Last Update: 6/10/09

Marble Blast Gold

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Are You Ready To Roll?

Marble Blast Gold is an arcade action game with simple yet addictive gameplay, suitable for players of any age. In the rich cartoon landscape of Marble Blast Gold, players will race their marbles through moving platforms, dangerous hazards, sparkling treasures and power up enhancements in an effort to complete each course in record time.

Marble Blast Gold introduces new players to the game with a set of progressively more difficult beginner training levels, each designed to showcase a power up or game hazard. The hazards players will face in Marble Blast include powerful fans, whirling tornados, land mines, pinball-style bumpers, narrow catwalks, moving pistons, dizzying chasms, and more.

To get past these obstacles, players can find and use five different ability enhancing power ups - the SuperSpeed, SuperJump, SuperBounce, Shock Absorber and Gyrocopter. Some levels contain gravity modifiers, which allow the player to change the direction of gravity.

Marble Blast Gold comes with 100 whimsical and challenging levels, as well as the ability for advanced players to craft and share their own levels. Each level has 'gold standard' set for the high score, so you can test your skills against the record 'gold' times. Marble Blast Gold is sure to provide many hours of fun for the whole family.

Features:
  • 100 Whimsically Challenging Levels
  • Unique Power-Ups - Including Gyrocopter and Super Bounce
  • Beautiful Full Screen Display
  • Delightful Sounds and Music
Platform(s):      
Publisher: GarageGames
DeveloperWhat I DidDifficulty of DevelopmentAnecdote
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Primary game programming, game mechanics, level idea sketches, shellNot BadDuring the course of development I played the game a whole lot -- tweaking physics, testing levels, etc. And I was pretty much the only person who really played and tested the game -- so every time Alex came to me with new maps, I kept saying, "these are too easy... make more hard levels!" since I'd played the game so dang much. Explains the incredible ramp up in difficulty of the levels of the game. Also, the first time I saw 3 fold maze I was blown away. Piece de resistance, Alex!
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ProducerAverageI always wanted to do a marble racing game. When Mark mentioned he wanted to do a marble game, I jumped on it. Mark got initial marble physics going in a couple of weeks, then some engine work got in the way. In the meantime, I shipped the code off the Kevin Ryan, gave him some initial ideas about how the game could work, and forgot about it. A few months later, Kevin sent us a really fun game with programmer art. We immediately jumped on it, made some art, and the rest of the team helped get it done. In particular, Mark spent many, many hours tweaking the marble physics to get the play "just right", and Alex spent months struggling with Quark's "quirks" making fun levels. 4.4 million copies later the game is still going strong.
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ProgrammerNot BadOne of the more fun moments of my GG career. After we got the demo back from Kevin everyone at GG got excited about the project. Then someone noticed GDC's Indie Game Festival deadline was coming up in a few weeks... not much time, but we decided to go for it. We spent a solid two weeks refining the game play, streamlining the interface and putting together some levels, art, etc. and submitted the game. That was fun... game development at it's best :) but then someone at GDC decided a rolling marble wasn't innovative enough, oh well. That didn't stop us from shipping the final product as well as the Gold and Ultra editions. Didn't stop the Apple bundle either.
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Level DesignAverageI hear a lot of people complain about the difficulty of the Marble Blast levels, and curse me for the fact that that they can't seem to stop playing them, however, the most creative and memorable comment came from Paul Scott while testing the advanced levels during his port to the mac platform: "What kind of rodent were you carnally interfering with when you designed these?!"

I really don't know what to say to that.