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- Marble Madness (Genesis) Tutorial
- ---------------------------------
- # Resources
- Leaderboards: http://speedrun.com/marblemadnessgenesis
- Series Page: https://www.speedrun.com/marblemadnessseries
- Discord: https://discord.gg/GETQy3j
- Streams: https://www.twitch.tv/directory/game/Marble%20Madness
- World Record: 2:21.667 by AD2 (https://www.twitch.tv/videos/204357164)
- # Difficulty
- Due to the way the time counts up at the start of each level, it is faster to
- choose the hard diffculty because less time will count up, saving a few frames.
- This is not necessary if you just want to consistently beat the game, since it
- would save less than a second. The time that is counted up is the only aspect
- of the game that changes based on the difficulty setting.
- # Splitting
- Official time starts when "Time to finish practise race" disappears, which is
- timed using a -5.9 delayed timer (for NTSC) starting at the same time as
- pressing Start on the title screen. End the timer by splitting upon crossing
- the finish line, but don't mess up to do it! The goal posts have a large hitbox
- so if you want to focus on getting in the goal post you can split after you are
- sure and retime it later based on the video. I split when "Bonus for time left"
- appears on the screen because you are no longer controlling the marble. It is a
- consistent amount of time after crossing the goal line and it can also be timed
- using the sound effects.
- # Versions
- Marble Madness is on many platforms, and each version is different. The only
- version coded by Mike Cerny, the original designer and co-programmer, was the
- arcade version, so each other version was given to a different programmer.
- The current versions that are speedrun are NES, Master System, Genesis,
- Gameboy and Rolling Madness 3D.[1] The NES version is the most popular home
- console port, which is significantly different from the arcade version in
- controls, appearance, level design and music.[2] It is the version that is
- ran the most, and currently has the most optimised record (by Elipsis).[3]
- The Master System, Gameboy and PC versions all have different physics as well.
- I believe they all have design flaws which make them undesirable to run unless
- you are particularly fond of Marble Madness like I am.
- There are actually two versions on the Genesis. One version was coded by
- Michael Schwartz, which is the most popular version and the one which I run.
- It has an almost perfect recreation of the arcade physics such that any tricks
- that work on the arcade version work the exact same way on the Genesis version.
- The differences come in the form of the pause button, which doesn't exist on
- the arcade version, the edge of the screen, which interacts differently with
- the marble, the lag, which is an issue on the Genesis version due to either the
- hardware or the implementation, the music, which is lower quality and ported to
- Genesis by Steve Hayes, and the graphics, which were partially reconstructed. I
- personally think that this version is a more interesting speedrun since it is
- shorter, better known and has many interesting tricks in it.[4]
- The Japanese release of the game was given to Tengen. This version has graphics
- such as the marble, text and high score screen, and sound, which may convince
- you that it is a more accurate port of the arcade version.[5] I'm not an expert
- on this version, but given that the physics are demonstrably different it is
- definitely not as faithful to the original as the UE release, which has one to
- one parity with the physics of the arcade version. People might prefer this
- version if they think the controls are better or want track ball support
- through use of the Sega Mouse. There is no speedrun.com page for this version.
- # Movement
- The most important thing about the movement in this game is to use the
- turboboost.[20] This essentially speeds up the marble and makes it easier to
- control. It is used by holding down a, b or c, so use whichever one is most
- comfortable for you to hold for a long period of time. When I do runs of the
- game I essentially never let go of the button, but you may want to slow down
- the marble for more precise sections initially. Unlike the NES version, this
- game can actually be beaten entirely without the use of this button, but it is
- slow and painful.[6]
- In other aspects of movement, you have more leniency on what counts as being on
- the ground in comparison to the NES version, so jumping gaps is much easier.
- You will learn from experience just how far you can push a gap to make it
- across. This works because of a coding design decision, where the game detects
- when the marble is just under a platform and, instead of killing the marble,
- pushes it back onto the platform. Aside from these points, good movement is
- acquired by playing the game enough to get the hang of it.
