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Nobody knows, but AiAi cries himself to sleep at night; rocking
gently back and forth in his protective orb as he dreams of an ordinary
simian life. A life of fun, bananas, laughter and going ice-skating
with Naomi Watts. Not to mention lobbing faeces. Lots and lots of
faeces! Strip back the innumerable layers of cute, and the crayola-coloured
happiness of the Super Monkey Ball experience, however, and you'll
find that AiAi isn't really the 'made' monkey he appears to be.
That wide-eyed grin on the cover? That's not happiness - it's the
look of severe constipation caused by a life-long inability to go
to the loo. But even then, that's not the main source of AiAi's
troubles. No sirree. Want to know what really gives AiAi the heebie-jeebies
at night? No, it's not that his oxygen supply is running dangerously
thin or that he's just passed wind in such close confines. Neither
does he worry that Super
Monkey Ball Adventure was a complete pile of steaming turd.
It's just that, well, after a good few years showing off his analog-controlled
wares to great critical acclaim, poor AiAi's turned into something
of a lab guinea pig for Sega of late.
Those
who nabbed a copy of Touch
& Roll for the DS, or toiled with the irksome d-pad in the GBA
iteration, will know that Super Monkey Ball without an analog stick
is like having Mario
without a moustache, its implementation remaining a design imperative
in order to capture that butt-clenchingly tense Monkey Ball Magic™.
So it's understandable why all us Monkey Ball purists scoffed at
the Wii remote - probably with a 'unique' hand gesture all of their
own - when news of Banana Blitz's innovative control scheme broke.
But we needn't have worried, as Banana Blitz is among one of the
first 'true' Wii titles to hit the shelves - where gyroscopic jiggery-pokery
feels far more cogent in proving the Wii's revolutionary capabilities
than any other title on the market, benefiting the control mechanics,
rather than simply bearing to capture the functionality of the conventional
controller. Fire up Banana Blitz for the first time and you really
do get a sense of intuition beyond that of a traditional pad, helping
to put weight behind Nintendo's claim of the Wii's ability to expand
the mass market.
Never
played Super
Monkey Ball? You haven't lived! For those unversed, the Super
Monkey Ball casts you as a chirpy primate, only - get this! - in
a cutesy orb that you have to roll across various obstacle-rich
labyrinths, or 'trays' as Sega so defiantly put it. Tilting the
tray to reach the heavenly goal couldn't be easier; to send your
primate pal rolling forward across the tray, simply tilt your Wii
remote on its head. It's that simple. Want to come to a halt?
Simply pull back. Want to go left? Tilt the Wiimote to the left.
Want to go right? Well, you get the idea... Now that sounds worryingly
easy, but simmer down, Monkey fans, as it's by no means a dumbing
down of the traditional formula. On the contrary, Banana Blitz is
every bit as challenging as its predecessors, the controller merely
bridging the gap between the casual and the hardcore in terms of
the user-interface. It's a match made in heaven and, extraordinarily,
you get much more of a feel for the pressure you're applying to
your movements than with the conventional analog control, which
helps you gauge just how hard you should be hitting platforms. Awesome.
Also
new for Banana Blitz comes the much-feared ability to jump, but
thankfully it works like a charm, adding something entirely new
to the series without infringing the simplicity of the traditional
mechanics. With a mere tap of the central A button you can send
your ill-fated ape bouncing around the tray, which adds a whole
new dynamic to the proceedings. Sure, the ability's mostly used
for hoping over dastardly obstacles to reach that ever-elusive banana,
or vaulting over worryingly wobbly platforms, but on occasion you
have to master the technique for use in many of Banana Blitz's boss
battles that are littered throughout the main game. Which is a bit
of a shame, since these aren't exactly the strongest aspect of Banana
Blitz; whilst the formula is certainly immensely fun - providing
that little reward and sense of achievement at the end of each world
- you can't help but feel that each boss battle is unabashedly similar.
