![]() ![]() Initially, you’ll find yourself closely following a route that’s unmistakably delineated for you. In execution, the inclusion of leaps doesn’t radically change the core formula, save for player proficiency being able to shave a second or two from completion times.īut largely, finding shortcuts has always been one of the game’s appeals. The first is the ability to jump, contributing a bit of navigational nuance to the proceedings. The original Banana Blitz offered two fundamental additions to the series. But when development duties are handled by Yakuza’s Ryu Ga Gotoku Studio, there has to be a silver lining, right? Upon inspection, it’s an odd place for the property to pick things up and missing some of the constituents that would make it a definitive edition. Thirteen years later, the title has been given a revitalization with a HD remake for PlayStation 4, Switch, and Xbox One. Fast forward five iterations and the property made it way to the Wii in 2006 with Super Monkey Ball: Banana Blitz. Monkey Ball’s popularity spurred a succession of sequels, with the original coin-op receiving a GameCube port in 2001 and a follow-up the next year. Platforms and peril increased, leading to ‘fall outs’ where your simian tumbled over the side of the stage or instances where the level timer expired. While early stages were offered a modicum of challenge, soon Money Ball ratcheted up the tension. Instead you tilted and panned the course, with gravity moving your little monkey across a succession of levels. The twist was that players didn’t directly control the ball. Imagine a miniature golf played with a hamster ball and you’d probably have a good grasp of the core concept. Each level tasked a monkey enclosed in a translucent sphere to roll across an elevated path filled with obstacles and hazards. More importantly, it also had the gameplay to back up its interest-grabbing ploys. With a banana-shaped joystick and stages that dispensed a palette of vivid hues, the 2001 coin-op seized attentions. While those two titles were undoubtedly joyful arcade experiences, neither matched the effervescent eccentricity or immediate accessibility of Monkey Ball. Before directing Kazuma Kiryu’s underworld saga, Nagaoshi was head of SEGA’s Amusement Vision subsidiary, helming games like Daytona USA and SpikeOut. ![]() Having the right stick enabled or disabled doesn't change any of the mentioned properties.Īlso yeah the slow mode is why you move like crazy when you start a stage and you have max sensitivity, or the reason you "sidestep" if you played the older games.Īt least this is all I could figure out so far by purely observation and experimentation.The traces of whimsy and retro-game adoration found in the Yakuza series can probably be traced back to Toshihiro Nagoshi’s developmental roots. The camera is about half of its max speed when you start tilting the stage at all. You can verify by enabling Show Input Direction on the control options menu. ![]() Stage tilting has a larger center deadzone than the camera control (yes, still the left stick). The player has to tilt the left stick halfway through to reach the max camera rotation speed. Left stick has the same horizontal camera movement the right stick has. More about it on slow mode.Ĭamera doesn't autoadjust behind the character. This disables the left stick's camera controls (or at least that's the feel it creates). Apparently the smaller the angle is between where the character is facing and where the camera itself is, the more speed they need to enable the fast camera mode. It is triggered once a speed threshold is met. Works similarly/identically as in the original games. No inputs solely for the camera (the player moves both stick and camera with the left stick, and nothing else).īanana Mania has two modes: fast and slow. The minimum speed to make the camera place deadcenter (ignoring verticality) to the monkey's back is (very?) low. Camera will always rotate towards the monkey's back, except when the ball has almost no speed or is completely immobile.Ĭamera is always behind the monkey, except when doing (very) sharp turns. ![]()
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