- # Practice Race
- The practice race is the easiest race in the game. It is called the practice
- race because the time from this level does not carry across to the next, so
- casually there is no time pressure. The notable differences from the NES
- version are that the camera actually keeps up with the marble in this game
- (which is freaking fantastic) and there is more leniency in movement so the
- small gaps created by the zig-zag section can be jumped. With some practise
- you should be able to consistently get a mid to high 55 at the end of the
- stage.
- # Beginner Race
- Take some time to find controls which work for you at the start of the beginner
- race. I do a quick left tap before the steelie[11] (black marble) to avoid it,
- since it is very hard to avoid without doing a deliberate movement. Hitting the
- steelie tends to be quite slow so I would recommend focussing on avoidance,
- even at the cost of some speed.
- Remember how I mentioned that there is a lag issue with this game? Hitting
- enemies which stun you, such as the marble muncher[7], causes the speed of the
- game to drop, which wastes a lot of time. Your best bet is probably to try and
- copy my movement through that section, which moves in a zigzag similar to the
- practice race. I move in line and close to the middle structure, then switch
- direction, then switch direction again once I am past the marble muncher. This
- movement does not waste time, since the bridge is on a level timer, but if you
- delay during the starting area you may want to try and take a more direct path
- to the bridge.
- After crossing the bridge, there is a fork in the road, allowing you to move
- down a ramp or fall into a pipe. The pipe leads to a shorter path so it is
- faster for the speedrun. Get to the pipe by cutting a close line to the edge
- of the level nearest the pipe or by swinging around the steelie in an arc.
- Anything within a certain space of movement will hit the steelie and could
- be dire. The part between the pipe exit and the final pipe is done by
- practising and working out controls, which over time can become more tight to
- the edge of the platform.
- There are three strategies for reaching the finish line after leaving the final
- pipe. The most casual and slowest strategy is to stop the marble on the grid
- line nearest the pipe, then hold down+left to avoid the ice contours and reach
- the top of the platform on the other end. The second strategy, which is second
- fastest, is to hold down out of the pipe, then switch to holding down+left and
- then left, with the aim being to hit the middle to upper grid lines of the ice
- parallel to those lines. This will always make it across the ice and generally
- allows you to hold down after the ice to get into the goal post, although a
- left adjustment may be needed depending on the angle. The last method is the
- fastest but it is more complicated and I don't have a consistent setup. It
- involves entering the ice at an almost downward angle roughly 30% up from the
- bottom of the ice, then using the curvature of the ice to exit near the bottom
- of the platform and steer into the goal. The TAS[16] uses this method.[8]
- # Intermediate Race
- The first trick of the run is done at the start of this race. It's quite hard
- initially to get a feel for, but if you have save states you should have a much
- better time than I did. Essentially any way which you can get the correct angle
- will work, but the way that I do it is to hold right, then switch to holding
- down at a certain time, then right and down again. It helps to have a visual cue
- to switch, for example the intersection of tiles on the ground. Up to 3 attempts
- can be made before losing time to the intended route, so if you are not
- consistent enough it is faster to not perform the skip. The spawn point after
- failing the first time is different, so slightly different inputs will be needed
- to make the jump. For the second position, I just hold right then hold down.
- You will probably find that initially you are better at this spawn position
- because you can try it as many times as you like until it works. After getting
- onto the platform, it is faster to drop into the channel in order to steer out.
- If you can find a consistent way to get onto the ramp fast with no bounces,
- please let me know. I usually bounce 3 times before getting onto the ramp, with
- 0 bounces being a good run.
- If you don't lose speed during the section from the ramp to the acid slime[12],
- they should be in a position such that you can roll through the middle without
- any issues. I have seen other patterns but they are rare. If you have quick
- reflexes you can spot the patterns and improvise a way through it, or if you
- are more on the casual side of things you can slow down, observe the pattern,
- then turn on the turboboost and roll through.
