Super Monkey Ball Jr.
Review by Rottenwood
"It Just Ain't The Same"
I'm a hardcore Super Monkey Ball fan, so the news of a portable version really tickled me pink. Of course, the lack of an analog stick on the GBA made me a bit nervous, but they could pull it off, right? Well, not exactly. The designers did the best they could, but Super Monkey Ball's gameplay demands precise analog control, and there's none to be found on the GBA. What's left is a solid but ultimately unsatisfying dose of monkey-rolling that will feel pretty thin when compared to its older brothers on the GameCube.
It's not for lack of trying, mind you. Super Monkey Ball Jr. is no insulting, slap-dash effort: it features multiple difficulty levels, mini-games like golf and bowling, terrific presentation, and the best credits-game yet in Monkey Ball history. The game's only real failing is the Game Boy Advance itself, with its reliable but imprecise digital control pad. That's not a problem for a game like Metroid Fusion, for example, but for Super Monkey Ball, it's a real pain. Super Monkey Ball veterans will lose dozens of lives in situations that would be safe on the GameCube, and the herky-jerky momentum will quickly build up your frustration levels. The digital inputting is slightly offset by allowing you to use the A and B buttons to add or decrease momentum, but it's a fairly awkward system and it doesn't help your turning any.
If you're somehow unfamiliar with the Monkey Ball concept, here it is: you have to roll a balled-up monkey from the starting line to the goal. And that's about it. Naturally, there will be pitfalls, obstacles, and tiny bridges to cross to make your life miserable. Thankfully, you can gobble up bananas on the way to keep your spirits up. (And to gain extra lives.) The gameplay is wonderfully simple and addictive, although moreso on the GameCube than it is here.
As I noted earlier, the game IS quite well-made. The mazes are well-designed, and quite brutal in the upper difficulty settings. (As it should be.) The mini-golf courses are also pretty fun, although some of the later holes are downright barbaric. I wasn't overly fond of the bowling challenges, but they're okay if you need to kill time on a long trip. All told, Super Monkey Ball Jr. will provide fans with a decent portable dose of their favorite series, but the lack of precise control will wear you out after a few tries.
As far as graphics go, Super Monkey Ball Jr. is a grand success. The designers managed some serious monkey mojo on the ol' GBA, and I have to tip my hat to them. Even the backgrounds look great. The fact that all four members of the Monkey Ball gang are included was a surprising and terrific touch. The sound package is also great, although the monkey death squeals can wear out your ears.
Oddly enough, if you've never played Monkey Ball for the GameCube, you might enjoy this game a heck of a lot more than a die-hard fan would. Odds are that you won't mind the less-than-perfect controls nearly as much, because you've never tried the original versions. And the discovery of the wonderful Monkey Ball gameplay will help offset any frustration you encounter. This game would be a great little find for anyone who thinks that little monkeys are adorable, and doesn't want anything with overly-complex controls.
Still, it ranks as a disappointment overall. I played the game for a week after I got it, and haven't really taken it out since. There's definitely a future for portable Monkey Ball - it'll just require an analog stick.
Reviewer's Score: 6/10, Originally Posted: 12/03/04
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