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Classic Games (Games) Emulation (Games) Games

Marble Madness II: The Canceled Sequel To Classic Arcade Game Recovered For MAME Emulator (arstechnica.com) 49

An anonymous reader writes: Atari pulled the plug on the release of Marble Madness II almost exactly 31 years ago after the follow up to their hit game failed to perform well in location tests. For decades the only way to play this now sought after rarity has been on one of a handful of known surviving units when it was exhibited by a private collector at annual events.

That has all changed after the ROM mysteriously appeared on The Internet Archive and was subsequently emulated by MAME developer David Haywood. Ars Technica provides background information on this story and talks with a number of the digital archaeologists involved. They discuss the events that unfolded, speculate as to why the game may have failed, and look at what it means to the community.

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Marble Madness II: The Canceled Sequel To Classic Arcade Game Recovered For MAME Emulator

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  • What it means (Score:4, Interesting)

    by drinkypoo ( 153816 ) <drink@hyperlogos.org> on Thursday May 26, 2022 @07:16PM (#62569374) Homepage Journal

    What it means is that I need to find me another original style Kensington Turbomouse. A good friend of mine hacked one into an Amiga mouse for me back in the day. The later ones have more buttons and such, but none of them have the same solid feel.

    • by Dwedit ( 232252 )

      The version of Marble Madness II that was leaked used a standard 8-way joystick, not a trackball. There was a prior version which used a trackball that also failed location testing.

      • Atari trackball then. I used to have one of those, too. When I think about all the shit I let go of before it was valuable because I had no stable relatives to store shit with... ugh

        • Why would you need relatives to store your potential junk? Your place doesnt look like one of those hoarding shows does it?
          • I needed to store my junk until it was valuable.

            My place doesn't look like a hoarding show, I have shelves

            • Theres always U-store. I know it costs money but you know the motto: Ass, Gas, or Grass; Nobody rides for free. Theres always a cost. At least u-store as clearly defined expectations lol
              • by skam240 ( 789197 )

                I cant speak for drinkypoo but when one is young and broke things like a U-store are not always options. I know I lost some stuff I'd rather have now during said period of my own life.

                Maybe you never had a "young and broke" period in your own life though.

                • by e3m4n ( 947977 )
                  In my case it was young, broke, and in a war zone with limited storage. Though in that case many shipmates that were single definitely took advantage of storage units. Its definitely not the same scenario as living in a studio apartment. Even in 1990 the cost of rent in the SF Bay area was ridiculous compared to just about every other place I was ever stationed. The single people just stayed on the ship and got storage units for the excess stuff.
      • by habig ( 12787 )
        huh - the entire point of Marble Madness was the trackball control coupled to the inertial physics. Loved that game: the perfect use for a trackball!
  • I do recall playing the NES port of the original, and the controls were frustrating, to put it mildly. Because the game utilized inertia, you had to react to where you anticipated the marble would go, rather than getting immediate feedback.

    It was a bit like trying to play a modern FPS game with a lot of input lag. If the sequel was similar, that's likely what doomed it.

    • You are complaining about the part that made the game challenging and fun: without that sense of inertia, the game would have been trivially easy. And it lent the ball a sense of weight: you felt like you were combatting the mass of the ball, fighting against inertia.

    • If the sequel was similar, that's likely what doomed it.

      The inertia was the entire point of the game. You had to learn to be delicate with the inputs.

      If it was direct control then it would have been pointless.

      (nb. I didn't like it)

    • by Kisai ( 213879 )

      The NES port was rather inferior, in fact all home computer and console versions were inferior save for the Amiga, and if you're being generous, the Sega Genesis version (if only because it matches the arcade hardware enough, save for the terrible controls.)

      What's interesting about Marble Madness II, is that it's basically a "what could have been", and what/when focus testing can pretty much ruin a product.

      Never focus test a game. TV shows and Films you can have a focus test for because you're really only f

      • by jythie ( 914043 )
        Years ago I worked for a coin-op/arcadeish company, and we made heavy use of a kind of focus testing. Though in our version, we basically set up the machines in a location and ran a camera behind them so we could record how people interacted with the games... see what they could not figure out, see what frustrated them, see what dumb stuff they did that might break it, etc. Very useful stuff. I think there were also conversations with customers afterwards to get their reactions, but as a dev I only ever
      • by Megane ( 129182 )
        I recall that the Sega Genesis version was sort of okay with the "Sports Pad" trackball from their earlier Master System console.
    • I do recall playing the NES port of the original, and the controls were frustrating, to put it mildly. Because the game utilized inertia, you had to react to where you anticipated the marble would go, rather than getting immediate feedback.

      It was a bit like trying to play a modern FPS game with a lot of input lag. If the sequel was similar, that's likely what doomed it.

      You wouldn't like Moonlander, either, with inertia and no magical way to grab the air. Or airless space as the case may be.

      Modern kids are s

      • by skam240 ( 789197 )

        Modern kids are so spoiled. Jump and shift directions in air. Even jump a second time on the air to jump higher still

        Both of those were features in Nintendo games that came out before Marble Madness.

  • I loved the Atarisoft original PC version, very true to the arcade version. Or as close as you could get to it with a 16 color palette, and no sound hardware!

    Only 1 person in the entire country was able to crack the PC self-booter!

  • Galaga '88 was already baffling enough. Marble Madness 2/Marble Man in 1991 made no sense whatsoever. The original Marble Madness was a quintessentially '80s video game: abstract, bright colors, banging 8-bit chip tune soundtrack, and . . . did I mention abstract? That second level music was basically the Marble Madness theme for a lot of people since very few actually got past that level (and I think it played in the demo for the game).

    Anyway, Marble Madness 2 should never have reached arcades any later

    • And for the record, I loved Galaga '88, but there was only one machine in any of the local arcades at a bowling alley, and I never saw anyone else playing it. Games like that just didn't have a place in American arcades, even by that point.

  • So enjoy it on Internet Archive now before it gets pulled.

In the long run, every program becomes rococco, and then rubble. -- Alan Perlis

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