Super Monkey Ball Touch & Roll

released on Feb 17, 2006

Super Monkey Ball Touch & Roll brings the Super Monkey Ball series to the DS. Featuring a similar selection of party games and 50 different characters, this newest entry builds on the previous versions of the game. Ten different worlds will challenge your monkey-controlling skills. Also, touch-screen controls and wireless play have been implemented to take advantage of the DS platform.


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I guess I’m just the early-DS library’s biggest defender. Look, I’m not a Super Monkey Ball expert, but I’ve earned my stripes. I was there in the McDonalds’ PlayPlace with a GameCube controller in-hand, running the gauntlet while breathing in the stale air of a public indoor playground. I grew up mostly, though, with this title, and I’ve come back to it in anticipation of the series’ newest entry, only to find the reviews filled with anti-fun losers!

The people who complain about this game’s controls just sound like the same drones who complain about every Nintendo DS game actually integrating one of the console’s defining features into their game’s design. I personally never had a problem with the touch controls, but, also, they are completely optional? You can just use the control pad if you’re skill isn’t up to par to use the stylus, which, obviously requires a little more precision and patience and steadiness that isn’t required of button inputs. Touch controls, though, also allow for a different and more fliud kind of movement because you’re not tied to 8 different directionals. The world is your oyster. I found I was using the control pad for maps that needed speed and the touch controls for maps that needed precision.

Some of the levels here were real gems, too. Had me really under pressure, stressed, frustrated, but that coaster of emotion is, like, the core of this series. While the later levels drove me crazy, the satisfaction of beating them was there at the end every time. Those last two zones are a real doozy, just the last couple of levels took me about half of today. Super Monkey Ball is so fucking exhilirating, man.

Then there’s the party games, all perfect for the DS and its multiplayer functionality. Earlier last year, actually, my partner and I had a bit of a game night with this game and it was plenty of fun with one cartridge and DS Download Play. Remember that? By the time the DSi was rolling around, it basically ceased to be used in any meaningful way in most games, but this era of ‘04-‘07, the DS was really stressing its wireless capability, in a grand celebration of the death of the link cable.

The air hockey and bowling segments are highlights for me, I can definitely see myself getting into heated matches in the hockey game, or trying to get 300 in bowling. The “monkey war” one is just insane, though. That was where younger-me was spending the most time when I had this way back when. Then there’s the credits mini-game which you can’t skip through and are given to play after every zone of the challenge mode. Bad idea, truly, especially since the credits are accessible from the menu. Even in the credits, though, like in some of the party games, the physics isn’t completely there and there could be some tweaks to be made as well.

‘Touch ‘n’ Roll’ is an amazing display of the Nintendo DS’ features, and my reviews of past handheld titles will reveal that a game, especially a DS game, actually utilizing the console its on really reels me in. Admittedly, I guess, more than it does for most. Though, if I wanted to introduce someone to this console I would probably pick this game, honestly. Levels are great, it’s got a great look, perfectly utilizing both sprites and 3D environments.

Now you can touch the balls.
Magnificent!

Absolutely sinister that you have to sit through the credits each time you beat a world. By far the most obnoxious thing I've seen ever.