Super Monkey Ball Adventure
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Taking a big leap away from the level-by-level advancement set forth by the first two entries and putting the player in a huge open environment, this entry in the beloved 'Super Monkey Ball' series proves to be sometimes challenging and occasionally repetitive, but it still is a solid innovative entry in the series, nonetheless.
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Super Monkey Ball: Adventure is a platform game, the eighth title in the Super Monkey Ball series, following Super Monkey Ball Touch and Roll. In North America, it was released on August 1, 2006, for PS2 and GameCube, and August 29, 2006, for PSP. The game was developed by Traveller's Tales, the same people who developed Sonic 3D Blast and Sonic R.
Why It Sucks
- The designs for AiAi, MeeMee, Baby, and GonGon look awful.
- The character controls and camera controls aren't good for what you're expected to do with them, especially in the PSP version.
- Terrible ball physics.
- There's a huge difficulty spike from Jungle Island to Moonhaven/Zootopia.
- Moonhaven (the second area) is difficult to navigate through, as you can only go through the four main sections in a linear fashion; unlike Jungle Island, where the main sections are interconnected. You're also highly prone to fallouts as the platforms are skinny; and in the underground area you'll most likely need to use the broken flying mechanic.
- Zootopia (the concurrent second area) has missions that are more difficult and tedious than ones in other worlds, including the worlds that come after it. With the poor controls and physics, the advanced and lengthy missions end up becoming difficult and tedious. The Hedge Maze section is easy to get lost in, and Ale'wat's balloon mission makes the maze even more annoying than it already is.
- The Stickyball sections in the Tree Palace, Fat Cat's Tower, and the Noise Factory are unnecessarily long and boring.
- Aesthetically bland party games and challenge mode stages.
- Long loading screens in the GameCube and PSP versions, and tedious winder, tram, and elevator sections in the PS2 version.
- Sound glitches and other various game glitches and crashes, especially in challenge mode.
- Lazy voice acting. Almost all of the small male monkeys sound like AiAi, female monkeys & Ale'wat all sound like MeeMee, and the Big'uns & NikNIK all sound like GonGon.
- The music in challenge mode is imported from the original two Super Monkey Ball games, and the tracks change randomly between levels or after fallouts.
- While the PSP version has good exclusive stages, these are unlocked by completing the much more frustrating previous difficulties of Beginner, Advanced, and Expert. Completed difficulties aren't saved either, so you'll lose all your progress if you decide to quit.
Redeeming Qualities
- The music is good.
- The plot is decent, and makes a bit more sense than the plot of Super Monkey Ball 2's story mode.
- The 'Mysterious Traveller' tells interesting stories about AiAi.
- Jungle Island (the first area), Monkitropolis (the fourth area), and Kongri-la (the fifth area) are decent areas.
- The PSP version has 15 extra challenge mode stages.
Comments
Super Monkey Ball AdventureDeveloper:Publisher:Platforms:,Released in US: August 1, 2006 (GCN), August 1, 2006 (PS2), August 29, 2006 (PSP)Released in EU: July 14, 2006 (GCN), June 30, 2006 (PS2), June 30, 2006 (PSP)This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.Super Monkey Ball Adventure is a sequel to the highly popular game. This new installment featured a full story mode with multiple worlds to go around and do things in. This particular game received huge amounts of negative reception due to its poor controls, poor story and lesser emphasis on the actual platform gameplay. Unused Text FIREYay Yay EiText for an unused fire ability and its associated chant. While it is possible to be on fire, it requires using the Woodball chant. It is mentioned on the back of the box as one of the abilities.CANNOT DROP THAT STUFF HERE!Unknown purpose.CASTLE 16CASTLE 17CASTLE 18CASTLE 19CASTLE 20Monkey Cannon text. Originally, there were going to be more castle types.ZZZ BUILD TOPZZZ BUILD BOTTOMZZZ TIDYZZZ SPECIAL BRICKMore Monkey Cannon text.STAGE 5Text for an unused fifth stage in Monkey Fight.DEMO TIMEOUT!THANKS FOR PLAYING THE DEMO OF SUPER MONKEY BALL ADVENTURE.
WE HOPE YOU ENJOYED YOUR VISIT!Text left over from a demo version.This is sample task hint text!Unused hint text.Level 1 Description Place HolderLevel 2 Description Place HolderLevel 3 Description Place HolderLevel 4 Description Place HolderLevel placeholder text.LOW ROADA name for a fifth Monkey Race track which never made it into the game.YesNoWould you like to display in progressive scan mode?Screen has been set to progressive mode.Screen has been set to interlaced mode.Present in the executable is text for a progressive scan mode. Neither the PS2 or GC ports support progressive scan, so this text is never used. Unused LevelsSome unused challenge mode levels are present in the game which can be accessed by editing ChallengeMode.xml. See the for more details.MHEverDecreasingAn unused variation of Ever Decreasing with the Moonhaven background.MTEverDecreasingAn unused variation of Ever Decreasing with the Monkitropolis background.P02EverDecreasingAn unused copy of Ever Decreasing which is identical to the used one except it contains no bananas.P16SegaThe Sega logo.
The edges of the letters are ramps which you use to cross the gaps. Unlike the rest of the unused levels, this one actually has a name SEGA.p50StingrayA level shaped like a stingray which can't be completed without cheats since there's no way of reaching the platform near the top of the image.s12holoHollow from Super Monkey Ball 2.s33stonesStepping Stones from Super Monkey Ball 2.s52freefallFree Fall from Super Monkey Ball 2.ZTEverDecreasingAn unused variant of Ever Decreasing with the Zootopia background. (Source: Ferrox) Porting Differences PS2GameCube/PSP. The PS2 port displays a blue loading bar during the startup. The GameCube and PSP ports display 'Loading' instead. In the PS2 port, you can skip the Traveller's Tales logo FMV.PS2GameCube/PSP. The Challenge Mode loading screen was given a background in the GameCube and PSP ports.
In an attempt to mask the load times in the PS2 port, the game has loading rooms where you have to press a switch around ten times to open the door to the next part of the world.