Retrospective - The Super Monkey Ball Adventure of the developers Prototype
As with all games the prototyping period is probably the most important aspect
of a game. If you can't get this right then the rest of the project is going to
be problematic. At the time the most important thing to prove was the
understanding of the art style and how that was portrayed in to the game. We had
six weeks in which to get this up and running with a further six weeks to refine
what we delivered. So three months in which get an idea of what the final game
would look like and play like.
Gameplay
We have a character in a ball. Whilst the style of the gameplay was dictated by
the minigame mechanics the actual transition of how the player got to different
areas of the game and how to make that fun became challenging. We ended up
pretty much relying on the gameplay from previous Monkey Ball games inasmuch
that careful control was required.
However, once the player is within each of the tasks the gameplay is fun and
challenging. It has that frustrating feel that one gets when playing a game that
leaves you feeling that you will not be beaten by the game and once the task has
been completed there is an immense feeling of satisfaction. Overall the tasks
could have been made slightly easier but we also feel that the difficulty curve
of the game is very similar to that of previous releases and hopefully pleases
the fans as much as those who pick up the game for the first time.
Art Style
Generally we are very happy with this and think that the game's visuals are
extremely strong. The use of the design sheets was a great idea and allowed
everyone to get a grip on what the feeling for each world was going to be. One
challenge we had was that the stages felt a little bolted on and we strived to
create the complex environments that existed in previous version of the game.
Transferring the style over to each of the puzzle stages was a simple idea that
paid great dividends.
Music and Sound Effects
We outsourced this through 2db and Octagon Music for the music and sound effects
respectively. It took a while for the guys to get a feel for the game and what
we wanted but they soon enough seemed to have it nailed. Working closely with
one of our own internal developers we have managed to get the feel of the worlds
in to music and the spot effects. Again, we're very happy with result and the
hard work that all involved put in - thanks very much guys!
Technology
This is probably the most controversial aspect of the game. Most of the
technology was an upgrade of our previous game taking on the comments and
challenges that were encountered in that project's retrospective. We also had
the opportunity of using the technology from our head office in Knutsford. We
decided to upgrade the technology as we were comfortable with it.
Conclusion
In spite of all the challenges we've had on this game we still managed to get
Super Monkey Ball Adventure delivered to a good quality and not far off
schedule.
Overall the feel of the game from both a gameplay point of view and graphically
is what we set out to achieve.
The Future?
We think that SEGA's gamble on expanding the universe of Super Monkey Ball is a
brave one we all wish Aiai and his pals the very best for the future and thank
you for taking the time to read these articles. Hopefully you will have had some
small insight in to how we developed the game, the pitfalls we encountered and
the successes we had.