Vertigo and verticality in Super Monkey Ball


Johansson Troels Degn
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

The vertical dimension is crucial to Super Monkey Ball on all levels1, and invites us to meditate on vertigo and verticality, falling and failing in the construction of space and game-play in this game and in computer- games as such. In Super Monkey Ball, the vertical dimension should be mastered (landing on tiny islands with the ball glider), avoided (off golf courses, off race tracks, or off fight arenas elevated almost astronomically above the ground), although it may also invite to dangerous downslide acceleration or short-cuts that will give your baby monkey ball a lead in the race (descending tilting planes, falling from one level to another while staying on the course). But most notably, verticality is emphasized by falling and failing. Slipping off the race-track or shooting oneself off the golf course by mistake always means dropping into a spectacular free fall; losing the poor baby monkey in dark swamps, sparkling oceans, or void, endless desertlike spaces. Meditating on this aesthetization of falling and failing in Super Monkey Ball, this brief study outlines the peculiar allegorical, albeit funny and social character of this game, which seems just as important as the playing of the game as such.

 

“You can’t help shouting and yelling”: fun and social interaction in Super Monkey Ball


Klastrup Lisbeth
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

This paper examines the relation between social interaction and fun in multi-player console gaming contexts. It points to the fruitfullness of integrating game studies and game sociology with cultural studies of television and video use in order to explain both the framing and (social) use of console games and the fun of playing them. A prestudy of the relation between social interaction and fun in the playing of the game Super Monkey Ball reveals that there is a close relation between gaming skills, the gaming situation as a pleasurable and relieving social activity and the experience of fun.

 

Keep the monkey rolling: eye-hand coordination in Super Monkey Ball


Egenfeldt-Nielsen Simon
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

This paper examines the relation between eye-hand coordination and computer games, specifically Super Monkey Ball. The study is exploratory and focuses on theoretical background and method problems. At the end of the paper the results from the pilot study is briefly presented. The results from the study are inconclusive in regard to the two main questions: Is there a connection between good skills in playing computer games and eyehand coordination? Do avid computer game players have better eye-hand coordination than others?