Retrospective: Marble Madness
The six levels of Hell.
I'm really struggling to play Marble Madness. And not because it's incredibly difficult. It's just too much. Too much sensory overload, too many childhood memories evoked by a single sprite or sound effect.
It's a game I haven't touched since my hilariously inept 12 year-old attempts. That was 21 years ago. I'm surely better at it now.
I'm no better at it now.
Atari's Marble Madness was originally developed for the arcades and became a big hit. Floppy-haired kids were challenged to guide a marble through Escher-ish mazes using a trackball, and encouraged to seek independent glory.
Such was the game's success it received a port to every gaming device imaginable. It reached me via my father's Atari ST, about three years after the original release.
I love my dad very much, but his crime of getting an ST instead of an Amiga has been hard to forgive. And I'm not dragging up the tedious argument over which machine was better (I believe the correct answer is n, where n = the machine you owned). I'm lamenting the accompanying magazines.

It's not as smooth as the Amiga version, or as shiny as the arcade, which only makes it more sinister.
There was, for a time, incredible multiformat mag Zero. But when it came to specialist publications, to say the ST fell short is like describing the Grand Canyon as quite a big hole. The Amiga had the greatest gaming magazine of all time, Amiga Power – the guidebook followed by anyone worth reading today. The Atari had, er, ST Format.
I'm sorry to any Format writers out there, but to a 12 year-old in 1989, that was about as cruel a thing as that year's cancellation of Doctor Who. I remember scouring the pages of features about making boring music or drawing a sphere in DPaint, trying to find something silly, something naughty. I can recall one slightly cheeky feature about how to clean your mouse's ball.
But I still loved my ST. To compensate for the above loss I did at least have the bee mouse cursor, which no stupid Amiga owner could compete with. When something was loading we Atari owners didn't see a boring egg timer – we saw a busy buzzy bee. A bee that I would buzz around the screen, while singing the "Buzzy Bee" song. ("Ooh, buzzy buzzy bee, buzzy buzzy bee, buzz bu- oh it's loaded.")

I think this is the most fearsome depiction of Hell I've ever seen.
Which doesn't in the slightest bring me back to Marble Madness. As evocative as that bright green desktop and its accompanying insects are the isometric, minimalist mazes that I could no more roll a marble through then than now.
The game was famous for its difficulty – praised for it, in fact. Arcade gamers liked to be challenged, to empty every ten pence from their wallet into the machine so as to suffer as much as possible, and afford no bus. And those sadists ensured that the home computer ports were just as tricky.
In a world before physics, games were allowed to invent their own laws. Marble Madness's marble is sort of affected by the more natural laws, accelerating as it goes down slopes, coming to a stop after it's rolled so far on a flat surface.
But it also added a few new rules to Newton's list, like its weird propensity to stick to two-dimensionally thin edges, or seeming desperation to refuse to turn around and throw itself off a ledge.
But as if just moving the marble weren't tricky enough, Atari Games decided it was time to introduce an evil enemy marble as soon as the second level. Along with green sausage worm creatures that gobbled you up, raising and lowering floors, a second evil enemy marble bent on your destruction, and a cruel one-minute time limit to ensure a game over was only ever seconds away.
I'm astonished by the patience I displayed as a child. My willingness to replay the same few levels of a game in the hope of just once scraping through to the next is something I would be hard pressed to generate today.
I can remember so many hours spent with Impossible Mission 2, despite never figuring out what I was supposed to do with the tapes (I still don't know to this day) and so never progressing.
I spent an idiotic portion of my life playing the first three screens of Chuckie Egg 2, never to discover what happened next. And I was content to struggle with those opening levels of Marble Madness, in a way I just cannot fathom today.

It's not okay when the initial drop frightens me.
Perhaps it's the glitchiness, the way it so often feels unfair when you fail. Or the fact that not completing one of its enormously difficult levels means having to go back and repeat the slightly less enormously difficult ones again. Whatever it is, it certainly comes down to my being a terrible person.
So of course I never knew that it was only six mazes long. Six! And people thought Homefront was short. But for me then, and seemingly for me now, it may as well be infinite for all the chance I have of ever finding out what the sixth level even looks like.
However, one of the best motivating factors for returning to the game despite all its complexity is the absolutely stunning, almost frightening soundtrack. Composed by Brad Fuller and Hal Canon, the music combines with the deathly noise as you fall and the bl-el-el-el-el-eb sound of reappearing at the most recent checkpoint to bring back too many sense memories at once.