- The last section of the level is mostly movement based. You are once again
- given a choice of paths, with the waves being the faster option.[9] If you
- are fast you can get in front of the first wave. Be sure to make a hard right
- to get into the goal. You can hold up+right to slow down or hold right at the
- right time to make the corner.
- # Intermediate Race RTA[17]/TAS Differences
- There are currently three differences in strategy between the RTA run and the
- TAS run. At the start of the level, it rolls into the right channel and uses
- efficient movement and corner cutting to make it through that section. This
- appears to be a shorter path, so it would save time, but it is difficult. At
- the end of the level there are two incredibly precise tricks. One jumps the
- gap between the ramp and the wave platform by falling in such a way as to stun
- the marble, which is used to build speed. This trick is used other times in the
- run. I have done this RTA, but it is in no way consistent and probably
- resembles less than 1% chance of happening. The final trick jumps into the goal
- while killing the marble to skip the sequence of rolling to a stop, immediately
- bringing up the "Bonus for time left" message and ending the level. I have not
- attempted it.
- # Aerial Race
- Start by holding up+right off the ramp to stop the marble rolling off the edge,
- then change direction to move with the path. Some people initially struggle
- with the hoovers[10], but the instruction manual gives the key to success.
- If you are already holding the speed button when you roll past the hoovers
- from the middle to the bottom of the platform, they won't have an impact.
- Following this is the next trick of the run.
- If it hasn't been made clear already, Sprint has had a huge impact on this run.
- The setup for the Aerial skip was entirely found by him, and saves about a
- second, even with an intentional death to set up marble positioning. The first
- step is to kill the marble in a specific range of positions which gives it a
- specific respawn point. As you can see in the record, I do this by holding
- down+right in the middle of the path and allow the hoover to bring me closer to
- the edge of the platform so that the marble falls into the small hole. After
- this, roll the marble into a specific position by holding turboboost and down,
- then pause. While paused, change direction to turboboost and up+left, then
- unpause and continue holding those buttons until you make it across the gap.
- This gif by Sprint shows the inputs to do after pausing on the correct frame and
- the frame just after:
- https://i.imgur.com/sg05ZVW.gif
- It is important to know that you can frame advance with the pause button by
- pressing it twice consecutively. In this way, if you pause one or two frames
- early, you can advance to the correct frame. Doing this trick without the
- intentional death would save two seconds over the current record. I have managed
- to do it without a death and save about a second in a run.
- After making it across the gap there is another fork in the road, which is
- better tackled by taking the path down towards the pistons. It is very
- important to avoid the steelie, since hitting it will quite possibly lose all
- of the time that the skip saves. You can either steer very close to the edge of
- the platform and take a direct line to avoid it, or arc around the steelie up
- the screen. The arc is much easier but slightly slower. Without doing the skip
- this section is done by holding down after landing to get to the ramp. If the
- steelie is in the way it may be necessary to steer around it. The steelie is on
- a level timer, so if you move there the same way each time, you won't have a
- problem knowing what to do. It is actually possible to skip this section by
- rolling past the hitbox of the catapult, as seen in this gif:
- https://i.imgur.com/vm8AwJQ.gifv
- It should be noted that the TAS uses a completely different route in this
- section which is not currently RTA viable.
- The pistons[13] in this game are very docile, so you can roll through that
- section without worrying about patterns or timing. If you hit a piston you can
- usually just bounce off and continue rolling. It is possible to be launched by
- the pistons but it is very rare. The section of raceway up to the hammers is
- based on good movement. The hammers[14] pose a tough challenge to beginners,
- but rest assured they are fairly easy, especially compared to the NES version.
- Once you reach the hammers, a pattern is decided. There are only a few possible
- patterns, so it shouldn't take long to memorise them all and develop solutions.
- The main difference from the NES version which makes these hammers easier is
- that the pattern repeats instead of switching to a different one after one
- cycle, so you can always wait for the next one to make a move or slip through
- in the gap inbetween. The hardest pattern, being the one which doesn't have an
- obvious gap in the middle, is the one where hammers alternate from farthest to
- nearest. For this one you will actually need good timing to move between two of
- the hammers. If you are consistent enough at reaching the hammers without losing
- time, you will find that the same pattern generally occurs, making it
- predictable and easier to get through.
