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{{short description|2001 video game}}
{{Use mdy dates|date=October 2015}}
{{good article}}
{{Infobox video game {{Infobox video game
|title = Super Monkey Ball | title = Super Monkey Ball
|image = ] | image = Super Monkey Ball Coverart.png
| alt = North American GC cover art
|caption = North American box art | caption = North American box art
|developer = ] | developer = ]
|publisher = ] | publisher = ]
|director = ] | director = ]
|producer = Toshihiro Nagoshi | producer = Toshihiro Nagoshi
| designer = Junichi Yamada
|composer = ]<br>Haruyoshi Tomita<br>Sakae Osumi
| programmer = Hisashi Endo
|released = '''Arcade'''<br />{{JP|2001}}<br />'''GameCube'''<br />{{vgrelease|JP=September 14, 2001|NA=November 18, 2001|PAL=May 3, 2002<ref name="N-sider"/>}}
| artist = Mika Kojima
|genre = ], ]
| composer = ]<br />Sakae Osumi<br />Haruyoshi Tomita<ref>{{cite web |url=https://www.metacritic.com/game/super-monkey-ball/details/?platform=gamecube |title=''Super Monkey Ball'' Details & Credits |work=Metacritic |access-date=February 10, 2015}}</ref>
|modes = ], ]
| released = '''Arcade''' (''Monkey Ball'')<br />{{vgrelease|JP|May 2001<ref>{{cite book | title=アーケードTVゲームリスト国内•海外編 (1971–2005) | trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971–2005) | last1=Akagi | first1=Masumi | publisher=Amusement News Agency | year=2006 | url=https://archive.org/details/ArcadeGameList1971-2005/page/n39/mode/2up| lang=ja | location=Japan | isbn=978-4990251215 | page=39}}</ref>}}'''GameCube''' (''Super Monkey Ball'')<br />{{vgrelease|JP|September 14, 2001|NA|November 18, 2001|EU|May 3, 2002<ref name="N-sider" />|AUS|May 17, 2002<ref>{{cite news|url=https://www.smh.com.au/lifestyle/hip-to-be-square-20020511-gdf9p9.html|title=Hip to be square|newspaper=]|date=May 11, 2002|access-date=May 31, 2024|archive-date=May 31, 2024|archive-url=https://web.archive.org/web/20240531105255/https://www.smh.com.au/lifestyle/hip-to-be-square-20020511-gdf9p9.html|url-status=live}}</ref>}}
|series = '']''
| genre = ], ]
|platforms = ]<br>]<br>]<br>]<br>]
| modes = ], ]
|media =1 × ]
| series = '']''
| platforms = {{ubl|]|]}}
| arcade system = ]
}} }}


'''''Super Monkey Ball''''' is a game developed by ] and published by ]. The game debuted in ] in 2001 as an upright ] called ''Monkey Ball'' (which featured a banana-shaped ]) and was released in November later that year as one of the ] for the ]. Since then, many sequels and ports have been created (see '']''). {{nihongo foot|'''''Super Monkey Ball'''''|スーパーモンキーボール|Sūpā Monkī Bōru|lead=yes|group=lower-alpha}} is a 2001 ] ] developed by ] and published by ]. The game debuted in Japan at the 2001 Amusement Operators Union trade show as '''''Monkey Ball''''',{{efn|{{Nihongo|''Monkey Ball''|モンキーボール|Monkī Bōru|lead=yes}}}} an ] cabinet running on Sega's ] hardware and controlled with a distinctive banana-shaped analog stick. Due to the discontinuation of Sega's ] home console and the company's subsequent ], an enhanced ] dubbed ''Super Monkey Ball'' was released as a ] for the ] in late 2001, garnering interest as Sega's first game published for a ] ].


Conceived by Amusement Vision head ], ''Super Monkey Ball'' involves guiding a transparent ball through many levels, the ball containing one of four monkeys—AiAi, MeeMee, Baby, and GonGon—across a series of maze-like platforms. The player must reach the goal without falling off or letting the timer reach zero to advance to the next stage. There are also several ] modes: independent ]s as well as extensions of the main ] game.
==Modes==
''Super Monkey Ball'' has three main modes: Main game, Party games, and mini-games. The mini-games must be unlocked by earning 2,500 play points in the main game.


''Super Monkey Ball'' received highly positive reviews from critics, who praised the simplicity and subtle depth of its control scheme as well as the new multiplayer modes not present in its arcade counterpart, although some felt its presentation was lacking. The game was commercially successful and remained one of Sega's best-sellers in the United States for much of 2002, eventually spawning a direct sequel, '']'' (2002), and a broader '']'' franchise. ''Super Monkey Ball''{{'}}s stages were remade as a part of '']'' (2021)''.''
===Main game===
The objective of the main game is to guide four playable ]s, (AiAi, MeeMee, Baby and GonGon) character encased in a ] across a suspended series of platforms and through a goal. As the player moves along, a timer will run for either 60 or 30 seconds. The main game is very simplistic; the only control required is the directional ]. By moving the stick, the player tilts the entire set of platforms that make up the level, called a ''floor'', and the ball rolls accordingly. The ball follows the rules of ] and ]. While moving across the floor, the player can collect ]s by rolling the ball into them. The bananas award extra points, and extra lives. If the ball falls out or if the timer reaches zero, the player loses a life. There are three difficulty settings; the levels increase in complexity and become less navigable on higher settings. Beginner difficulty is 10 easy stages long, Advanced difficulty is 30 normal stages long, and Expert difficulty is 50 harder stages long. For each of these levels of difficulty, players can access extra levels as long as a certain criteria is met. To get to the extra levels (3 in Beginner, 5 in Advanced and 10 in Expert), a player must go through all of these levels without using a continue (in the ] and ]an versions, in the ] version it must be beaten without losing a monkey with the exception of Expert). After passing the Expert extra stages without using a continue, there is a 10 more-difficult Master stages.


===Party games=== == Gameplay ==
''Super Monkey Ball'' has three game modes: main game, party games, and mini-games. The mini-games are unavailable at first, and must be unlocked by earning 2,500 "play points" through playing the main game in single-player mode.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=3, 7–8}}</ref><ref name="GameSpy" /><ref name="IGN" /><ref name="Edge" />
Party games consists of three games – Monkey Race, Monkey Target and Monkey Fight. In monkey race, players race on several different laid-out racing levels, competing for the best rank. Only four players, including ] players, can play at a time. In the Monkey Target mode, players roll their monkey down a large-sized ramp and open their ball to fly, allowing them to land on any of the three islands in that game, and there are three level layouts. In Monkey Fight, players win points by punching other monkeys until the time runs out. Whoever earns the most points, wins.


===Mini games=== === Main game ===
]
There are three unlockable mini-games which must be purchased with points earned from the main-game. These include Monkey Bowling, Monkey Billiards and Monkey Golf. Each of them is based heavily on a real-life sport, using the 'monkey ball' as seen in the main game.
Reminiscent of '']'' and '']'', the objective of the main game is to guide one of four playable ]s (AiAi, MeeMee, Baby, and GonGon) encased in a ] across a suspended series of platforms and through a goal.<ref name="GameSpy" /><ref name="IGN" /><ref name="Page 4">{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|page=4}}</ref> By moving the ], the player tilts the entire set of platforms that make up a level, called a ''floor'', and the ball rolls accordingly.<ref name="GameSpy" /><ref name="IGN" /><ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=4–5}}</ref> If the ball falls off a floor (an event dubbed a ''fall out'') or the in-game timer reaches zero, the player loses one of their three lives.<ref name="Page 4" /> The speed, in ], at which the ball is moving is displayed in the corner of the screen.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|page=10}}</ref> Pausing the game and selecting the "View Stage" option allows one to rotate the camera around and examine the floor.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|page=14}}</ref> A replay is presented after a floor's goal has been reached; replays can be saved to a memory card and viewed at whim.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=14–15}}</ref> Every second remaining on the timer when a floor is completed adds 100 points to the player's ]. Collectible bananas found throughout the game are also worth 100 points, while multipliers increasing the player's score by a factor of two or four are activated when a floor is finished in under half the allotted time or via a warp gate.<ref name="GameSpy" /><ref name="Edge" /> The player receives an extra life for every 100 bananas collected.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|page=11}}</ref>


The main game features three difficulty levels—Beginner, Advanced, and Expert, consisting of 10, 30, and 50 floors each—as well as three modes—Normal, Practice, and Competition.<ref name="GameSpy" /><ref name="GameSpot" /> Normal mode allows one to four players to take turns progressing through the arcade ''Monkey Ball'', whereas competition mode involves two to four player simultaneous ] races across a selection of floors.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=6, 13}}</ref> In practice mode, any floor already played in normal mode can be repeated indefinitely with no penalties for failure.<ref name="Sega Corporation">{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|page=12}}</ref> In normal mode, the player experiences a ] when they have lost all of their lives, but is allowed five opportunities to continue; eventually, unlimited "continues" can be unlocked.<ref name="GameSpy" /><ref name="Sega Corporation" /> Beginner Extra, Advanced Extra and Expert Extra floors are unlocked when each respective difficulty level is completed without losing a single life (or without using a continue in Expert)—and a hidden set of Master floors can be unlocked through playing the Extra floors without using a continue.<ref name="GameSpy" /><ref name="Davis" />
==Development==
''Super Monkey Ball'' was developed by ], a branch of the Japanese video game publisher ] that was created in 2000 and composed of about fifty people.<ref>{{cite web|last=Fahs|first=Travis|url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=10|title=IGN Presents the History of Sega|page=10|work=IGN|date=2009-04-21|accessdate=2015-01-21}}</ref><ref name="GS AV">{{cite web|last=Torres|first=Ricardo|url=http://www.gamespot.com/articles/amusement-vision-interview/1100-2815259/|title=Amusement Vision interview|work=GameSpot|date=2001-09-27|accessdate=2015-01-21}}</ref> Amusement Vision president ], who had previously worked under ]'s ] and been credited as the creator of the arcade titles '']'' and '']'',<ref>{{cite web|url=http://archive.videogamesdaily.com/features/sega_toshihiro_nagoshi_iv_jun06_p3.asp|title=Toshihiro Nagoshi Interview Summer 2006|work=Kikizo|date=2006-06-22|accessdate=2015-01-21}}</ref><ref>{{cite web|url=https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf|title=Sega Corporation Annual Report 2002|publisher=Sega Corporation|page=18|date=July 2002|accessdate=2015-01-21}}</ref> devised the concept of rolling spheres through mazes based on his desire to move away from realistic simulations and instead create a game that was instantly possible to understand and play.<ref name="GS AV"/><ref name="Dev diary">{{cite web|last=Nagoshi|first=Toshihiro|url=https://web.archive.org/web/20100905053915/http://blogs.sega.com/europe/2009/11/16/you-gotta-roll-with-it-super-monkey-ball-step-roll-developer-diary-1/|title=You Gotta Roll With It—''Super Monkey Ball Step & Roll'' developer diary #1|publisher=Sega|date=2009-11-16|accessdate=2015-01-21}}</ref> Prototypes involving a plain ball or a ball with an illustration were considered visually unappealing due to difficulties in perceiving its movement, so after a series of revisions monkey characters previously created by a female Amusement Vision designer were placed inside the ball, with their appearance being altered to include their "distinctive" ears.<ref name="Dev diary"/><ref name="NL">{{cite web|last1=Almaci|first1=Hasan Ali|last2=Kemps|first2=Heidi|url=http://www.the-nextlevel.com/feature/interview-toshiro-nagoshi/|title=Interview: Toshiro Nagoshi|work=The Next Level|date=2004-12-21|accessdate=2015-01-21}}</ref> Intended to feature a "cute" aesthetic and accurate physics engine, the game debuted at the 2001 Amusement Operator Union trade show<ref>{{cite web|last=Chau|first=Anthony|url=http://www.ign.com/articles/2001/05/01/monkey-ball-movies-arcade|title=''Monkey Ball'' Movies!|work=IGN|date=2001-05-01|accessdate=2015-01-23}}</ref> as ''Monkey Ball'', a single-player<ref name="Naka and Nagoshi"/> arcade cabinet controlled with a distinctive banana-shaped analog stick.<ref name="NL"/><ref name="Q&A">{{cite web|url=http://www.gamespot.com/articles/toshiro-nagoshi-qanda/1100-2857748/|title=Toshiro Nagoshi Q&A|work=GameSpot|date=2002-03-25|accessdate=2015-01-21}}</ref><ref>{{cite journal|title=Sega's Monkey Business|journal=Nintendo Power|volume=14|issue=148|date=September 2001|page=15}}</ref>


