Sega was the master of exaggerated, nuanced physics engines, and Monkey Ball fits that mold to a T. There’s three stylistic inaccuracies that sew Monkey Ball’s unique physics together:
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Friction is present as a constant inhibiting force, but in a sense this helps hold the monkey on downward slopes. This gives Monkey Ball a “sticky” quality.
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Collisions can and often do pop the monkey up in the air, where speed is uncapped. This, and the fact that the collisions seem relatively elastic,1 make collisions actually a boon for gaining speed rather than a total obstacle.
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It’s a common misconception that Monkey Ball has the player control the tilt of the stage, letting the monkey freely roll throughout it. Instead, the player is actually controlling the direction of gravity, offering very similar effects to stage-tilting while also providing essential air control to the monkey.
The three of these combined make Monkey Ball an intuitive, forgiving engine that encourages aggressive play.2 Speed gains are always at the player’s fingertips and rely heavily on environmental awareness. With that intrinsic concentration in the engine, the stage design can then follow suit. Monkey Ball’s stages are focused and brief; many stages have a max time limit of only 30 seconds, intend for you to beat them in less than half of that, and have a theoretical lower bound of only a couple seconds. While the stages are static and encourage memorization, the short length and nuanced physics put the micro-movements front-and-center in comparison to broader routing, and this creates its own form of complexity-oriented dynamism for those who can’t memorize frame-perfect input strings.
Advanced Floor 14 silently explains that the player is not controlling the monkey directly, using these stopper pistons to visualize the effects of changing gravity’s direction. [src]
The Advanced course (just beyond Beginner, a lark of a clear) eases the player into these concepts with exquisite pacing. Monkey Ball rarely tests the same idea twice in a row, and it often alternates its static stages with those that have dynamic floors or bespoke objects that move under their own logic. Interspersed are eye-catching landmark stages that help establish the course structure for the player. Advanced has a gentle start of 10 stages with simple, unobtrusive geometry, building off of the plain slopes and corridors of Beginner. Floor 11, a gigantic guitar with its goal at the nut, first offers a glimpse at the skill ceiling the game offers. The visual metaphor connects gauged strings to increasingly narrow platforms to travel down; the “highest string” is more narrow than almost any other in the entire game and leads to a valuable warp, letting a master player skip ahead. As the novice player rides along the bottom string, eyeing the alternate pathways, they are then placed in a series of stages that demonstrate the three inaccuracies above. Floor 12’s bowl gives a safe environment for the player to cling to a sloped edge while spiraling; Floor 13 launches the player into the air, letting them test the air physics and uncapped speed; and Floor 14 obstructs the goal with a series of free-moving pistons, which extend and retract based on the pull of gravity. Yet their didactic nature never cloys; the three fit snugly in the aforementioned variety of pacing, with the first being plain, the second having cyclic, automated interactables, and the third using collidables that organically respond to the engine’s physics. They have unique solutions that don’t persistently reoccur3 and yet draw from essential player skills that appear in many contexts throughout.
By the time the player begins knocking on the gates of Expert, they’re expected to understand elements of the engine beyond those listed above. Floor 7 of the Expert difficulty — the infamous Exam-C, for those who first encountered it in Deluxe — clues the player in to these. This stage, and similar predecessors in the Beginner and the Advanced difficulties, segment a series of bare challenges together as little floating islands by bridges to plainly assess particular skills. The first challenge, for instance, only requires the player to maneuver the monkey up and over an upwards-slanted bridge with a sharp ridge-line in the middle. Crossing the bridge requires enough speed to overcome the slope, and at an average level of play, building up speed requires establishing a runway; stopping in front of the bridge and then attempting an ascent won’t offer enough speed to defeat the slope. The ability to line one’s self up is itself an expression of system knowledge: it involves both understanding the standardized grid present on most platforms and manipulating the camera, which trails the monkey’s back, by gently rotating the monkey in place. Using the grid to mark a position helps the player consistently line up between runs while also implicitly bounding the space for them to rotate within. Once the correct position has been obtained, the player must maintain the line through the slope without wavering so heavily that they fall off. A simple challenge, and one that demonstrates the economy of many Monkey Ball floors, demanding precision on multiple layers of the engine with extremely limited geometry, and yet it never prescribes a particular path. Better players may curve directly from the entrance right onto the ramp-bridge without stopping to line up, wiggling the stick during the ascent to gain additional speed.4
The “twin attackers” of Expert Floor 21 ask the player to alternate which column of tiles they’re standing on as they speed across this walkway. [src]
Afterwards, the other three segments test competency on other key elements: controlling descent when bouncing down stairs (avoiding excess speed during aerial moments), threading a path through catty-cornered tiles with alternating gaps, and then a slim, curving ending track to purely test control on a flat surface. These ideas form the basis of every floor moving forward, along with the essential elements at the top, and Expert begins to push them in increasingly egregious ways. Floor 26, for instance, starts the monkey at the top of staggered vertical blocks, unmoored from one another, and dares the player to drop between them with scarcely any way to see each platform below. Stages based on clinging curves now ask the player to delicately balance themselves during a downward spiral lest they fly straight off the back of the wall, such as in Floor 28, or they use rings to pop the monkey between alternating curves as in Floor 46. Each element gets abruptly twisted or refracted into a new context, occasionally surrounding one-off interactables. Floor 21, for instance, uses a pair of parallel bars that jerk back and forth, smashing the monkey off of a path in the center. To progress, the player must make small adjustments to lean on one edge or another of the path in the brief periods where the bars are moving between positions. Such a device has no corollary in reality, yet, upon observation in the world of the game, it reveals a facet of the engine that must be explored in order to complete it — in this case, using micro-movements laterally while rolling forward. Just a few stages prior, on Floor 17, an enormous pair of conveyor tracks are bound by adjacent, parallel corridors; the player must use the conveyors to travel between corridors, carefully timing their movement between pairs of bumpers spaced evenly on the conveyor. Although only a small area is traversed, the sheer scope, seen in the brief opening pan of the camera, endlessly powers this nonsensical objective and again has been wielded to coax out some new insight from the player regarding methods of movement.
