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MARBLE RUN

ABOUT THE GAME

MARBLE RUN is a collaborative attempt to build
the longest marble run on earth! There are different
types of bricks available to build tracks with.

Every user-built track that is added to the marble
run increases the total length of the over all track.
With increasing length more and more special bricks
get unlocked to allow you to build even more tracks!

MOZILLA GAME ON 2010

This game was developed by students of the Salzburg University of Applied Science for the Game On 2010 challenge hosted by Mozilla.

CREATED BY

Eberhard Gräther (WEB / CONCEPT)
Matthias Hempt (DESIGN / CONCEPT)
Nicola Lieser (DESIGN / CONCEPT)
Mathias Paumgarten (WEB / CONCEPT)
David Strauß (WEB / CONCEPT)

Training Of The Cybernetic Heroine Of Justice F... ((exclusive)) -

The concept of the Cybernetic Heroine of Justice represents a fusion of traditional moral archetypes and futuristic technological advancement. This figure serves as a guardian of the digital and physical realms, requiring a training regimen that balances the rigid logic of machine processing with the fluid empathy of human heroism. The training of such a heroine is a multi-dimensional process, focusing on cognitive integration, physical fortification, and ethical calibration to ensure she remains a protector rather than a weapon.

The primary phase of her training involves cognitive and neural synchronization. Because a cybernetic heroine possesses an interface between a biological brain and advanced artificial intelligence, she must learn to navigate a dual-stream consciousness. This is achieved through sensory immersion chambers where she processes massive amounts of real-time data while maintaining her sense of self. She practices filtering digital noise to find actionable intelligence, ensuring that her heightened perception does not lead to sensory overload. In this stage, the heroine learns that her greatest strength is not the speed of her processors, but the wisdom to interpret the data they provide.

Physical mastery follows, focusing on the synergy between organic muscle and synthetic augmentation. Unlike a traditional athlete, a cybernetic heroine must master the mechanics of high-grade hydraulics and reinforced skeletal frames. Her training includes high-intensity combat simulations against rogue AI and physical obstacles that test her durability and precision. She must learn the "ghost in the machine" effect—how to move her robotic limbs as naturally as if they were flesh and blood. This physical training is not merely about power; it is about control, ensuring she can apply the exact amount of force necessary to subdue a threat without causing collateral damage.

The most critical aspect of her development is ethical calibration and the preservation of justice. A heroine of justice is defined by her moral compass, which must be resilient against the cold, utilitarian logic often found in pure algorithms. Her training involves complex moral dilemmas—scenarios where there is no perfect outcome—forcing her to prioritize human life and dignity over efficiency. She interacts with the society she protects to maintain her empathy, preventing the "detachment syndrome" that often plagues highly augmented individuals. This ensures that her primary drive remains the defense of the vulnerable.

Ultimately, the training of a Cybernetic Heroine of Justice is a lifelong evolution of body and mind. By marrying the speed of technology with the depth of human morality, she becomes a beacon of hope in an increasingly complex world. Her journey proves that while her parts may be manufactured, her spirit is forged through discipline, sacrifice, and an unwavering commitment to the common good. Through this rigorous preparation, she transcends her mechanical origins to become a true champion of justice. Training of the Cybernetic Heroine of Justice F...


Integration Phase (8 weeks)

  • Combined field exercises mixing all modules: long-duration missions, multi-jurisdiction coordination, and adaptive threat responses. Emphasis on minimizing civilian harm and maintaining system integrity under stress.

Phase II: The Doctrine of Proportional Force (Week 4-8)

Once the nervous system is optimized, the philosophy is installed. Unlike a soldier who follows orders, a cybernetic heroine of justice must calculate morality in real-time, at 2.4 gigaflops per second.

Phase II takes place in the "Moral Maze," a holodeck of escalating ethical hellscapes.

  • Scenario 47: A hijacked maglev train carrying 300 civilians is speeding toward a reactor core. On the tracks, five technicians are performing repairs. Do you divert the train to save the 300 (killing the five) or let it hit the core (killing 1,200)?
    • Kaelen’s first instinct: Try to stop the train with sheer strength. Failure. All dead.
    • The Correction: A heroine does not "try." She computes. Her left arm houses a hyperdimensional processor. The answer is to sever the magnetic coupling, sacrifice the rear three cars (74 casualties), and redirect the momentum. Justice is not about zero deaths. It is about the least tragic integer.

By Week 6, Kaelen no longer hesitates. Her eyes flicker with hexadecimal readouts. When presented with a "trolley problem" variant that includes her own mother as a variable, her response time is 0.04 seconds. Her mother is saved only if the probability matrix allows it. JUSTICE-1 logs: "Sentimentality suppressors functioning at 98% efficiency. Trainee is becoming a clean variable."

