Spinning Simians- Super Monkey Ball: Step and Roll Review

Occasionally, I’m surprised that the popularity of the Wii hasn’t catapulted more third-party titles into the stratosphere of commercial success. With a gameplay mechanic reliant on precise movement, the Monkey Ball series is perfectly suited for the fastidious accuracy of the Wiimote’s accelerometers. As 2006’s Banana Blitz showed, the controller was idyllic for navigating spherical primates through increasingly treacherous courses; freely manipulating a device was more intuitive than pressing a joystick in a particular direction.

A bit over three years later, the franchise has returned. Super Monkey Ball: Step and Roll’s most noticeable addition is the ability to use the now-compulsory Wii Fit Balance Board to control the game. In execution, the new input method isn’t nearly as instinctive as the Wiimote. However, if players don’t mind sticking with their conventional controllers, they’ll find that the title offers a competent variety of content. In the case of the game’s main environment-navigating campaign, there have been a number of changes to make the game more enjoyable.

Previous Monkey Ball stages focused on navigation through precarious environments, where a single mistake would send the player’s globe falling to its doom. Step and Roll wisely amends that approach, usually pitting players against the game clock. Although later levels bring plenty of primate plunging precipices, early to mid-range stages concentrate on traversing a field of obstacles. Some areas feel like a giant skateboard park, requiring players to maneuver through hulking half-pipes to advance, others have useful trenches that can guide a moderately-moving globe along. This emphasis on obstructions can be seen in the game’s cooperative mode, where one player treks through the environment while the other eliminates any impediments. Whereas past iterations of Monkey Ball have offered disjointed clusters of stages, with Step and Roll each group of ten stages feel cohesive with a unified gameplay motif and gently evolving soundtrack signatures.  Continuity is advanced even further in the title’s Marathon Mode, which challenges players to three different thirty stage succession of courses.

While playing Step and Roll with a Wiimote is typically enjoyable, the level of gratification is dampened when the Balance Board is used as a control method. Although the title wisely eliminates all the obstacles each playing field and has an on-screen balance designator, some movements are more cumbersome with the peripheral. Generally, lightly veering the orb slightly was effortless, but sharp turns and reversals in direction caused frustration. Ideally, the developers would have created Balance Board specific levels instead of retrofitting existing ones.

In recent years, Monkey Ball titles have complemented course navigation with a broad selection of mini-games, and Step and Roll is no different. Nearly half on these diminutive diversions will be woefully familiar to Banana Blitz owners, as the title pads its inventory with amusements from the previous disk. Of the new material, there is at least one standout- Battle Pinball recalls the multiplayer mayhem of Atari’s Warlords, as each player tries to prevent Monkey Balls from draining in their corner of the screen. Overall, it’s a shame to see the number of auxillary amusements drop from Blitz’s half-centennial to Step and Roll’s modest selection of 21 mini-games.

Visually, Step and Roll is elevated by an unwavering 60 frame per second refresh rate, 480P presentation and a widescreen mode. Like past games in the series, the title’s charm emanates from the use of vibrantly colored environments and the appeal of chibi-esque simians. Whereas past entries of the Monkey Ball franchise assaulted players with exceedingly high-spirited melodies, Step and Roll music shows a bit more restraint, while still influencing a hurried cadence through each stage.

Super Monkey Ball: Step and Roll is a competently crafted light-hearted romp which perpetuates the series’ uncomplicated game mechanic, while gently refocusing the title. Potential purchasers should know that the title isn’t without its conspicuous flaws- using the balance board as an input method can be more cumbersome than controllable, while the recycling of some mini-games will be a disappointment to series aficionados. If players can overlook those two failings, then Step and Roll may be worth dropping fifty bananas on.

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

34 comments

  1. This is already out. I’m finding it hard to keep up with all the games.

  2. I always laugh when I hear the name “Monkey Balls”

  3. 50 bananas is a bit much. Maybe 30 nanas tops.

  4. Does any game other than the WiiFit games get balance board control right?

  5. I gotta rent this. My GF loves these games.

  6. I always play these game for a few hours and never touch them again.

  7. Yeah, I’m really surprised Sega hasn’t put out 5 Wii MB games by now, like Ubi did with Raving Rabbits.

  8. Not that I’m aware of. They are all wonky.

  9. Another good review, deagle.

  10. Looks ok, but not worth no $50!

  11. All coupon for free bananas in the game?

    Mmm, nanas, honey and PB FTW!

  12. Basically, the same thing IGN said, but they didn’t like ANY of the new games 🙁

  13. Can you use the classic controller or Gamecube controller if you want?

    How about the Nun-chuck?

  14. I’m suprised they haven’t made a MB game thats like Zelda with different dungerons and stuff. Get on it, Sega.

  15. Yeah, everyone I know played Banana Blitz (but then traded it in) It’s the only Wii game I got new for less that $5.

  16. I want to play this but I cant see myself paying $50 with BS2 and ME2 still waiting for me.

  17. How many stages are there in all?

  18. Sounds kind of fun. I played the GC version a long time ago and really liked it.

  19. Yeah, Sega stuff usually drops pretty quickly and doesn’t become rare, so while I want this one I’m going to wait for a bit.

    Since the first one is $20 or less and has more games, do you guys think I should get that one instead.

  20. Good review, seems pretty fair.

  21. Good review. I was thinking about getting this.

  22. 10 stages of 10 levels each, so 100.

  23. I have to agree with the balance board criticism, but they really do make the levels easier which helps a lot. Turning around seems to be the main problem.

  24. seems ok, I can wait on this game.

  25. I’m waiting for Monkey Ball: Poop and Toss

  26. I was just thinking it was about time for a new Monkey Ball game. Too bad they don’t have one where you could build your own levels. That would be crazy!

  27. Never really liked the Monkey Ball games to buy them, although they are a good rent.

  28. I may get this one this week. I cant find the original Xbox one.

  29. This game need a Billy Hatcher cameo! I played it for about an hour and liked it. It does feel different from past MB games.

  30. Very cute looking game. I’ve never played any of the Monkey Ball games, only Ape Escape.

  31. Whoa, SMB is already out? Not sure how I missed out on that. Definitely gotta play this one, as I’ve loved every Super Monkey Ball game to date, especially the GameCube titles.

  32. Time to grab those Money Balls!

  33. I’d go with the second GC version. Banana Blitz had impossible menus and if the board isn’t great, then I’d step off this one.

  34. This actually looks like a decent use of the wii balance board, color me interested.