Super Monkey Ball: Touch & Roll Review

Downward slope.

Version tested: DS

Weird and unusual control systems do funny things to me. Samba de Amigo got me excited about maracas, Sega Bass Fishing got me excited about fish, Steel Battalion made me spend £130 (or roughly £3 per button) because I was excited about WALKING, and the Nintendo DS gets me excited about absolutely bloody everything including but not limited to Animaniacs, Pac-Man and even The Urbz. This after I swore off Sims because I just couldn't bear to have to go to the toilet ANY MORE.

Hardly surprising then that I was excited about Super Monkey Ball: Touch & Roll, seeing as it's based on a game I love so much I sleep next to an inflatable Ai-Ai [he's not even lying - Ed] and a system that made me want to play a game I once actually-genuinely cried off reviewing.

The idea, obviously, is to use the stylus instead of an analogue stick to roll your little monkey-in-a-ball around mazy obstacle courses. There are 100 of them, and they're split into groups of ten. On top of that, there are six mini-games - bowling, golf, hockey, fight, race and wars (a first-person shooter, believe it or not) - and you can play them all wirelessly off of one copy of the game.

All peachy then, except actually it's not, because rather like the introduction to this review, which seemed to be banging on about peripherals and then was actually about control systems, Touch & Roll seems like it's going to be one thing (good) and then turns out to be another (average).

glance

Having to glance down to figure out where you are a) is annoying and b) makes you fall off.

The problem, usefully given the four paragraphs I've written, is the controls. Whereas an analogue stick feels like sliding your thumb over the top of the ball (visualise a marble under your thumb and how you'd roll it about on a table-top - that's how the analogue controls in the console version are), the lack of tactile or visual feedback from the stylus means you pick up too much speed and tend to roll off edges, not pull up sharply enough, and generally fail to control the ball as precisely as you would on a GameCube or Xbox controller (but not PS2 - the PS2 analogue stick is the "Danny DeVito" of analogue sticks; big-headed, stumpy and unlikely to help you climb a ramp under duress).

Touch & Roll can also be played with a d-pad, mercifully, but it's not as arcade/high-score-obsessed as the famously good GBA version, Super Monkey Ball Junior., decided to be, so instead you're left doing stages in chunks of ten and either failing because of the controls or succeeding because you're a cheapskate d-pad copout.

In fact, there's worryingly little to it. Without solid challenge, and without the analogue-game-style physics-plaything option that lead to people like me spending entire evenings sat in front of the Cube or Xbox doing one level over and over for hours in a row, all that's left is the mini-games. And the majority of the mini-games are pretty poor.

Golf's alright. You point with the stylus, then drag the club back around a circular meter like a pendulum or a kid on a swing that you're ramming ball-wards with your flailing stylus, and in this way you whack the ball and try and navigate the crazy-golf course as best you can. Don't whack kids it's wrong. But it's a bit short-lived really with just one course. Bowling's also alright. You drag the ball, then choose how much spin you want, then drag the stylus up the screen in a firm, swift motion in the direction you want to bowl. But hang on - you do the spin before you bowl? That might make sense in the context of real bowling, but when you are a monkey in a ball, not being able to add the spin to make up for your lack of directional skills, like the console versions, is a bizarre oversight.

paint

You get a sort of 'paint meter' to make a paddle of a certain size, which depletes.

As for the others - neither Race nor Fight is remarkable. The former's speed and the latter's smack-and-giggle mechanics are offset by an overabundance of "meh"; they're not scintillating or technically exciting the way the Pilotwings-style Target (notably absent) was in the originals.

Which leaves newcomers Wars and Hockey. Wars is an FPS. It's alright. I know I've now claimed three of the games in Touch & Roll are "alright" and you're thinking, "Is he even trying?" but there really isn't anything else to add. You will vaguely enjoy it. Although not if you're left-handed, because you can only use the d-pad to move forward and strafe; there's no option for those of us who hold our stylus with the left hand. Oops. I went to the Options screen to see if I could change it and I was given the choice of viewing Rankings or Staff Credits. Those aren't even options.

Anyway, this leaves Hockey. Hockey lets you draw your own air hockey whacker thing, or gives you a normal one. As you'll know, what subtlety there is to air hockey is in feinting and trying to confuse or delude your opponent. And yes, none of this is conveyed through a game where you never see your opponent, or at least have no way of gauging what he's actually doing or pretending to do. Curses.

