| Nombre | Nombre largo | ID |
|---|---|---|
| gamecube | gamecube | 6 |
| psx | Playstation | 7 |
| psx | Playstation | 8 |
| psx | Playstation | 9 |
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Marble Madness
A port of the arcade game. The idea is deceptively simple: Guide a marble down a path without hitting any obstacles or straying off the course. The game is viewed from an isometric perspective, which makes it harder to stay focused on the direction the ball is to follow. There are tight corridors to follow and enemies to avoid. There is a 2-player mode in which players must race to the finish; otherwise you're racing against the clock.
MARBLE MADNESS
A port of the arcade game. The idea is deceptively simple: Guide a marble down a path without hitting any obstacles or straying off the course. The game is viewed from an isometric perspective, which makes it harder to stay focused on the direction the ball is to follow. There are tight corridors to follow and enemies to avoid. There is a 2-player mode in which players must race to the finish; otherwise you're racing against the clock.

MARBLE MADNESS
A port of the arcade game. The idea is deceptively simple: Guide a marble down a path without hitting any obstacles or straying off the course. The game is viewed from an isometric perspective, which makes it harder to stay focused on the direction the ball is to follow. There are tight corridors to follow and enemies to avoid. There is a 2-player mode in which players must race to the finish; otherwise you're racing against the clock.

MARBLE MADNESS
The idea of this arcade game is deceptively simple: Guide a marble down a path without hitting any obstacles or straying off the course. The game is viewed from an isometric perspective, which makes it harder to stay focused on the direction the ball is to follow. There are tight corridors to follow and enemies to avoid. There is a 2-player mode in which players must race to the finish; otherwise you're racing against the clock.

Marble Madness (USA, Europe)

Marble Madness Construction Set
Marble Madness implicó guiar una pelota a través de niveles precarios con caídas, rampas y enemigos para evitar el miedo a perder el tiempo o ser enviado de regreso al inicio de una pantalla. La licencia inicial para el hogar se dividió Electronic Arts convirtió el juego arcade en sí mismo en varios sistemas, mientras que Melbourne House proporcionó su propio conjunto de niveles, pero diseñó de manera más significativa un entorno que permitía a los jugadores crear sus propios niveles. Las rampas inclinadas y anguladas se pueden colocar en cualquier lugar, ya sea en una pantalla en blanco o para editar un nivel existente. Los enemigos se pueden colocar en cualquier lugar, estos seguirán sus propios caminos una vez que juegues. Los bonos de tiempo / puntos y manchas de aceite también se pueden agregar a los niveles. Se puede guardar un bloque completo de niveles para crear un juego propio. Los diseños se pueden probar antes de comprometerse con el almacenamiento.
Marble Madness Deluxe Edition
The idea of this arcade game is deceptively simple: Guide a marble down a path without hitting any obstacles or straying off the course. The game is viewed from an isometric perspective, which makes it harder to stay focused on the direction the ball is to follow. There are tight corridors to follow and enemies to avoid. There is a 2-player mode in which players must race to the finish; otherwise you're racing against the clock.
MARCH OF THE PENGUINS
Based on the documentary March of the Penguins, this game follows the story of the emperor penguins as they embark on a long journey to breed their young. The game has been divided into twelve chapters, with different gameplay. The penguins need to be navigated through the environment, find a suitable mate, find food, take care of the egg, guard the young ones and finally make it all the way back. A large part of the game is based on the concept of Lemmings. As the penguins march on, players need to help them land softly, melt obstacles, attract them in a certain direction using fish and place trampolines, ramps, slides, bridges and steps to make them access new areas. The levels can be explored using binoculars and the penguins need to collect a certain amount of snowflakes to pass. The penguins cannot die. When they fall off a cliff, they simply restart at the beginning of the level, but the players needs to bring them to the end as a group to succeed. Other levels have the penguins slide down hills with faster gameplay, feature mazes, or take place underwater where predators need to be avoided while collecting food. In the later parts of the game, guarding the eggs adds an new layer of difficulty. As soon as a penguin hits an obstacle it is dropped. There is little time to pick it up again or it freezes. It also need to be taken to a warm spot before the thermometer time runs out. Some educational content has also been included. Next to the habits, more information about the penguin migration in provided in between levels.

Marchen Maze
El jugador toma el control de una chica llamada Alice, que camina en plataformas de desplazamiento a través de nueve mundos isométricos diferentes, y debe acabar con los enemigos con su soplador de burbujas mientras adquiere poderes en el camino. Manteniendo pulsados ??los botones de fuego, consigues burbujas más grandes. Los enemigos atacan lanzándo canicas, lo que puede hacer que se caiga, a menos que se eviten o salten.
Mariano The Dragon In Capers In Cityland
Mariano is a dragon who must collect five keys in order to release his friends from captivity. In his quest he will have to avoid dangerous robots and traps and also collect some other items that will help him to progress.
Marine Boy
In Marine Boy, you play as a diver equipped with a harpoon who must at each level reach a mermaid in a shell located at the bottom of the water. This is a vertical shoot 'em up with a scroll down. You will face different sea creatures such as orcas, dolphins or jellyfish. Mermaids encountered along the way will give you bonus points. Be careful your oxygen is limited!
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