1058:) called Monkey Race "a solid little racer", and Casamassina recounted it felt "polished and finely tuned." Stevenson "loved Monkey Fight", while Casamassina and Kent highlighted the use of a crown to identify the player currently in the lead as encouraging "players to gang up on each other." Casamassina hailed Monkey Fight as "a thing of beauty", but Turner dismissed it as "a dud, as it's too much frantic button smacking and not enough skill or thought." Monkey Target, lauded by Kent as the "most addictive interactive activity of 2001" and considered "the most complex" of the party games by Turner, was complimented by Casamassina for its "simple and brilliantly intuitive" control scheme and "careful science of when to use an item and when to forgo it."
534:: One to four players simultaneously engage in combat by rolling in any direction with the analog stick and using the A button to punch opponents with a boxing glove attached to their monkey's ball. Points are awarded for knocking opponents off one of the three available arenas, with more points being awarded when the player currently in the lead is knocked off. The player with the most points is declared the winner of a round when the in-game timer reaches zero. Items can be used to extend the reach, size, and strength of one's boxing glove.
981:) commended the "great level variation", with "well created mazes and puzzles that must be completed using a combination of physics calculations, careful planning and a huge helping of patience." Turner complimented the frequent introduction of incentives to keep playing such as additional continues and hidden levels, adding that a high "ceiling of mastery" enhanced the game's longevity through a "simple but well conceived" scoring system and the ability to test strategies in practice mode.
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simple in design, they are generously modeled with well-textured and shaded polygons and have a very rich look." Four-Eyed Dragon spoke highly of the "hilarious" monkey animations, "sharp reflections and cool water effects". Likewise, Casamassina enjoyed the dances performed by the monkeys after winning a match and cited the water effects as "particularly incredible". The game was described by Turner as "colorful" and "crisp" and by Torres as "cartoony" and "clean".
1086:, with Casamassina emphasizing "it truly, always runs at a full 60 frames per second." However, Four-Eyed Dragon noted the visuals were "not greatly detailed" and Casamassina observed "there isn't much geometry being drawn at any single point in the title and the backgrounds are often barren, whether it be for power or stylistic purposes." Moreover, Casamassina was disappointed that the three difficulty modes reused level themes and by the absence of
540:: One to four players take turns rolling their monkey down a ramp, launching it into the sky. The monkey's ball opens on command to resemble a pair of wings, allowing it to fly. The monkey's trajectory is manipulated with the analog stick. Wind direction and strength, altitude, and speed (in addition to random hazards selected by an optional "Wheel of Danger" feature before each flight) impact the player's ability to land the monkey on one of several
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721:, which shared technology with the Dreamcast and was optimized to ensure games could be easily ported between the two platforms, Nagoshi commented that Nintendo's young demographic made the GameCube an even more fitting console for the title. According to Nagoshi, Amusement Vision staff felt more comfortable with the GameCube than Sega's own hardware and this ease of development contributed to their decision to focus on the system over the
492:, at which the ball is moving is displayed in the corner of the screen. Pausing the game and selecting the "View Stage" option allows one to rotate the camera around and examine the floor. A replay is presented after a floor's goal has been reached; replays can be saved to a memory card and viewed at whim. Every second remaining on the timer when a floor is completed adds 100 points to the player's
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528:: One to four players simultaneously race across six courses divided into three difficulty levels. Steering is handled with the analog stick, while the A button is used to activate items (if enabled) that can be used to produce an increase in speed or to adversely affect opponents. A Time Attack mode involves the careful use of three available speed items to achieve faster times.
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its movement, so after a series of revisions monkey characters previously created by an
Amusement Vision designer named Mika Kojima were placed inside the ball, with their appearance being altered to include their "distinctive" ears. Intended to feature a "cute" aesthetic and accurate physics engine, the game debuted at the 2001 Amusement Operator Union trade show as
1025:." Turner reflected on the game's ability to evoke feelings of "nervous excitement", "intensity", and "electrifying, stomach-wrenching fear": "It's a thrilling feeling to be winding down a paper-thin path with ten seconds on the clock, hoping against hope that you can keep your balance for just a few more seconds and make it to the goal before time expires."