=== Party games ===
In early 2001, Sega announced that it was discontinuing its ] home console and restructuring itself into a "platform-agnostic" third-party publisher.<ref>{{cite book|last=Kent|first=Steven L.|authorlink=Steven L. Kent|title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World|year=2001|publisher=]|location=Roseville, California|isbn=0-7615-3643-4|pages=588-589}}</ref><ref>{{cite web|last=Ahmed|first=Shahed|url=http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/|title=Sega announces drastic restructuring|work=GameSpot|date=2001-01-31|accessdate=2015-01-21}}</ref> As a result, an enhanced version of ''Monkey Ball'' dubbed ''Super Monkey Ball'' was released for the ] ] as a ] in Japan on September 14, 2001 and North America on November 18, 2001.<ref name="N-sider">{{cite web|url=http://www.n-sider.com/contentview.php?contentid=119|title=Review: ''Super Monkey Ball'' (GCN)|work=N-sider|date=2001-11-18|accessdate=2015-01-21}}</ref><ref name="Q&A"/><ref>{{cite web|last=Williams|first=Martyn|url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/|title=Nintendo unveils Gamecube launch plans|work=CNN|date=2001-08-24|accessdate=2015-01-21}}</ref> The Gamecube version was demonstrated to the public at ] in May 2001 and at Nintendo's ] show in August 2001; Sega confirmed that it would arrive in time for the Gamecube's launch at the June 2001 World Hobby Fair.<ref name="GS E3"/><ref name="IGN Spaceworld"/><ref name="Hobby">{{cite web|url=http://www.ign.com/articles/2001/06/25/super-monkey-ball-for-launch|title=''Super Monkey Ball'' for Launch?|work=IGN|date=2001-06-25|accessdate=2015-01-23}}</ref> As the first Sega game developed for a Nintendo console, ''Super Monkey Ball'' was considered a milestone for the company.<ref name="N-sider"/><ref>{{cite web|last=Ahmed|first=Shahed|url=http://www.gamespot.com/articles/sega-reaches-milestone-as-third-party-publisher/1100-2824656/|title=Sega reaches milestone as third-party publisher|work=GameSpot|date=2001-11-14|accessdate=2015-01-21}}</ref> Although ''Monkey Ball'' had been developed for Sega's ], which shared technology with the Dreamcast and was optimized to ensure games could be easily ported between the two platforms,<ref name="GS AV"/><ref>{{cite journal|last1=Hagiwara|first1=Shiro|last2=Oliver|first2=Ian|title=Sega Dreamcast: Creating a Unified Entertainment World|journal=] Micro|volume=19|number=6|date=November–December 1999|pages=29, 34}}</ref> Nagoshi commented that Ninendo's young demographic made the Gamecube an even more fitting console for the title.<ref name="NL"/><ref name="Q&A"/><ref name="IGN Fam">{{cite web|url=http://www.ign.com/articles/2001/06/21/famitsu-interviews-amusement-vision|title=''Famitsu'' Interviews Amusement Vision|work=IGN|date=2001-06-21|accessdate=2015-01-21}}</ref> According to Nagoshi, Amusement Vision staff felt more comfortable with the Gamecube than Sega's own hardware and this ease of development<ref>{{cite web|url=http://www.ign.com/articles/2001/05/30/interview-segas-toshihiro-nagoshi|title=Interview: Sega's Toshihiro Nagoshi|work=IGN|date=2001-05-30|accessdate=2015-01-23}}</ref> contributed to their decision to focus on the system over the ] or ]; he also joked that Nintendo was the only hardware manufacturer the staff did not "hate".<ref name="GS AV"/><ref name="Naka and Nagoshi"/><ref name="IGN Fam"/> Out of a team composed of ten to twenty individuals, it took four Amusement Vision employees between several weeks and two months to port ''Monkey Ball'' to the Gamecube.<ref name="GS AV"/><ref name="NL"/><ref name="Naka and Nagoshi">{{cite web|url=http://www.ign.com/articles/2001/06/01/more-interviews-with-sonic-team-and-amusement-vision|title=More Interviews with Sonic Team and Amusement Vision|work=IGN|date=2001-06-01|accessdate=2015-01-23}}</ref> Its graphics were enhanced with new background details as well as reflections and particle effects.<ref name="GS preview">{{cite web|last=Torres|first=Ricardo|url=http://www.gamespot.com/articles/super-monkey-ball-preview/1100-2807274/|title=''Super Monkey Ball'' Preview|work=GameSpot|date=2001-08-23|accessdate=2015-01-23}}</ref> Moreover, the developers spent an additional six months incorporating six extra modes into the game, with an emphasis on multiplayer competition<ref name="Hobby"/> and the introduction of GonGon as a fourth playable character.<ref name="GS AV"/><ref name="Naka and Nagoshi"/><ref name="IGN Spaceworld">{{cite web|url=http://www.ign.com/articles/2001/08/24/spaceworld-2001-super-monkey-ball-impressions|title=Spaceworld 2001: ''Super Monkey Ball'' Impressions|work=IGN|date=2001-08-24|accessdate=2015-01-23}}</ref>
The following party games are available:
*'''Monkey Race''': One to four players simultaneously race across six courses divided into three difficulty levels. Steering is handled with the analog stick, while the A button is used to activate items (if enabled) that can be used to produce an increase in speed or to adversely affect opponents. A Time Attack mode involves the careful use of three available speed items to achieve faster times.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=16–22}}</ref>
*'''Monkey Fight''': One to four players simultaneously engage in combat by rolling in any direction with the analog stick and using the A button to punch opponents with a boxing glove attached to their monkey's ball. Points are awarded for knocking opponents off one of the three available arenas, with more points being awarded when the player currently in the lead is knocked off. The player with the most points is declared the winner of a round when the in-game timer reaches zero. Items can be used to extend the reach, size, and strength of one's boxing glove.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=7, 22–25}}</ref>
*'''Monkey Target''': One to four players take turns rolling their monkey down a ramp, launching it into the sky. The monkey's ball opens on command to resemble a pair of wings, allowing it to fly. The monkey's trajectory is manipulated with the analog stick. Wind direction and strength, altitude, and speed (in addition to random hazards selected by an optional "Wheel of Danger" feature before each flight) impact the player's ability to land the monkey on one of several ]-like targets in the middle of the ocean. Bananas collected while airborne enable the use of items in later rounds that can eliminate wind resistance, control the ball's roll, multiply the player's score, or ensure a sticky landing.<ref name="GameSpot" /><ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=25–29}}</ref>


=== Mini-games ===
The bananas in the game display the ] logo, but this was removed in '']'' due to a licensing dispute.<ref name="GS E3">{{cite web|last=Lopez|first=Miguel|url=http://www.gamespot.com/articles/e3-2001-hands-onsuper-monkey-ball/1100-2761904/|title=E3 2001 Hands-on: ''Super Monkey Ball''|work=GameSpot|date=2001-05-17|accessdate=2015-01-22}}</ref><ref>{{cite web|last=Bramwell|first=Tom|url=http://www.eurogamer.net/articles/fi_supermonkeyballdeluxe|title=''Super Monkey Ball Deluxe''|work=Eurogamer|date=2005-02-16|accessdate=2015-01-23}}</ref> A theme song called "Ei Ei Puh!", which was arranged by Cheru Watanabe and featured vocals by Yu Abiru, was created for the Japanese version of ''Super Monkey Ball'' but removed from its U.S. release.<ref name="GameSpy"/><ref>{{cite web|last=Satterfield|first=Shane|url=http://www.gamespot.com/articles/tgs-2001-fall-sega-to-release-super-monkey-ball-soundtrack/1100-2817493/|title=TGS 2001 Fall: Sega to release ''Super Monkey Ball'' soundtrack|work=GameSpot|date=2001-10-11|accessdate=2015-01-23}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2001/10/11/tgs-2001-super-monkey-ball-theme-song|title=TGS 2001: ''Super Monkey Ball'' Theme Song|work=IGN|date=2001-10-11|accessdate=2015-01-23}}</ref>
The mini-games are based on real sporting activities, but with the player's ball containing their monkey.<ref name="GameSpy" /> The following mini-games are available, once unlocked through the earning of play points:<ref name="Edge" />
*'''Monkey ]''': One to two players take turns competing in a game of ]. The analog stick determines the direction of each shot and the A button is used to stop the moving gauge that determines shot speed. A tournament mode featuring four ] challengers is also available.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=29–33}}</ref>
*'''Monkey ]''': One to four players take turns competing in a game of ]. The analog stick is used to move left and right, the A button sets the direction and strength for each throw, and the L or R buttons apply spin to the ball. A challenge mode featuring 10 ] arrangements and permitting only 12 throws is also available.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=34–36}}</ref>
*'''Monkey ]''': One to four players take turns competing across 18 holes in a game of golf with ] scoring, or two players compete using ] scoring. The direction and general rolling distance of each shot is arranged with the analog stick, and the shot's strength is set by the A button.<ref>{{cite document|title=''Super Monkey Ball'' Instruction Booklet|publisher=Sega Corporation|year=2001|pages=37–40}}</ref>


