Marble Drop Cover

IGDB / 69994

Marble Drop

1997 Puzzle Strategy
Players are given an initial set of marbles that are divided evenly into six colors: red, orange, yellow, green, blue, and purple, with two more colors available to purchase: black and silver (steel). These marbles are picked up and dropped by the players 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 each marble a Show full summary

Players are given an initial set of marbles that are divided evenly into six colors: red, orange, yellow, green, blue, and purple, with two more colors available to purchase: black and silver (steel). These marbles are picked up and dropped by the players 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 each marble arrives in the bin of 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 may be rerouted or cut off, either temporarily or permanently. For example, if the marble runs over a button, it might hop, skip and jump a diversion that sends the next marble down a different road.

World design Open World GameplayPuzzles

Deep dive / Spielprofil

Everything about Marble Drop: story and gameplay

A structured look at the narrative, game feel, and traits that define this game.

Story & context

Players are given an initial set of marbles that are divided evenly into six colors: red, orange, yellow, green, blue, and purple, with two more colors available to purchase: black and silver (steel). These marbles are picked up and dropped by the players 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 each marble arrives in the bin of 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 may be rerouted or cut off, either temporarily or permanently. For example, if the marble runs over a button, it might hop, skip and jump a diversion that sends the next marble down a different road.

3 weitere Tags
Traitabstract Traitsingle-screen level Traittraps

Game profile / Plain language

Marble Drop: release, platforms, and facts

Studio, play style, releases, and official sources — compactly prepared from external IGDB data.

01
Studios & ownership

Studio & publishing

Developer
Maxis South
Publisher
Maxis
Franchise
Standalone
02
So spielt es sich

Spielprofil

Modi
Single player
Perspective
Nicht angegeben
Themes
Sandbox
03
Wo & wann

Platform releases

  • PC (Microsoft Windows) Feb 28, 1997

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