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Super Monkey Ball: Step and Roll Preview

Wii Preview by Ellie Gibson

4 August, 2009

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Within the first few minutes of the Super Monkey Ball: Step and Roll presentation at SEGA's latest press event, we learn three disappointing facts. Firstly, it turns out the subtitle on the press release is easily misread and you don't get to play as H, Claire, Lisa, Faye or the other one after all. Secondly, the game does not feature Bubbles as an unlockable character, despite the fact he must be free to make his own career choices now. Thirdly, SEGA isn't going to let us play Step and Roll today. Instead we'll be given a short demo by a man from the marketing department.

You can tell he's from the marketing department because when you say things like, "So this is a follow-up to Banana Blitz," he says things like: "It's not exactly a follow-up, it's more an evolution of where Banana Blitz was going." You could point out Banana Blitz was the first Super Monkey Ball game for the Wii, and Step and Roll is the second, and they are both about a monkey in a ball who is super, and these facts alone would suggest it is the very definition of a follow-up. But the marketing man is only doing his job, and you'd only sound like a tosser.

On with the demo, then. The big new twist with Super Monkey Ball: Step and Roll is that you can play it using the Wii balance board. As you'd expect, the board detects which direction you're leaning in and the ball on the screen moves around accordingly. Tilt forwards and the ball will speed up, lean backwards and it will slow down. There's a balance board symbol in the bottom right-hand corner of the screen with a pink dot indicating your centre of gravity, just like in Wii Fit.

"Once you're on the balance board and tilting using your whole body, it really gives a whole new sense of immersion," says the marketing man. "This experience is about putting you inside the ball itself. It really does feel like that." We'll have to take his word for it, because from where we're sitting it looks as if it feels like standing on a set of bathroom scales while doing some leaning.

'Super Monkey Ball: Step and Roll' Screenshot 1

Just what is that monkey doing inside that ball, exactly?

Balance board aside, the single-player mode looks familiar. The visuals are as crisp and cheerful as ever, all blue skies and bright yellow bananas and monkeys cuter than a baby kissing a puppy. As in previous SMB games, your mission is to roll around chequered landscapes collecting bananas and trying not to fall off the edge. "As you progress through the levels they get considerably more difficult," says the marketing man, for the benefit of the lifestyle journalists in the audience.

So far, so Super Monkey Ball - so what's new? "The main essence of the game is very similar, but some of the features that weren't quite received well in the previous games have been removed," says Mr Marketing. Like what? "I can't really say too much, but I will say jumping has been removed. I know a lot of people didn't like that feature."

He's not wrong. Eurogamer's Kristan Reed described the addition of jumping in Banana Blitz as "questionable", and this probably contributed to him only giving the game 6/10. But it was the multiplayer mini-games which really grated - Kristan felt they were "a total waste of effort", throwing in words like "pointless", "overcomplicated" and "maddeningly unplayable" to boot. Boom.

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Comments: 1-24 of 24 in total

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Dr_Wadd
04/08/09 @ 14:31
#1
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Hmmm, the fact that only the Sega rep was allowed to "play" the game is a bit worrying, it suggests to me that perhaps the control scheme is completely broken. Has the whiff of perhaps a slightly faked demo about it. Personally, I would have been tempted to shove the guy mid-game to actually see if he was controlling the thing.
Danbojones [staff]
04/08/09 @ 14:35
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Well, usually that's the difference between a preview and a hands-on, previews just involve watching someone else play, whilst hands-on means you get a go. Pretty standard practice.
gabsta69
04/08/09 @ 14:39
#3
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this is good for the wii, as much as i love the balance board, it needs more uses!
DFawkes
04/08/09 @ 14:41
#4
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Even when she's tearing into stuff I love I love Ellie. As is, tearing into someone for not allowing her to play the game & also being a typical marketing person is fair enough :) I really wish marketing people would be honest. "It's like the last one, but with different levels and mini-games, with balance board support. So if you fancy the sound of that, buy this!"

The guys at Frosties managed, even if it comes off a bit arrogant. I'm sure some people don't think They're Great.
Edited 2 times, most recently on 04/08/09 @ 15:41
lord
04/08/09 @ 14:43
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instabuy
kinky_mong
04/08/09 @ 14:45
#6
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There's something very unsettling about putting a game kids can play for free in the garden (What's The Time Mr. Wolf) into a game that will cost money and is played indoors.
lord
04/08/09 @ 14:46
#7
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I think Kristan would actually have been quite happy if the minigames in the original were worth a damn. After all, this is why most of us love the original: Monkey Target.
boabg
04/08/09 @ 15:09
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"Without having had the chance to try this for ourselves it's impossible to say, but the idea certainly makes conceptually."