==Reception== == Development ==
] in 2014]]
''Super Monkey Ball'' was developed by ], a branch of the Japanese video game publisher ] that was created in 2000 and composed of about fifty people.<ref>{{cite web |last=Fahs |first=Travis |url=http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=10 |title=IGN Presents the History of Sega |page=10 |work=IGN |date=April 21, 2009 |access-date=January 21, 2015}}</ref><ref name="GS AV">{{cite web |last=Torres |first=Ricardo |url=http://www.gamespot.com/articles/amusement-vision-interview/1100-2815259/ |title=Amusement Vision interview |work=GameSpot |date=September 27, 2001 |access-date=January 21, 2015}}</ref> Amusement Vision president ], who had previously worked under ]'s ] and been credited as the creator of the arcade titles '']'' and '']'',<ref>{{cite web |url=http://archive.videogamesdaily.com/features/sega_toshihiro_nagoshi_iv_jun06_p3.asp |title=Toshihiro Nagoshi Interview Summer 2006 |work=Kikizo |date=June 22, 2006 |access-date=January 21, 2015}}</ref><ref>{{cite web |url=https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf |title=Sega Corporation Annual Report 2002 |publisher=Sega Corporation |page=18 |date=July 2002 |access-date=January 21, 2015 |archive-date=September 28, 2018 |archive-url=https://web.archive.org/web/20180928200439/https://www.segasammy.co.jp/japanese/ir/library/pdf/printing_archive/2002/sega/sega_annual_tuuki_2002.pdf |url-status=dead }}</ref> devised the concept of rolling spheres through ]s based on his desire to create a game that was instantly possible to understand and play, as a contrast to increasingly complex games at Japanese arcades at the time.<ref name="GS AV" /><ref name="Dev diary">{{cite web |last=Nagoshi |first=Toshihiro |url=http://blogs.sega.com/europe/2009/11/16/you-gotta-roll-with-it-super-monkey-ball-step-roll-developer-diary-1/ |title=You Gotta Roll With It—''Super Monkey Ball Step & Roll'' developer diary #1 |publisher=Sega |date=November 16, 2009 |access-date=January 21, 2015 |url-status=unfit |archive-url=https://web.archive.org/web/20100905053915/http://blogs.sega.com/europe/2009/11/16/you-gotta-roll-with-it-super-monkey-ball-step-roll-developer-diary-1/ |archive-date=September 5, 2010}}</ref> Prototypes involving a plain ball or a ball with an illustration were considered visually unappealing due to difficulties in perceiving its movement, so after a series of revisions monkey characters previously created by an Amusement Vision designer named Mika Kojima were placed inside the ball, with their appearance being altered to include their "distinctive" ears.<ref name="Dev diary" /><ref name="NL">{{cite web |last1=Almaci |first1=Hasan Ali |last2=Kemps |first2=Heidi |url=http://www.the-nextlevel.com/feature/interview-toshiro-nagoshi/ |title=Interview: Toshiro Nagoshi |work=The Next Level |date=December 21, 2004 |access-date=January 21, 2015}}</ref> Intended to feature a "cute" aesthetic and accurate physics engine, the game debuted at the 2001 Amusement Operator Union trade show<ref>{{cite web |last=Chau |first=Anthony |url=http://www.ign.com/articles/2001/05/01/monkey-ball-movies-arcade |title=''Monkey Ball'' Movies! |work=IGN |date=May 1, 2001 |access-date=January 23, 2015}}</ref> as ''Monkey Ball'', a single-player<ref name="Naka and Nagoshi" /> arcade cabinet controlled with a distinctive banana-shaped analog stick.<ref name="NL" /><ref name="Q&A">{{cite web |url=http://www.gamespot.com/articles/toshiro-nagoshi-qanda/1100-2857748/ |title=Toshiro Nagoshi Q&A |work=GameSpot |date=March 25, 2002 |access-date=January 21, 2015}}</ref><ref>{{cite magazine |title=Sega's Monkey Business |magazine=Nintendo Power |volume=14 |issue=148 |date=September 2001 |page=15}}</ref>

In early 2001, Sega announced that it was discontinuing its ] home console and restructuring itself into a "platform-agnostic" ] publisher.<ref>{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=] |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4 |pages=588–589}}</ref><ref>{{cite web |last=Ahmed |first=Shahed |url=http://www.gamespot.com/articles/sega-announces-drastic-restructuring/1100-2680518/ |title=Sega announces drastic restructuring |work=GameSpot |date=January 31, 2001 |access-date=January 21, 2015}}</ref> As a result, an enhanced version of ''Monkey Ball'' dubbed ''Super Monkey Ball'' was released for the ] as a ] in Japan on September 14, 2001 and North America on November 18.<ref name="N-sider">{{cite web |url=http://www.n-sider.com/contentview.php?contentid=119 |title=Review: ''Super Monkey Ball'' (GCN) |work=N-Sider |date=November 18, 2001 |access-date=January 21, 2015 |archive-date=December 14, 2017 |archive-url=https://web.archive.org/web/20171214071628/http://www.n-sider.com/contentview.php?contentid=119 |url-status=dead }}</ref><ref name="Q&A" /><ref>{{cite web |last=Williams |first=Martyn |url=http://edition.cnn.com/2001/TECH/fun.games/08/24/gamecube.release.idg/ |title=Nintendo unveils GameCube launch plans |work=CNN |date=August 24, 2001 |access-date=January 21, 2015}}</ref> The GameCube version was demonstrated to the public at ] in May and at ]'s ] show in August; Sega confirmed that it would arrive in time for the GameCube's launch at the June 2001 World Hobby Fair.<ref name="GS E3" /><ref name="IGN Spaceworld" /><ref name="Hobby">{{cite web |url=http://www.ign.com/articles/2001/06/25/super-monkey-ball-for-launch |title=''Super Monkey Ball'' for Launch? |work=IGN |date=June 25, 2001 |access-date=January 23, 2015}}</ref> As the first game Sega published for a Nintendo home console, ''Super Monkey Ball'' was considered a milestone for the company.<ref name="N-sider" /><ref>{{cite web |last=Ahmed |first=Shahed |url=http://www.gamespot.com/articles/sega-reaches-milestone-as-third-party-publisher/1100-2824656/ |title=Sega reaches milestone as third-party publisher |work=GameSpot |date=November 14, 2001 |access-date=January 21, 2015}}</ref> Although ''Monkey Ball'' had been developed for Sega's ], which shared technology with the Dreamcast and was optimized to ensure games could be easily ported between the two platforms,<ref name="GS AV" /><ref>{{cite journal |last1=Hagiwara |first1=Shiro |last2=Oliver |first2=Ian |title=Sega Dreamcast: Creating a Unified Entertainment World |journal=IEEE Micro |volume=19 |number=6 |date=November–December 1999 |pages=29, 34|doi=10.1109/40.809375}}</ref> Nagoshi commented that Nintendo's young demographic made the GameCube an even more fitting console for the title.<ref name="NL" /><ref name="Q&A" /><ref name="IGN Fam">{{cite web |url=http://www.ign.com/articles/2001/06/21/famitsu-interviews-amusement-vision |title=''Famitsu'' Interviews Amusement Vision |work=IGN |date=June 21, 2001 |access-date=January 21, 2015}}</ref> According to Nagoshi, Amusement Vision staff felt more comfortable with the GameCube than Sega's own hardware and this ease of development<ref>{{cite web |url=http://www.ign.com/articles/2001/05/30/interview-segas-toshihiro-nagoshi |title=Interview: Sega's Toshihiro Nagoshi |work=IGN |date=May 30, 2001 |access-date=January 23, 2015}}</ref> contributed to their decision to focus on the system over the ] or ]; he also joked that Nintendo was the only hardware manufacturer the staff did not "hate".<ref name="GS AV" /><ref name="Naka and Nagoshi" /><ref name="IGN Fam" /> Out of a team composed of ten to twenty individuals, it took four Amusement Vision employees between several weeks and two months to port ''Monkey Ball'' to the GameCube.<ref name="GS AV" /><ref name="NL" /><ref name="Naka and Nagoshi">{{cite web |url=http://www.ign.com/articles/2001/06/01/more-interviews-with-sonic-team-and-amusement-vision |title=More Interviews with Sonic Team and Amusement Vision |work=IGN |date=June 1, 2001 |access-date=January 23, 2015}}</ref> Its graphics were enhanced with new background details as well as reflections and particle effects.<ref name="GS preview">{{cite web |last=Torres |first=Ricardo |url=http://www.gamespot.com/articles/super-monkey-ball-preview/1100-2807274/ |title=''Super Monkey Ball'' Preview |work=GameSpot |date=August 23, 2001 |access-date=January 23, 2015}}</ref> Moreover, the developers spent an additional six months incorporating six extra modes into the game, with an emphasis on multiplayer competition<ref name="Hobby" /> and the introduction of GonGon as a fourth playable character.<ref name="GS AV" /><ref name="Naka and Nagoshi" /><ref name="IGN Spaceworld">{{cite web |url=http://www.ign.com/articles/2001/08/24/spaceworld-2001-super-monkey-ball-impressions |title=Spaceworld 2001: ''Super Monkey Ball'' Impressions |work=IGN |date=August 24, 2001 |access-date=January 23, 2015}}</ref>

The bananas in the game display the ] logo, but this was removed in '']'' due to a licensing dispute.<ref name="GS E3">{{cite web |last=Lopez |first=Miguel |url=http://www.gamespot.com/articles/e3-2001-hands-onsuper-monkey-ball/1100-2761904/ |title=E3 2001 Hands-on: ''Super Monkey Ball'' |work=GameSpot |date=May 17, 2001 |access-date=January 22, 2015}}</ref><ref>{{cite web |last=Bramwell |first=Tom |url=http://www.eurogamer.net/articles/fi_supermonkeyballdeluxe |title=''Super Monkey Ball Deluxe'' |work=Eurogamer |date=February 16, 2005 |access-date=January 23, 2015}}</ref> A theme song called "Ei Ei Puh!", which was arranged by Cheru Watanabe and featured vocals by Yu Abiru, was created for the Japanese version of ''Super Monkey Ball'' but removed from its U.S. release.<ref name="GameSpy" /><ref>{{cite web |last=Satterfield |first=Shane |url=http://www.gamespot.com/articles/tgs-2001-fall-sega-to-release-super-monkey-ball-soundtrack/1100-2817493/ |title=TGS 2001 Fall: Sega to release ''Super Monkey Ball'' soundtrack |work=GameSpot |date=October 11, 2001 |access-date=January 23, 2015}}</ref><ref>{{cite web |url=http://www.ign.com/articles/2001/10/11/tgs-2001-super-monkey-ball-theme-song |title=TGS 2001: ''Super Monkey Ball'' Theme Song |work=IGN |date=October 11, 2001 |access-date=January 23, 2015}}</ref> ]-based voice actor Brian Matt provided the game's narration, albeit ].<ref name="NLife2020">{{Cite web|last=Doolan |first=Liam|url=https://www.nintendolife.com/news/2020/06/is_the_original_super_monkey_ball_announcer_teasing_a_new_game|title=Is The Original Super Monkey Ball Announcer Teasing A New Game?|website=]|date=June 23, 2020|access-date=August 28, 2020}}</ref>

