It shoudn't have been monkeys: it should have been hamsters.
Sega's trade mark vibrant design, crazy content structure and camp, over the
top, incoherent voice acting are as potent as ever in this game and after over 15 years of enjoying and not to mention welcoming this method of game construction it is proving these days to be exhausting, cliched and repetitive. Obviously it has worked before on a legendary scale, like a certain super fast blue hedgehog or a purple, flying being that rids two teenagers minds of nightmares but on this occasion it just flops disastrously for me.
Super Monkey Ball would be a lot easier to deal with (by deal with I am referring to the amount of time you might spend trying to complete one level) if it had been brought right down to earth. For one I think it shoudn't have been monkeys: it should have been hamsters. Sega should of also just completely dropped the story thing, games like this just don't need stories (with a few exceptions) it is tiresome and pointless and it is very, very obvious that the team of developers behind this game had left the plot of this game right at the bottom of the "to do" list.
I have to say that Sega have still got in the game mechanics department. Where they pluck these mind bogglingly addictive forms of gameplay: maybe no one will ever know. You don't control the ball it's self in any way, you move the level. If you can imagine a marbal, the size of a fist, on a piece of flat wood and you were then to pick up the wood but try to keep the marble on the board, that is Super Monkey ball's gameplay.
So simple, smooth, and beautifully effective the result is an extremely addictive formula. It rings the genius of games (the following bare no resemblance to Super Monkey Ball) such as Lemmings, Gitaroo Man, and Even as far as Tetris or Breakout. It has a worthy and well deserved spot in the elite of puzzle games. It is a worthy package where you will really get your monies worth if you get seduced by the game's deceptively hard gameplay.