Follow TV Tropes

Following

YMMV / Marble Blast Platinum

Go To

  • Difficulty Spike: Happens distressingly early on, to the point that even the latter half of the Beginner levels can catch uninitiated players off guard at first.
  • Narm Charm: The announcer, due to his noticeable accent and poor microphone quality. However the manner in which he speaks, especially for the "3, 2, 1" countdown, is so oddly calming you can't help but enjoy hearing it.
  • Nintendo Hard: Platinum was built to be a much more challenging game than MarbleBlast Gold ever could be. For example, many levels in the Intermediate level group in Platinum are roughly the same difficulty as the Advanced levels in Gold.
  • Scrappy Mechanic:
    • Many engine and platforming quirks that would be optionally utilized in MarbleBlast Gold for speedrunning are often mandatory gimmicks in Platinum, making several levels a lot more frustrating as a result.
    • Nukes. No. Really. They are jacked up versions of the mine hazards from the original MarbleBlast. Unlike the mines, which cause a small explosion and minor knockback when contacted with (and often you'll be able to survive if you hit one by accident), touching a nuke will often send your marble flying off into the skybox, with zero chance of being able to recover. What makes these especially annoying is that they're used quite frequently in levels with tight spaces and not a lot of flexibility to move around in, to the point that so much as brushing up against one of them will ultimately cause you to fall out of bounds.
    • Chevron platforms are a new type of terrain introduced in Platinum. Rolling on top of them causes your marble to roll away at rapid speeds in seemingly random directions. It's often criticized by players for being a huge form of artificial difficulty.
  • That One Level:
    • Random Mayhem is a giant stadium shaped map that's full of nothing but chevron platforms. Although there are thankfully plenty of checkpoints to save your progress in between each gem grab, it is nothing but a giant headache to try and get your marble to go in the direction you want AND keep it from careening off the edge and into the pit.
    • Nukesweeper and Nukesweeper Revisited full stop. They are based off the infamously challenging Minesweeper, minus the actual puzzle-solving elements, so they just come off as massive Trial-and-Error Gameplay stages.
    • Catwalk is a confusing maze made out of nothing but super thin, tightrope platforms. If you tip over the ledge even once then it's back to the last checkpoint, or even just back to the beginning of the level.
    • Space Station is easily one of the most confusing levels in the game, despite it also having one of the most unique level themes in the entire game. In addition to having very complicated platforming segments there's very little conveyance of what direction the player should be going in, and it's next to impossible to go back to where you just were.

Top