== Reception ==
{{Video game reviews {{Video game reviews
| GR = 89<!-- Please only use two digits of precision, per ] -->%<ref name="GR" />
| MC = 87/100<ref name="MC"/>
| GR = 88.7%<ref name="GR"/> | MC = 87/100<ref name="MC" />
| Edge = 9/10<ref name="Edge">{{cite web|url=http://www.edge-online.com/reviews/super-monkey-ball-review/|title=''Super Monkey Ball'' review|work=Edge|date=2001-10-08|accessdate=2015-01-23}}</ref> | Edge = 9/10<ref name="Edge">{{cite web |url=http://www.edge-online.com/reviews/super-monkey-ball-review/ |title=''Super Monkey Ball'' review |work=Edge |date=October 8, 2001 |access-date=January 23, 2015 |archive-date=May 10, 2012 |archive-url=https://web.archive.org/web/20120510183809/http://www.edge-online.com/reviews/super-monkey-ball-review}}</ref>
| Fam = 32/40<ref name="Famitsu">{{cite web|url=http://www.ign.com/articles/2001/09/12/famitsu-gives-gamecube-gold|title=''Famitsu'' Gives Gamecube Gold|work=IGN|date=2001-09-12|accessdate=2015-01-23}}</ref> | Fam = 32/40<ref name="Famitsu">{{cite web |url=http://www.ign.com/articles/2001/09/12/famitsu-gives-gamecube-gold |title=''Famitsu'' Gives GameCube Gold |work=IGN |date=September 12, 2001 |access-date=January 23, 2015}}</ref>
| GamePro = 4.5/5<ref name="GamePro">{{cite journal|author=Four-Eyed Dragon|title=Pro Reviews: ''Super Monkey Ball''|journal=GamePro|volume=13|issue=159|date=December 2001|page=154}}</ref> | GamePro = 4.5/5<ref name="GamePro">{{cite magazine |author=Four-Eyed Dragon |title=Pro Reviews: ''Super Monkey Ball'' |magazine=GamePro |volume=13 |issue=159 |date=December 2001 |page=154}}</ref>
| GSpot = 8.8/10<ref name="GameSpot">{{cite web|last=Torres|first=Ricardo|url=http://www.gamespot.com/reviews/super-monkey-ball-review/1900-2823419/|title=''Super Monkey Ball'' Review|work=GameSpot|date=2001-11-07|accessdate=2015-01-23}}</ref> | GSpot = 8.8/10<ref name="GameSpot">{{cite web |last=Torres |first=Ricardo |url=http://www.gamespot.com/reviews/super-monkey-ball-review/1900-2823419/ |title=''Super Monkey Ball'' Review |work=GameSpot |date=November 7, 2001 |access-date=January 23, 2015}}</ref>
| GSpy = 91/100<ref name="GameSpy">{{cite web|last=Turner|first=Ben|url=https://web.archive.org/web/20011121050239/http://www.gamespy.com/reviews/november01/supermonkeyball/|title=''Super Monkey Ball'' (GC)|work=GameSpy|accessdate=2015-01-23}}</ref> | GSpy = 91/100<ref name="GameSpy">{{cite web |last=Turner |first=Ben |url=http://www.gamespy.com/reviews/november01/supermonkeyball/ |title=''Super Monkey Ball'' (GC) |work=GameSpy |access-date=January 23, 2015 |url-status=unfit |archive-url=https://web.archive.org/web/20011121050239/http://www.gamespy.com/reviews/november01/supermonkeyball/ |archive-date=November 21, 2001}}</ref>
| IGN = 8.3/10<ref name="IGN">{{cite web|last=Casamassina||first=Matt|url=http://www.ign.com/articles/2001/11/16/super-monkey-ball-3|title=''Super Monkey Ball''|work=IGN|date=2001-11-16|accessdate=2015-01-23}}</ref> | IGN = 8.3/10<ref name="IGN">{{cite web |last=Casamassina |first=Matt |url=http://www.ign.com/articles/2001/11/16/super-monkey-ball-3 |title=''Super Monkey Ball'' |work=IGN |date=November 16, 2001 |access-date=January 23, 2015}}</ref>
| NP = 5/5, 5/5/, 5/5, 5/5, 5/5<ref name="Nintendo Power">{{cite journal|title=''Super Monkey Ball''|journal=Nintendo Power|volume=14|issue=150|date=November 2001|page=141}}</ref> | NP = 5/5, 5/5, 5/5, 5/5, 5/5<ref name="Nintendo Power">{{cite magazine |title=''Super Monkey Ball'' |magazine=Nintendo Power |volume=14 |issue=150 |date=November 2001 |page=141}}</ref>{{refn|group=note|name=multipleSources|Each review is a different rating provided by a different reviewer for the publication.}}
|rev1 = ] | rev1 = N-Sider
|rev1Score = 9/10, 9/10, 8/10, 9/10<ref name="N-sider"/> | rev1Score = 9/10, 9/10, 8/10, 9/10<ref name="N-sider" />{{refn|group=note|name=multipleSources}}
|rev2 = ] | rev2 = '']''
|rev2Score = Favorable<ref name="Kent"/> | rev2Score = Favorable<ref name="Kent" />
}} }}


=== Sales ===
''Super Monkey Ball'' was commercially successful upon release and remained one of Sega's best-selling titles in the U.S. through much of 2002, with total sales of the game and ] estimated at over one million units.<ref>{{cite web|last=Pham|first=Alex|url=http://articles.chicagotribune.com/2002-06-24/business/0206240007_1_dreamcast-sega-executives-super-monkey-ball|title=Sega's Business Becomes a Dream|work=Chicago Tribune|date=2002-06-24|accessdate=2015-01-23}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2002/10/03/graphs-segas-year-to-date|title=Graphs: Sega's Year-To-Date|work=IGN|date=2002-10-03|accessdate=2015-01-23}}</ref><ref>{{cite web|url=http://www.edge-online.com/features/top-100-games-21st-century/3/|title=The Top 100 Games of the 21st Century|page=3|work=Edge|date=2006-07-29|accessdate=2015-01-23}}</ref> While it sold well in all major territories, Nagoshi was disappointed by the game's performance in Japan, where he had expected it would be most successful; weak Gamecube launch sales were cited as negatively impacting its performance in the country.<ref name="Q&A"/><ref name="Kent">{{cite web|last=Kent|first=Steven L.|url=http://www.japantimes.co.jp/life/2002/02/07/digital/monkeys-rate-second-look/#.VMFFeUfF8Tp|title=Monkeys Rate Second Look|work=The Japan Times|date=2002-02-07|accessdate=2015-01-23}}</ref> Released to positive reviews, with aggregated scores of 87/100 on ] and 88.7% on ],<ref name="MC">{{cite web|url=http://www.metacritic.com/game/gamecube/super-monkey-ball|title=''Super Monkey Ball''|work=Metacritic|accessdate=2015-01-23}}</ref><ref name="GR">{{cite web|url=http://www.gamerankings.com/gamecube/516640-super-monkey-ball/index.html|title=''Super Monkey Ball''|work=GameRankings|accessdate=2015-01-23}}</ref> some journalists considered ''Super Monkey Ball'' the highlight of the Gamecube's launch lineup.<ref name="Back">{{cite web|last=Kent|first=Steven L.|url=http://www.japantimes.co.jp/life/2002/09/12/digital/super-monkeys-on-my-back/#.VMHbu0fF8To|title=Super Monkey’s on my back|work=The Japan Times|date=2002-09-12|accessdate=2015-01-23}}</ref><ref>{{cite web|last=Bromwell|first=Tom|url=http://www.eurogamer.net/articles/a_gclaunch|title=Hip to be Cube!|work=Eurogamer|date=2001-09-24|accessdate=2015-01-23}}</ref>
''Super Monkey Ball'' was commercially successful upon release and remained one of Sega's best-selling titles in the United States through much of 2002.<ref>{{cite web |last=Pham |first=Alex |url=https://www.chicagotribune.com/2002/06/24/segas-business-becomes-a-dream/ |title=Sega's Business Becomes a Dream |work=Chicago Tribune |date=June 24, 2002 |access-date=January 23, 2015}}</ref><ref name="IGN-Sega">{{cite web |url=http://www.ign.com/articles/2002/10/03/graphs-segas-year-to-date |title=Graphs: Sega's Year-To-Date |work=IGN |date=October 3, 2002 |access-date=January 23, 2015}}</ref> The game's North American sales were strong in 2001, in addition to a further 105,000 units sold through August 2002.<ref name="IGN-Sega"/>

While it sold well in all major territories, Nagoshi was disappointed by the game's performance in Japan, where he had expected it would be most successful; weak GameCube launch sales were cited as negatively impacting its performance in the country.<ref name="NL" /><ref name="Q&A" /><ref name="Kent">{{cite web |last=Kent |first=Steven L. |url=http://www.japantimes.co.jp/life/2002/02/07/digital/monkeys-rate-second-look/#.VMFFeUfF8Tp |title=Monkeys Rate Second Look |work=The Japan Times |date=February 7, 2002 |access-date=January 23, 2015}}</ref> The game sold 72,631 units in Japan.<ref>{{cite magazine |title=Game Search |url=https://sites.google.com/site/gamedatalibrary/game-search |magazine=Game Data Library (] sales data) |access-date=19 August 2020}}</ref>

