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Super Monkey Ball

by Michael Cole - September 29, 2001, 1:46 am EDT
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It's Zany, it's quirky, it's SEGA. Amusement Vision's GCN launch title was at the Cube Club, and TYP took it for a spin.

This game is hard to describe. You probably already know what it is like, so I'll head straight into my impressions. I got to play everything there was of the game at the show, and I walked away from it fairly impressed.

I first tried my hand at the single player mode (which can actually be alternating multiplayer) and found myself an a heap of trouble. The control setup takes some getting used to, moving the level instead of the character. I wasn't THAT bad at it, but starting on the fourth floor didn't help. I can tell that spending time will solve the control issue, but the levels are designed on a trial-and-error basis. Even early on, the game is quite tedious...but it never seems to be beyond the average player's capacity.

The single player is all well and good, but I loved the party games (mini-games were blocked off). They are all point based, and they are rewarded just like you would expect them to be. Also, you don't move the ground anymore, which makes things a little easier on the eyes and head. I came back to Monkey Ball throughout the evening, each time trying my hand at something new. The first game I tried was Sega's version of "Bumper Balls" (from Mario Party) with punching gloves. It's a blast to play. It incorporates all of the goodness that is Bumper Balls, but it adds power-ups like a bigger glove, longer reach, or spin attack. There are also three settings, making the game more varied. The second party game attempted was the racing mode. Power-ups are sparse, and are rarely useful (except for the lightning boost). It is fast paced and well done, but it is definitely not a game within itself. There are a few tracks (with some variation) and this mode is amusing but it isn't enough to completely satisfy Mario Kart cravings. It's all good, though, since it is only one of many excellent game modes. The final party game was the target game. This is by far the most difficult mini-game to master. Reminiscent of Pilot Wings 64's hang gliding mode both in gameplay and visuals, your monkey must be glided to one of many targets. Players take turns, trying to one up each other by landing in high-scoring zones. It is very easy to crash into the water (more so on later rounds), and the "Wheel of Danger" doesn't make things any easier. Though optional, the "Wheel of Danger" adds an element of luck to the game. I wasn't so fortunate, and usually ended up with air mines or bomb-infested targets. A skillful game indeed, targets will be a test of gaming expertise for years to come.

The game is very polished (as it should be) and is very deserving of being the only 3rd party title available at the Japanese launch. I envy Billy for being able to fly Baby off of cliffs whenever he chooses.

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Super Monkey Ball Box Art

Genre Action
Developer Amusement Vision
Players1 - 4

Worldwide Releases

na: Super Monkey Ball
Release Nov 17, 2001
PublisherSega
RatingEveryone
jpn: Super Monkey Ball
Release Sep 14, 2001
PublisherSega
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