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Marble Mixer

Score: 70%
ESRB: Not Rated
Publisher: GameHouse
Developer: GameHouse
Media: Download/1
Players: 1 - 4 (Local)
Genre: Family/ Arcade

Graphics & Sound:

Marble Mixer is an example of a simple game idea that achieves its basic goals well, but was obviously designed for a different system, in this case the iPad instead of the iPhone or iPod Touch.

The game's presentation doesn't hurt much from this detail though. While I'm sure it didn't look as good as it would on the iPad, or even the iPhone 4's Retina Display, my iPhone 3GS still displayed the game's simple, yet pretty visuals really well. The game's three themes come out nicely, and their changes in background music and sound effects to go with the visual design also do the trick.

The game's space theme has a definite electric feel, and is very reminiscent of Tron, while it's off the wall monster game feels like something out of a kid's cartoon and the final area feels more like something you would see in an upscale casino. It's pretty clear that the designers put a good bit of time in the look and feel of each game style, and it looks pretty good, even on an older iPhone model.


Gameplay:

Marble Mixer has three game modes, one for each of the previously mentioned styles. All of them use the same basic mechanic for launching your marbles into the center of the screen, but the variations in the game styles gives each mode a drastically different feel.

In Space Mania, you and up to three other characters (either A.I. or human-controlled) will fling an endless supply of marbles into the center target. Your goal is to score the most points, based on closeness to the center. The twists here involve a large hole in the center of the target and the ability to not only knock other balls off the target, but into the hole.

Table Tactics is very similar to Space Mania, except that the game is turn-based. This means far fewer balls will be tossed out in the allotted time, so each one will have to have a good bit more strategy involved. You can still knock other balls off the target to lessen their score, or knock them into the hole to get rid of them.

The final mode, Monster Picnic, takes a different approach as a face rotates around the center of the screen. Here you are actually trying to get the balls into the hole, the monster's mouth. The more that go in, the more you score. The interesting thing here is the fact that you can just as easily knock an opponent's ball into the mouth as get one in yourself, and the fact that the face is rotating means you have to be extra careful with your aim and power.


Difficulty:

Marble Mixer is a mixed bag in difficulty. I found that my win-loss ratio seemed to be consistently the same as my opposing players. In other words, I would win about a quarter of the time when going up against three opponents, half the time with a single opponent and a third of the time with two.

In the case of both Table Tactics and Space Mania, the winner of the match is the first player to win three games, and because of that, it seemed like these games would go on for a long time, especially given what I said in the previous paragraph about how evenly spread out the wins seemed to be.

Unfortunately, what seemed to be a majority of the reason behind my losses seemed to stem more from Marble Mixer's lack of response to my finger-flicks. Of course, this might be a byproduct of the game being designed for a bigger screen like the iPad.


Game Mechanics:

So how can I tell that Marble Mixer was designed with the iPad in mind? The biggest clue is how multiplayer is handled. There is no online connection or some way to play with your friends on their own iPhones. Instead, each corner of the screen is designated to a player, and when you choose a human opponent, as opposed to a computer, a person has to physically stand there grabbing onto a corner of the iPhone. When you get three or four players circling the phone, you not only get a feeling of claustrophobia, but also the appearance of playing some technology-based version of a ouija board. Of all of the iPhone apps and games I've partaken of, this is the only one that I've seen attempt to handle multiplayer in this form, and the only way it makes sense is if the designers were planning it out on a bigger screen, i.e. an iPad.

In a related issue, the launching of your marble by flicking a finger out of your corner just doesn't seem to respond all that well. In a game where you are trying to land in a very precise location, typically as close to the hole as possible without going in, any control issues can make the game hard to bear. Once again, I feel like this is probably a cause of the game being played on a smaller screen. Without the kind of "touch resolution," for lack of a better phrase, that a system like the iPad has, it simply can't be expected to read how fast you are trying to flick your marble as well as you can on an iPad. Because of this, I found my marbles either shot off far faster than I wished, or fell flat and ended up not even making it to the target.

In the end, it's obvious the game wasn't designed with the iPhone in mind, and, while somewhat enjoyable, just doesn't work that well on the smaller screen. While I haven't had the opportunity to try it on an iPad, I can only imagine that the issues I've seen will lessen dramatically on the other iOS system. In short, pass up Marble Mixer on anything but the iPad.


-J.R. Nip, GameVortex Communications
AKA Chris Meyer

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