=== Critical reception ===
''Super Monkey Ball '' received "generally favorable" reviews, with aggregated scores of 87/100 on ] and 88.7% on ],<ref name="GR">{{cite web |url=http://www.gamerankings.com/gamecube/516640-super-monkey-ball/index.html |title=''Super Monkey Ball'' |work=GameRankings |access-date=January 23, 2015}}</ref><ref name="MC">{{cite web |url=https://www.metacritic.com/game/super-monkey-ball/critic-reviews/?platform=gamecube |title=''Super Monkey Ball'' |work=Metacritic |access-date=January 23, 2015}}</ref> some journalists considered ''Super Monkey Ball'' the highlight of the GameCube's launch lineup.<ref name="Back">{{cite web |last=Kent |first=Steven L. |url=http://www.japantimes.co.jp/life/2002/09/12/digital/super-monkeys-on-my-back/#.VMHbu0fF8To |title=Super Monkey's on my back |work=The Japan Times |date=September 12, 2002 |access-date=January 23, 2015}}</ref><ref>{{cite web |last=Bromwell |first=Tom |url=http://www.eurogamer.net/articles/a_gclaunch |title=Hip to be Cube! |work=Eurogamer |date=September 24, 2001 |access-date=January 23, 2015}}</ref> '']'' praised the main game as "absorb" due to its high level of difficulty, noting that the trial and error required to complete challenging levels forces one to learn the nuances of its "reductive control system" and eventually enables the player to perform seemingly impossible tasks with increasing ease: "Once a level falls, the mysticism around it vanishes. It's beatable; it's an afterthought on the route to your next impossible hurdle."<ref name="Edge" /> Ben Turner ('']'') commented on the "excellent progression of difficulty" engendered by three distinct difficulty modes and thoughtful stage design, expounding "most levels introduce some new idea or concept to the game" and "every single level played adds to your skill."<ref name="GameSpy" /> Matt Casamassina ('']'') commended the "great level variation", with "well created mazes and puzzles that must be completed using a combination of physics calculations, careful planning and a huge helping of patience."<ref name="IGN" /> Turner complimented the frequent introduction of incentives to keep playing such as additional continues and hidden levels, adding that a high "ceiling of mastery" enhanced the game's longevity through a "simple but well conceived" scoring system and the ability to test strategies in practice mode.<ref name="GameSpy" /> ''Edge'' and Casamassina thought similarly, with the latter stating "there are shortcuts that can be carved out by the crafty player, physics to be considered when navigating and more."<ref name="IGN" /><ref name="Edge" /> Tim Knowles (''N-Sider'') pointed out that "the latter levels in the game get extremely difficult and you will often get frustrated", while Casamassina felt "it may be a little too difficult for the casual gamer."<ref name="N-sider" /><ref name="IGN" /> However, Mark Medina (''N-Sider'') called the learning curve "perfectly spot on": "Any falling off the platforms feels entirely ''your fault'' and at the same time, you always get the sense that you're just that little bit closer to that elusive goal."<ref name="N-sider" /> ''Edge'' and Jason Nuyens and Will Stevenson (''N-Sider'') agreed with this sentiment, with the latter two emphasizing the addictive quality of the gameplay.<ref name="N-sider" /><ref name="Edge" /> On a technical note, Four-Eyed Dragon ('']'') faulted the camera system, which "can get out of position, making it hard to maneuver in tight spots."<ref name="GamePro" /> ] ('']'') described the game as "a test of nerve" requiring "advanced ]."<ref name="Kent" /> Turner reflected on the game's ability to evoke feelings of "nervous excitement", "intensity", and "electrifying, stomach-wrenching fear": "It's a thrilling feeling to be winding down a paper-thin path with ten seconds on the clock, hoping against hope that you can keep your balance for just a few more seconds and make it to the goal before time expires."<ref name="GameSpy" /> ''Edge'' opined that the game is "defined" by "unrefined and angular" emotions:
<blockquote>
Every second brings another jagged spike of highrise elation or freefall despair, and that's what makes the game so superb&nbsp;... when you finally beat a maze on your 15th try, on the last life of your last continue, it's all worth it. If that experience could be distilled into a single word, it would be euphoria; reducing ''Super Monkey Ball'' to one word is simpler. It's genius.<ref name="Edge" />
</blockquote>

On the party and mini games, Kent asserted "All of the activities&nbsp;... were designed with an unerring eye for quality", ''Edge'' contended "none are half-assed throwaway rewards", and '']'' remarked "each one is a fully realized activity that you could play for hours."<ref name="Edge" /><ref name="Nintendo Power" /><ref name="Back" /> Ricardo Torres ('']'') called Monkey Race "a solid little racer", and Casamassina recounted it felt "polished and finely tuned."<ref name="IGN" /><ref name="GameSpot" /> Stevenson "loved Monkey Fight", while Casamassina and Kent highlighted the use of a crown to identify the player currently in the lead as encouraging "players to gang up on each other."<ref name="N-sider" /><ref name="IGN" /><ref name="Kent" /> Casamassina hailed Monkey Fight as "a thing of beauty", but Turner dismissed it as "a dud, as it's too much frantic button smacking and not enough skill or thought."<ref name="GameSpy" /><ref name="IGN" /> Monkey Target, lauded by Kent as the "most addictive interactive activity of 2001" and considered "the most complex" of the party games by Turner, was complimented by Casamassina for its "simple and brilliantly intuitive" control scheme and "careful science of when to use an item and when to forgo it."<ref name="GameSpy" /><ref name="IGN" /><ref name="Kent" /> ''Nintendo Power'' and Medina, respectively, described Monkey Billiards as "a full-blown pool game" and "a very fun alternative to the real game"; Casamassina applauded its "ultra-realistic physics engine that perfectly mimics how pool balls would react&nbsp;... it all works just as good if not better than any pool simulation available to home consoles."<ref name="N-sider" /><ref name="IGN" /><ref name="Nintendo Power" /> Casamassina was further impressed by the physics of Monkey Bowling, elaborating that "when the pins break apart one would swear it's the real deal", but Turner criticized its physics as "slightly wonky".<ref name="GameSpy" /><ref name="IGN" /> Medina singled out Monkey Bowling's "nailbiting" challenge mode as a personal favorite, while ''Nintendo Power'' considered Monkey Bowling "as good as tenpin gets" and Kent wrote it "is one of the most robust bowling simulations I have ever played."<ref name="N-sider" /><ref name="Nintendo Power" /><ref name="Kent" /> Finally, Four-Eyed Dragon conveyed that Monkey Golf provided "a humongous challenge" with "crazy, lopsided miniature golf course", while Kent called it an "absolutely infuriating&nbsp;... test your aim and your logic."<ref name="GamePro" /><ref name="Kent" />

Although "not extremely complex or technically impressive in the way that many other launch titles strive to be" Turner believed the graphics were "extremely well-realized and perfectly suited to the game."<ref name="GameSpy" /> According to Torres, "while the four selectable monkey models and the various levels are simple in design, they are generously modeled with well-textured and shaded polygons and have a very rich look."<ref name="GameSpot" /> Four-Eyed Dragon spoke highly of the "hilarious" monkey animations, "sharp reflections and cool water effects".<ref name="GamePro" /> Likewise, Casamassina enjoyed the dances performed by the monkeys after winning a match and cited the water effects as "particularly incredible".<ref name="IGN" /> The game was described by Turner as "colorful" and "crisp" and by Torres as "cartoony" and "clean". ''Edge'' likened the game's aesthetic to Sega's '']'' series: "Every surface is bright and solid and shiny, every aspect impeccably presented."<ref name="GameSpy" /><ref name="Edge" /><ref name="GameSpot" /> Casamassina, Turner, and Torres all praised the consistent ], with Casamassina emphasizing "it truly, always runs at a full 60 frames per second."<ref name="GameSpy" /><ref name="IGN" /><ref name="GameSpot" /> However, Four-Eyed Dragon noted the visuals were "not greatly detailed" and Casamassina observed "there isn't much geometry being drawn at any single point in the title and the backgrounds are often barren, whether it be for power or stylistic purposes."<ref name="IGN" /><ref name="GamePro" /> Moreover, Casamassina was disappointed that the three difficulty modes reused level themes and by the absence of ] support.<ref name="IGN" /> Torres regarded the game's sound as "good" but "probably weakest aspect", calling the music "catchy" but finding the monkey noises repetitive and the remaining sound effects "unspectacular."<ref name="GameSpot" /> Conversely, Blue-Eyed Dragon was favorable to the "boisterously entertaining monkey sounds that can be heard once a chimp hits a wall or falls off a ledge" as well as the "eclectic mix of instrumental tunes".<ref name="GamePro" /> Turner "thought the music&nbsp;... set the mood perfectly, but some may find it annoying".<ref name="GameSpy" />


Kent named ''Super Monkey Ball'' "the best party game of all time."<ref name="Kent" /> Torres opined that the game "makes a strong case for the power of simple yet incredibly addictive gameplay."<ref name="GameSpot" /> Knowles stated it represented "Sega at its pure best."<ref name="N-sider" /> '']'' "liked the mini-games in addition to the regular modes."<ref name="Famitsu" /> ''Nintendo Power'' hailed the game as "one of the ultimate party games" and "the best in serious gaming, too."<ref name="Nintendo Power" /> Turner declared it "that rarity of rarities: a perfectly-realized launch title", with a "bounty of extras" that set "a new standard for arcade to home conversions".<ref name="GameSpy" /> According to Medina, "probably the greatest thing about this game is that it's so unassuming, in that you are genuinely very surprised at its extremely high quality."<ref name="N-sider" />
The staff of '']'' praised the main game as "absorb" due to its high level of difficulty, noting that the trial and error required to complete challenging levels forces one to learn the nuances of its "reductive control system" and eventually enables the player to perform seemingly impossible tasks with increasing ease: "Once a level falls, the mysticism around it vanishes. It's beatable; it's an afterthought on the route to your next impossible hurdle."<ref name="Edge"/> Writing for ], Ben Turner commented on the "excellent progression of difficulty" engendered by three distinct difficulty modes and thoughtful stage design, expounding "most levels introduce some new idea or concept to the game" and "every single level played adds to your skill."<ref name="GameSpy"/> ]'s Matt Casamassina commended the "great level variation", with "well created mazes and puzzles that must be completed using a combination of physics calculations, careful planning and a huge helping of patience."<ref name="IGN"/> Turner complimented the frequent introduction of incentives to keep playing such as additional continues and hidden levels, adding that a high "ceiling of mastery" enhanced the game's longevity through a "simple but well conceived" scoring system and the ability to test strategies in practice mode.<ref name="GameSpy"/> ''Edge'' and Casamassina thought similarly, with the latter stating "there are shortcuts that can be carved out by the crafty player, physics to be considered when navigating and more."<ref name="Edge"/><ref name="IGN"/> ]'s Tim Knowles pointed out that "the latter levels in the game get extremely difficult and you will often get frustrated", while Casamassina felt "it may be a little too difficult for the casual gamer."<ref name="N-sider"/><ref name="IGN"/> However, N-sider's Mark Medina called the learning curve "perfectly spot on": "Any falling off the platforms feels entirely ''your fault'' and at the same time, you always get the sense that you're just that little bit closer to that elusive goal. You always have the feeling that just ''one more go'' and you'll be able to pass that level".<ref name="N-sider"/> ''Edge'' and N-sider's Jason Nuyens and Will Stevenson agreed with this sentiment, with the latter emphasizing the addictive quality of the gameplay.<ref name="N-sider"/><ref name="Edge"/> On a technical note, '']''<nowiki>'</nowiki>s Four-Eyed Dragon faulted the camera system, which "can get out of position, making it hard to maneuver in tight spots."<ref name="GamePro"/> In '']'', ] described the game as "a test of nerve" requiring "advanced eye-hand coordination."<ref name="Kent"/> Turner reflected on the game's ability to evoke feelings of "nervous excitement", "intensity", and "electrifying, stomach-wrenching fear": "It's a thrilling feeling to be winding down a paper-thin path with ten seconds on the clock, hoping against hope that you can keep your balance for just a few more seconds and make it to the goal before time expires."<ref name="GameSpy"/> ''Edge'' opined that the game is "defined" by "unrefined and angular" emotions: "Every second brings another jagged spike of highrise elation or freefall despair, and that's what makes the game so superb&nbsp;... when you finally beat a maze on your 15th try, on the last life of your last continue, it's all worth it. If that experience could be distilled into a single word, it would be euphoria; reducing ''Super Monkey Ball'' to one word is simpler. It's genius."<ref name="Edge"/>