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simulation available to home consoles." Casamassina was further impressed by the physics of Monkey
Bowling, elaborating that "when the pins break apart one would swear it's the real deal", but Turner criticized its physics as "slightly wonky". Medina singled out Monkey Bowling's "nailbiting" challenge mode as a personal favorite, while
496:. Collectible bananas found throughout the game are also worth 100 points, while multipliers increasing the player's score by a factor of two or four are activated when a floor is finished in under half the allotted time or via a warp gate. The player receives an extra life for every 100 bananas collected.
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based on his desire to create a game that was instantly possible to understand and play, as a contrast to increasingly complex games at
Japanese arcades at the time. Prototypes involving a plain ball or a ball with an illustration were considered visually unappealing due to difficulties in perceiving
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received highly positive reviews from critics, who praised the simplicity and subtle depth of its control scheme as well as the new multiplayer modes not present in its arcade counterpart, although some felt its presentation was lacking. The game was commercially successful and remained one of Sega's
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hailed the game as "one of the ultimate party games" and "the best in serious gaming, too." Turner declared it "that rarity of rarities: a perfectly-realized launch title", with a "bounty of extras" that set "a new standard for arcade to home conversions". According to Medina, "probably the greatest
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support. Torres regarded the game's sound as "good" but "probably weakest aspect", calling the music "catchy" but finding the monkey noises repetitive and the remaining sound effects "unspectacular." Conversely, Blue-Eyed Dragon was favorable to the "boisterously entertaining monkey sounds that can
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and Medina, respectively, described Monkey
Billiards as "a full-blown pool game" and "a very fun alternative to the real game"; Casamassina applauded its "ultra-realistic physics engine that perfectly mimics how pool balls would react ... it all works just as good if not better than any pool
1033:
Every second brings another jagged spike of highrise elation or freefall despair, and that's what makes the game so superb ... when you finally beat a maze on your 15th try, on the last life of your last continue, it's all worth it. If that experience could be distilled into a single word, it
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to the GameCube. Its graphics were enhanced with new background details as well as reflections and particle effects. Moreover, the developers spent an additional six months incorporating six extra modes into the game, with an emphasis on multiplayer competition and the introduction of GonGon as a
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when they have lost all of their lives, but is allowed five opportunities to continue; eventually, unlimited "continues" can be unlocked. Beginner Extra, Advanced Extra and Expert Extra floors are unlocked when each respective difficulty level is completed without losing a single life (or without
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praised the main game as "absorb" due to its high level of difficulty, noting that the trial and error required to complete challenging levels forces one to learn the nuances of its "reductive control system" and eventually enables the player to perform seemingly impossible tasks with increasing
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involves guiding a transparent ball through many levevls, the ball containing one of four monkeysâAiAi, MeeMee, Baby, and GonGonâacross a series of maze-like platforms. The player must reach the goal without falling off or letting the timer reach zero to advance to the next stage. There are also
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Although "not extremely complex or technically impressive in the way that many other launch titles strive to be" Turner believed the graphics were "extremely well-realized and perfectly suited to the game." According to Torres, "while the four selectable monkey models and the various levels are
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considered Monkey
Bowling "as good as tenpin gets" and Kent wrote it "is one of the most robust bowling simulations I have ever played." Finally, Four-Eyed Dragon conveyed that Monkey Golf provided "a humongous challenge" with "crazy, lopsided miniature golf course", while Kent called it an
938:
While it sold well in all major territories, Nagoshi was disappointed by the game's performance in Japan, where he had expected it would be most successful; weak GameCube launch sales were cited as negatively impacting its performance in the country. The game sold 72,631 units in Japan.
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ranked it the 38th best game available on
Nintendo platforms, commenting "who knew that such cute characters with cinnamon roll ears could be the source of so much tension (when the clock is ticking) and so much relief (when they finally break the ribbon)?" In February 2009,
975:) commented on the "excellent progression of difficulty" engendered by three distinct difficulty modes and thoughtful stage design, expounding "most levels introduce some new idea or concept to the game" and "every single level played adds to your skill." Matt Casamassina (
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The main game features three difficulty levelsâBeginner, Advanced, and Expert, consisting of 10, 30, and 50 floors eachâas well as three modesâNormal, Practice, and
Competition. Normal mode allows one to four players to take turns progressing through the arcade
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was commercially successful upon release and remained one of Sega's best-selling titles in the United States through much of 2002. The game's North
American sales were strong in 2001, in addition to a further 105,000 units sold through August 2002.
