This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content. It was written by Evan Lahti.
Following its recent tour on the GameCube, everyone’s
favorite simian pastime has rolled its way onto the Nintendo DS, bringing all
the abstract intricacies of monkey-tumbling to gamers on the go. Powered by the
handheld’s touch input and dual screens, players spin and pinball their way
through more than 100 stages worth of twists and turns, in addition to half a dozen
minigames. Wireless and download play is also onboard, but overall, gamers can
look forward to the same time-honored monkey mayhem they’ve experienced on
consoles.
You might say that it’s a weird, weird world for the
inhabitants of Super Monkey Ball Touch
& Roll. Encapsulated within tiny, unbreakable orbs, one can only
imagine the dire nature of their curse; forced to weave and wander through
increasingly complex geometric landscapes, making their way across narrow
ridges and rails – all to collect the requisite bananas to break that damned
spherical spell. Though Touch & Roll’s story isn’t quite as compelling as I
make it out to be (i.e. it doesn’t actually have a plot), the quad of monkey
marbles will need your help along the way to direct them through an exciting mess
of 3D puzzles.
Super Monkey Ball
has always been a charismatic, youthful series that weaves together a colorful
aesthetic with challenging design, and the portable version is no exception. Players
use the touch screen to navigate their ape-orb through mazes littered with speed
bumps, chutes, stairs, and slides that seek to impede your playful journey. Though
some stages replicate what we’ve seen on the GameCube, it doesn’t make the
puzzles any less worthwhile, as Sega did an excellent job relocating the core
elements of the gameplay. Visually as well, everything in Touch & Roll moves as
smoothly as you’d expect it to on a handheld.
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