Actually, I think I just hate this game.
In fact, I can feel traces of techniques, best paths and mistakes to avoid reawakening inside me. Recollections of a time when I was okay with endless, repetitive failure.
In fact, so much of this game just seems sinister. Its minimal design, those long, deadly drops in the Ariel maze's Formica hell, the enemies like alien organic tubes and puddles, and most horrific of all, the broom that briskly sweeps you away on failure... It's like being shown a fever dream from my childhood.
Fortunately, Marble Madness doesn't seem to have scarred me for life. Little has changed. I've spent my day filling the three-letter spaces on the high score card with "BUM", "POO" and "WEE", and shouting "not fair!" as my marble rolls backward off the narrow path. Any minute now, I expect my mum will tell me to stop playing because it's time for Scouts.
You may also like...
-
In Theory: How iPad 3 Breaks the 1080p Barrier
-
The Rise and Fall of Sega Enterprises
-
The Essential PlayStation Vita
-
Can SSD Upgrades Boost PS3 Performance?
-
Game of the Week: Dear Esther
-
Strange Tales From The Studio
-
Retrospective: Stardust
-
Why Can't Games Do Sex?
-
Dreamcast game Seaman being revived on 3DS
-
Saturday Soapbox: Why Everyone Is Amazing
-
Brian Fargo using Kickstarter for Wasteland sequel









