I've enjoyed reading you guys' thoughts about the game! Around three whole people responded to this, hopefully more will come to meet the "more than" threshold.
the slowness, reduced gravity, and speed cap were just too annoying to get used to. I was really bad at the game and didn't find it fun to play.
The speed cap was another common complaint I've heard. I don't know if this is in-terms of the marbles not being tied to the framerate, or it having a limited value that it can't exceed. I'm going to assume it's the latter.
Yeah, it's a dumb implementation, though it might be a result of Unity's limitations, I do recall the devs talking about how the marble would phase through the interior if it exceeded a specific speed, I remember this to be a common issue in the level Stratosphere before they patched it.
It's funny because they have a buncha "Black Diamond" adjacent levels where you're incentivised to go as fast as you can, yet you're restricted by a limitation on your marble.
It really sucks that the developers have neglected the game since Ultra came out; custom levels were pretty broken up until February 20, 2026, almost 3 years after release. Also, that $100 poster they put out was lame as hell.
Yeah I don't know what their game plan was with those posters. If it were up to me, I would've chucked in a bag of marbles.
I can
kinda understand why they neglected the game though, between Classic and Ultra were a buncha tactics they've tried to guarantee some return with the game, one that comes to mind is their Apple Arcade deal. That was during the phase where every company wanted to put their foot in the game industry, rest in piss Stadia. It's what led to them carrying the losing hand by the time their contract expired, because it came down to whether a price should be attached to the expansion.
What they did was a noble gesture, you got both versions of the game, but in return, the community aspect was relegated to the crossplay multiplayer session only, leaving the Steam Workshop broken until recently. The former, I suspect, was a temperature check on whether this game is worth their time.
but the other thing I don't see mentioned very much is that it's a hell of a lot of fun to mod Marble Blast—the distance between player and creator is significantly shorter than with MIU, which feels more polished and curated, making it a better retail product but not necessarily the same same kind of long-term sandbox.
I haven't really thought of that! It didn't really help that the only means of level creation was shuttered during Ultra's release, so the only way someone could be creative with the game is via their own marble.
I don't know if this is because of Unity, or the online functionality and its crossplay, but I haven't seen many modifications for this game, probably because its a bitch to work with. With Classic being abandoned, I thought they'd be some kinda renaissance with modifying it, like restoring the leaderboards and challenges or...fuckin...idk, a project M type mod that tweaked the physics? Im talking outta my ass here, I don't know what that whole infrastructure is, but I can't imagine it being as easy as modifying Marble Blast.
I guess this all hinges on whether the devs are willing to open source this game, which is just as likely as them finding the Marble Blast source codes,
or us finding any of MBP's pre-replicated levels.
It'd probably help if I actually went out of my way to contact the Collective about their development cycle, they'd probably be willing to share what they got so Im not constantly speculating. Maybe I'll get around to doing that if I find the time, which thankfully Im getting plenty of these days.
I'm not sure about delusion... I think it just depends on what we're measuring-...-Our community lasting nearly 25 years isn't nothing either—the way we've quietly kept ourselves comfortably above the water for so long, essentially without any large-scale financial support, is incredible.
It is impressive that we've stayed up for this long, and Im hoping whoever comes after us keeps that same energy, Im just irked by how some people see the past in rose-tinted glasses. Whenever people measure success, they often never factor the circumstances of the time, this extends past our own community by the way, if you know you know.
Im not very familiar with Marble Blast Gold's reception, though I imagine it being pre-installed on Macs helped it garner an audience. I don't know if it had much of an impact on RealArcade, Yahoo! Games, or whatever game distribution had it.
In terms of Marble Blast Ultra though, this is a working theory that I mentioned in the post itself, but its success hinged on how early it arrived on the 360. If it came out any later, at a point where the library has more games than the PS Triple, then it would've been seen as underrated at best. Bottom line, they succeeded through timing.
Would that factor change anything about the creation of InstantAction? I don't really think so, InstantAction was its own ambitious project, its failure stemmed from it being too early. In terms of marbles, I don't imagine there'd be as much players converting from Ultra to Online as there were back then, instead, maybe IA could be a gateway for Marble Blast's first proper exposure? It's all speculation.
There's also the fact that most people back then clamoured to every second they had on the computer, it was the internet's only point of entry before smartphones became more accessible and companies started prioritising them. There were more guys that formed their own space for their demographics, whether it be a social game or a forum about your favourite thing, some eventually growing into companies, which later got bought by conglomerates. There's also us, our age, how we spend our time, what we prioritise over other things.
Basically what Im saying is there's many factors that must align for us to recapture that good ol' Y2K energy, it's not just a
SINGULAR SPECIFIC thing. It's not about whether we have a recognisable name, we make the mutliplayer the first choice on the menu, or if some online celebrity mentioned us, hell,
FIVE different youtubers did
(Nick "Hey baby wanna get this Polygon dick up your mouth? What do you mean consent?" Robinson, Simpleflips, Oneyplays, Patricia "Everyone's into incest dipshit it came free with your fuckin' childhood trauma" Taxxon, Videogamedunkey)
yet we've barely seen any
notable growth.
We've reached a point of the internet where everything's gotta be all-purpose, it can't be a service designated for a specific demographic anymore, that's risky, we gotta put everyone together and hope they play nice. A transaction stream must be maintained, whether by peddling dangerous misinformation or via planned obsolescence. There's no longer any opportunity for us to create shit because those bigger than us will just snatch it and claim it as their own, and it hasn't gotten any easier now that LLMs are using our limited earthly resources just to scrape our own words and images. It's a rapist mentality.
Granted, if those conglomerates decided to one day shoot themselves in the head, their tentacles would retract from every sector of our lives and the internet would become vast again. The opportunity for creation will be left on us, though it hinges on whether we're willing to come at it with risks rather than safe bets, and if an audience is willing to put the effort to find what they like.
It's easier for them to click on a website that plays Marble Blast rather than go through the effort of downloading a software to play that same game, not to mention if they even have a computer to begin with.
That's a really good way to put it. Marble It Up feels kind of "big" and "mainstream". With PQ being a fanmod of a fanmod of a 2003 game, it's definitely removed enough from the mainstream to feel more personal and rewarding when I play it and interact with the community.
Marble it Up IS mainstream yet!
I mean it probably helps that MBP/PQ is built on the community, it's commendable that Matan and his team were able to build their own multiplayer with a box of scraps, funny since that was the initial plans for Marble Blast.
Everything leading up to this is the result of GarageGames' lenience on Platinum's existence at the time, the team's effort to build onto the engine and recontextualise the game in their own image, and the strength of our community.
We're lucky to have people like Vanilagy, which alongside Webport, revolutionalised level sharing. Not to mention people like Lily, Keppy, and recently MBC, who's efforts helped greatly in making level creation more accessible and easy to deal with.
I try to be more fair to our current development team, even if I have my own gripes. I always had the impression that even back then, Matan's team has a central HiGuy who carried the entire game post-launch. For us we have RandomityGuy, which is weird that it's always dudes with "Guy" in their name, its like how there's more than one "Xe" name who's a prodigy at speedrunning the game.
Are we going to be the last batch in this community? I hope not, I want others to carry this game. We won't live forever, so there's no point in hoarding everything to ourselves like we're a buncha aging politicans, there's gotta be some young blood who'll be tasked with carrying the torch. Not to say our time is coming up, but we're gotta be more open to the inevitable and fight it head-on.