is a 2001 video game developed by Amusement Vision and published by Sega. The game debuted in Japan at the 2001 Amusement Operators Union trade show as Monkey Ball, an arcade cabinet running on Sega's NAOMI hardware and controlled with a distinctive banana-shaped analog stick. Due to the discontinuation of Sega's Dreamcast home console and the company's subsequent restructuring, an enhanced port dubbed Super Monkey Ball was released as a launch title for the GameCube in late 2001, garnering interest as Sega's first game published for a Nintendo home console.

Conceived by Amusement Vision head Toshihiro Nagoshi, Super Monkey Ball involves guiding a transparent ball through many levels, the ball containing one of four monkeys—AiAi, MeeMee, Baby, and GonGon—across 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 several multiplayer modes: independent minigames as well as extensions of the main single-player game.

Super Monkey Ball 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 best-sellers in the United States for much of 2002, eventually spawning a direct sequel, Super Monkey Ball 2 (2002), and a broader Super Monkey Ball franchise. Super Monkey Balls stages were remade as a part of Super Monkey Ball Banana Mania (2021).

Gameplay

Super Monkey Ball 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. By moving the analog stick, the player tilts the entire set of platforms that make up a level, called a floor, and the ball rolls accordingly. If the ball falls off a floor (an event dubbed a fall out) or the in-game timer reaches zero, the player loses one of their three lives. 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 score. 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 main game features three difficulty levels—Beginner, Advanced, and Expert, consisting of 10, 30, and 50 floors each—as well as three modes—Normal, Practice, and Competition. 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 game over when they have lost all of their lives, but is allowed five opportunities to continue; eventually, unlimited "continues" can be unlocked.

  • Monkey Fight: 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.
  • Monkey Target: 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 dartboard-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.

Mini-games

The mini-games are based on real sporting activities, but with the player's ball containing their monkey.

  • Monkey Bowling: One to four players take turns competing in a game of ten-pin bowling. 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 pin arrangements and permitting only 12 throws is also available.
  • Monkey Golf: One to four players take turns competing across 18 holes in a game of golf with stroke play scoring, or two players compete using match play 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.

Development

thumb|right|upright|Director and producer [[Toshihiro Nagoshi in 2014]]

Super Monkey Ball was developed by Amusement Vision, a branch of the Japanese video game publisher Sega that was created in 2000 and composed of about fifty people. Amusement Vision president Toshihiro Nagoshi, who had previously worked under Sega AM2's Yu Suzuki and been credited as the creator of the arcade titles Daytona USA and Virtua Striker, devised the concept of rolling spheres through mazes 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 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 Monkey Ball, a single-player

thumb|Japanese arcade flyer

In early 2001, Sega announced that it was discontinuing its Dreamcast home console and restructuring itself into a "platform-agnostic" third-party publisher. As a result, an enhanced version of Monkey Ball dubbed Super Monkey Ball was released for the GameCube as a launch game in Japan on September 14, 2001 and North America on November 18. The GameCube version was demonstrated to the public at E3 in May and at Nintendo's Space World 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, Super Monkey Ball was considered a milestone for the company. Although Monkey Ball had been developed for Sega's NAOMI arcade board, 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 PlayStation 2 or Xbox; he also joked that Nintendo was the only hardware manufacturer the staff did not "hate". 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

The bananas in the game display the Dole Food Company logo, but this was removed in Super Monkey Ball Deluxe 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 Super Monkey Ball but removed from its U.S. release. Tokyo-based voice actor Brian Matt provided the game's narration, albeit uncredited.

Reception