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Arcade › Marble DELUXE
Click the game above and it runs right here in your browser. No download, no installer, no account needed. alexander Aldana-Ahumada built it with Cinevva, so it works on a phone or a tablet too.
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Marble DELUXE was built by alexander Aldana-Ahumada with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Marble DELUXE opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate a playable 3D neon marble-racing tournament game titled “Colorful Marble Race DELUXE” / “Marble DELUXE.” Use Three.js or an equivalent real-time 3D engine with a dark navy background, subtle fog, a large dark-blue floor, cyan perspective grid lines, faint alternating cyan/magenta concentric rings, bloom-like emissive neon materials, soft shadows, and a high third-person perspective looking down a long narrow race track. The camera should initially sit around (0,20,28), looking toward the track, and use an orbit camera with damping: mouse/touch drag rotates the view, with reasonable zoom limits. During racing, smoothly follow the leading up to three marbles while still allowing orbit interaction. Build the game around a setup HUD over the 3D scene. At the top left show a glassy translucent dark panel with cyan border/glow, uppercase heading “COLORFUL MARBLE RACE DELUXE,” and the instruction “Pick 2-12 marbles, 1-7 neon track modules, then race.” At the top right show a “Setup mode” panel, and at the bottom center show a small translucent banner initially reading “Build your neon bracket.” The setup panel should contain selectable toggle buttons for up to 12 marbles, with colored glowing dots, and counters such as “4/12 selected”; selectable track-module buttons with a counter such as “4/7 selected”; mode toggles for “Single Elimination” and “Double Elimination”; explanatory text that elimination modes unlock with 4+ marbles and that with 3 left the final race decides 1st, 2nd, and 3rd; and buttons “Quick Fill,” “Clear,” and a prominent gradient “Start Race.” Require at least 2 marbles and 1 track module to enable Start Race. Quick Fill should select Red, Orange, Yellow, Green, Cyan, Azure, Blue, Purple and all seven modules, and choose double elimination. Clear should deselect everything. The selectable marble roster is exactly: Red, Orange, Yellow, Green, Cyan, Azure, Blue, Purple, Pink, Smiley :), and Rainbow. Render each as a glossy, slightly translucent/clear-coated glowing sphere with its identifying floating label above it. Use the corresponding vivid colors: red, orange, yellow, green, cyan, azure, blue, purple, pink, and yellow-gold for Smiley; Rainbow should have a horizontal rainbow gradient material. Smiley should visibly display a “:)” face on its surface. Marbles line up across the track at the start, evenly spaced about 1.35 units apart, and begin just behind a bright cyan horizontal START gate. The selectable modules are exactly: Funnels, Plinko, Downhill Zig-Zag, Spinners, Block-Destroy, Fast Or Slow, and Neon Finish Gate. Lay selected modules sequentially along the track, each about 11 world units long, with dark rails on both sides. Add floating glowing labels beside modules: FUNNELS, PLINKO, ZIG-ZAG, SPINNERS, BLOCK DESTROY, FAST / SLOW, and FINISH. If Neon Finish Gate was not selected, append it automatically at the end so every race has a finish gate. The track should visually match these constructions and should also affect marble movement: - Funnels: three alternating cyan/magenta glowing torus rings and faint transparent cone/funnel shapes, pulling marbles toward the center and slightly accelerating them. - Plinko: five rows of staggered cyan and magenta horizontal pegs that deflect marbles and sometimes slow them. - Downhill Zig-Zag: six alternating angled cyan/magenta deflector bars across the lane that push marbles side to side while slightly accelerating them. - Spinners: three hubs at different lateral positions, each with perpendicular glowing arms and a gold center, rotating continuously; their oscillating obstacle effect should perturb and sometimes slow marbles. - Block-Destroy: a 3-by-6 wall/grid of small dark blocks with alternating cyan/magenta emissive edges; blocks are breakable-looking, and collisions or contact should slow a marble and create a short burst of colored particles. - Fast Or Slow: split the track into a green/cyan fast lane on the left and red/magenta slow zig-zag lane on the right, with cyan pegs in the fast lane and magenta angled walls in the slow lane. A marble on the left accelerates slightly; one on the right slows and is deflected. - Neon Finish Gate: two tall gold glowing posts and a gold glowing horizontal top bar spanning the lane. Crossing the finish line triggers a colored particle burst. When Start Race is pressed, hide the setup panel and show a right-side translucent “Leaderboard” panel. Show race information in the top-right, e.g. “Round 1 / Single elimination” or “Round 1 / Double elimination.” Set initial marble speeds randomly around 4.3–5.5 units per second, move them forward down the track, apply module effects, keep them inside the side rails with bouncing lateral limits, and add subtle vertical bobbing and rolling sphere rotation. Add small colored particle bursts when a marble finishes and when it hits the breakable-block effect. The bottom banner should announce events such as “Round 1: single elimination race!”, “Red finished!”, and loss/next-round messages. During a race, tapping/clicking a marble should inspect it and update the banner with its name, approximate distance, and whether it is racing or finished. Implement tournament progression faithfully. Keep a bracket entry for every selected marble with its name, loss count, and status. In Single Elimination, after a race the bottom half of finishers, using ceil(number of racers / 2) with at least one loser, take one loss; one loss sets them eliminated. In Double Elimination, the bottom third, using floor(number of racers / 3) with at least one loser, takes a loss; two losses eliminate them. Start the next round after a short delay using only entries still marked racing, reshuffled into new starting positions. When three or fewer racing marbles remain, run the final race and assign the first three finishers as podium positions 1st, 2nd, and 3rd, then show a banner like “Podium: 🥇 Red 🥈 Blue 🥉 Green.” On the leaderboard, show current standings with names and either “Finished” or approximate meters, then a Bracket section listing every marble and “0 losses,” “1 loss,” “2 losses,” or “out.” At completion show Champion, 2nd Place, and 3rd Place. Provide “New Setup” and “Rerun” controls on the leaderboard; New Setup returns to configuration, and Rerun starts another tournament with the current choices. Keep the visual language consistently cyber/neon arcade: glossy colored glass marbles, cyan and magenta emissive track pieces, gold finish gate, dark translucent rounded HUD panels, cyan borders, white/cyan uppercase typography, and subtle glow/shadows. Support desktop and mobile layouts: on narrow screens the setup/leaderboard panels should remain usable, buttons should become two-column grids, and the leaderboard can move lower on the screen. Do not add unrelated weapons, enemies, pickups, lives, or mechanics; the core experience is configuring colorful marbles and modules, then watching the simulated tournament races and elimination bracket play out.