Super Monkey Ball: Step and Roll Preview

Chimp off the old block.

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.

Kristan probably won't be pleased to hear, then, that mini-games are back in Step and Roll. We're only being shown a couple of these today, and one of them featured in Banana Blitz - Monkey Racing. The marketing man is playing as AiAi, racing some other monkeys round an oval circuit for five laps. The track is littered with turbo pads and a wide variety of power-ups, which seems to keep the positions of the racers changing fluidly - always important in a karting-style game.

You can use the balance board to control your monkey while racing, just as you would use it for the single-player game. However, only one balance board can be synced up to the Wii at a time, so other players will need to use remotes. The control system appears to be the same as that in Banana Blitz - you tilt the remote to move your monkey. Nunchuks are also required for some mini-games, but not all.

Take Red Light, Green Light, for example. It's based on classic playground game What's the Time Mr Wolf? (For younger readers: in the olden days, before DS, we had to make our own fun. What's the Time Mr Wolf? was just one of many examples of how we failed at this.) A CPU monkey stands at the end of a playing field, facing a tree. The other players start out at the opposite end.

When the monkey's back is turned they creep across the field - either by waggling the Wii remote or jiggling their legs on the balance board. The moment the monkey turns round, they must keep still, and if he catches a player moving they're out. The winner is the first player to make it across the field, or otherwise the last one standing. It looks like there's potential for multiplayer hilarity here, and it's nice to see a Wii mini-game which doesn't just involve tilting the remote or shaking it as fast as you can.

'Super Monkey Ball: Step and Roll' Screenshot 2

Ahh, palm trees, rainbows and giant bananas. Bet house prices are extortionate.

As for the rest of the mini-games, we'll just have to wait and see. SEGA isn't showing us any more today, and the marketing man won't even tell us how many there will be in the finished product. It's difficult to tell whether Step and Roll is being designed with an emphasis on the single-player balance board experience, or with the party aspect of Wii gaming in mind. So which is it, Mr Marketing? "Both, really. I can't go into too much detail, but pretty much both." That's really no detail at all, but thanks anyway.

For the most part, Step and Roll looks pretty similar to previous Super Monkey Ball games. That's no real surprise though (did anyone really expect a radical overhaul? Ultra Orang Utan Shuttlecock, perhaps?) and it's not necessarily a bad thing. When SMB games work, as anyone who played the GameCube titles knows, they're fantastic fun. The previous Wii game might not have been up to scratch but SEGA's clearly taken the criticisms on board, if the removal of the jump mechanic is anything to go by.

The big question is whether being able to control your monkey with the balance board adds much to the experience. Without having had the chance to try this for ourselves it's impossible to say, but the idea certainly makes conceptually. If it's implemented well enough, Super Monkey Ball: Step and Roll could turn out to be a great follow-up to Banana Blitz. Or rather, a great evolution of where it was going, obviously.

Super Monkey Ball: Step and Roll is due out for Wii in early 2010.

Comments (21) Latest comment 3 years ago

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  • Dr_Wadd #1 3 years ago

    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 Verified Senior Staff Writer, GamesIndustry.biz #2 3 years ago

    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 #3 3 years ago

    this is good for the wii, as much as i love the balance board, it needs more uses!
  • DFawkes #4 3 years ago

    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 by 2 at 04/08/09 @ 15:41
  • kinky_mong #5 3 years ago

    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.
  • kenbrilliant #6 3 years ago

    Monkey Target. Now that was a mini-game. Way, way, way too many hours spent on that.
  • Der_tolle_Emil #7 3 years ago

    Didn't get Banana Blitz but absolutely adored the cube monkey balls. I have high hopes for this.
  • Golgo #8 3 years ago

    Monkey Target. Yep. Best minigame ever.
  • Eighthours #9 3 years ago

    Please, please, please make Monkey Target exactly like it was in SMB1. With split-screen multiplayer.
  • rhinoxious #10 3 years ago

    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 #11 3 years ago

    The one game which would REALLY benefit from motion plus.. and they make it a balance board game..

    FFS!
  • Sonic_D #12 3 years ago

    Agreed, I hope they make this M+ compatible.
  • Ninja_Tino #13 3 years ago

    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 #14 3 years ago

    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 #15 3 years ago

    @ 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 #16 3 years ago

    "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 #17 3 years ago

    SuperMonkeyBall>anyotheronesince
  • oerhoert #18 3 years ago

    <em>[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..</em>

    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 by 1 at 05/08/09 @ 10:44
  • Der_tolle_Emil #19 3 years ago

    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 #20 3 years ago

    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 #21 3 years ago

    "The idea certainly makes conceptually"?