Marble Drop
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Developer(s) | Maxis South |
Publisher(s) | Maxis |
Platform(s) | PC |
Release date(s) |
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Genre(s) | Strategy |
Marble Drop is a computer puzzle game published by Maxis on March 30, 1997.
Gameplay
Players are given an initial set of marbles divided evenly into eight colors, which include red, orange, yellow, green, blue, purple, black, and silver (steel). These marbles are picked up and dropped by the player into funnels leading to a series of rails, switches, traps and other devices which grow more complex as the game progresses. The aim is to ensure that marbles arrive in the bin with the same color as the marble. Players must determine how the marble will travel through the puzzle, and how its journey will change the puzzle for the next marble. When a marble runs over certain sections of the puzzle, the paths are possibly re-routed or cut-off, temporarily or permanently. For example, if the marble runs over a button, it might activate a diverter that sends the next marble down a different path.[1]
There are 50 puzzles in all, including five bonus puzzles which can only be accessed via combination locks which appear in certain puzzles. Each puzzle is decorated with da Vinci-style notes and sketches. These explanatory notes are a part of the background, informing the player of new pieces of equipment and their effects. At the end of each puzzle, the marbles guided into their proper bins are returned to the player. Lost marbles must be purchased when they are needed to complete a puzzle. Steel balls are 20% the price of colored marbles, and can be used as test marbles or to help release a catch instead of using a valuable colored marble. Black marbles are very expensive, but acquire the correct color when they arrive in the target bin.
Puzzle Pieces (Standard)
- Start Funnel: The piece that allows a player to drop a new marble onto the track.
- Conveyor Lift: Raises marbles up to a higher track.
- Diverter: Redirects the marbles onto one of several tracks based on the state of the diverter. There is also a three way diverter
- Exit Bin: The container or target where all the marbles end up. The color of the exit bin must match the color of the marble inside.
- Buzz Saw: Once an exit bin is filled, a buzz saw will appear and prevent any more marbles from entering the bin.
- Spinner: A cosmetic spinner.
- Puzzle Lock: Activated when a marble rolls over a trigger, a lock must be triggered in the correct sequence to unlock a bonus level.
- Pendulum: A magnet which carries a marble across a gap to the track on the other side.
- Target: Knocks Marble off course like a hanging pinball bumper
- Holding tube: Holds several marbles until it has reached capacity, then releases all the marbles once full.
- Blocker: A one-use device that stops a marble and sends it back in the opposite direction.
- Trigger: An electrical button that can re-arm puzzle pieces, change diverter states, or activate puzzle locks.
- Cannon: Shoots the marble to another track.
- Glue: Holds one marble until another one knocks it loose.
- Crossbow: Holds a marble until it has been activated to shoot it to another track.
- Teleporter: Teleports the marble to another part of the track.
- Marble Generator: Creates new marbles.
- Heater: a Bunsen Burner-Like Device which Heats Marble into a red-hot color this can only be used once. Passing through a freezer after heating cools the marble back to normal
- Freezer: a Cooling Dome with an icy mist which Freezes the marble to an icy-blue color this can only be used once. Passing through a heater after freezing, warms the marble back to normal
- Timer: Activated by a Trigger which shows day and night
- Fuse: Allows impulses from trigger to pass through, If Blown impulses cannot travel further
- Destructor: Destroys all Marbles on Contact (These must be avoided at all costs)
- Splitter: Makes 2 Duplicate marbles
- Merger: Mixes 2 different colored marbles
- Painter: Changes the color of a marble. Not effective on steel marbles.
- Braking Tube: Breaks the Fall of marble using flappers on both sides of the tube
- Counter: a certain number of trigger pulses before the pulse can travel on along the wiring there is a 2 pulse or 5 pulse counter
Puzzle Pieces (Bonus levels)
- Single Register: Weighted target which can be Knocked down once
- Multiple Register: button style target which can be pressed multiple times
Marble Tower
- Warning Light: Alerts that puzzle reached maximum capacity (ignoring will restart game)
- Purchase Button: Pressing this Button Gives you marbles (They will deduct your points off current score)
- Marble Reservoir: Holds marbles to be used for the game
- Reset Button: Destroys all marble on the track
Levels
Each level is named after a historical scientist, philosopher, or mathematician.
- Thales of Miletus
- Tarquinius the Elder
- Priscian
- Xenophon
- Galileo (Bonus Level)
- Aristotle
- Archimedes
- Euclid
- Eratosthenes
- Polybius
- Ctesibius
- Ma Chun
- Hero of Alexandria
- Speusippus
- Democritus
- Brunelleschi
- Archytas of Tarente
- Christiaan Huygens (Bonus Level)
- Philo of Athens
- Cato the Elder
- Philo of Byzantium
- Hipparchus
- Shao Ong
- Dionysus Thrax
- Geminus of Rhodes
- Plato
- Sripati (Bonus Level)
- Marcus Tiron
- Pliny the Elder
- Vitruvius
- Ts'ai Lun
- Apollonius Dyskolos
- Belisarius
- Apollonius (Bonus Level)
- Isidore of Seville
- Chang Hsu-hsun
- Gerbert d'Aurillac
- Pi Cheng
- Gui d'Arezzo
- Su Sung
- Guido di Vigevano
- Salvino degliArmati
- Albertus Magnus (Bonus Level)
- Leone Alberti
- Timdeharis
- Giovanni
- Kiddinu
- Thabit Ibn Quarra
- Gutenberg
- Copernicus (This level is invisible)
References
- ↑ Hunsanger, Kevin (1997-03-19). "Marble Drop for PC Review". GameSpot. Retrieved 2008-06-15.