Marble Madness

$29.99
Regular price
$35.99
Sale price
$29.99

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Complete in box

Box, manual and game — all original, all in the photos. Game condition guide →

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Item Condition

Complete in box: the cartridge, the manual and the box, all original; anything beyond that is included only if you can see it in the photos. The photos are of this exact copy — look them over closely for its condition, packaging and details. Every cartridge's shell, label and board are checked for authenticity when it comes into the store, and it's tested before it's listed. It ships in a collector's bag or a hard plastic case.

Item Description

No guns, no heroes, no villain with a master plan. Marble Madness is just you, a marble and a ticking clock, and that pure premise is exactly why it hooked arcade players in 1984. Designed by Mark Cerny for Atari Games, the original stood out instantly, with isometric courses of tilted grids, narrow ramps and sheer drops that looked like an Escher-style drawing come to life. Milton Bradley brought that rolling-ball challenge to the NES in 1989.

The whole game is about momentum. Push too hard and the marble overshoots a narrow ledge; ease off too much and the clock beats you to the goal. Six races climb from a gentle Practice course through Beginner, Intermediate and Aerial up to the brutal Ultimate Race, with the mischievous Silly Race tucked in before the finale to turn the usual rules on their head. The courses fight back, too: a black Steelie marble tries to bump you over the edge, and Marble Munchers snap up anything that rolls too close. Leftover seconds carry into the next race, so a clean, fast run early on buys breathing room later.

Two players can race at the same time, which turns every course into a frantic shoving match as you try to beat each other to the goal or knock a rival into the void. On the NES the directional pad stands in for the arcade's trackball, so the marble takes a few runs to tame, but once you learn to feather your inputs the physics feel wonderfully precise, and shaving seconds off a familiar course becomes its own reward.

Few arcade games of the mid-1980s looked or played like this, and its designer went on to an extraordinary career, from Sega and Crash Bandicoot to serving as lead architect of the PlayStation 4 and PlayStation 5. Later games such as Super Monkey Ball would build whole series around guiding a ball through a hostile course, but this is where that idea first captured players. A run takes minutes; mastering the Ultimate Race can take weeks.

Fast factsgame data via IGDB
Released
1989
Publisher
Milton Bradley
Developer
Atari Games
Players
Single player
About the game

The idea of this arcade game is deceptively simple: Guide a marble down a path without hitting any obstacles or straying off the course. The game is viewed from an isometric perspective, which makes it harder to stay focused on the direction the ball is to follow. There are tight corridors to follow and enemies to avoid. There is a 2-player mode in which players must race to the finish; otherwise you're racing against the clock.

Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.
Watch gameplayMarble Madness on NES
Video: Marble Madness

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