In other words, Super Monkey Ball: Touch & Roll is a lot of obvious ideas that fall apart in very obvious ways when you apply any thought to them or experience them yourself. It's not a bad game; curiously, neither was Monkey Ball/Marble Madness "tribute" Pac 'n Roll. But at the same time it's not a particularly good one either. It lacks so much of what made its forebears great, and at times you look at it and wonder if they thought any of it through. The staff-credits mini-game, which you see after every ten levels, is incredibly boring after about ten seconds, but lasts about four unskippable minutes and you have no way to avoid it thereafter except turning the DS off and on again. Frankly, that sums things up: solid, but not exactly clever.

6 / 10

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Comments (19) Latest comment 6 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Genji #1 6 years ago

    Ooooh, another 6! I guess those aren't exclusive to the X360 after all.

    EDIT:
    WINK WINK ;););)
    Edited by Genji at 27/02/06 @ 11:38
  • mentat #2 6 years ago

    Jesus. Don't you have anything to do other than moan about mediocre game scores?
    Change the record.
  • Genji #3 6 years ago

    Who was moaning? I don't care one way or the other.

    Maybe I should've added a smiley or something.
  • smoison #4 6 years ago

    Ya well, Super Monkey ball was a 6 on all platforms and all versions anyway IMHO...

    They should have used the stylus to let you operate on your Monkey... Brain surgery anyone!
  • edge07 #5 6 years ago

    You CAN skip the minigame at the end of each world by pressing L + R + the four buttons (I think, can`t remeber the whole sequence). Shame on you, that a website like Euorgamer wasn't able to figure this out and than writes this as the biggest downpoint of the game.

    I have reviewed SMB by myself and the controls are not as good as an the Cube, but the game is nevertheless very good an really earns more than 6.
  • UncleLou #6 6 years ago

  • [maven] #7 6 years ago

    Which brings us to the important question:
    Is there going to be another console Monkey Ball (ignoring the "Adventure" game which I'm not sure what to think of...)?
  • Zero_ #8 6 years ago

    Is it me, or is Eurogamer.net just reviewing the crap games nowadays?
  • drumbaby #9 6 years ago

    The writing is on the wall for the DS.















    :)
  • CaptianScarlet #10 6 years ago

    ...and that writing says, 'way to go kicking the PSP's A$$'

    I found the review to be a fairly honest one. I've played SMB a lot over the last few days. I'm a bit disapointed in the multiplayer games although they all play pretty well in Wi-fi. I think its a 7/10 rather than a 6 but thats just me. It could have been so much better though.

    I don't think that they should release games that don't have online Wi-fi thats where they have been really shinning and its the reason I still play mario Kart and Tony Hawkes every night online.

    Can't wait for Worms, Age of Empires, Animal Crossing and Metroid Hunter.
  • Genji #11 6 years ago

    "Is it me, or is Eurogamer.net just reviewing the crap games nowadays?"

    It's just you. Or, there aren't any good games around :-(
  • Perry #12 6 years ago

    Sorry for off topic post.

    Play now has guitar hero for pre-order. Eurogamer guys/girls, any chance of letting people know? I've been looking for the last month since your article on it came out.

    Cheers
  • LetsGo #13 6 years ago

    Errm you soon the games charts in japan at the moment? Out of the top 40 about 30 are DS games.

    DS is already a success.
  • gaijin #14 6 years ago

    " website like Euorgamer wasn't able to figure this out and than writes this as the biggest downpoint of the game. "

    Eeyore-gamer. I like it. It fits the current mood... :-)

    But to be fair, I don't think the unskippable game *was* being touted as the biggest downpoint, this accolade going to the shonky control system in a game that's all about fine-tuned monkey-control? The mini-game was just being held up as an embodiment of Tom's overall impression of meh.
  • IP #15 6 years ago

    :: the famously good GBA version

    EG must have a different game to the piece-of-utter-shite GBA version I played, then.
  • Daikon #16 6 years ago

    This could have worked. If the DS would have had an analogue stick...
    *boots up the ol' Gamecube for a quick monkey fix*
  • Pho-Zoon #17 6 years ago

  • Daikon #18 6 years ago

    @Blackdog

    If you're a Metroid fan I'm sure you have a Gamecube. You can probably pick up Monkey Ball 1 for under a tenner. Trust me, you won't regret it.
  • McP #19 6 years ago

    They should do a Super Monkey Ball Twisted!
    Controlling with a tilt sensor would be so right.