Missing a word there.
kenbrilliant
04/08/09 @ 15:13
#9
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Monkey Target. Now that was a mini-game. Way, way, way too many hours spent on that.
Der_tolle_Emil
04/08/09 @ 15:30
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Didn't get Banana Blitz but absolutely adored the cube monkey balls. I have high hopes for this.
Golgo
04/08/09 @ 15:38
#11
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Monkey Target. Yep. Best minigame ever.
Eighthours
04/08/09 @ 15:47
#12
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Please, please, please make Monkey Target exactly like it was in SMB1. With split-screen multiplayer.
rhinoxious
04/08/09 @ 16:16
#13
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and the original monkey bowling too ... a brilliant time sink.

They should just work on 3 or 4 really good minigames, not loads of half-arsed ones.
smelly
04/08/09 @ 16:16
#14
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The one game which would REALLY benefit from motion plus.. and they make it a balance board game..

FFS!
Sonic_D
04/08/09 @ 16:20
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Agreed, I hope they make this M+ compatible.
Ninja_Tino
04/08/09 @ 16:40
#16
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But the monkeys don't tilt, right? It's the world around them that shifts, the monkeys just stay in the ball, I presume staying completely still. How would doing the tilting feel like you're in the ball? This is madness. Does the level not move anymore? Did it ever? Am I wrong? I swear I'm right!
Der_tolle_Emil
04/08/09 @ 17:18
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I don't think this profit as much from M+ as other games. Tilting works rather well as proven by lots of games (Mercury Meltdown Revolution or Kororinpa).
jamiscool
04/08/09 @ 19:42
#18
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@ rhinoxious - That would be the best design choice, but they'll still probably go with 50+ just because they can. I'd just be happy with all the below but with more courses/stages and difficulty levels:

Monkey Race
Monkey Golf
Monkey Target
Monkey Fight
Monkey Bowling
(and an extra 2 or 3 minigames for them to go crazy with. In design speak: "utilise the many potential uses of the wiimote")

@ Ninja_Tino - You're right. If anything you'd feel like the stage itself.
smelly
04/08/09 @ 21:40
#19
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"I don't think this profit as much from M+ as other games. Tilting works rather well as proven by lots of games (Mercury Meltdown Revolution or Kororinpa)."


Those tilt based on acceleration - i.e. the measure the speed you're moving in any orientation direction - which is fine.. But they cant see that you've COMPLETELY turned the wiimote on it's side (for example), or even started out non-flat..

For (extreme - yes i know this is a crp example!) example, if playing one of those game, i quickly tilt the wiimote sideways so it's no 90 degrees to the floor, i then have to play from this position.

But could be more accurate by reading the gyroscope, where it knows your position at all times (not just when it registers movement)
jonsaan
05/08/09 @ 05:36
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SuperMonkeyBall>anyotheronesince
oerhört
05/08/09 @ 09:44
#21
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[Mercury Meltdown and Kororinpa] tilt based on acceleration - i.e. the measure the speed you're moving in any orientation direction - which is fine.. But they cant see that you've COMPLETELY turned the wiimote on it's side (for example), or even started out non-flat..

This is not true. It is true that the Wiimote is based on accelerometers, but these pick up on earth gravity as well as movement. Hence both MMR, Kororinpa and other games provide accurate tilt control without needing at any point to be reinitialized or something like that.

Have you played those games? I never had any problem of the type you suggest. In fact, in Kororinpa in particular there are whole sections played with the Wiimote at 90 degrees, and these are definitely not taking its data to mean that it's flat.

If the functioning was of the additive variety that you suggest, roundoff errors and sensor errors would quickly make the experience rather frustrating, I think.

I'm not saying that using the MotionPlus wouldn't be a good idea, just that for these games, it's not the most central concern. The Wiimote worked splendidly in Banana Blitz as well, although the game itself was rather mediocre.
Edited 1 times, most recently on 05/08/09 @ 10:44
Der_tolle_Emil
05/08/09 @ 11:00
#22
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As just explained, thanks to gravity the Wiimote always knows how it is held. It's just that the data is not enough to replicate big motions - but the current sensors are just fine to detect in what way the Wiimote is tilted.
tardo
05/08/09 @ 19:38
#23
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Just a point, but the What's The Time Mr Wolf similar-SMB mini-game was also in the Wii version already out, it's not a new game for this version. Was one of the more enjoyable group-mini-games, with the potential to sneakily attempt to push your friends in the room to make them move/go back to the start.
Nookyalar
05/08/09 @ 21:21
#24
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"The idea certainly makes conceptually"?

Comments: 1-24 of 24 in total

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