@EMM_Coding is planning to release Marble Madness V3, the third installment of Marble Madness with even more features than Marble Madness V2. However, he noticed that Marble Madness V2 had trouble saving remixes with 19 or more players. @Burgnew_On_A_Laptop suggested that he could start using the clone-player system that I introduced in Desktop Distress ( https://scratch.mit.edu/projects/723444535/ ) to address this problem, but unfortunately EMM had a hard time understanding it himself. I admit that it's complicated. Burgnew then originally got the idea to remix Marble Madness V2 into "V2.5" by adding the clone-player system himself, but he entered a hiatus around that time. Due to this, I asked him if I can take over development for the project that would make Marble Madness V3 into a reality, and he allowed me to do it since it would lessen up his workload. Though, rather than adding the clone player system directly to V2 to make a "V2.5", I instead thought it would be easier to rewrite V2 entirely using the clone-player system to make a base that EMM could use to make Marble Madness V3, allowing it to surpass the maximum player count that V2 had. Things were rather easier for me when I worked from a blank canvas. Apart from implementing the clone-player system, I also made the marbles as one sprite to save data, and added some internal features and a little bit of documentation to assist EMM in the development of V3. Most documentation is in the stage. Additional features I implemented to this Marble Madness base include: - The marble resprites EMM provided in https://scratch.mit.edu/projects/893647575/ - Updated explosion effect to match the ones that Barrel Castle and Boulder Attack REDUX use (this was an idea EMM had in his V3 concepts project). - Given the method I used to implement the players, their size value is now determined by exact values rather than offsets from 20. - The players will now be automatically aligned to the surface below like in Boulder Attack REDUX. - Players will no longer walk into explosions if they're not initially caught in the blast. This is one of the features EMM suggested directly to me. - Squished players will also now get pushed away from explosions, another feature EMM suggested directly to me. - Since all marbles have been condensed into one sprite, this also means that the players can now try to dodge marbles that are airborne. - When the game ends, marbles will now immediately disappear to reduce the likeliness of a draw. - The tubes on the side of the platform now also hide after the game ends like the top and bottom tubes. - The zoom factor for the winner screen is less intense to reduce the likeliness of any players obstructing the monitor. - Music exemptions now cover the preferences for more users, and no longer need to be reset every time the project runs. - The text displayed on the monitor during a game will now only reprint when the "Update Text" message is broadcasted to prevent lag without a compiler. At the moment, the text only reprints every time a marble spawns and every time a player is KO'd. This message could come in handy when dealing with the marble selector. - Some portions of the project may be coded differently from V2, just want to keep that in mind. Hopefully this base would come useful for EMM to make Marble Madness V3 into a reality, not to mention any possible subsequent Marble Madness installments afterwards.