Comments (58) Latest comment 11 months ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
There was ST Action. And I'm reasonably sure that later on there were 3 versions of The One, including 1 for the ST.
Yes Marble Madness was hard, but then many games from the 8 and 16 bit era hard. Kids these days eh, they don't know easy they've got it.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
@gerald: thanks - now you can see why this game can be very short once you get the hang of it.
Comment below viewing threshold Show
Comment below viewing threshold Show
LMAO, looks like the Amiga crew all grew up and bought Audis! Not found a sense of humour yet guys? Sheesh.
Comment below viewing threshold Show
Saying that, I had this game on Amiga and ST and seem to recall that I preferred the Amiga version, there should be a Digital Foundry Faceoff to see which was best!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Can someone please convert to iOS?
Comment below viewing threshold Show
Comment below viewing threshold Show
I've got it on Mega Drive and can happily rinse the game on the most difficult setting all day long! I love the 5th stage with all it's backwards logic.
Comment below viewing threshold Show
Comment below viewing threshold Show
Regardless, great game. I'd probably not put it in my top 10 games ever, but it was far more influential on me than many I would. I'd probably stick this in as one of my first choices in the argument that video games are art. (I'm not sure if I want them to be and I don't care if they are, tbh, but if I had to provide evidence then this would be one of my first exhibits.)
An absolute belter.
Oh, and Amiga Power was properly awesome.
Comment below viewing threshold Show
edit: also happened to have a dad who opted for the ST and agree totally about the magazines. I ended up buying Power and Format each month, there was so much crossover and the writing in Power was obviously great, rarely if ever bettered.
Much kudos to you Mr Walker for writing about this game. Now: try Mousetrap or Steg the Slug
About the cursors/GUI, I fondly (not fondly) remember the bomb that represented things 'going wrong'. Hence the phrase 'it's bombed', which I still use today and nobody has a clue what I mean.
Comment below viewing threshold Show
But from the shops' bargain bins I bought some real gaming gems like Castle of Illusion and Golden Axe Warrior. Marble Madness was one of them, and certainly one of the most ingenious games around.
Comment below viewing threshold Show
Comment below viewing threshold Show
Crab football at the scouts! Ha, the second worst way to get a sore arse at scouts.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Considering most people played it for hours and hours and never completed it, it's not really that short
Comment below viewing threshold Show
I can't even start to count how many copies this game bred. My favourite Marble Madness clones on the Speccy were probably Bobby Bearing and Revolution. Gyroscope was the "official" sequel to Marble, but somehow it failed to capture my interest.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Felt sorry for young generations since the demise of arcade, as many games still needed to be played in its true arcade setup, be it trackball, 360 cubicle etc, as no matter how powerful the home gaming machine is, doesnt replicate the experience fully.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
On the Spectrum(& C64, Amstrad) I remember them kick starting the Play, Create, share ethos, with a full on level editor(but can't recall if you could save out to tape), and itdidn't seem to make it into the other versions I played in the next gen (ST, Amiga, PC).
I played the arcade version in service stations, fairs and Bournemouth arcade when young, and about 10 years ago while in one of Largs(Scotland's) arcades I got to play both Marble Madness and Strider in all their glory.
I wonder if the ST had launched and sold big at the height of the arcade success, whether Marble Madness would have been an ST exclusive, like Super Monkeyball 1 is a triforce/cube exclusive and 2 is a cube exclusive.
Hamsterball is a great wipeout styled Monkeyball/Marble Madness clone, and I always mean to get round to buying Archer Maclean's Mercury or Mercury Meltdown on PSP to see how they play.
Hats off to Marble Madness for kick starting so much greatness, but what I really want is for Sega to make an arcade perfect Super Monkeyball (main game @ 1080p) with perfect versions with ocean shaders and depth cueing fog of Monkey target 1 & 2 (from Gamecube) to make up for the abominations(imo) that are Super Monkey Deluxe on PS2 & Xbox
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
As for Impossible Mission 2, you got eight audio tapes out of the safes, but two were duplicates. You had to edit the master tape so that it only had the unique six tracks left on it.
Back to Marble Madness... brilliant, seemingly impossible, fair and pretty hard to play unless you are using the trackball. Mind you, I have managed to complete it in the past, but it was some effort.
Comment below viewing threshold Show
Great game though but so f****** frustrating!
PS: I always felt cheated when I bough an amiga game when it had been directly ported from the ST.
Comment below viewing threshold Show
Comment below viewing threshold Show
Nice to see a mention of Zero magazine though - used to love that. MY favourite was always 'Norris McWhirter - the gentle voice of reason'. They used to be quite controversial and putting a demo of a strip poker game on their cover disk meant no shop would stock it and it went under in short order.
Comment below viewing threshold Show
Comment below viewing threshold Show
A few years ago I tried playing it again. I quit within 10 minutes.
I think just the concept of a game was interesting enough back in those days. Imagine being a 6 year old kid and controlling a virtual marble in a virtual, crazy world. That was awesome and it didn't matter that the game was almost impossible to control.
Comment below viewing threshold Show
(that said, I actually loved scouring ST Format (and even the lesser ST Action... and another magazine, I'm sure, though I can't recall for the life of me what it might've been). But then, I was reading them between the ages of five and ten, so my critical faculties weren't too developed by then. I wonder how much being brought up on ST Format is to blame for my incredibly boring writing?)
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Finally beating it (after an investment of god knows how many 10ps) was my greatest arcade moment.
B*stard black ball, b*stard acid pools, b*stard pop up vaccums...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Ah the spider room. Weirdly probably the most difficult screen in the entire game (unless you're saying you couldn't figure out that you had to bring the guard dog the bone from a screen 2 back, in which case I'm not sure if computer games are for you
Comment below viewing threshold Show
I pretty much learned my english by reading ST Format. There were quite many english gaming and general computer magazines available here in Finland including every magazine mentioned over here. Ace was ace too. Eurogamer should start giving ratings out of a thousand like Ace did. It'd be so much fun to if a multi-format game on PS3 would get a 895 and XBox version a 897.
Comment below viewing threshold Show
Comment below viewing threshold Show
The only computer with a dedicated midi port. That was a genius move by Atari and meant that you could still see the Atari ST being used as a pro music sequencer in studios well into 2000. Pretty much all of the big name dance producers used the platform during the 90's.
Unfortunately I had an Amiga which was great for games but not very good as a sequencer due to a shoddy midi external box and hence crap timing. Then I got a PC which also turned out to be crap at timing!
Comment below viewing threshold Show
I loved the old isometric games. My favourites were probably Spindizzy, Quazatron and the mighty Head over Heels! Different game styles, but the one thing all these games had in common was how insanely difficult they were, even though you'd carry on playing them for hours regardless!
Ah they were the days!
Comment below viewing threshold Show
Comment below viewing threshold Show
HD remake anyone?