It’s also worth noting that these stages, while iterating upon themselves progressively, do not rely on a traditional difficulty curve. Floor 7 of Expert effectively guards the entirety of the stages behind its own suffocating demands of the player, but once it is complete, everything else is achievable through some extrapolation of those mechanics. By ensuring the player understands the root concepts, their elevated forms require little extra comprehension. Expert peaks and then quivers for over forty stages at this difficulty because it most precisely fulfills the aims of the engine: challenges that require practice and skill, yet that may be achievable via many different methods, and that organically express the fundamental concepts in multiplicity via these methods. To push beyond this point, the game posits that those aspects cannot be held in equilibrium, and that the design paradigm must mutate towards a subset of the aims.
While the dancing pillars of Master Floor 8 work on these unique overlapping tracks, any attempt to freestyle the level will be stymied by their speed. [src]
Monkey Ball offers extra stages to those patient enough to clear it on a single credit, and it is in these stages (Expert Extra and Master) that the game begins to morph. The massive, unusual structures that occasionally reared their head throughout Expert now take over the game completely. Extra takes a more modest approach, with a focus on dynamic floors and retaining a few completely static levels that nearly exhaust the base mechanics. The machines incorporated in this point are almost solely oddities to gawk at, such as Extra Floor 5, where goal posts endlessly arrive from a portal to nowhere and are dropped into the void, waiting for the player to jump into one as it descends. The original arcade release offered only a single Master level (Floor 9 in the console version): an extremely narrow set of 90° turns for the player to slowly traverse. This sole static holdout was surrounded by nine additional floors in the definitive Super Monkey Ball port released later, and these almost completely give in to the idea of nonsense machines that exist to torture the monkey.
There is a beauty to these as well, especially clad in the dribbling gold of the mythic land these areas exist in. The circular staircase of Floor 2 fans downward to create a pastel rainbow as a floating orb descends within it. The totems of Floor 7, with protruding domes that depress to signal a rotation of the oblique structure the monkey rests upon, strikes a similar tone of alien grandeur. However, where these two expand upon the skills the player has learned prior in the sparser levels — managing moving platforms in Floor 2, here with the addition of angular velocity, and rolling over the seam of a rotating platform in Floor 7 — the others are excursions into directly answering the machine’s demands, whether trivially as in Floors 4 and 6, or in a highly concentrated way with little deviation as in Floors 5 and 8. The memorization required to respond to the fast-moving obstacles in these stages (which will kill the player upon spawning in the former if they do not move) snuff out the idea of a micro-movement-heavy, dynamic experience in favor of a small solution space, one that favors memorized, broad movements rather than frequent adjustments to granular stimuli. The only respite other than Floor 9 is Floor 3, a crushingly difficult iteration on Floor 7 that takes its ideas to their logical extreme: an absurdly tall and narrow initial ramp-bridge, catty-corner tiles that rapidly dilate and contract around a center point, and a sheer spiral drop at the end. The design arc of these floors still lets new player skills bubble to the surface, but it implies a divorce from the austerity of the majority of the game, an austerity and brevity that separates Monkey Ball from many of its peers in the precision-puzzle space.
Super Monkey Ball added a significant number of minigames to make the port a sweeter prospect, and their high fidelity has led to them being revered by the series’ fanbase. Monkey Target, the most unusual mode, has players attempt to maximize their score in a light flight simulation by approaching a target from the air and then closing the ball-wings, dropping the monkey below with a truckload of momentum. [src]
This latter paradigm that Monkey Ball excels in for so much of its runtime gives it the general play experience of something more akin to a racing game, where a broad route is learned and then corrected to match in real-time via small adjustments. Racing games, however, predominantly adhere to the aesthetics of racing in reality by bounding themselves to coherent tracks in logical space, incorporating opponent racers, and/or structuring the scenarios with a lap system. Cars also have a handling model that favors forward movement over turns. Monkey Ball exists outside of all of this: the monkey can turn on a dime (since it’s only obeying the whims of gravity), and the levels have no precedent they must answer to. This allows Monkey Ball to initially drill down to the roots on core movement skills and physics concepts, and when it runs out of ideas in that department, it pivots to more elaborate stage designs. And with a physics system that exists to power these particular stages, the engine can implement things in unrealistic ways that favor the game over matching reality. It’s a rare combination of ideas: a pure core that stretches far beyond what it seems initially capable of.5
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Which is to say that energy is preserved, but anecdotally it seems like at severe angles the engine takes a haircut off of the velocity. It might happen all the time (or scale with angle) and then get covered up by speed gain once immediately airborne. ↩︎
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An in-depth look into these aspects and many, many more facets of Monkey Ball (specifically 2) can be watched here. Thank you to Nambo for compiling all of this and designing all these excellent visualizations! ↩︎
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Floor 12 reappears once with its bottom removed as Expert’s Floor 41. The pistons also reappear in Advanced Floor 25, though more in function than in form. ↩︎
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The input grid is a square, not a sphere, and change in gravity direction is directly proportional to the distance of the stick input from the center of the square, so pushing diagonally towards the corners creates a greater tilt than pressing in a cardinal direction. ↩︎
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If you’d like to see me talk about the entirety of Expert, Expert Extra, and Master floor-by-floor, check out my 1CC commentary here! ↩︎
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