Multiply or Release #20 - Anti Rush - Marble Race

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In this version, the players are separated by walls that require 1000 hits before being removed. Who will survive when the wall collapses? Will the build up be too great?

New marbles are added every minute.

Additional option: +10 (unlocked after 100 impacts to the trigger shield)

Four colors competing:
Magenta, Green, Blue and Yellow
Which colour will win?

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#marble_race #multiply_or_release

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Lost Marbles: I found a great anti-rush idea!
Yellow: *immediately rush green"

HyperPoirot
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I like how the anti rush allowed the marbles to build up and release all at once, achieving the opposite effect. The wall separating green and pink got destroyed first, and the opposing marbles balanced each other out, but yellow broke the wall separating them from green and released all the marbles at green, and since green had used all its marbles against pink, it had no defense so it died. Perhaps all four walls could have a joined health bar so that all marbles release at once, balancing each other out like green and pink did. Or maybe this is what you wanted, but it is certainly not “anti rush” lol.

boneguy
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I've seen another type of Multiply or Release recently: You have to "erase" every territory from a color to eliminate that color. The shots are much larger, the multiplier increases by 1 each time a marble hits it, same for the adder (or whatever it's called), and there's a system for the charged shots if they collide:
- If two charged shots from the same color collide, nothing happens
- If two charged shots from different color collide, the smallest one is destroyed, while the largest one lose the amount of the smallest one:
For example: If a 500 charged shot hits a 125 one of a different color, the 125 one is destroyed, and the 500 one become a 375 one.

linkforce
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glad to see the +10 back, it was a pretty cool addition, and the whole "anti-rush" concept, even if it didnt work all that well since it ended up having the opposite effect, was pretty cool.
i think that a more effective "anti-rush" mechanic would be to just make all core marbles intangible for as long as you'd want to, in order to avoid them being killed off early.
also, the music was very good here. this was just a solid video :P

lukaskai
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SPOILER






Lost marble: don't rush!
Yellow: *Immediately kill green when wall breaks*

カレールーさん
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Early on, SNIPE!
Later, DOUBLE KILL!

Might I suggest doing this again with the walls all sharing the health pool? It would allow for more even defense at the start.

KalijahAnderson
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I liked very much how the colours were mixing at this time.

guigazalu
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Amazing how no marbles were lost in the making of this video... at least I didn't spot any

marcohueber
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Green dying early was VERY bad for yellow because yellow then had to break the circle in its plinko alone. When the left plinko was freed up the right one still had 30 hits to go

tollpatschny
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Yellow finding out what a Blitzkrieg is

dolls
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Remember the gravity feature I suggested before? What if we had it inverted?

JamesTDG
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Request:Multiply or Release #21 God Stars Edition with Upgrades

oleksandrhutsuliak
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I haven't watched the whole video (I just clicked and commented right away) but, LET'S MY SUGGESTION MADE IT IN

JustAnotherCommenter
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I guess the shots being released are more like health, no?

snowydafurry
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At the low brighness of screen yellow and green are almost the same...and the "areas" with "multiply", "x2", "fire" are very small. Hard to watch this video on phone...)

orangerepublic