- # Silly Race
- Everything you know is wrong.
- At least, that's what the game tells you at the start of this stage. The good
- news is that you are reading this tutorial, so this statement, in relation to
- the game, will no longer be correct.
- This stage moves from bottom to top, and is the only stage in the game to do
- so. The ramp at the start of the level is hard to get the hang of, but the only
- advice I can offer is to be able to use left and right directions on the d-pad
- to influence the marble's direction more than up+left or up+right. The pit just
- after the ramp contains small acid slimes and steelies which can be crushed to
- gain time, although this requires precise movement and could end up losing time
- anyway. Generally you want to get a feel for moving through that pit
- efficiently and roll into the direct middle of the square under the tube, since
- inaccuracy could cause the marble to bounce around or not be sucked in.
- There is a fork in the road here, but unlike the other forks in the road, you
- are not given a choice. The game randomly decides which path you will be
- given so some quick thinking is required to change inputs depending on the
- path. The left path is slower in two ways: it is a longer path and hence harder
- to use to set up the 'earlybird' trick, and it doesn't have the 'silly jump'
- which saves time on the other path. It can still be fairly quick with efficient
- movement though, as in this video:
- https://youtu.be/-_qcgHwjbvI
- The right path has the silly jump, which is done by steering off the top of the
- ramp at the corner in the direction parallel to the downward line on the far
- platform. This trick is part consistent and part annoyingly precise, and
- probably saves over a second. Since it is hard to explain in text, see this
- video for an example of it being executed, along with earlybird and silly skip:
- https://youtu.be/LzjIWHyMXjs?t=1m57s
- Either way you should have enough speed to attempt the 'earlybird' trick,
- which is one of my favourite tricks in the game. It essentially uses very
- efficient movement through that section to get the marble in front of the first
- terrordactyl[15]. You can mess around with this or move slower and trail behind
- the terrordactyl. After that there is a tricky zig zag movement section where
- you need to use the movement skills that you have developed up to this point to
- go fast and avoid terrordactyls. You may notice that by dying to a bird or
- falling into the upper pit, you will be spawned on the other side of the pit.
- Which may seem to be a faster option than rolling around the pit. I did some
- testing on this and found that it is about 0.35s slower by death in the pit and
- 0.7s slower by death to the bird, but if you find that you hit the birds anyway
- this might be a worthwhile death abuse to use.
- After the terrordactyls is the silly skip, the only skip that is in just about
- every marble madness port. The physics of the marble in this game make it
- very easy to do, so I don't expect to ever see someone running this game
- without doing the silly skip. All you need to do is roll to the top of the
- ramp, then roll back down the ramp and move upward to fall onto the other side.
- All that's left to do after that is to acknowledge when the lag from the
- terrordactyls ends and steer the marble into the goal.
- The only differences between the RTA and TAS Silly Race are a use of the stun
- glitch to make a gap in the terrordactyl section and a more efficient silly
- skip by cutting through the wall instead of rolling up the ramp then back down.
- # Ultimate Race
- Congratulations, you made it to the final level of the game! If you read the
- full tutorial up to this point, you have also made it through over 3000 words
- of text, which is even more impressive. This is easily the hardest level
- casually, since the enemies are very difficult to avoid, time is of the essence
- and the ramps at the end require good control of the marble. The first part
- should be fairly straightforward, but if you need approximate inputs you can
- refer to this poorly drawn diagram I made for the master system version:
- https://i.imgur.com/22neaUb.png
- Next is the second and final fork which is controlled by RNG.[18] Both paths
- are difficult and require a lot of time to master. When I first started running
- the game I thought it to be near impossible to get through ultimate with no
- deaths, since the acid slimes and marble munchers appeared to be random and
- the floor surfaces made it difficult to steer the marble to avoid them. I have
- now reached a point where both paths can be done with no slowdown or death.
