting to run only after those seconds have counted down.

to:

** Each player's timer can only display values up to 99 seconds. Depending on the version played, any excess time above 99 may still be credited toward the player, with the timer starting to run only after those seconds have counted down. The second game eliminates the issue by adding a third digit to each palyer's timer.



* 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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* ColorCodedMultiplayer: 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.))
*** ''Marble Madness II'' adds support for an extra, green-colored player.
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Added DiffLines:

* AlliterativeTitle

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* AnimateInanimateObject: The player's marbles are made sentient in ''Marble Madness II''.

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* AnimateInanimateObject: The player's players' marbles are made sentient in ''Marble Madness II''.II''.
* TheArtifact: The marbles gaining sentience in the second game is the result of the "Marble Man" persona they took on in the game's alpha build. Even when Marble Man was dropped from the beta, the marbles remain sentient.
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Added DiffLines:

* AnimateInanimateObject: The player's marbles are made sentient in ''Marble Madness II''.
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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''.

to:

Surprisingly, a sequel sequel, titled ''Marble Man: Marble Madness II'' was in the works for release in 1991, but was cancelled at the prototype stage due to poor reception in testing markets and fear of it flopping against games such as ''VideoGame/StreetFighterII''.
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Using the full res screenshot.


[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/220px-Marblemadnessscreenshot_586.png]]

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[[quoteright:220:https://static.[[quoteright:288:https://static.tvtropes.org/pmwiki/pub/images/220px-Marblemadnessscreenshot_586.org/pmwiki/pub/images/marble_madness.png]]
%%[[caption-width-right:288:some caption text]]
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* HyperspaceMallet: The last obstacle in the Aerial Race.

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* %%* HyperspaceMallet: The last obstacle in the Aerial Race.
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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.

to:

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, and the first video game to use FM synthesis for sound.

Added: 184

Changed: 234

Is there an issue? Send a MessageReason:
None


** 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.

to:

** Each player's timer can't go any higher than can only display values up to 99 seconds. Depending on the version played, any excess time above 99 will may still be credited toward the player.player, with the timer starting to run only after those seconds have counted down.



** Reversed in a two-player game. If one player gets far enough ahead to scroll the other off the screen, the opponent is transported ahead a short distance and penalized five seconds.



* {{Minimalism}}: The players are marbles, 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.

to:

* {{Minimalism}}: The players are marbles, 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.Race.



* OneHitPointWonder: The marble you control will break into pieces if it falls more than a fairly small distance. Shorter drops will stun it for a moment.

to:

* OneHitPointWonder: The Your marble you control will break into pieces shatter if it falls more than a fairly small distance. distance, and contact with a Slime will dissolve it. Shorter drops and contact with a Marble Muncher will stun it for a moment.
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None


* SpiritualSuccessor: ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty. ''VideoGame/Hamsterball'' replaces the marble with a hamster inside a plastic exercise ball and has a total of 15 courses.

to:

* SpiritualSuccessor: ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty. ''VideoGame/Hamsterball'' replaces the marble with a hamster inside a plastic exercise ball and has a total of 15 courses.
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* SongsInTheKeyOfPanic: The music that plays during the Silly Race increases in tempo for each time it loops.
* SpiritualSuccessor: ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty.

to:

* SongsInTheKeyOfPanic: The music that plays during the Silly Race increases steps up in tempo for each time it loops.
and key the longer you take.
* SpiritualSuccessor: ''VideoGame/SuperMonkeyBall'' is basically ''Marble Madness'' in 3D with monkeys and NintendoHard difficulty. ''VideoGame/Hamsterball'' replaces the marble with a hamster inside a plastic exercise ball and has a total of 15 courses.



* 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.screen and you rack up a big finishing bonus.
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* AcidPool: The Slimes oozing around the course.

to:

* AcidPool: The Slimes oozing around the course.course are living examples of this trope.
Is there an issue? Send a MessageReason:
None


* 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-

to:

* 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 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 part, distracting you-you.
Is there an issue? Send a MessageReason:
None


* {{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.

to:

* {{Minimalism}}: The player is a marble, players are marbles, 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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