544:-like targets in the middle of the ocean. Bananas collected while airborne enable the use of items in later rounds that can eliminate wind resistance, control the ball's roll, multiply the player's score, or ensure a sticky landing.
729:; he also joked that Nintendo was the only hardware manufacturer the staff did not "hate". Out of a team composed of ten to twenty individuals, it took four Amusement Vision employees between several weeks and two months to port
989:) pointed out that "the latter levels in the game get extremely difficult and you will often get frustrated", while Casamassina felt "it may be a little too difficult for the casual gamer." However, Mark Medina (
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ranked the game #39 on its list of "The 100 Best Games To Play Today", stating "Seeing its sturdy physics model being used to perform incredible acrobatic feats shows just how finely honed it is." Writing in
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has three game modes: main game, party games, and mini-games. The mini-games are unavailable at first, and must be unlocked by earning 2,500 "play points" through playing the main game in single-player mode.
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placed the game 90th on a list of the best
Nintendo games, noting that "Along with the bum-clenchingly tricky puzzle stages, you get some great mini-games in this brilliant arcade game." In March 2009,
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be heard once a chimp hits a wall or falls off a ledge" as well as the "eclectic mix of instrumental tunes". Turner "thought the music ... set the mood perfectly, but some may find it annoying".
1098:"the best party game of all time." Torres opined that the game "makes a strong case for the power of simple yet incredibly addictive gameplay." Knowles stated it represented "Sega at its pure best."
553:
The mini-games are based on real sporting activities, but with the player's ball containing their monkey. The following mini-games are available, once unlocked through the earning of play points:
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races across a selection of floors. In practice mode, any floor already played in normal mode can be repeated indefinitely with no penalties for failure. In normal mode, the player experiences a
985:
and
Casamassina thought similarly, with the latter stating "there are shortcuts that can be carved out by the crafty player, physics to be considered when navigating and more." Tim Knowles (
584:. The analog stick is used to move left and right, the A button sets the direction and strength for each throw, and the L or R buttons apply spin to the ball. A challenge mode featuring 10
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show in August; Sega confirmed that it would arrive in time for the GameCube's launch at the June 2001 World Hobby Fair. As the first game Sega published for a Nintendo home console,
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due to a licensing dispute. A theme song called "Ei Ei Puh!", which was arranged by Cheru Watanabe and featured vocals by Yu Abiru, was created for the Japanese version of
3535:
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567:. The analog stick determines the direction of each shot and the A button is used to stop the moving gauge that determines shot speed. A tournament mode featuring four
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ease: "Once a level falls, the mysticism around it vanishes. It's beatable; it's an afterthought on the route to your next impossible hurdle." Ben Turner (
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series: "Every surface is bright and solid and shiny, every aspect impeccably presented." Casamassina, Turner, and Torres all praised the consistent
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scoring. The direction and general rolling distance of each shot is arranged with the analog stick, and the shot's strength is set by the A button.
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found that surgeons who played the game for 20 minutes prior to performing a surgical drill finished slightly faster and made fewer mistakes.
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1005:) agreed with this sentiment, with the latter two emphasizing the addictive quality of the gameplay. On a technical note, Four-Eyed Dragon (
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using a continue in Expert)âand a hidden set of Master floors can be unlocked through playing the Extra floors without using a continue.
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On the party and mini games, Kent asserted "All of the activities ... were designed with an unerring eye for quality",
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thing about this game is that it's so unassuming, in that you are genuinely very surprised at its extremely high quality."
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in Japan on September 14, 2001 and North America on November 18. The GameCube version was demonstrated to the public at
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Hagiwara, Shiro; Oliver, Ian (NovemberâDecember 1999). "Sega Dreamcast: Creating a Unified Entertainment World".
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and at the same time, you always get the sense that you're just that little bit closer to that elusive goal."
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The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World
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hardware and controlled with a distinctive banana-shaped analog stick. Due to the discontinuation of Sega's
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1011:) faulted the camera system, which "can get out of position, making it hard to maneuver in tight spots."