- Here I will detail the paths I take to avoid the enemies, but you may find that
- a different movement pattern works better for you.
- For the left path, I use the down/up method, meaning that I move in an almost
- straight path under the first acid slime and over the second acid slime. With
- no slowdown they are in optimal positions for this to work. After that some
- care is needed to land on the ramp, since it's visual appearance in isometric
- space can be misleading, causing you to miss the ramp entirely. After that I
- move over the first marble muncher, although it has a tendency to jump anyway,
- and under the second marble muncher. You can see a video of this here:
- https://youtu.be/LzjIWHyMXjs?t=2m25s
- For the right path, you will need to quickly adjust your inputs after
- recognising that you are on it in order to make the hairpin turn. There are two
- main options for avoiding the first marble muncher. One is to angle your travel
- across the bridge such that the marble is right at the top or bottom of the
- platform, then corner cut above the marble muncher to avoid it. The other is to
- go straight through the bridge, which will usually cause the marble muncher to
- jump. This jump appears to be based on a level timer, so if you are able to do
- the start of the level the same way each time you may be able to coerce the
- enemy into jumping. This method is faster. The second marble muncher is avoided
- by hugging the wall above it down to the ramp, which is also sometimes
- challenging to land on. For the acid pools I use the up/up method, which travels
- straight above the first slime then makes a 90 degree turn to travel straight
- above the second slime. I find the hitboxes to be less extended into these areas
- of the raceway so even if the marble is moving slower this is preferable. You
- can see a video of this here:
- https://youtu.be/2Q-R02aWP50?t=2m23s
- Now we have to talk about the hardest trick currently used and required for
- world record speedruns of the game; the ultimate skip.[19] There are two parts
- to the trick: first you need to efficiently cross the ice and kill the steelie,
- then you need to do the correct inputs to get into the goal. Some people find
- the ice to be challenging, but the key is simply to steer the marble until it is
- pointing directly down, then move across the ice slightly to the right of
- centre. There are two situations you could be in on the other side. For one
- situation, the steelie is on the left hand side, so you need to slowly roll off
- the right edge in such a way that it will follow you. In order to respawn fast
- enough you need to fall off the side of the track and not onto the ground where
- the marble has a shattering animation. The other situation has the steelie on
- the right hand side, in which case I would run into the steelie at high speed to
- bounce it off the edge then roll off the side immediately after hitting it.
- Both of these strategies, given that you roll off the right side of the raceway,
- will give the exact same spawn point which is used for the setup.
- There are two cycles which I can do the setup on. Both have the same inputs but
- different visual cues for the flags. The flags are consistent with their
- animation in relation to the alternating platforms, as communicated by Sprint
- for the original setup. For the first cycle, I pause on the second frame of the
- right flag in its downmost position before the platform is going to appear.
- Using the same method as in the Aerial skip, if the pause is too early, I frame
- advance to the correct time by pausing and unpausing quickly. While paused,
- start holding down+turboboost and unpause. When the marble is above where the
- platform will appear, let go of holding down. When the platform appears and
- catches the marble, switch to holding up+left+turboboost to guide the marble
- into the goal. For the second cycle, I pause on the first frame of the left
- flag in its downmost position and do the same inputs. Doing the ultimate skip
- with no pauses is one of the largest timesaves left in the run, and simply
- requires that the inputs are done starting on the correct frame.
- If you choose not to do the ultimate skip because it is too risky to attempt,
- you can still do the long way moderately fast. Cross the ice in the same way
- and dodge the black ball, moving straight onto the first set of moving
- platforms. If this is done fast enough, the black ball shouldn't follow.
