Marble Madnessh 
(C)1986 Electronic Arts
=======================

When Atari Games Corporation introduced "Marble Madness" to the arcades and pubs in the spring of 1985, a whole world of game players went bonkers with its highspeed action and bizarre, Escher-like raceways. Not only was "Marble Madness" a technological marvel with outstanding 3-D graphics and an original music score, but it was also a unique game experience, like a new sport, both competitive and strategic. 

The game quickly became a favorite with software artists at Electronic Arts. They even liked it in Finance. Soon, everyone was stricken with "Madness", and the nearby local arcade began doing a briskbusiness. As quarters became a precious commodity, it became evident that something had to be done, and soon. 

Why not license "Marble Madness" from Atari Games Corporation and produce Electronic Arts' first-ever conversion of an arcade hit? Why not duplicate the game exactly, featuring same fantastic playfields, animation, sounds and music? Why not borrow a coin-op version for the playroom while developing the homeversion and save our quarters for the laundry?

In no time flat, the contract was signed. Before the ink was dry, an arcade "Marble Madness" was delivered to the playroom at Electronic Arts. Now the insanity really took hold. There was a constant line to get into the playroom. There was a sudden increase of employees "working" extra-long hours. Highscore contests were conducted regularly. The first employee to complete all the levels became a cult hero. 

So here it is, the game that drove a company crazy, "Marble Madness" from EA. The same exciting thrills and intense action as the arcade original.

WILL HARVEY is no stranger to Electronic Arts. Anyone who has ever used his Music Construction Set (which he created at the tender age of 16!) knows what he can do with a computer. Currently, Will attends Standford University where he's majoring in physics. As if his studies don't keep him busy enough, he has started a software developement group with several of his Stanford classmates and friends. They call themselves Sandcastle and have chosen Marble Madness as their first project together.
We're glad they did and look forward to many more Sandcastle products in the future! 

LARRY REED got his first state of computer programming as a freshman in high school. When he attended Stanford University as a math major, he combined his interests in jazz fusion music and computers by working on computer musicprograms. After graduation, he began programming for a living, working on CAD/CAM for Xerox and later at Versatec. In the past, Larry has done several games for Electronic Arts in his spare time. Lately, "Madness" has consumed his full-time activities. 

Commodore Amiga version programming by: Larry Reed
Commodore C64,Apple II, IBM, Atari versions programming by: Will Harvey, Bruce Leak, Mark Armstrong Brad Whisier, Ron Avizur
Artwork by: Ian Gooding
Sound Consulting: Jim Nitchalsf 


COMMAND SUMMARY
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Marble Madnessl Commodore 64/128

GETTING STARTED
Remove all cartridges, then turn on the computer, monitor and disk drive. Plug your joystick or track ball into port 1. Insert the program disk in the drive and type LOAD"EA",8,1 and press RETURN. 
C128 users need only turn on the disk drive, insert the program disk and turn on the computer; Marble Madness thenloads automatically. 
After a few moments the title screen appears, followed by the Marble Madness game screen. Press 1 for a one-player game and 2 for a two-player game. (With n0stalgia version press 3 for three and 4 for four players. Four player mode requires protovision adapter).

CONTROLLING YOUR MARBLE
Marble Madness contains an option that lets you turbocharge your marble. Simply press the joystick button as you steer to give your marble an extra burst of speed.

GAME SPEED CONTROL (Undocumented feature) 
By pressing + or - the game will either slow down or speed up. There are three speeds: "PRO", "SLO" and normal. 

Use RUN/STOP in game for pause/unpause. 

When using Protovision adapter all four marbles are controlled with joysticks. 
In three player mode without adapter, use both joysticks and for player 3 use the following:
left   ,
right  /
up     Pfeil hoch
down   =
fire   :


MARBLE MADNESS NOSTALGIA CREDITS:
---------------------------------
Cracking and training by S!R 
Bugfix & 4 plr adaption: S!R and 6R6
Original supply: S!R and Twoflower/Triad
Documents supplied by: Mayhem64
Systems: PAL/NTSC, 1541/71/81, Oceanic, FD2000/4000, HD, REU(256K+) and Protovision 4 plr adapter. 

When we discovered 3-4 player mode, the keyboard scanroutine interfered with joysticks. It seems to us that this bug was found by the programmer(s) in a late stage and the game was quickly patched and released as 1-2 player version only. We had to re-code several parts due to missing code and layouts for plr 3+4. 
When running three or four player mode, animations of the balls will be stripped because of limited number of sprites on the screen during gameplay.


MARBLE MADNESS WATER-MAZE SOLUTION 
----------------------------------
On Level 1 there is a secret sublevel called Water-maze. Only two players are able to get alive trough the level. The entrance is at the end of level 1, to the left of the goal. You need to jump over to the area on the left side. Move your marbles 6-7 squares up/left counting from the edge of the yellow 3. Stay with both marbles in that area and when timer hits 13 you will sink and when timer get 1 you will be transferred to the secret level. 

When waterlevel starts, move plr ONE to the flashing square in the lower right corner and stay there. Now you can take player TWO safely over trough the middle vent by riding with a flower. Swim in the small waterchannel, up to dry bricks, over the lift and put him standing on the flashing square and wait. Now move player ONE trough the middle vent.

Move player ONE down with the lift, note that its tricky to survive it. Move down and right to the rightmost flashing square. Now move player TWO down on the left flashing square, and when both are standing there, the wall will move down. 

Now you can move over to the big square and battle the two black balls, after defeating them you are rewarded a huge bonus and will be transferred to the next level.




- The way WE remember it!-
   www.nostalgia.c64.org