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remarked "each one is a fully realized activity that you could play for hours." Ricardo Torres (
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993:) called the learning curve "perfectly spot on": "Any falling off the platforms feels entirely
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488:) or the in-game timer reaches zero, the player loses one of their three lives. The speed, in
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released to date. Due to its complex physics engine and abundance of possible shortcuts,
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best-sellers in the United States for much of 2002, eventually spawning a direct sequel,
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that was created in 2000 and composed of about fifty people. Amusement Vision president
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Each review is a different rating provided by a different reviewer for the publication.
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597:: One to four players take turns competing across 18 holes in a game of golf with
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325:. The game debuted in Japan at the 2001 Amusement Operators Union trade show as
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480:, the player tilts the entire set of platforms that make up a level, called a
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received "generally favorable" reviews, with aggregated scores of 87/100 on
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1915:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 7, 22â25.
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Instruction Booklet" (Document). Sega Corporation. 2001. pp. 3, 7â8.
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across a suspended series of platforms and through a goal. By moving the
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1975:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 37â40.
1960:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 34â36.
1945:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 29â33.
1930:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 25â29.
1900:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 16â22.
1837:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 6, 13.
1760:
Instruction Booklet" (Document). Sega Corporation. 2001. pp. 14â15.
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opined that the game is "defined" by "unrefined and angular" emotions:
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Instruction Booklet" (Document). Sega Corporation. 2001. pp. 4â5.
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in late 2001, garnering interest as Sega's first game published for a
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1855:
Instruction Booklet" (Document). Sega Corporation. 2001. p. 12.
1775:
Instruction Booklet" (Document). Sega Corporation. 2001. p. 11.
1745:
Instruction Booklet" (Document). Sega Corporation. 2001. p. 14.
1730:
Instruction Booklet" (Document). Sega Corporation. 2001. p. 10.
755:-based voice actor Brian Matt provided the game's narration, albeit
504:, whereas competition mode involves two to four player simultaneous
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Instruction Booklet" (Document). Sega Corporation. 2001. p. 4.
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468:, the objective of the main game is to guide one of four playable
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2713:"Is The Original Super Monkey Ball Announcer Teasing A New Game?"
1068:"absolutely infuriating ... test your aim and your logic."
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home console and restructuring itself into a "platform-agnostic"
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634:
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1021:) described the game as "a test of nerve" requiring "advanced
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2307:. Roseville, California: Prima Publishing. pp. 588â589.
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arrangements and permitting only 12 throws is also available.
3205:"Drop everything and download: Fall Guys: Ultimate Knockout"
673:
In early 2001, Sega announced that it was discontinuing its
2883:. Vol. 14, no. 150. November 2001. p. 141.
2287:. Vol. 14, no. 148. September 2001. p. 15.
2082:. Sega Corporation. July 2002. p. 18. Archived from
1104:"liked the mini-games in addition to the regular modes."
3279:. New York, New York: Universe Publishing. p. 442.
3232:. Vol. 19, no. 200. February 2006. p. 58.
580:: One to four players take turns competing in a game of
2119:. Sega. Archived from the original on September 5, 2010
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contended "none are half-assed throwaway rewards", and
563:: One to two players take turns competing in a game of
452:
The player about to start a stage during the main game.
2225:"More Interviews with Sonic Team and Amusement Vision"
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and been credited as the creator of the arcade titles
3228:
Top 200: The Countdown Concludes with the Final 40".
2161:
Almaci, Hasan Ali; Kemps, Heidi (December 21, 2004).
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was considered a milestone for the company. Although
3174:"Neverball: A Free Alternative to Super Monkey Ball"
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2213:
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1122:s annual "Best GameCube Game" award, which went to
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1151:The success of the game spawned a franchise, with
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2481:"Sega reaches milestone as third-party publisher"
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2409:
1544:. Archived from the original on November 21, 2001
661:, devised the concept of rolling spheres through
2847:Four-Eyed Dragon (December 2001). "Pro Reviews:
633:, a branch of the Japanese video game publisher
1314:
1284:
962:the highlight of the GameCube's launch lineup.