''Super Monkey Ball'' was a runner-up for ''GameSpot''{{'}}s annual "Best GameCube Game" award, which went to '']''.<ref name=bestworst2001>{{cite web | archive-url=https://web.archive.org/web/20020803185618/http://gamespot.com/gamespot/features/video/bestof_2001/ | url=http://gamespot.com/gamespot/features/video/bestof_2001/ | title=''GameSpot''{{'}}s Best and Worst Video Games of 2001 | author=''GameSpot VG'' Staff | date=February 23, 2002 | work=] | archive-date=August 3, 2002 | url-status=dead }}</ref>
On the party and mini games, Kent asserted "All of the activities&nbsp;... were designed with an unerring eye for quality", ''Edge'' contended "none are half-assed throwaway rewards", and the staff of '']'' remarked "each one is a fully realized activity that you could play for hours."<ref name="Edge"/><ref name="Nintendo Power"/><ref name="Back"/> ]'s Ricardo Torres called Monkey Race "a solid little racer", and Casamassina recounted it felt "polished and finely tuned."<ref name="GameSpot"/><ref name="IGN"/> Stevenson "loved Monkey Fight", while Casamassina and Kent highlighted the use of a crown to identify the player currently in the lead as encouraging "players to gang up on each other."<ref name="N-sider"/><ref name="IGN"/><ref name="Kent"/> Casamassina hailed Monkey Fight as "a thing of beauty", but Turner dismissed it as "a dud, as it's too much frantic button smacking and not enough skill or thought."<ref name="GameSpy"/><ref name="IGN"/> Monkey Target, lauded by Kent as the "most addictive interactive activity of 2001" and considered "the most complex" of the party games by Turner, was complimented by Casamassina for its "simple and brilliantly intuitive" control scheme and "careful science of when to use an item and when to forgo it."<ref name="GameSpy"/><ref name="IGN"/><ref name="Kent"/> ''Nintendo Power'' and Medina, respectively, described Monkey Billiards as "a full-blown pool game" and "a very fun alternative to the real game"; Casamassina applauded its "ultra-realistic physics engine that perfectly mimics how pool balls would react&nbsp;... it all works just as good if not better than any pool simulation available to home consoles."<ref name="N-sider"/><ref name="IGN"/><ref name="Nintendo Power"/> Casamassina was further impressed by the physics of Monkey Bowling, elaborating that "when the pins break apart one would swear it's the real deal", but Turner criticized its physics as "slightly wonky".<ref name="GameSpy"/><ref name="IGN"/> Medina singled out Monkey Bowling's "nailbiting" challenge mode as a personal favorite, while ''Nintendo Power'' considered Monkey Bowling "as good as tenpin gets" and Kent wrote it "is one of the most robust bowling simulations I have ever played."<ref name="N-sider"/><ref name="Nintendo Power"/><ref name="Kent"/> Finally, Four-Eyed Dragon conveyed that Monkey Golf provided "a humongous challenge" with "crazy, lopsided miniature golf course", while Kent called it an "absolutely infuriating&nbsp;... test your aim and your logic."<ref name="GamePro"/><ref name="Kent"/>


== Legacy ==
Although "not extremely complex or technically impressive in the way that many other launch titles strive to be" Turner believed the graphics were "extremely well-realized and perfectly suited to the game."<ref name="GameSpy"/> According to Torres, "while the four selectable monkey models and the various levels are simple in design, they are generously modeled with well-textured and shaded polygons and have a very rich look."<ref name="GameSpot"/> Four-Eyed Dragon spoke highly of the "hilarious" monkey animations, "sharp reflections and cool water effects".<ref name="GamePro"/> Likewise, Casamassina enjoyed the dances performed by the monkeys after winning a match and cited the water effects as "particularly incredible".<ref name="IGN"/> Described by Turner as "colorful" and "crisp" and by Torres as "cartoony" and "clean", ''Edge'' likened the game's aesthetic to Sega's '']'' series, concluding "Every surface is bright and solid and shiny, every aspect impeccably presented."<ref name="GameSpy"/><ref name="Edge"/><ref name="GameSpot"/> Casamassina, Turner, and Torres all praised the consistent framerate, with Casamassina emphasizing "it truly, always runs at a full 60 frames per second."<ref name="GameSpy"/><ref name="GameSpot"/><ref name="IGN"/> However, Four-Eyed Dragon noted the visuals were "not greatly detailed" and Casamassina observed "there isn't much geometry being drawn at any single point in the title and the backgrounds are often barren, whether it be for power or stylistic purposes."<ref name="GamePro"/><ref name="IGN"/> Moreover, Casamassina was disappointed that the three difficulty modes reused level themes and by the absence of ] support.<ref name="IGN"/> Torres regarded the game's sound as "good" but "probably weakest aspect", calling the music "catchy" but finding the monkey noises repetitive and the remaining sound effects "unspectacular."<ref name="GameSpot"/> Conversely, Blue-Eyed Dragon was favorable to the "boisterously entertaining monkey sounds that can be heard once a chimp hits a wall or falls off a ledge" as well as the "eclectic mix of instrumental tunes".<ref name="GamePro"/> Turner "thought the music&nbsp;... set the mood perfectly, but some may find it annoying".<ref name="GameSpy"/>
]
The success of the game spawned a franchise, with ] released to date. Due to its complex physics engine and abundance of possible shortcuts, ''Super Monkey Ball'' has been popular with professional ]ners.<ref name="Davis">{{cite web |last=Davis |first=Justin |url=http://www.ign.com/articles/2014/02/10/justin-daviss-favorite-games-of-all-time?page=2 |title=Justin Davis' Favorite Games of All Time |page=2 |work=IGN |date=February 10, 2014 |access-date=January 27, 2015}}</ref><ref name="Edge Best" /> A 2006 study conducted by the ] found that surgeons who played the game for 20 minutes prior to performing a surgical drill finished slightly faster and made fewer mistakes.<ref>{{cite web |last=Gibson |first=Ellie |url=http://www.eurogamer.net/articles/news250506smbstudy |title=''Super Monkey Ball'' Saves Lives |work=Eurogamer |date=May 25, 2006 |access-date=January 27, 2015}}</ref> ''Super Monkey Ball'' inspired ''Neverball'', a ] and ] game for ], ], ], Dreamcast, and ].<ref name="Neverball">{{cite web |url=http://toucharcade.com/2008/07/08/neverball-a-free-alternative-to-super-monkey-ball/ |access-date=February 25, 2015 |title=Neverball: A Free Alternative to Super Monkey Ball |last1=Patterson |first1=Blake |date=July 8, 2008 |work=TouchArcade |archive-url=https://web.archive.org/web/20150122154314/http://toucharcade.com/2008/07/08/neverball-a-free-alternative-to-super-monkey-ball/ |archive-date=January 22, 2015 |url-status=live}}</ref> The 2020 ] '']'' has been described as "''Super Monkey Ball'' for the '']'' generation" by Tom Wiggins of '']'' magazine.<ref name="Stuff: Review">{{cite web |last1=Wiggins |first1=Tom |title=Drop everything and download: Fall Guys: Ultimate Knockout |url=https://www.stuff.tv/in/features/drop-everything-and-download-fall-guys-ultimate-knockout |website=] |date=12 August 2020}}</ref>


In 2006, ''Nintendo Power'' ranked it the 38th best game available on Nintendo platforms, commenting "who knew that such cute characters with cinnamon roll ears could be the source of so much tension (when the clock is ticking) and so much relief (when they finally break the ribbon)?"<ref>{{cite magazine |title=''NP'' Top 200: The Countdown Concludes with the Final 40 |magazine=Nintendo Power |volume=19 |issue=200 |date=February 2006 |page=58}}</ref> In February 2009, '']'' placed the game 90th on a list of the best Nintendo games, noting that "Along with the bum-clenchingly tricky puzzle stages, you get some great mini-games in this brilliant arcade game."<ref>{{cite magazine|url=http://www.officialnintendomagazine.co.uk/article.php?id=7188 |title=100-81 ONM |magazine=] |date=February 17, 2009 |access-date=September 9, 2022 |url-status=dead |archive-url=https://web.archive.org/web/20090223134327/http://www.officialnintendomagazine.co.uk/article.php?id=7188 |archive-date=February 23, 2009 }}</ref> In March 2009, '']'' ranked the game #39 on its list of "The 100 Best Games To Play Today", stating "Seeing its sturdy physics model being used to perform incredible acrobatic feats shows just how finely honed it is."<ref name="Edge Best">{{cite web |url=http://www.edge-online.com/features/100-best-games-play-today/7/ |title=The 100 Best Games To Play Today |work=Edge |date=March 9, 2009 |access-date=January 27, 2015 |archive-date=October 29, 2014 |archive-url=https://web.archive.org/web/20141029181129/http://www.edge-online.com/features/100-best-games-play-today/7/}}</ref> Writing in '']'', Christian Donlan described ''Super Monkey Ball'' as "one of Sega's grade-A triumphs."<ref>{{cite book |last=Mott |first=Tony |title=1001 Video Games You Must Play Before You Die |year=2013 |publisher=Universe Publishing |location=New York, New York |isbn=978-0-7893-2090-2 |page=442}}</ref>
Kent named ''Super Monkey Ball'' "the best party game of all time."<ref name="Kent"/> Torres opined that the game "makes a strong case for the power of simple yet incredibly addictive gameplay."<ref name="GameSpot"/> Knowles stated it represented "Sega at its pure best."<ref name="N-sider"/> The staff of '']'' "liked the mini-games in addition to the regular modes."<ref name="Famitsu"/> ''Nintendo Power'' hailed the game as "one of the ultimate party games" and "the best in serious gaming, too."<ref name="Nintendo Power"/> Turner declared it "that rarity of rarities: a perfectly-realized launch title", with a "bounty of extras" that set "a new standard for arcade to home conversions".<ref name="GameSpy"/> According to Medina, "probably the greatest thing about this game is that it's so unassuming, in that you are genuinely very surprised at its extremely high quality."<ref name="N-sider"/>