- Don't be too agressive with movement across the first four platforms as the
- fourth one has a slightly longer delay before appearing. The next set of
- alternating platforms, known as the 'snake', is best done by without any use of
- the turboboost, since the speed of alternation is much slower than the speed
- that the marble can move. After beating the snake, stop the marble within the
- first two grid lines on the next platform. When the first ramp appears, hold
- up+right+turboboost to jump over to the ice and make it safely to the other
- side. If you miss this chance, you can wait for three of the platforms to
- appear and roll over in the same way. The last stretch is done by holding up to
- get onto the first two platforms, stopping on the dark green platform to wait
- for the ice and the next dark green platform to appear, since there is no
- traction on the ice, rolling across to the next green platform, then moving
- near the top of the green platform to enter the goal by first holding left then
- holding down. The goal flags have large hitboxes so there will likely be times
- where you hit them and bounce off, but eventually the left->down method can
- become consistent.
- # Footnotes
- [1] https://www.speedrun.com/marblemadnessseries
- [2] An interesting fact about the music of the NES version is that it was
- ported by David Wise, who also composed the music for Donkey Kong Country,
- Battletoads and Diddy Kong Racing.
- [3] https://www.twitch.tv/videos/160540758
- https://www.kotaku.com.au/2017/08/unraveling-marble-madness-through-speedrunning/
- [4] The TAS by Sprint demonstrates the wide variety of glitches and tricks:
- https://youtu.be/fqmVx5QmRv8
- [5] This segaretro article claims that the Tengen version is "much more
- faithful to the original game" http://segaretro.org/Marble_Madness
- [6] https://www.speedrun.com/marblemadnessgenesis/full_game#Any_No_Turboboost
- [7] From the instruction manual, "Marble Munchers: These guys have a ravenous
- appetite for marbles. They have no eyes, but they can smell you when you get
- close. Avoid them at all costs!"
- [8] Timestamped ice strategy in the TAS: https://youtu.be/fqmVx5QmRv8?t=39s
- [9] The NES instruction manual says to "Be on the lookout for quicker ways to
- the Goal Line. For example, if you can catch the wave on Level 3 (The
- Intermediate Race), you'll reach the Goal Line faster!"
- http://thegamersjournal.com/action/nes/marblemadness/Marble_Madness_Instruction_Manual.pdf
- [10] From the instruction manual, "Hoovers: Hoovers appear out of nowhere to
- pull you off the raceway. Turbo past them if you want to have a fighting
- chance!"
- [11] From the instruction manual, "Steelies: These black marbles try to bump
- you off the raceway into caverns around the maze. They're persistent, so get
- around 'em any way you can!"
- [12] From the instruction manual, "Acid Slime: These green pools ooze around
- the grid in an attempt to dissolve your boll. Don't roll into them!"
- [13] From the instruction manual, "Pistons: These pistons could pop up at any
- second and knock you off the raceway." JimmyStumps and I were originally under
- the impression that these were called 'Imwams' because he read the heading
- under one of the other languages in the instruction manual.
- [14] From the instruction manual, "Hammers: Hammers hide and appear at the last
- minute and try to knock you off the raceway."
- [15] From the instruction manual, "Terrordactyls: Bad birds fly in a straight
- path, just don't let 'em fly straight into you! If they do, you're history."
- This is my favourite enemy description from the instruction manual.
- [16] Tool-Assisted Speedrun. See http://tasvideos.org/WelcomeToTASVideos.html
- [17] Real-Time Attack. This initialism is used to describe a run as done by a
- human in real time.
- [18] Random Number Generation, used by a computer to make 'random' decisions in
- the game.
- [19] You could actually beat the current world record without the ultimate skip
- if you tied the TAS in every other level.
- [20] The Genesis instruction manual only references the name of the turboboost
- under the controls section. The NES instructions give a more in-depth
- description of "Turbocharging", imploring you to "Press BUTTON A at any time to
- give your marble an extra burst of speed. Turbocharging can shave seconds off
- your time. It can also help you escape enemies and traps!"
- # Credits
- Mike Cerny for creating Marble Madness
- Michael Schwartz for coding the Genesis port
- Sprint for finding most of the tricks and glitches used in the run
- Nikos for proofreading this tutorial
- TheMotherBrain86 for proofreading this tutorial
- JimmyStumps for proofreading this tutorial and introducing me to the Genesis
- version of Marble Madness
- AD2 (me) for writing this tutorial
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