681:publisher. As a result, an enhanced version of
472:(AiAi, MeeMee, Baby, and GonGon) encased in a
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3277:1001 Video Games You Must Play Before You Die
1249:1001 Video Games You Must Play Before You Die
8:
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2855:. Vol. 13, no. 159. p. 154.
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1871:"Justin Davis' Favorite Games of All Time"
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1143:, a freely licensed game, was inspired by
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343:home console and the company's subsequent
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3536:Multiplayer and single-player video games
2051:"Toshihiro Nagoshi Interview Summer 2006"
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521:The following party games are available:
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2356:"Nintendo unveils GameCube launch plans"
2111:Nagoshi, Toshihiro (November 16, 2009).
2019:
2017:
2015:
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2009:
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3017:
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2651:Satterfield, Shane (October 11, 2001).
1610:Casamassina, Matt (November 16, 2001).
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1265:
1076:likened the game's aesthetic to Sega's
3022:Kent, Steven L. (September 12, 2002).
2330:"Sega announces drastic restructuring"
2130:
2024:Torres, Ricardo (September 27, 2001).
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1599:
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601:scoring, or two players compete using
3184:from the original on January 22, 2015
3086:s Best and Worst Video Games of 2001"
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2767:
2737:
2735:
2566:"Interview: Sega's Toshihiro Nagoshi"
2156:
2154:
2152:
2150:
2148:
2077:"Sega Corporation Annual Report 2002"
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1256:as "one of Sega's grade-A triumphs."
1038:to one word is simpler. It's genius.
1001:and Jason Nuyens and Will Stevenson (
7:
3526:Video games scored by Hidenori Shoji
3048:Bromwell, Tom (September 24, 2001).
2909:Kent, Steven L. (February 7, 2002).
2354:Williams, Martyn (August 24, 2001).
1803:Torres, Ricardo (November 7, 2001).
810:
775:
737:The bananas in the game display the
3252:. February 17, 2009. Archived from
2621:Bramwell, Tom (February 16, 2005).
2591:Torres, Ricardo (August 23, 2001).
2479:Ahmed, Shahed (November 14, 2001).
1869:Davis, Justin (February 10, 2014).
1392:. November 18, 2001. Archived from
1159:has been popular with professional
766:
751:but removed from its U.S. release.
373:Conceived by Amusement Vision head
3327:about finding the narrator of the
3113:"The 100 Best Games To Play Today"
2328:Ahmed, Shahed (January 31, 2001).
1988:"IGN Presents the History of Sega"
641:, who had previously worked under
422:s stages were remade as a part of
390:as well as extensions of the main
25:
3172:Patterson, Blake (July 8, 2008).
2937:"Sega's Business Becomes a Dream"
2115:Super Monkey Ball Step & Roll
1670:. October 8, 2001. Archived from
1428:from the original on May 31, 2024
3203:Wiggins, Tom (August 12, 2020).
2653:"TGS 2001 Fall: Sega to release
1163:. A 2006 study conducted by the
3119:. March 9, 2009. Archived from
1986:Fahs, Travis (April 21, 2009).
3531:Video games developed in Japan
3142:Gibson, Ellie (May 25, 2006).
2711:Doolan, Liam (June 23, 2020).
2383:Lopez, Miguel (May 17, 2001).
1218:generation" by Tom Wiggins of
958:, some journalists considered
741:logo, but this was removed in
717:had been developed for Sega's
571:challengers is also available.
425:Super Monkey Ball Banana Mania
1:
3325:Nick Robinson's YouTube video
2965:"Graphs: Sega's Year-To-Date"
2187:Chau, Anthony (May 1, 2001).
1252:, Christian Donlan described
2935:Pham, Alex (June 24, 2002).
2540:Interviews Amusement Vision"
2163:"Interview: Toshiro Nagoshi"
2026:"Amusement Vision interview"
1205:Fall Guys: Ultimate Knockout
1034:would be euphoria; reducing
3077:Staff (February 23, 2002).
3024:"Super Monkey's on my back"
1315:
1285:
734:fourth playable character.
3552:
2911:"Monkeys Rate Second Look"
2283:"Sega's Monkey Business".