== Notes ==
Due to its complex physics engine and abundance of possible shortcuts, ''Super Monkey Ball'' has been popular with professional ].<ref name="Edge Best"/><ref>{{cite web|last=Davis|first=Justin|url=http://www.ign.com/articles/2014/02/10/justin-daviss-favorite-games-of-all-time?page=2|title=Justin Davis' Favorite Games of All Time|page=2|work=IGN|date=2014-02-10|accessdate=2015-01-27}}</ref><ref>cf. {{cite web|url=https://www.youtube.com/watch?v=FpiGesimOvA|title=Cosmo's thoughts on game design|publisher='']Speedruns'' via ]|date=2013-02-08|accessdate=2015-01-27}}</ref> A 2006 study conducted by the ] found that surgeons who played the game for 20 minutes prior to performing a surgical drill finished slightly faster and made fewer mistakes.<ref>{{cite web|last=Gibson|first=Ellie|url=http://www.eurogamer.net/articles/news250506smbstudy|title=''Super Monkey Ball'' Saves Lives|work=Eurogamer|date=2006-05-25|accessdate=2015-01-27}}</ref> In 2006, ''Nintendo Power'' ranked it the 38th best game available on Nintendo platforms, commenting "who knew that such cute characters with cinnamon roll ears could be the source of so much tension (when the clock is ticking) and so much relief (when they finally break the ribbon)?"<ref>{{cite journal|title=''NP'' Top 200: The Countdown Concludes with the Final 40|journal=Nintendo Power|volume=19|issue=200|date=February 2006|page=58}}</ref> In 2009, '']'' ranked the game #39 on its list of "The 100 Best Games To Play Today", stating "Seeing its sturdy physics model being used to perform incredible acrobatic feats shows just how finely honed it is."<ref name="Edge Best">{{cite web|url=http://www.edge-online.com/features/100-best-games-play-today/7/|title=The 100 Best Games To Play Today|work=Edge|date=2009-03-09|accessdate=2015-01-27}}</ref> Writing in '']'', Christian Donlan described ''Super Monkey Ball'' as "one of Sega's grade-A triumphs."<ref>{{cite book|last=Mott|first=Tony|title=]|year=2013|publisher=Universe Publishing|location=New York, New York|isbn=978-0-7893-2090-2|page=442}}</ref>
{{notelist}}
{{reflist|group=note}}


==See also== == References ==
{{reflist|30em}}
* '']''
* '']''


== External links ==
==References==
* at ]
{{Reflist|30em}}
* at the ]
* about finding the narrator of the '']'' franchise


{{Super Monkey Ball}} {{Super Monkey Ball}}


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Latest revision as of 20:37, 15 December 2024

2001 video game

2001 video game
Super Monkey Ball
North American GC cover artNorth American box art
Developer(s)Amusement Vision
Publisher(s)Sega
Director(s)Toshihiro Nagoshi
Producer(s)Toshihiro Nagoshi
Designer(s)Junichi Yamada
Programmer(s)Hisashi Endo
Artist(s)Mika Kojima
Composer(s)Hidenori Shoji
Sakae Osumi
Haruyoshi Tomita
SeriesSuper Monkey Ball
Platform(s)
ReleaseArcade (Monkey Ball)
  • JP: May 2001
GameCube (Super Monkey Ball)
  • JP: September 14, 2001
  • NA: November 18, 2001
  • EU: May 3, 2002
  • AU: May 17, 2002
Genre(s)Platform, party
Mode(s)Single-player, multiplayer
Arcade systemSega NAOMI

Super Monkey Ball is a 2001 platform party video game developed by Amusement Vision and published by Sega. The game debuted in Japan at the 2001 Amusement Operators Union trade show as Monkey Ball, an arcade cabinet running on Sega's NAOMI hardware and controlled with a distinctive banana-shaped analog stick. Due to the discontinuation of Sega's Dreamcast home console and the company's subsequent restructuring, an enhanced port dubbed Super Monkey Ball was released as a launch title for the GameCube in late 2001, garnering interest as Sega's first game published for a Nintendo home console.

Conceived by Amusement Vision head Toshihiro Nagoshi, Super Monkey Ball involves guiding a transparent ball through many levels, the ball containing one of four monkeys—AiAi, MeeMee, Baby, and GonGon—across a series of maze-like platforms. The player must reach the goal without falling off or letting the timer reach zero to advance to the next stage. There are also several multiplayer modes: independent minigames as well as extensions of the main single-player game.

Super Monkey Ball received highly positive reviews from critics, who praised the simplicity and subtle depth of its control scheme as well as the new multiplayer modes not present in its arcade counterpart, although some felt its presentation was lacking. The game was commercially successful and remained one of Sega's best-sellers in the United States for much of 2002, eventually spawning a direct sequel, Super Monkey Ball 2 (2002), and a broader Super Monkey Ball franchise. Super Monkey Ball's stages were remade as a part of Super Monkey Ball Banana Mania (2021).

Gameplay

Super Monkey Ball has three game modes: main game, party games, and mini-games. The mini-games are unavailable at first, and must be unlocked by earning 2,500 "play points" through playing the main game in single-player mode.

Main game

The player about to start a stage during the main game

Reminiscent of Marble Madness and Labyrinth, the objective of the main game is to guide one of four playable monkeys (AiAi, MeeMee, Baby, and GonGon) encased in a transparent ball across a suspended series of platforms and through a goal. By moving the analog stick, the player tilts the entire set of platforms that make up a level, called a floor, and the ball rolls accordingly. If the ball falls off a floor (an event dubbed a fall out) or the in-game timer reaches zero, the player loses one of their three lives. The speed, in miles per hour, at which the ball is moving is displayed in the corner of the screen. Pausing the game and selecting the "View Stage" option allows one to rotate the camera around and examine the floor. A replay is presented after a floor's goal has been reached; replays can be saved to a memory card and viewed at whim. Every second remaining on the timer when a floor is completed adds 100 points to the player's score. Collectible bananas found throughout the game are also worth 100 points, while multipliers increasing the player's score by a factor of two or four are activated when a floor is finished in under half the allotted time or via a warp gate. The player receives an extra life for every 100 bananas collected.

The main game features three difficulty levels—Beginner, Advanced, and Expert, consisting of 10, 30, and 50 floors each—as well as three modes—Normal, Practice, and Competition. Normal mode allows one to four players to take turns progressing through the arcade Monkey Ball, whereas competition mode involves two to four player simultaneous split screen races across a selection of floors. In practice mode, any floor already played in normal mode can be repeated indefinitely with no penalties for failure. In normal mode, the player experiences a game over when they have lost all of their lives, but is allowed five opportunities to continue; eventually, unlimited "continues" can be unlocked. Beginner Extra, Advanced Extra and Expert Extra floors are unlocked when each respective difficulty level is completed without losing a single life (or without using a continue in Expert)—and a hidden set of Master floors can be unlocked through playing the Extra floors without using a continue.

Party games

The following party games are available:

  • Monkey Race: One to four players simultaneously race across six courses divided into three difficulty levels. Steering is handled with the analog stick, while the A button is used to activate items (if enabled) that can be used to produce an increase in speed or to adversely affect opponents. A Time Attack mode involves the careful use of three available speed items to achieve faster times.
  • Monkey Fight: One to four players simultaneously engage in combat by rolling in any direction with the analog stick and using the A button to punch opponents with a boxing glove attached to their monkey's ball. Points are awarded for knocking opponents off one of the three available arenas, with more points being awarded when the player currently in the lead is knocked off. The player with the most points is declared the winner of a round when the in-game timer reaches zero. Items can be used to extend the reach, size, and strength of one's boxing glove.
  • Monkey Target: One to four players take turns rolling their monkey down a ramp, launching it into the sky. The monkey's ball opens on command to resemble a pair of wings, allowing it to fly. The monkey's trajectory is manipulated with the analog stick. Wind direction and strength, altitude, and speed (in addition to random hazards selected by an optional "Wheel of Danger" feature before each flight) impact the player's ability to land the monkey on one of several dartboard-like targets in the middle of the ocean. Bananas collected while airborne enable the use of items in later rounds that can eliminate wind resistance, control the ball's roll, multiply the player's score, or ensure a sticky landing.

Mini-games

The mini-games are based on real sporting activities, but with the player's ball containing their monkey. The following mini-games are available, once unlocked through the earning of play points:

  • Monkey Billiards: One to two players take turns competing in a game of nine-ball. The analog stick determines the direction of each shot and the A button is used to stop the moving gauge that determines shot speed. A tournament mode featuring four AI challengers is also available.
  • Monkey Bowling: One to four players take turns competing in a game of ten-pin bowling. The analog stick is used to move left and right, the A button sets the direction and strength for each throw, and the L or R buttons apply spin to the ball. A challenge mode featuring 10 pin arrangements and permitting only 12 throws is also available.
  • Monkey Golf: One to four players take turns competing across 18 holes in a game of golf with stroke play scoring, or two players compete using match play scoring. The direction and general rolling distance of each shot is arranged with the analog stick, and the shot's strength is set by the A button.

Development

Director and producer Toshihiro Nagoshi in 2014

Super Monkey Ball was developed by Amusement Vision, a branch of the Japanese video game publisher Sega that was created in 2000 and composed of about fifty people. Amusement Vision president Toshihiro Nagoshi, who had previously worked under Sega AM2's Yu Suzuki and been credited as the creator of the arcade titles Daytona USA and Virtua Striker, devised the concept of rolling spheres through mazes based on his desire to create a game that was instantly possible to understand and play, as a contrast to increasingly complex games at Japanese arcades at the time. Prototypes involving a plain ball or a ball with an illustration were considered visually unappealing due to difficulties in perceiving its movement, so after a series of revisions monkey characters previously created by an Amusement Vision designer named Mika Kojima were placed inside the ball, with their appearance being altered to include their "distinctive" ears. Intended to feature a "cute" aesthetic and accurate physics engine, the game debuted at the 2001 Amusement Operator Union trade show as Monkey Ball, a single-player arcade cabinet controlled with a distinctive banana-shaped analog stick.

