Super Monkey Ball is a pretty simple game, just like any other puzzle game. Take a monkey, stick him in a ball and guide your monkey to the exit - it is like a giant maze game. However, getting to the target isn’t always simple as there are moving platforms, blocking obstacles and other challenges in your way.
The N-Gage version features three levels of difficulty with forty-five stages. Three mini games are also included (Monkey Fight, Monkey Race and Monkey Target), though Bluetooth support is unfortunately missing, yet would have been a great addition and a good N-Gage inclusion. Players also have the choice of four monkeys but they don’t do differ too much.
The appeal of Super Monkey Ball lies in the “pick up and play” style of the game. The game features close to no loading and is easily accessible for everyone. It doesn’t take too much to learn the game, but takes a lot to master. Super Monkey Ball isn’t too different to the Gameboy Advance version as it is a pretty direct port but with a few lacking features.
So what exactly is wrong with Super Monkey Ball on Nokia's handheld? Well, the Gamecube version ran at a constant 60 FPS and the Gameboy Advance version had a very stable frame-rate. Unfortunately it seems like Sega focused more on making the bananas looking good than keeping the game running smooth. Half of the time the player is contending with the frame-rate as Super Monkey Ball is very jittery. A poor frame-rate can kill a game and in a title such as this, it becomes even more pronounced thanks to the precise control required to succeed.
At times players will find themselves having to guess where they should go because the camera doesn’t make it clear. Sometimes it will result in an untimely death and other times the player will be lead to the goal. This turns Super Monkey Ball into a “hit and miss” affair and makes the game seem a little bit like guesswork.
The N-Gage directional pad also isn't up to the task of supplying the precision of movement that an analogue stick guarantees to complete. Super Monkey Ball requires perfect timing and patience to complete some levels and the directional pad just isn’t as accurate as a Gamecube controller - those coming from the Gamecube version will be surprised at the adjustment needed.
After completing the forty five levels it is unlikely gamers will return to face them again. Sega is hoping the three mini games are adequate enough to keep gamers happy. Unfortunately they are not - the mini games are pure novelty and the novelty quickly runs thin. The mini games would have been the perfect multiplayer for bluetooth but unfortunately gamers just have the computer to contend with.
The graphics in Super Monkey Ball are relatively standard and don’t offer too much we haven’t seen before. The game does look a little more detailed and crisper than the Gameboy Advance version but also runs a lot slower. We would have preferred that the visuals were sacrificed for a rock-steady frame-rate, but unfortunately this is not the case.
All the music from the Gameboy Advance version has returned, the tunes are catchy and the menu music is memorable, although the music does stick in your head after playing the game - whether that is a good thing or a bad thing depends on the person.
Super Monkey Ball is simply not as fun on the N-Gage. It all comes down to how much you’ve played the other incarnations of Super Monkey Ball. If you’ve played the console versions or even the Gameboy Advance version then be prepared to be disappointed.
Super Monkey Ball features a very average frame-rate, uninspiring graphics and no Bluetooth support. Super Monkey Ball also won’t last long, this wasn’t such a problem on the other versions of Super Monkey Ball as it was good to return to. We very much doubt that if you manage to see Super Monkey Ball through that you will ever return again.

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