Wow! I finally got to play this—a friend of mine on the internet made Universal binary applications for both the Gold and Platinum versions today! They will work on both Intel-based Macs and Apple Silicon-based Macs, but if you are not running macOS Ventura 13 and are instead running macOS Big Sur 11 or Monterey 12, you will have to manually run it through the Terminal for now. As of now, it will not work on macOS Catalina 10.15.
But since I have Ventura, I am able to actually play the game—and I have some thoughts.
Everything about the fluidity of the game on my M1 Pro laptop is miles better than running the Windows version through WINE. I can't check the frame rate in MBG, but in MBP I consistently get between 230 and 250 FPS, compared with usually about 35–40 when running PQ on WINE, and occasionally, as was the case with Exoplanet, 3. So that part makes a world of difference. The other huge improvement I noticed was the high density resolution of the game—when I run PQ, it looks gross and pixellated on a Retina display, but the Haxe versions of MBG and MBP look so much better and it really enhances the quality of gameplay. I also noticed that the graphics don't blur out at a certain distance like they do in MBG. It's kind of weird at first, because it did produce a bit of a strange effect where you're able to see the individual rows of pixels that the texture outlines occupy if your camera isn't perfectly aligned, but I'm sure I'd be able to get used to it. Either that, or it could blur just slightly enough to prevent that from happening (not as much as vanilla MBG though). Also, coming from WINE, it's great to be able to tab out without having the game crash every time! I forgot what that felt like! And maybe it's just my imagination, but the sounds seem much crisper and higher quality than they are in MBG.
The first issue, which is game-breaking, may have to do with the .apps I've been using. When I run Marble Blast Platinum.app on my M1 Pro MacBook Pro running macOS 13, the finish pad is completely still (not flashing around the edge like normal) and when I step on it, the game softlocks. I finish the level, but the results screen doesn't show up, so I have to Command + Q and relaunch the game, and my times aren't saved.
But when I run the game directly with the executable, by doing
Code:
./Contents/MacOS/marblegame
the game functions as expected, and I can actually finish and save levels. This problem doesn't happen with either of these two methods of running the MBG app.
My second problem again may be due to the way the Universal binary was made, but when running the executable through Terminal on Intel (since I don't have an Intel Mac that supports macOS 13, that's the best I could do), when you're on the start pad, the game lags slightly, and it compensates by speeding up time after you get a certain distance away from the start pad so that the amount of time passed in real time is close enough to what the timer says (at least, this is my best guess at what happens). For the start pad, that certain distance seems to be less than a jump height, so that whenever you jump on the start pad, the game speeds up, and whenever you stand still on the start pad, it slows down slightly. This kind of messes up my intuition for fast starts—not that that's very important, but it's a lot of what I do in vanilla MBG.
But what's even worse than the start pad lag is the finish pad. If you hit the finish pad without getting all the gems, the game lags significantly, and if you stay on the finish pad, the game lags more and more until it reaches less than 2 FPS. So you can just build up more and more lag on the finish pad and stay at 2 FPS for several minutes if you want to, and then as soon as you leave the finish pad the game will go through all that lost time so quickly that I couldn't even tell what was happening and I was instantly shot out of bounds. This didn't happen on the M1 machine, just on the Intel one.
EDIT: This is also the case when running the game on M1, but there the game runs so well (350 FPS on some levels in MBP) that it doesn't lag enough to be a problem. However, in MBP, I can see the frame rate, and I tested this on the MBU level Tree House. Normally I would get around 280 FPS on that level. When I was on the start pad, it dropped to about 220, and when I was on the finish pad, I got it to drop to 144 FPS by moving the camera as close to the (non-flashing) edge of the finish pad as I could. Also, on the level end screen, the frame rate dropped even more, to around 115 FPS.
EDIT: Speaking of the end screen, there's another potentially game-breaking problem here. You can still interact with the Replay, Continue, and in MBP, Next Level buttons before you click "Okay" (or "Yahoo!" in MBP). Since your time is only saved once you click Okay, you can continue, replay, or go to the next level without ever saving your name or your time on the level you just finished. This also happens if you click "Yahoo!" and "Next Level" at the same time, which is possible in the Platinum version. Also, when you first finish a level, and it prompts you to put in your name, you have to click in the text field to be able to type in it, there isn't a cursor there automatically for you like in the original game. Furthermore, the same thing happens if you already have a name saved in there, so that instead of having your name highlighted by default (which looks terrible because the highlight color and text color are both either very dark or black), you have to click in the text box to put a cursor there, then delete (or highlight and delete) your name, then type a new one, then remember to actually click Okay. In the original game, it simply highlights your name by default, allowing you to type a new one and press Enter to save it, all without ever moving the mouse. And it saves your time before you even click Okay or press Enter.
