NEStalgia

← All episodes

NES box art for Marble Madness, the cover of NEStalgia episode 169

169 · Marble Madness

▶ Game info
VerdictPlay it
GenrePuzzle
ReleasedMarch 1989
SeasonSeason 5
DeveloperRare
May 7, 2021 · 1 hr 4 min · transcript available

Steer your marble through each course as fast as you can without losing control!

SHOW NOTES

Marble Madness Longplay

Marble Madness Arcade

Marble Madness Gameboy

Marble Man: Marble Madness 2

Marble Madness Arcade OST

Marble Madness GDC Convo

Mark Cerny

Super Monkey Ball

Knack

Our verdict: Play it

Rare made this NES version for Milton Bradley, from an arcade original it did not make: you guide a marble down isometric courses against a time limit. All four of us were here, Sam included. We opened by arguing whether you are the marble or "localized wind" blowing it around, and Sean reports that exposure therapy did not cure his Marble Madness fever.

What works

  • The physics. Pressing a direction adds force, so you get momentum and a curve to your speed. A D-pad takes a moment to get used to, but then it feels pretty good. The shading on the marble and a design inside it show how it is rolling.
  • Braking. Holding the opposite direction to stop short of a cliff and inch back over is really satisfying.
  • The music. "Music is dope." The fourth level, with its red platforms, sounds like a demonic boss's dungeon.
  • The upside-down mountain. One later level has you climb instead of descend, with gravity on slopes inverted, so you roll up inclines as if going downhill.

What doesn't

  • Falls make little sense. Falling warps you back a few inches and costs a couple of seconds. We split on whether that is too forgiving, but the rules felt murky: the marble shatters if you skip a ledge, and it was hard to tell where the game wanted you to jump.
  • It teaches late. Platforms that vanish and reappear show up only in the last stretch, at their hardest. Mike wanted a Super Mario Brothers style ramp: one platform, then three, then staggered.
  • Too short. There are six levels, and the time limits cap a full run at about ten minutes. The home version should have had an arcade mode plus a hundred more levels. The Game Boy Advance port cut the last three.

Worth knowing

  • The wand. A little magic wand sometimes taps your marble, giving a boost up a hill or an extra 10 seconds. We never worked out what triggers it.
  • Two-player. Joe had not played it, but figured racing someone would be so much fun.
  • The designer. Mark Cerny designed the arcade original. The planned 1991 arcade sequel was never officially released, and we got stuck laughing at its invisibility power-up.

The bottom line

Play it. The Essential vote split two to two: Joe and Sam voted yes, Sean and Mike voted no, and a tie keeps it off the Essential Games List. Joe was impressed by the physics. Sam was hooked by the music, atmosphere and control. Sean said you can't just play six levels over and over. Mike, the final vote, wanted more levels and more decisions. We all agreed it is essential that you give it a try.

Written from our conversation in this episode.

← Kung-Fu HeroesNinja Gaiden →