In early 2001, Sega announced that it was discontinuing its Dreamcast home console and restructuring itself into a "platform-agnostic" third-party publisher. As a result, an enhanced version of Monkey Ball dubbed Super Monkey Ball was released for the GameCube as a launch game in Japan on September 14, 2001 and North America on November 18. The GameCube version was demonstrated to the public at E3 in May and at Nintendo's Space World show in August; Sega confirmed that it would arrive in time for the GameCube's launch at the June 2001 World Hobby Fair. As the first game Sega published for a Nintendo home console, Super Monkey Ball was considered a milestone for the company. Although Monkey Ball had been developed for Sega's NAOMI arcade board, which shared technology with the Dreamcast and was optimized to ensure games could be easily ported between the two platforms, Nagoshi commented that Nintendo's young demographic made the GameCube an even more fitting console for the title. According to Nagoshi, Amusement Vision staff felt more comfortable with the GameCube than Sega's own hardware and this ease of development contributed to their decision to focus on the system over the PlayStation 2 or Xbox; he also joked that Nintendo was the only hardware manufacturer the staff did not "hate". Out of a team composed of ten to twenty individuals, it took four Amusement Vision employees between several weeks and two months to port Monkey Ball to the GameCube. Its graphics were enhanced with new background details as well as reflections and particle effects. Moreover, the developers spent an additional six months incorporating six extra modes into the game, with an emphasis on multiplayer competition and the introduction of GonGon as a fourth playable character.

The bananas in the game display the Dole Food Company logo, but this was removed in Super Monkey Ball Deluxe due to a licensing dispute. A theme song called "Ei Ei Puh!", which was arranged by Cheru Watanabe and featured vocals by Yu Abiru, was created for the Japanese version of Super Monkey Ball but removed from its U.S. release. Tokyo-based voice actor Brian Matt provided the game's narration, albeit uncredited.

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings89%
Metacritic87/100
Review scores
PublicationScore
Edge9/10
Famitsu32/40
GamePro4.5/5
GameSpot8.8/10
GameSpy91/100
IGN8.3/10
Nintendo Power5/5, 5/5, 5/5, 5/5, 5/5
N-Sider9/10, 9/10, 8/10, 9/10
The Japan TimesFavorable

Sales

Super Monkey Ball was commercially successful upon release and remained one of Sega's best-selling titles in the United States through much of 2002. The game's North American sales were strong in 2001, in addition to a further 105,000 units sold through August 2002.

While it sold well in all major territories, Nagoshi was disappointed by the game's performance in Japan, where he had expected it would be most successful; weak GameCube launch sales were cited as negatively impacting its performance in the country. The game sold 72,631 units in Japan.

Critical reception

Super Monkey Ball received "generally favorable" reviews, with aggregated scores of 87/100 on Metacritic and 88.7% on GameRankings, some journalists considered Super Monkey Ball the highlight of the GameCube's launch lineup. Edge praised the main game as "absorb" due to its high level of difficulty, noting that the trial and error required to complete challenging levels forces one to learn the nuances of its "reductive control system" and eventually enables the player to perform seemingly impossible tasks with increasing ease: "Once a level falls, the mysticism around it vanishes. It's beatable; it's an afterthought on the route to your next impossible hurdle." Ben Turner (GameSpy) commented on the "excellent progression of difficulty" engendered by three distinct difficulty modes and thoughtful stage design, expounding "most levels introduce some new idea or concept to the game" and "every single level played adds to your skill." Matt Casamassina (IGN) commended the "great level variation", with "well created mazes and puzzles that must be completed using a combination of physics calculations, careful planning and a huge helping of patience." Turner complimented the frequent introduction of incentives to keep playing such as additional continues and hidden levels, adding that a high "ceiling of mastery" enhanced the game's longevity through a "simple but well conceived" scoring system and the ability to test strategies in practice mode. Edge and Casamassina thought similarly, with the latter stating "there are shortcuts that can be carved out by the crafty player, physics to be considered when navigating and more." Tim Knowles (N-Sider) pointed out that "the latter levels in the game get extremely difficult and you will often get frustrated", while Casamassina felt "it may be a little too difficult for the casual gamer." However, Mark Medina (N-Sider) called the learning curve "perfectly spot on": "Any falling off the platforms feels entirely your fault and at the same time, you always get the sense that you're just that little bit closer to that elusive goal." Edge and Jason Nuyens and Will Stevenson (N-Sider) agreed with this sentiment, with the latter two emphasizing the addictive quality of the gameplay. On a technical note, Four-Eyed Dragon (GamePro) faulted the camera system, which "can get out of position, making it hard to maneuver in tight spots." Steven L. Kent (The Japan Times) described the game as "a test of nerve" requiring "advanced eye–hand coordination." Turner reflected on the game's ability to evoke feelings of "nervous excitement", "intensity", and "electrifying, stomach-wrenching fear": "It's a thrilling feeling to be winding down a paper-thin path with ten seconds on the clock, hoping against hope that you can keep your balance for just a few more seconds and make it to the goal before time expires." Edge opined that the game is "defined" by "unrefined and angular" emotions:

Every second brings another jagged spike of highrise elation or freefall despair, and that's what makes the game so superb ... when you finally beat a maze on your 15th try, on the last life of your last continue, it's all worth it. If that experience could be distilled into a single word, it would be euphoria; reducing Super Monkey Ball to one word is simpler. It's genius.

On the party and mini games, Kent asserted "All of the activities ... were designed with an unerring eye for quality", Edge contended "none are half-assed throwaway rewards", and Nintendo Power remarked "each one is a fully realized activity that you could play for hours." Ricardo Torres (GameSpot) called Monkey Race "a solid little racer", and Casamassina recounted it felt "polished and finely tuned." Stevenson "loved Monkey Fight", while Casamassina and Kent highlighted the use of a crown to identify the player currently in the lead as encouraging "players to gang up on each other." Casamassina hailed Monkey Fight as "a thing of beauty", but Turner dismissed it as "a dud, as it's too much frantic button smacking and not enough skill or thought." Monkey Target, lauded by Kent as the "most addictive interactive activity of 2001" and considered "the most complex" of the party games by Turner, was complimented by Casamassina for its "simple and brilliantly intuitive" control scheme and "careful science of when to use an item and when to forgo it." Nintendo Power and Medina, respectively, described Monkey Billiards as "a full-blown pool game" and "a very fun alternative to the real game"; Casamassina applauded its "ultra-realistic physics engine that perfectly mimics how pool balls would react ... it all works just as good if not better than any pool simulation available to home consoles." Casamassina was further impressed by the physics of Monkey Bowling, elaborating that "when the pins break apart one would swear it's the real deal", but Turner criticized its physics as "slightly wonky". Medina singled out Monkey Bowling's "nailbiting" challenge mode as a personal favorite, while Nintendo Power considered Monkey Bowling "as good as tenpin gets" and Kent wrote it "is one of the most robust bowling simulations I have ever played." Finally, Four-Eyed Dragon conveyed that Monkey Golf provided "a humongous challenge" with "crazy, lopsided miniature golf course", while Kent called it an "absolutely infuriating ... test your aim and your logic."

Although "not extremely complex or technically impressive in the way that many other launch titles strive to be" Turner believed the graphics were "extremely well-realized and perfectly suited to the game." According to Torres, "while the four selectable monkey models and the various levels are simple in design, they are generously modeled with well-textured and shaded polygons and have a very rich look." Four-Eyed Dragon spoke highly of the "hilarious" monkey animations, "sharp reflections and cool water effects". Likewise, Casamassina enjoyed the dances performed by the monkeys after winning a match and cited the water effects as "particularly incredible". The game was described by Turner as "colorful" and "crisp" and by Torres as "cartoony" and "clean". Edge likened the game's aesthetic to Sega's Sonic the Hedgehog series: "Every surface is bright and solid and shiny, every aspect impeccably presented." Casamassina, Turner, and Torres all praised the consistent frame rate, with Casamassina emphasizing "it truly, always runs at a full 60 frames per second." However, Four-Eyed Dragon noted the visuals were "not greatly detailed" and Casamassina observed "there isn't much geometry being drawn at any single point in the title and the backgrounds are often barren, whether it be for power or stylistic purposes." Moreover, Casamassina was disappointed that the three difficulty modes reused level themes and by the absence of progressive scan support. Torres regarded the game's sound as "good" but "probably weakest aspect", calling the music "catchy" but finding the monkey noises repetitive and the remaining sound effects "unspectacular." Conversely, Blue-Eyed Dragon was favorable to the "boisterously entertaining monkey sounds that can be heard once a chimp hits a wall or falls off a ledge" as well as the "eclectic mix of instrumental tunes". Turner "thought the music ... set the mood perfectly, but some may find it annoying".

Kent named Super Monkey Ball "the best party game of all time." Torres opined that the game "makes a strong case for the power of simple yet incredibly addictive gameplay." Knowles stated it represented "Sega at its pure best." Famitsu "liked the mini-games in addition to the regular modes." Nintendo Power hailed the game as "one of the ultimate party games" and "the best in serious gaming, too." Turner declared it "that rarity of rarities: a perfectly-realized launch title", with a "bounty of extras" that set "a new standard for arcade to home conversions". According to Medina, "probably the greatest thing about this game is that it's so unassuming, in that you are genuinely very surprised at its extremely high quality."

Super Monkey Ball was a runner-up for GameSpot's annual "Best GameCube Game" award, which went to Super Smash Bros. Melee.

Legacy

Neverball, a freely licensed game, was inspired by Super Monkey Ball.

The success of the game spawned a franchise, with 16 sequels or spin-offs released to date. Due to its complex physics engine and abundance of possible shortcuts, Super Monkey Ball has been popular with professional speedrunners. A 2006 study conducted by the Beth Israel Medical Center found that surgeons who played the game for 20 minutes prior to performing a surgical drill finished slightly faster and made fewer mistakes. Super Monkey Ball inspired Neverball, a free and open source game for Microsoft Windows, OS X, Linux, Dreamcast, and iOS. The 2020 battle royale game Fall Guys: Ultimate Knockout has been described as "Super Monkey Ball for the Fortnite generation" by Tom Wiggins of Stuff magazine.

In 2006, Nintendo Power ranked it the 38th best game available on Nintendo platforms, commenting "who knew that such cute characters with cinnamon roll ears could be the source of so much tension (when the clock is ticking) and so much relief (when they finally break the ribbon)?" In February 2009, Official Nintendo Magazine placed the game 90th on a list of the best Nintendo games, noting that "Along with the bum-clenchingly tricky puzzle stages, you get some great mini-games in this brilliant arcade game." In March 2009, Edge ranked the game #39 on its list of "The 100 Best Games To Play Today", stating "Seeing its sturdy physics model being used to perform incredible acrobatic feats shows just how finely honed it is." Writing in 1001 Video Games You Must Play Before You Die, Christian Donlan described Super Monkey Ball as "one of Sega's grade-A triumphs."

Notes

  1. Japanese: スーパーモンキーボール, Hepburn: Sūpā Monkī Bōru
  2. Monkey Ball (Japanese: モンキーボール, Hepburn: Monkī Bōru)
  1. ^ Each review is a different rating provided by a different reviewer for the publication.

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External links

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