Another game-breaking problem: In both Gold and Platinum, when I collect a powerup and then restart the level when the marble is still where the powerup usually is, I will have that powerup immediately at the start of the Ready-Set-Go sequence. This is how I got a time of 00:00.000 on Time Trial, by going to where the time travel is and restarting the level, then beating it under five seconds in real time.
EDIT: I found another game-breaking bug. If you roll off a level very slowly, and then hold S to go backwards and stick to a wall that's "supporting" the platform, and hold the mouse button to bypass Out of Bounds as soon as it happens, you will respawn at approximately the same place where you fell off. This works for starting the level and for respawning at checkpoints.
Now on to the less annoying but still noticeable differences. The enter key doesn't work at all to select Yes to exit a level, Continue after finishing a level, or Okay to enter your name for the top times. That would be really nice, because I'm not used to having to click everything with the mouse. Also, the cursor moves with your camera when you are playing a level, so that if you press Escape to pause, your cursor will be in a different place every time (unless you didn't move the camera) instead of being in the same place it was the last time you opened the pause menu.
When the marble hits the finish pad, it stops much more abruptly than it does in the original game. This is not very important unless you're really going for 100% accuracy (which I hope you are), but it's very jarring to see after well over a decade of playing the original game.
Natural bounces work, but they don't have quite the same properties that they do in vanilla MBG. When you have a lot of spin relative to your speed, natural bounces make you go slightly faster than just rolling does. This is the principle behind the natural bounce starts in speedrunning, and they don't work in this port—they have no effect on the speed of the marble where they should be speeding it up slightly.
EDIT: Phil's four-trim wall trick also seems to not work on this version of the game. I played through Mastering the Marble, and the three-trim wall trick does work, although it feels like you don't bounce as much after getting up to the three-trim-high platform. Actually, now that I think about it, it feels like you don't bounce quite as much in general, especially if you're rolling slowly and bouncing slightly. It's subtle, but noticeable.
EDIT: Trapdoors seem to give you a lot more collisions when you roll over them than they do in the original game, especially if you roll over them quickly. I was trying to do that wall hit thing in Mastering the Marble, where you roll on the trapdoors to get the 19th gem and then wall hit backwards, but I couldn't do it because the marble would get edge hitted up for some reason, rather than just rolling on the trapdoors as if they were normal floor. Weird.
After playing this for a bit, I figured I wasn't imagining this next inconsistency—I think the marble hitbox must just be a static cube around the marble. That's the only way I can rationalize how much harder it is to pick up gems and powerups in this version of the game. Whereas in normal MBG I would practically always pick up a gem within a certain distance, in this version you have to come much closer to the gems (and other items) in order to pick them up. In the vanilla game, the hitbox that actually matters—the one that makes you pick up items—grows and shrinks as you roll the marble, as HiGuy explains
here
. This would be a really welcome change to see in the Haxe port.
There are other minor glitches too, like how if you finish a level in Gold and then press Replay, it will stop the finish sound immediately instead of letting it play out over the start of your next attempt like in the original game. Or like how if you click on a level category in Platinum (Beginner, Intermediate, etc.), it will play a clicking noise both when you start clicking and when you release the mouse button, which is kind of strange. And how if you finish a level in Platinum, the timer doesn't turn green like it should. The particles when you use super jumps and super speeds are also way denser than in the vanilla game, and they stop coming off your marble almost instantaneously, which isn't necessarily a bad thing, it's just different. Also if this is modeled after the latest release of Platinum, 1.7.42, it should have the little text saying stuff like "−5s" or "+3s" when you pick up a time travel, since that was added in Marble Blast Platinum 1.60. Also, Hypercube, the last level of Ultra, had the standard Platinum marble size and no blast in the original MBP.
EDIT: I just realized that the sound of the marble rolling and sliding is... produced differently I think? Because in levels like Tube Treasure and Pipe Dreams, where there are a lot of segments on the surface on which you're rolling (in a tube, for example), every time you go to another little segment of the tube or half-pipe, the rolling or sliding sound will stutter slightly, and if you're going fast enough, the effect is much more noticeable.