It's usually just a case of hitting the weak spot a few times with
a well-timed jump - like the big, fat opera-wailing monster boss,
which sees you knocking the microphone from her grasp as she stops
to refill her voluminous lungs for a bit. It's not exactly Zelda,
but it would have been great if Sega hadn't marked the sweet-spot
with a bloomin' MASSIVE arrow that detracts any level of thought
required. That said, they're certainly fun, really helping to break
up the platforming sections between the worlds.
The
main game comprises of ten imaginatively designed worlds, consisting
of - you guessed it! - ten stages, two of which are a bit special.
One of the two unique stages comprises the aforementioned boss battles,
whereas the other is a "pat yourself on the back" timed banana collect-athon
to keep you from lobbing the remote at the TV in utter frustration
after the painstakingly hard timed platforming stages. Perhaps the
predominant flaw contributing to such potty-mouthed frustration
is that of a completely static camera. Whilst it's always
in place and unobtrusive enough, you can't help but feel that it's
stiffer than Alan Rickman in a straight jacket - and that just a
*snigger* 'Wii' bit of maneuverability wouldn't have gone a miss.
Although soul-breakingly frustrating, Banana Blitz's arcade appeal
is insanely infectious and you'll find yourself cursing your way
through seemingly impossible stages regardless. And when you do
eventually crack them - which, depending on skill level, will take
anywhere between four to six hours - you'll feel like a king . That's
the Monkey Ball Magic, right there.
Although
always one to turn heads with its cutesy visual style, and endearing
musical score - Sega have certainly 'aped' (pun inexcusably intended!)
their past efforts with Banana Blitz. The way AiAi waves his puny
arms manically as he plummets off a ledge at 90mph, the way AiAi
vanishes into an array of colour and swish particle effects when
he reaches a goal, or the way that each world is lavished beautifully
with its own individual theme - it's safe to say Banana Blitz's
new pastel-tinged visual style makes for the most alluring Monkey
Ball yet. Such can be said of the fantastically hummable musical
score, which although it loops, never frustrates.
Part
of the usual Monkey Ball magic, however, has always been down to
the much-adored quirky mini-games. Although the inclusion of multiplayer
mini-games in the 2002 Gamecube original were intended as more of
a distraction from the main game, rather than a part of the actual
Monkey Ball make-up, with such wide acclaim it's easy to see why
Sega have gone mini-game mad with Banana Blitz. With an absolutely
whopping fifty - yes, that's fifty! - mini-games in the bag,
it'd be easy to dub this the Monkey Ball to end all Monkey Balls.
Unfortunately, whilst each of the crazed mini-games makes pronounced
use of the Wii-mote, it has to be said that Sega have taken a 'quantity
over quality' approach with Banana Blitz. Suffice to say that many
of the included mini-games feel like something of missed opportunity,
the main bone of contention being that the mini-games are either
not as responsive as they ought to be or that they're devoid of
any particular challenge whatsoever. Whilst flicking the remote
to make AiAi skip, scooping goldfish out of a pond, or gunning down
speedy asteroids are certainly a blast (no pun intended!), you can't
help but shake the feeling they aren't as absorbing as past Monkey
Ball efforts, and you'll probably only play them once. Heck, Sega
have even managed to destroy old favourites like ("Nooo!") Monkey
Target - which now inexplicably features just one level, has no
exciting items, no fate-deciding roulette and no bloomin' ramp!
That's
a real kick in the Monkey Balls, but what's on offer here is by
no means to be scoffed at. Sega's latest, by and large, remains
the first true Wii title on the market. In fact, you'd have to be
one of Ubi's raving mad rabbids not to pick this up alongside Zelda
when you finally get your grubby mitts on a Wii. That's just the
law. With a control scheme that feels so perfectly right, beautiful
visuals and a delightfully simple premise, Super Monkey Ball: Banana
Blitz is certainly worth both your time and money. Despite the minor
camera issues and mildly disappointing mini-games, it's safe to
say that AiAi won't be crying himself to sleep tonight. Well, as
long as he stays away from the Heinz baked beans, that is...
Reviewed by Ricky Lee Staines for AceGamez (All Rights Reserved).
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