Super Monkey Ball Jr.
Review by slutboyfame
"Excellent, a must-have, for patient gamers."
Super Monkey Ball Jr - Gameboy Advance Review. By slutboyfame.
This, like Metroid Fusion, is a game that has been long awaited by this reviewer. I'd hoped that the developers, Realism, had kept the simple purity of SMB on the Gamecube, and not tampered with the game, a lá SMB2. The final result doesn't disappoint, as it is a superb translation. Like Colin McRae 2 on the GBA, the game is comparable with its' big brother, and rarely disillusions.
I make this comparison for those who haven't played the original. The game is played against the clock, and you build a similar symbiosis with your 'monkey', as you do with your car in CMcRae2 (or 3). The physics, however, have an exaggerated feel and the, at times, incredibly tricky challenge is belied by the colourful graphics.
These are staggeringly good for the humble GBA. The complex vector environments rarely overwhelm the modest handheld machine. Some slowdown is evident in later, more complex levels, but the game still remains playable, despite this. If you input the 'Super Blocky Mode' code (l,l,r,r,d,d,A on the title screen) this becomes negligible, however. In any case, this sets a new benchmark for the GBA. The maze-like levels are vector environments, with 'light-sourcing', and sprites - for your monkey, bananas, bumpers and the like - are overlaid. The effect is striking. When coupled with the admirable response to your input, you are quickly drawn in. Each level contains a 'fly-by' before you start, which becomes essential viewing as you progress to the later levels. This is because the ever-useful map from the original has had to go - this game operates on the cutting edge of the GBA's power, and some sacrifices were needed. The only other shortcomings in the game are reflected in the music, which is fairly poor, generic muzak. The sound fx are reasonably well realised, however, and don't grate too much.
The only other irritating thing about the 'Jr' release is that there's no camera 'lock' function. The Gameboy display is clipped, in every axis, and it would be welcome if you could lock the camera in place with the L/R button, for example. This is a very slight niggle, though, as in all other respects the game approaches perfection.
Obviously, the analogue control had to go, being replaced by a simple 3-level digital response. Using the D-pad alone gives you average tilt, pressing A gives you extreme slope whereas B gives you a very slight lean - I've never needed to use this button, though. The controls become second nature, and are only thwarted on the final 'Master' level -you need a speed in between the two fastest to 'hop' the gaps. In every other respect, you get gradually, inexorably better at the game, and retrying 'beginner' mode after completing 'master' gives you a good sense of how you've improved.
Like Tetris, you find hours pass by without noticing. The difficulty level is more appreciable than that in the former game, however. Those who are easily frustrated should turn away from this title. The game is teeth-grindingly, toe-curlingly, wonderfully frustrating, and the 'almost made it' feeling will be familiar to anyone who's obtained the invincibility cheat in Goldeneye. I found the game very old-school, and all the better for it. If you think that Spyro is the height of excellence, you will probably find this game too difficult, too frustrating, too good to ever complete.
The excellent bonus games make a welcome return. These, like the originals, are no mere afterthought, they are equally as playable and fun as the main game, especially in multiplayer. Monkey Bowling (the 'polished' surface reappears in 'Jr') Golf, Fight and Duel are the icing on the cake. To unlock these, you need enough points from playing on beginner, advanced or expert modes to allow you the 'purchase' of your favourites. You can also buy a greater number of continues, extra Golf courses, and master mode itself. This is somewhat disappointing, as you only get an additional 5 levels, and no 'extra' ones. It would have been nice to have 10-20 'challenging' levels, to really satisfy.
The other nice touches in the game are the familiar 'playable' credits and the final 'monkey rating' for your success with this. sbf has got 1: Gorilla, naturally. In terms of replayability, the game will have you chasing the, almost, impossible 100% ''perfect'' scores for each mode, or using the warp gates, or just shaving off hundredths of seconds from the level times. When you think you have finally unlocked everything, you realise there are 'extra' levels to be earned on the first 3 modes, if you can complete them without using continues. So far, I've unlocked 93 levels. I suppose there are 100 in total, and it will take a while to unlock the 'extra' expert ones. In any case, being able to play Super Monkey Ball in the bath has long been a fantasy(dO_=b). To have it come true is almost beyond comprehension...
Graphics 10/10
Sound 5/10
Gameplay 9/10
Replayability 8/10
Life span 8/10
Overall 9/10
Reviewer's Score: 9/10, Originally Posted: 11/24/02, Updated 11/24/02
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