||(Win95/98/3.1) (Retail) (MARBLEDPR)
87% from Computer Game Entertainment
The Mesmerizing Mindbending Marble Game
Introducing a fiendishly fun puzzle game that will send your mind on twists,
turns, spirals and swings. In Marble Drop, you devise the smartest way to get
your colored marbles into their correct bins.
Sound Easy? Just wait till you see the springs,
splitters, triggers and teleporters that stand in your way. And remember: every
marble you drop changes the path of the one that follows.
Outsmart each puzzle and wrap your mind around an ever more challenging
marble switches the path for the one that follows. making a mistake makes for
gadgets send your marbles on surprising new paths.
different puzzles challenge you with increasingly intricate contraptions.
bonus poitns for solving puzzles with the fewest possible marbles.
perplexing hidden puzzles inside different levels.
Windows 3.1x or Windows 95, IBM
486DX and above and 100% compatibles, 66MHz and above, 8MB RAM, double speed
CD-ROM drive, Microsoft mouse or 100% compatible, SVGA card (with 512K video
RAM) supporting 640 x 480 (256 colors) mode. Supports all sound cards
compatible with Windows 3.1x or Windows 95, SVGA screen resolutions, 640 x 480,
800 x 600, 1024 x 768.
Computer Game Entertainment, July 1997
"The concept is simple enough; a group of colored marbles must be placed in
funnels which then launch the marble on a twisting (sauntering, swirling,
ricocheting, whichever you prefer) trajectory down a series of convoluted
paths, and into a tidy group of collection bins located at the bottom of the
puzzle. Fill up all the collection bins in the proper order, and you move on to
the next level. As you might expect, blue recepticles will only accept blue
marbles, red with red, ad nauseum. Landing a green marble in a slot meant for a
yellow marble destroys the marble. Points are awarded for getting a marble home
safely as well as for triggering various targets along the path. Those marbles
that make it to the proper bins are returned to the player when the puzzle is
solved. Players can spend a few points to purchase additional marbles to
replace the innocent casualties of puzzle conflict.
"Sound simple? Yeah, right. If the puzzles consisted of nothing but ramps,
finishing all 50 puzzles would take an hour. However, a number of traps and
gizmos have been added to make the paths more treacherous. New devices are
added every few levels, demonstrating the joys of gates, pendulums,
teleporters, painters, splitters and too many other nasty toys to succintly
mention here. As Leonardo's disciple sends marbles down the path to the
awaiting bins, there comes a rapid sense of realization; the marbles, through
their journeys, change the lanscape of the puzzle. That rail that led straight
to the green bin at the bottom of the screen might now lead to another bin. Or
off the screen. Or into an endlessly repeating loop."
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