Super Monkey Ball: Step & Roll Review

Super Monkey Ball is a popular 'platforming' game that originated in the arcades and went on to make regular appearances on consoles including the Gamecube and the PS2. There have been numerous sequels in the series, all keeping the same style and gameplay that fans have been accustomed to. Super Monkey Ball: Step and Roll is the latest addition to the franchise and is featured on the Wii because of its ability to use the Wii Balance Board.
Super Monkey Ball: Step and Roll is a quaint little platformer like its predecessors, but unlike the games that came before, it does not have any story to go by. The focus this time around is simply to play the puzzles in the main game and have some fun with the mini-games. There are five characters in the game with four playable monkeys to choose from. Aiai, Meemee, Baby and Gongon, are the characters mostly seen in their balls and choosing between them hardly matters. The fifth monkey, Jam, acts as a guide, teaching controls to players before each game world and mini-game. His slapstick comedy might give kids a laugh but thankfully adults can skip his routines and go straight into the game.
Players are charged with controlling the environment in Step and Roll. Leaning on the Balance Board or tilting the Wii Remote in a given direction will angle the floor so that the monkey ball will roll in that direction. Despite being designed for the Balance Board, using the Wii Remote is actually easier, as small, quick motions will provide precise controls whereas leaning on a board in a similar fashion can be slow and hard work. Overall the controls can't compare to earlier Super Monkey Ball games where a joystick would prove to be an easier concept, and the Wii Remote and Balance Board simply don't give players the same control which can lead to frustrating mistakes.
The main game in Step and Roll is made up of seven worlds, each consisting of ten levels and a bonus level half-way through. Bananas are spread out within each level and after every twenty collected players are awarded with an extra life. This is crucial as if a player takes more than 60 seconds or falls off of the level, they will lose a life. When they are all lost, players will have an option to continue, but with their score reset to zero. The levels and worlds get progressively harder throughout the game, which players, whether casual or experienced, will find very daunting towards the end. The level design is erratic in some cases and frustrating in others, and with only 60 seconds to explore and complete each challenge it may take a couple of tries to even learn the layout. It can be irritating to use a trial and error approach, but unfortunately this is the only choice to progress through the difficult levels players will dread later on in the game. It does give a real sense of elation when the level is finally completed though.
Aside from this, the real problem with this game is the lack of rewards for completing the levels. Other than personal gratification, it takes away any incentive to carry on through the frustrating levels that become more frequent as the game progresses. Each game world, when completed, treats players to an unskippable credits game where the names of Sega's staff are turned into balls, which must then be drop onto a board with holes in it. Points made from these balls are added to the player's total score but after playing this 'game' several times it's hard to care about a higher score and consequently the need to play it. Rewards are in the game however, but only in the form of collectible items which serve no purpose whatsoever. The requirements to obtain each item aren't even displayed, so even completionists may want to steer clear of this.
The main sense of fun that's to be had with this game is found with the mini-games, and there are over twenty to enjoy. There is certainly a lot of variety, with games like 'Hurdle Race' and 'Firefighter' that definitely help to keep things fresh for anyone playing them. Some of the games will make use of the nun-chuck but others will not. Controls during these games can also be a little hit and miss as some are just awkward and cumbersome.
Once the main game is completed, there is hardly any reason to go back and revisit the old levels aside from improving scores in the rankings. Mini-games would be the main reason to pop this title back into the Wii, but there is also a co-op mode to explore with a friend that may prove entertaining. In this mode, one player takes control of the monkey ball and a friend will point a second wii-mote at the screen, shooting obstacles to allow the ball to progress. It's a chance to experience all the levels players will learn to hate with a friend, as in this mode levels are made even harder.
Conclusion
Despite having a single-player campaign, it's the mini-games that are the real draw in Step and Roll. With no real incentives, a short length, and an annoying credits scene after each world, it's an aspect of the game that gets very overshadowed. The mini-games though, are good for what they are - a unique take on party-games, many of which are found elsewhere. The controls, which are meant to be one of the unique selling points, don't really add anything to the experience and often make things more awkward than simply playing with a classic controller. Overall, it's a title that's best enjoyed with friends, but fans of franchise might still enjoy it too.
| 5 |
