banana mania in the attic (super monkey ball)

Super Monkey Ball Banana Mania is out today.

I’ve found the media reviews interesting. They have a through-line of discussion re: difficulty. Granted, when reviewers are assigned a compilation of 3 arcade-hard games they’re probably going to hit rough patches on a deadline, but there’s something else here.

The quotation that went around as a screenshot from IGN’s is unfair to review itself but still alarming:

That’s exactly what happened in one of the levels that made me want to pull my hair out: before me stood a towering theme park ride made up of platforms connected to a pole in the middle. Because you can only tilt the camera up so far, I couldn’t see where the finish line was — instead, I had to roll onto a ground-level platform that thrust my ball upwards and try to figure it out in the air. The first time, I was thrown directly into a connecting pole and bounced off the map before I even had a chance to move. Other attempts ended after I landed on one of the higher platforms and bounced right off again. When I finally managed to land in the right place and stay put, it didn’t feel like I’d mastered the obstacles of that particular level; it felt like a lucky run that I wasn’t sure if I’d be able to replicate. If only a few levels were designed like this it’d be easier to dismiss that feeling, but after the halfway point most of them start to feel this way.

And while the environments and backgrounds might be fun and colorful, much of the playable level design is repetitive and uninspired. The more I played past a certain point, the more it felt like a chore. What’s especially draining is that after finishing a particularly difficult level, there’s no satisfying adrenaline rush that accompanies overcoming a challenge — just a sense of relief that it’s finally over. Super Monkey Ball could’ve learned a thing or two from Peggle about dispensing serotonin.

Serotonin is not the first or second neurotransmitter I think of when I think about video games. But she also mentions a lack of adrenaline. So there’s a gas/brakes problem. Because of the arbitrariness of the courses and goals? The frustration? The linear progression through worlds? I wonder if norepinephrine and serotonin come to mind because it’s a game in which you manage acceleration.

For me, Monkey Ball’s essence is dialogue through course design. As a kid it was fun to, for example, discover the course where the invisible path spelled “invisible” and map it on graph paper. Or to figure out that you could avoid the obstacles in a given course by going full tilt at just the right time — sometimes that time was the starting line. I felt clever for giving it as good as the game was dishing it out. I certainly got dopamine out of it.

But I wonder how I’ll feel revisiting it for the first time since 2006 or so. Super Monkey Ball 2 was the only game we had for our GameCube. I also have basically no beef with any of Super Mario Sunshine’s alleged crimes for the same reason. Maybe my expectations of reward structures have changed both in 20 years and the past 18 months.

Peggle is a fun but heart-on-sleeve crass exercise in juicing dopamine. What would a “serotonergic” video game be like? Is that what the wholesome games are getting at? My best guess is Tetris Effect but that’s a ball of string to untangle.

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Who the heck gets their adrenaline fix after a hard challenge?

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I think you might notice the adrenaline for the first time after a challenge or threat has passed. A near-miss accident, for example.

I definitely have a delay when “switching gears” between the two.

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Uh oh

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I will never be fooled by monkey ball again. There was one great monkey ball, one good one, and a parade of games that didn’t understand why either of those were successful. That review certainly sounds like this one is easily part of the marching band.

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I’m encouraged that they’re remakes of the first two with QoL like removing lives and portability. Nintendo Life said the physics were off and that’s worrying.

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I actually watched someone streaming the stage mentioned in that review excerpt and it was the most busted stage out of all the ones I saw. It seemed like the camera simply could not handle it and your only chance was to try and judge based on the mini-map and pray.

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If I remember the stage they’re talking about it was exactly like that in the original.
At least the one I’m thinking of actively forced you to use the minimap to aim, which is pretty fun when you’re twelve and trying to race through the challenge levels against a group of friends and probably less fun if you’re trying to get through a game as quick as possible to meet a review deadline.

Anyway I’m pretty biased towards the original since it was one of the first games I got really into as a kid and I revisited 2 on the GameCube fairly often.

I played a bit of this remake today and while I am enjoying the nostalgia, they definitely broke some stuff with the physics changes. The stage tilt responsiveness and acceleration is noticeably decreased to the point where you can no longer perform many of the iconic tricks of the original. The remake slows the acceleration down so that pressing hard in a direction will still leave some time for the stage to tilt into place, vs the original where the stage tilt would snap to the direction of the input nearly instantly.This is mostly fine for casual play except that there’s actually a few stages that are made considerably harder because of it. The aim of this change seems to be making precise movement easier (the original had many sections that were stupidly difficult because one twitch of the joystick would send you careening off in the wrong direction) but I guess they just didn’t account for the stages that require sharp momentum changes? Maybe they did and decided that was worth it to reduce frustration on the precision levels, who knows.

Honestly right now the thing that’s most impacting my enjoyment is the new music. It’s just so bland, especially in contrast with the cool dnb tracks from the original. They don’t even seem to be remixes. I heard the original soundtrack was unlockable but if it’s only unlockable by paying extra money then that’s pretty gross.

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still need to get my grubby gay hands on this game

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Apart from cynical gacha style reward systems that are banking on such a response, I’m not sure what gameplay loops are designed to be serotonergic.

But I’ll say that the mental pleasure I get from playing Tetris and Tetris Effect doesn’t really have anything to do with getting back to back Tetrises, but rather maintaining the flow state where I can work through constant small problems, and also recover from chaos when it inevitably backs up the playfield. Longer, higher stakes play sessions (say, playing through all of Journey Mode in Tetris Effect on expert difficulty, or making it to the top 5 in Tetris 99) will certainly spike my adrenaline, but I almost always have played my best when I’ve been able to ignore that stress and maintain flow state.

I would say something closer to this ideal might be getting consecutive kill streaks in a multiplayer deathmatch environment. Think about how endlessly satisfying it to hear these accolades in a long night of Unreal Tournament matches:

  • Killing Spree: You score 5 frags without dying.
  • Rampage: You score 10 frags without dying.
  • Dominating: You score 15 frags without dying.
  • Unstoppable: You score 20 frags without dying.
  • Godlike: You score 25 frags without dying.
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Social media posts have suggested setting the thumbsticks to a cross deadzone (Steam calls this “Square”) dramatically improves things. It’s unfortunate the detail may have been neglected given how important joystick output is here.

https://twitter.com/DeddoRain/status/1444370523568447500

This would track with the following description:

The circular deadzone Steam Input (and perhaps the console releases) are using by default would behave as described: smooth acceleration instead of abrupt and direct output. Was confusing to me the social media posts suggest a square deadzone makes the game “smoother” since the change they’re endorsing should actually do the opposite, which is closer to the original I guess?

Apparently there’s only one in-game joystick setting that can be tweaked and it impacts both movement and camera behavior so while it might have been a deliberate change, it does track that there may not have been appropriate care paid to thumbstick output compared to the original? It also may be behaving closer to the arcade release.

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Super Monkey Ball is so stressful to play. Even before I get to the difficult stages. Puyo Puyo does it to me too.

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Oh god its totally input settings isn’t it…

But surely whatever engine they’re using doesnt have a huge amount of gravity and low sensitivity on joystick inputs by default



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This game owns. Classic Monkey Ball with camera controls and no life limit. Good shit!

me to my enemies: Your life ends here

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I cannot pass this test of pure cornering skill

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I cleared SMB1 Normal with 257 falls and one time over

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was there ever a non-super monkey ball? just regular monkey ball

Yes.

How was it