1235:Official Nintendo Magazine
1165:Beth Israel Medical Center
335:cabinet running on Sega's
3501:Cancelled Dreamcast games
3376:
3320:Killer List of Videogames
2258:"Toshiro Nagoshi Q&A"
2137:: CS1 maint: unfit URL (
1562:: CS1 maint: unfit URL (
1421:The Sydney Morning Herald
1306:
1276:
814:
811:
779:
776:
42:
2625:Super Monkey Ball Deluxe
2113:"You Gotta Roll With Itâ
744:Super Monkey Ball Deluxe
1208:has been described as "
1153:16 sequels or spin-offs
1125:Super Smash Bros. Melee
899:5/5, 5/5, 5/5, 5/5, 5/5
3491:Amusement Vision games
1452:Details & Credits"
1148:
1040:
907:9/10, 9/10, 8/10, 9/10
623:
618:Director and producer
453:
49:North American box art
2089:on September 28, 2018
1139:
1031:
1023:eyeâhand coordination
689:was released for the
617:
451:
3256:on February 23, 2009
2817:. September 12, 2001
2811:Gives GameCube Gold"
1396:on December 14, 2017
1115:was a runner-up for
3275:Mott, Tony (2013).
3123:on October 29, 2014
2995:Game Data Library (
2385:"E3 2001 Hands-on:
2117:developer diary #1"
808:
773:
404:Super Monkey Ball 2
386:modes: independent
3496:Arcade video games
3098:on August 3, 2002.
2692:. October 11, 2001
2417:"Spaceworld 2001:
1416:"Hip to be square"
1201:battle royale game
1149:
1079:Sonic the Hedgehog
948:Super Monkey Ball
943:Critical reception
771:
719:NAOMI arcade board
624:
454:
355:was released as a
225:September 14, 2001
3521:Super Monkey Ball
3511:Sega arcade games
3468:
3467:
3382:Super Monkey Ball
3369:Super Monkey Ball
3330:Super Monkey Ball
3304:Super Monkey Ball
3286:978-0-7893-2090-2
3146:Super Monkey Ball
3050:"Hip to be Cube!"
2971:. October 3, 2002
2877:Super Monkey Ball
2849:Super Monkey Ball
2777:Super Monkey Ball
2745:Super Monkey Ball
2684:Super Monkey Ball
2655:Super Monkey Ball
2595:Super Monkey Ball
2519:10.1109/40.809375
2452:Super Monkey Ball
2427:. August 24, 2001
2419:Super Monkey Ball
2387:Super Monkey Ball
1973:Super Monkey Ball
1958:Super Monkey Ball
1943:Super Monkey Ball
1928:Super Monkey Ball
1913:Super Monkey Ball
1898:Super Monkey Ball
1853:Super Monkey Ball
1835:Super Monkey Ball
1807:Super Monkey Ball
1773:Super Monkey Ball
1758:Super Monkey Ball
1743:Super Monkey Ball
1728:Super Monkey Ball
1713:Super Monkey Ball
1698:Super Monkey Ball
1662:Super Monkey Ball
1614:Super Monkey Ball
1536:Super Monkey Ball
1478:Super Monkey Ball
1450:Super Monkey Ball
1384:Super Monkey Ball
1254:Super Monkey Ball
1210:Super Monkey Ball
1195:, Dreamcast, and
1185:Microsoft Windows
1169:Super Monkey Ball
1157:Super Monkey Ball
1145:Super Monkey Ball
1113:Super Monkey Ball
1096:Super Monkey Ball
1036:Super Monkey Ball
960:Super Monkey Ball
932:Super Monkey Ball
923:
922:
804:
803:
749:Super Monkey Ball
739:Dole Food Company
711:Super Monkey Ball
687:Super Monkey Ball
639:Toshihiro Nagoshi
629:was developed by
627:Super Monkey Ball
620:Toshihiro Nagoshi
437:Super Monkey Ball
417:Super Monkey Ball
410:Super Monkey Ball
398:Super Monkey Ball
379:Super Monkey Ball
375:Toshihiro Nagoshi
353:Super Monkey Ball
321:and published by
306:Super Monkey Ball
301:
300:
234:November 18, 2001
212:Super Monkey Ball
152:Super Monkey Ball
96:Toshihiro Nagoshi
85:Toshihiro Nagoshi
38:Super Monkey Ball
16:(Redirected from
3543:
3516:Sega video games
3481:2001 video games
3410:Touch & Roll
3361:
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3099:
3094:. Archived from
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2264:. March 25, 2002
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1424:. May 11, 2002.
