Check Points… – The Marble It Update!

Check Points…
– August 19 –


Fast Forward! That’s our challenge this week, but we also see a glimpse of a new multiplayer map, we look at last week’s winners – and we drop some info on how checkpoints will be updated in the upcoming content drop for Mayhem!

Let’s check some points!

Weekly Challenge: Fast Forward

Speed speed speed. Just imagine the VCR scrubbing sound this week as you bump around on some tricky route finding levels like Wave Pool! Gotta go fast!

Last Week’s Challenge: Superball

Learning to Roll
snwboardr1987 – 00:04.485

Big Easy
snwboardr1987 – 00:29.867

Triple Divide
snwboardr1987 – 00:09.058

Epoch
CMurder – 00:13.186

Platinum Playground
Catzs – 00:34.624

World Record!

Danger Zone
Catzs – 00:31.862

Checkpoints!

In the next update, we’re changing the behavior of checkpoints to improve their utility and make some quality of life improvements:
– Checkpoints will save your progress when you pass through them even if they’re already active! Need to double back or save your progress after a particularly difficult detour? Check. And. Point.

– Checkpoints on linear climber levels (like Escalation) are now numbered so that you won’t accidentally lose progress by falling all the way back down to an earlier checkpoint.

– Checkpoints will no longer trigger if you hit them from a different gravity direction! This allows us to place checkpoints on levels like Warp Core to make them more approachable without making checkpoint cheesing the optimal strategy.

There’s much more to come in the next update, so stay tuned to next week’s MIUpdate!

Till then, enjoy the glimpse of Jumphouse!

Fletch
Marble Collective

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