Phase 3: The Justice Meter (Crucial Mechanic)

The defining feature of a "Heroine of Justice" game is the Justice Meter. The concept of the Cybernetic Heroine of Justice

  • High Justice: She fights well but refuses "immoral" training. You must lower her guard. Use aphrodisiacs or specific dialogue choices during story events to create "Logical Leeway" (e.g., "This is for the sake of the mission").
  • Low Justice: She becomes compliant, but if it hits 0 before you achieve the final ending, she usually loses her will to fight the main villain, leading to a Bad End.
  • The Sweet Spot: The goal is to keep Justice high enough to win mandatory boss fights, while slowly chipping away at it during private training sessions.

Phase 4: Ending Guide

Most games of this type have 3-4 distinct ending archetypes.

  1. The "True Love" Route:
    • Requirement: High Affection, High Combat Stats, Moderate Sensitivity.
    • How to get: Focus on talking, dates, and gentle maintenance. Win all battles. The heroine stays a hero but falls for the trainer.
  2. The "Corrupted Weapon" Route:
    • Requirement: High Obedience, Low Willpower, Max Sensitivity.
    • How to get: Ignore combat, focus entirely on "training" and cybernetic modification. She becomes a mindless weapon.
  3. The "Virgin Clear" (Hard Mode):
    • Requirement: Win the game without performing any "heavy" training.
    • Reward: Usually unlocks a special costume or gallery mode.

Phase V: The Live-Fire Jurisdiction (Month 6)

The final exam. No simulation. No mulligans.

Anode-7 is dropped into the Styx Undercity, where the Grey Cartel is auctioning a "memory bomb" — a device that can erase specific events from 10 million minds. Her rules of engagement:

  • No civilian casualties.
  • Minimum structural damage (under 2.3 megajoules per block).
  • Target neutralization within 37 minutes (before the bomb syncs to the satellite).

She lands on a garbage barge. Immediately, seven cartel enforcers with EMP rifles open fire. Anode-7 doesn't dodge — she calculates the trajectory of each ion pulse, then moves between the particles. Her left arm becomes a sonic scalpel. She disables the enforcers via temporary synaptic paralysis (no deaths, as per protocol). Integration Phase (8 weeks)

Inside the auction house, the bomb’s guardian is a Hulk-class berserker with reactive armor. A brute-force fight would exceed the damage limit. So Anode-7 uses Phase II’s Doctrine: she calculates the berserker’s childhood trauma (viewed via a neural backscatter scan), then broadcasts the sound of his mother’s lullaby through the room’s acoustic resonators. He drops his weapon. She wins without a punch.

The memory bomb is disarmed with 14 seconds to spare.

Ongoing Maintenance & Requalification

  • Quarterly simulator recertification, semiannual augmentation health checks, annual tactical requalification, and continuous legal/ethics refresher seminars.

Game Concept Overview

In these games, you typically take on the role of a "Handler" or "Trainer" responsible for a Cyborg Heroine (F-87). The objective is usually a balance between maintaining her combat readiness (Justice/Justice Meter) and adjusting her parameters (Sensitivity, Obedience, Mental State) through various training regimens.

CONTACT US


VISIT MARBLE RUN ON

Facebook
@themarblerun

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Training of the Cybernetic Heroine of Justice F...

HEY THERE,
WE NEED
YOUR HELP!

We want to build the longest
MARBLE RUN on earth!

You can be a part of it by
building your own track and
adding it to the MARBLE RUN!

By increasing the length of the
track, different types of special
bricks are going to be available,
allowing you to build even
more awesome tracks.

This website uses cookies, more information.

Supported browsers:
Google Chrome, Mozilla Firefox 4
Opera, Safari 5

DRAG&DROP

Every Brick can be moved by Drag&Drop

SELECT

By clicking on a brick in one of the two
toolboxes on the right you select it for
further use.

PLACE

Click on an empty cell in the grid to place
the selected brick. You can also drag bricks
directly from the toolbox on the grid.

ROTATE

By clicking on a brick you rotate it.
This works also on the currently selected
brick in the toolbox.

REMOVE

To remove a brick you have to drag it off the
grid (and release it).

MULTI PLACE

To place multiple bricks of the same kind
you can "paint" on the grid! Simply hold down
the left mouse button and move around.

MULTI REMOVE

If you select the empty cell in the toolbox
you can use the above described "MULTI PLACE"
method to remove multiple bricks at once.

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