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1121:
1088:progressive scan
809:
774:
772:Aggregate scores
631:Amusement Vision
474:transparent ball
421:
407:, and a broader
319:Amusement Vision
315:party video game
309:
251:
242:
233:
224:
202:
142:Haruyoshi Tomita
61:Amusement Vision
47:
35:
21:
3551:
3550:
3546:
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3431:Step & Roll
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3042:
3032:
3030:
3028:The Japan Times
3021:
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3013:
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3001:
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2955:
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2941:Chicago Tribune
2934:
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2915:The Japan Times
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2546:. June 21, 2001
2534:
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2460:. June 25, 2001
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2322:
2315:
2299:Kent, Steven L.
2297:
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2057:. June 22, 2006
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1675:
1674:on May 10, 2012
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1286:SĆ«pÄ MonkÄ« BĆru
1271:
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1134:
1119:
1018:The Japan Times
945:
929:
924:
914:The Japan Times
769:
765:
612:
582:ten-pin bowling
551:
519:
456:Reminiscent of
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32:2001 video game
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27:2001 video game
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5:
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3506:GameCube games
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3486:3D platformers
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3297:External links
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3230:Nintendo Power
3216:
3195:
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2881:Nintendo Power
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2572:. May 30, 2001
2557:
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2290:
2285:Nintendo Power
2275:
2242:
2231:. June 1, 2001
2209:
2179:
2167:The Next Level
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1229:Nintendo Power
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1106:Nintendo Power
1065:Nintendo Power
1060:Nintendo Power
1049:Nintendo Power
1013:Steven L. Kent
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894:Nintendo Power
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701:in May and at
658:Virtua Striker
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490:miles per hour
459:Marble Madness
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2991:"Game Search"
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2718:Nintendo Life
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2314:0-7615-3643-4
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3260:September 9,
3258:. Retrieved
3254:the original
3247:
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3186:. Retrieved
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3148:Saves Lives"
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2454:for Launch?"
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2421:Impressions"
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2114:
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2084:the original
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1994:. p. 10
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1459:. Retrieved
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368:home console
357:launch title
352:
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305:
304:
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252:May 17, 2002
211:
207:
189:
185:
150:
116:Hisashi Endo
68:Publisher(s)
56:Developer(s)
29:
3315:Monkey Ball
3178:TouchArcade
3157:January 27,
3127:January 27,
3075:GameSpot VG
3059:January 23,
3033:January 23,
2999:sales data)
2975:January 23,
2946:January 23,
2920:January 23,
2821:January 23,
2788:January 23,
2756:January 23,
2696:January 23,
2686:Theme Song"
2682:"TGS 2001:
2666:January 23,
2657:soundtrack"
2636:January 23,
2606:January 23,
2576:January 23,
2550:January 21,
2490:January 21,
2464:January 23,
2431:January 23,
2398:January 22,
2365:January 21,
2339:January 21,
2268:January 21,
2235:January 23,
2202:January 23,
2191:Monkey Ball
2172:January 21,
2123:January 21,
2093:January 21,
2061:January 21,
2035:January 21,
1998:January 21,
1881:January 27,
1877:. p. 2
1818:January 23,
1678:January 23,
1625:January 23,
1548:January 23,
1400:January 21,
1298:Monkey Ball
1277:ăčăŒăăŒăąăłăăŒăăŒă«
1199:. The 2020
1181:open source
1094:Kent named
812:Publication
731:Monkey Ball
715:Monkey Ball
707:Space World
695:launch game
683:Monkey Ball
679:third-party
668:Monkey Ball
652:Daytona USA
610:Development
599:stroke play
526:Monkey Race
517:Party games
502:Monkey Ball
413:franchise.
384:multiplayer
328:Monkey Ball
284:multiplayer
243:May 3, 2002
190:Monkey Ball
160:Platform(s)
140:Sakae Osumi
132:Composer(s)
126:Mika Kojima
102:Designer(s)
92:Producer(s)
80:Director(s)
3475:Categories
3004:August 19,
2783:Metacritic
2724:August 28,
2507:IEEE Micro
1456:Metacritic
1346:References
1316:MonkÄ« BĆru
1224:magazine.
