Super Monkey Ball 2
Super Monkey Ball 2 | |
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North American cover art | |
Developer(s) | Amusement Vision |
Publisher(s) | Sega |
Designer(s) | Toshihiro Nagoshi |
Composer(s) |
Hidenori Shoji Haruyoshi Tomita |
Series | Super Monkey Ball |
Platform(s) | Nintendo GameCube |
Release date(s) |
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Genre(s) | Platforming |
Mode(s) | Single-player, multiplayer |
Super Monkey Ball 2 is the second installment in the Super Monkey Ball series developed by Amusement Vision which was released on the Nintendo GameCube. It is the first installment to have a story-line and to be released solely on a home console.
Gameplay
The primary objective of the game is to roll across platforms and obstacles to reach an arch-shaped goal that marks the end of the level, therefore take the player to the next "stage". Each stage is designed uniquely designed to provide a challenge to players as the player progress through the game.
The stages contain platforms such as slopes, half-pipes, moving platforms, etc. The game introduces new gimmicks such as conveyor belts, teleportation doors, switches which control the speed of a stage, moving platforms, and more.
There are two ways to fail a level: losing your balance and falling off of the stage or running out of time. In most stages, there is a 60-second time limit. Super Monkey Ball 2 has three different gameplay modes: Story Mode (with a storyline and successive levels) and Challenge Mode (Story Mode's stages with progressive difficulty. Within Challenge mode up multiplayer is an option for up to four players at a time. A Practice Mode is available to stages that have been reached within Challenge or Story Mode.
Reception
Super Monkey Ball 2 was released to generally favorable reviews from critics. On release, Famitsu magazine scored the GameCube version of the game a 31 out of 40.[1] Metacritic gave the video game a Metascore of 87.
- E3 2002 Game Critics Awards: Best Puzzle/Trivia/Parlor Game
- This game is a GameCube Player's Choice game.
Medical applications
Super Monkey Ball 2 is one of three video games that are associated with improved performance in laparoscopic surgery.[2]
References
- ↑ ニンテンドーゲームキューブ - スーパーモンキーボール2. Weekly Famitsu. No.915 Pt.2. Pg.102. 30 June 2006.
- ↑ Rosser, James C., Jr, MD; Paul J. Lynch, MD; Laurie Cuddihy, MD; Douglas A. Gentile, PhD; Jonathan Klonsky, MD; Ronald Merrell, MD (February 2007). "The Impact of Video Games on Training Surgeons in the 21st Century". Archives of Surgery 142 (2): 181–186. doi:10.1001/archsurg.142.2.181. PMID 17309970. Cite uses deprecated parameter
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