A tribute to the arcade years
Slanted tracks, deep drops, little time: the feel of Marble Madness, carried over into 3D worlds you can roll through.
One glass marble, eight worlds, no second chance if it falls
Steer your marble across narrow walkways, through pneumatic tubes and canal locks, past presses, pendulums and clockwork beetles – all against the clock. Every world is built from brass, fog and neon light, and each looks different from the last.
Inspired by Marble Madness, which many still remember from the Amiga – reimagined in 3D, with real physics. And just like back then, it all comes from code: every world, every sound, all of the music.

What makes Magic Marble
The idea is as simple as it ever was: get the marble to the goal before time runs out. Everything else is new.
Slanted tracks, deep drops, little time: the feel of Marble Madness, carried over into 3D worlds you can roll through.
The marble has momentum and weight. It slides on ice, the current sweeps it along in the canal, and a fall that is too deep shatters the glass.
The worlds come in random order. Time you have left carries over into the next level – play well now, breathe easier later.
No account, no tracking, no cookies, no third-party servers. What you play stays on your device.
Runs in the browser on PC, tablet and phone. Put it on your home screen as an app if you like, and it works offline after that.
No ads, no in-game purchases, no account. If you enjoy it, a little support helps the next world come to life.
The worlds
Every world has its own light, its own music and its own machines. They share just one thing: the way to the goal is hard, but fair.
Neon light on brass in a violet fog. A clockwork beetle chases you, steam blasts sweep across the ridge, and in the maze the gates only open to a beat.
High above a lake of molten metal. Conveyor belts that carry you or hold you back, stamping presses in rhythm and a spiral round the glowing chimney.
Frozen machines under the aurora. On the ice, momentum wins: steer too late and you slide past. After that come pendulums, a balloon raft and the crystal funnel.
Dawn above a sea of clouds. A jump over an updraft, two airship rafts, a windy walkway and the pneumatic tube up to the last island.
Inside the great clock. Hands sweep across the dial, gears carry you from one to the next, pendulums and bell hammers keep time.
Glowing water in old locks. The current sweeps you along, then you push upstream through gates that rise and fall, all the way to the whirlpool.
String lights, a Ferris wheel and fireworks. A pinball field full of bumpers, the carousel, the roller-coaster chute, the chain swing – and the cannon for the finale.
🎃 Seasonal world, in the journey from 1 October to 2 November
Halloween in the haunted forge: sticky spider webs, walls that come and go, coffin lids over the abyss, the witch’s cauldron and rolling pumpkins before the goal.
Made of code
Back then a game had to fit on a floppy disk, so much of it was generated by the program instead of stored. Magic Marble does the same: the worlds, the light, the music and every sound come to life at the very moment you play.
0
image files
Not a single texture or 3D model in the eight worlds. Your device works out the brass, gears, ice and water by itself.
0
audio files
No MP3, no samples. Music and sounds come from oscillators and noise, like the sound chips of the home computers.
≈ 2 MB
for the whole game
Physics engine and fonts included. Less than a single phone photo.
Decks, chutes, funnels and gears are built from code while loading, rivets and glowing edges included.
The ember lake, the sea of clouds and the aurora are small graphics programs (shaders) that paint every frame anew.
Every world has its own key and rhythm. When things get dangerous or time runs short, drums, arpeggio and melody join in.
The rolling marble, the hiss of the tube, the slam of the press, the tower bell: all generated live, nothing recorded.
Snow, embers, fireflies and fireworks are particles the game calculates anew at every moment.
A new world is a single file. That is why the worlds grow quickly without the game getting any bigger.
Machines and traps
No world simply repeats the one before. These machines help you along – or stand in your way.
Live walls and gates that open to a beat. A top-down view shows you the way first.
Crosswind on narrow walkways, steam blasts, and an updraft that carries you over the gap.
They turn beneath you. Jump off at the right moment and you land safely.
All in rhythm. Roll too early and you are crushed or knocked into the abyss.
Here your hand is not the only thing deciding where the marble goes.
Sucked in, shot through the tube, flung in a high arc across the abyss.
How to play
No download, no sign-up. Open the page, press “Let’s roll” and go.

WASD or the arrow keys. Or use the mouse: drag, or switch on trackball mode and roll it like an arcade cabinet.
Touch anywhere on the screen, hold and swipe – or switch on tilt and steer the marble with the whole phone.
The overview at an angle from above like the original, the chase camera behind the marble, or first person – right in the middle, as if you were the marble.
Training has no clock. Try the hard parts at your own pace before you go for a best time.
After a fall you continue from the last checkpoint. The clock keeps running, though.
Small steps are fine. From a great height the marble shatters – nets only catch you where the game has put them.
Privacy, honestly explained
At Magic Camelot, privacy is not small print but part of the design. This is exactly how Magic Marble handles it:
No sign-up, no analytics, no cookies, no ad networks. We don’t know who plays – and we don’t want to.
Fonts, physics engine and everything else come with the game. While you play, Magic Marble contacts no third-party service.
Best times, language and camera are remembered only by your browser, on your device. The Top 100 only gets what you enter yourself: nickname, time, date.
The form goes to our own server, not to a third-party service. Our script stores no IP address, and the email address is optional, only for a reply.
Installed as an app, Magic Marble runs offline. Then nothing leaves your device at all.
No ads, no in-game purchases, no paying with your data. Support is welcome but entirely optional.
To be honest: Game and website live on our own web space at IONOS, with no third-party services in between. Like any web server, it briefly needs your IP address to send you the page; we don’t analyse it. Installed as an app, even that stops after the first start.
Free
Price
€0
Magic Marble is free and will stay free.
Ads and purchases
None
No ads, no in-game purchases, no “pay to skip the wait”.
Account
None
Best times and settings stay in your browser. We don’t know who plays.
Magic Marble is made on the side, for the love of the game. A little support helps the next world come to life.
Feedback and wishes. Something not quite right, or an idea for a world? The game menu has a “Feedback & wishes” button. Every message comes straight to us, and we reply if you leave an email address.
Questions
No. The game is free, with no ads and no in-game purchases. Support is welcome but entirely optional.
No. Magic Marble runs right in your browser. There is no account.
Yes, on current phones and tablets with an up-to-date browser. On slower devices the game turns off a few effects by itself to stay smooth.
In Chrome, Edge and on Android the game menu shows an “Install as app” button. On iPhone and iPad, tap “Share” in Safari, then “Add to Home Screen”. After that Magic Marble starts like an app and works offline too.
No. Magic Marble is an independent game by Magic Camelot, inspired by the arcade classic many remember from the Amiga. Tracks, graphics and music are all its own.
Yes. The game follows your browser’s language, and you can switch between English and German in the menu.
None. There is no account, no tracking and no cookies. Best times and settings stay in your browser. Only what you send yourself reaches us: a Top 100 entry (nickname, time, date) or your feedback – both without your IP address.
Special times of the year get their own worlds – starting with the Pumpkin Forge for Halloween, with Christmas, Easter and summer to follow. During their season they join the random journey and have their own leaderboard for the year. Afterwards they rest until next time, but stay playable any time from the menu under “Seasonal worlds”.
Yes, more worlds are in the works. New worlds join the random journey automatically.
Ready?
Open the game in your browser and off you go. Have a good journey – and watch the edges.
What you need