1084:frame rate
995:your fault
952:Metacritic
796:Metacritic
777:Aggregator
757:uncredited
603:match play
549:Mini-games
310:is a 2001
296:Sega NAOMI
3417:Adventure
3333:franchise
3309:MobyGames
3152:Eurogamer
3054:Eurogamer
2631:Eurogamer
1382:"Review:
1227:In 2006,
1183:game for
1173:Neverball
1171:inspired
1141:Neverball
919:Favorable
768:Reception
763:Reception
675:Dreamcast
647:Yu Suzuki
565:nine-ball
560:Billiards
542:dartboard
510:game over
465:Labyrinth
444:Main game
388:minigames
341:Dreamcast
122:Artist(s)
18:Neverball
3182:Archived
3091:GameSpot
3081:GameSpot
2661:GameSpot
2601:GameSpot
2597:Preview"
2485:GameSpot
2393:GameSpot
2334:GameSpot
2301:(2001).
2262:GameSpot
2193:Movies!"
2133:cite web
2030:GameSpot
1813:GameSpot
1558:cite web
1426:Archived
1303:Japanese
1273:Japanese
1215:Fortnite
1212:for the
1117:GameSpot
1055:GameSpot
858:GameSpot
703:Nintendo
691:GameCube
643:Sega AM2
486:fall out
382:several
365:Nintendo
361:GameCube
359:for the
312:platform
266:Platform
261:Genre(s)
208:GameCube
173:GameCube
3318:at the
2997:Famitsu
2853:GamePro
2809:Famitsu
2538:Famitsu
1809:Review"
1664:review"
1542:GameSpy
1432:May 31,
1390:N-Sider
1311:Hepburn
1307:ăąăłăăŒăăŒă«
1281:Hepburn
1101:Famitsu
1008:GamePro
1003:N-Sider
991:N-Sider
987:N-Sider
972:GameSpy
904:N-Sider
870:GameSpy
846:GamePro
834:Famitsu
685:dubbed
622:in 2014
592:Monkey
577:Bowling
575:Monkey
558:Monkey
470:monkeys
351:dubbed
276:Mode(s)
182:Release
3403:Deluxe
3283:
2311:
2055:Kikizo
1386:(GCN)"
1132:Legacy
887:8.3/10
875:91/100
863:8.8/10
800:87/100
394:game.
333:arcade
186:Arcade
168:Arcade
147:Series
3210:Stuff
3084:'
2087:(PDF)
2080:(PDF)
1538:(GC)"
1260:Notes
1221:Stuff
1193:Linux
1120:'
927:Sales
851:4.5/5
839:32/40
815:Score
780:Score
753:Tokyo
693:as a
663:mazes
494:score
482:floor
432:Modes
420:'
337:NAOMI
331:, an
270:party
3281:ISBN
3262:2022
3190:2015
3159:2015
3129:2015
3117:Edge
3061:2015
3035:2015
3006:2020
2977:2015
2948:2015
2922:2015
2823:2015
2790:2015
2758:2015
2726:2020
2698:2015
2668:2015
2638:2015
2608:2015
2578:2015
2552:2015
2492:2015
2466:2015
2433:2015
2400:2015
2367:2015
2341:2015
2309:ISBN
2270:2015
2237:2015
2204:2015
2174:2015
2139:link
2125:2015
2095:2015
2063:2015
2037:2015
2000:2015
1883:2015
1820:2015
1680:2015
1668:Edge
1627:2015
1564:link
1550:2015
1463:2015
1434:2024
1402:2015
1242:Edge
1189:OS X
1179:and
1177:free
1175:, a
1074:Edge
1044:Edge
1027:Edge
999:Edge
983:Edge
965:Edge
827:9/10
822:Edge
727:Xbox
655:and
635:Sega
594:Golf
462:and
349:port
323:Sega
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3396:Jr.
3307:at
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2969:IGN
2879:".
2851:".
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2515:doi
2458:IGN
2425:IGN
2360:CNN
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1992:IGN
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1197:iOS
978:IGN
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790:89%
725:or
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