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Mark Cerny's first full project as a prodigious teen game creator (after coding a 'mushroom growing algorithm' for Millipede) was Atari's surreal and challenging Marble Madness. Leon, Brian and Chris Worthington run all six courses, albeit over considerably longer than the 2 odd minutes in which it's possible to beat the game. Along with community contributors, we also take a look at the hit arcade game's many home and handheld conversions, as well as a slew of clones and spiritual successors, from Bobby Bearing to Kororinpa.Music featured in this issue:1. Practice Stage by Brad Fuller/Hal Canon2. Beginner Stage by Brad Fuller/Hal Canonedited by Jay Taylor

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TIKE

Thanks guys, a recent Patreon subscriber here and have been devouring some of the older episodes of games I am very familiar with. How did I miss this podcast all these years!? Hope you are firing on all cylinders now Jay. Episodes like this - that throw me back to that era (I'm 53) of exploring a new arcade, soaking-in the various attract mode soundtracks and being led by my ears to certain cabinets, are quite emotional. Marble Madness brings a slightly hazy and very warm feeling - the soundtrack and effects the likely cause. I never got anywhere near the last levels in the arcades but have just picked this up in the Midway collection you referenced. £2.99 on the MS Store for the next week or so. It will give me a chance to practice before my next visit to Arcade Club!

One Credit Classics

Get to Sports Direct and pick up a set of weightlifting gloves, for the full experience.

TIKE

Heh, nice tip!

TIKE

I've also realised the soundtracks used in the pod intro/outro give me a real Tron (movie) vibe. Definitely of their era.

BlueWeaselBreath

I’ve been aware of Marble Madness my whole life, and I had a great time with this episode even though I don’t believe I’ve ever actually gotten hands on the game. One topic that this brought up for me was games that used this mechanic as a small portion of the gameplay. A classic example would be some of the morph ball Samus stuff in the Prime games. Trying to move her across a ceiling beam with the Gamecube controller to get an optional pickup almost made me blow a gasket. A more fun and recent iteration was the rolly ball sections of Astro’s Playroom. I thought the DualSense touchpad with haptic feedback was actually a pretty good alternative to the trackball. I disliked those sections the first time I played the game, but they grew on me during my second playthrough. The definitely mimic the way you can speed up the marble by flicking faster and faster, and then backpedaling furiously to try to save yourself from flying off an edge. A rebooted or rereleased Marble Madness could make good use of that otherwise underused DualSense touchpad functionality.

Ben McSkelly

This was a great listen, I'd never even heard of this game

Adam

This was a great episode, and I wanted to thank Leon specifically for mentioning Switchball HD. I had never heard of it before but got it for very cheap in the latest Steam sale. It was around 5 hours of sublime puzzle platforming!