--- Super Monkey Ball ---
On this page, we're hosting the videos for our Super Monkey
Ball "JUST GO!" FAQ, which you can find over at http://www.gamefaqs.com
The screenshots and videos are broken down by game:
Super Monkey Ball 1
Super Monkey Ball 2
In case you haven't seen the FAQ, here's its intro:
JUST GO! FAQ
By Bruce and Leon (e-mail us about Monkey Ball at "justgo" AT "gameswelike.com")
E-mail us if you have a better way to JUST GO, a way to JUST GO on a level we missed, or if you want to call BS on one of our videos. Some of these are tough--some are definitely easier to do
the slow way--but all of them are doable, and duplicatable, not one-shot lucky breaks. We CAN do these all again, and we're willing to post more videos to prove it!
This FAQ is for Monkey Ball players who want to learn to play like we do, and JUST GO!
Some levels in Monkey Ball are pretty straightforward--you can just roll right to the goal with no problems. Others look a little tougher to navigate. And still others look extremely intricate or complicated. But a lot of the time, all that intimidating complexity is just for show--you can JUST GO! Many times it's easier to press forward, grit your teeth, bounce a few times, and --GOOOAL!--
As we've progressed with our FAQ, we've classified different types of "just going". Here are the distinctions:
Type 1: Wavebird -- this means you can just press forward and you'll win. We call it "Wavebird" because there's a trick you can do with the Wavebird wireless controller. Turn the controller off, press back all the way, hold that and turn it on. Then let go. The controller will then think it's pushing forward, and you can let your monkey roll all by itself, straight to the goal.
Type 2: JUST GO! -- this means you should be pressing forward when the level starts. You'll have some steering to do, but starting full speed right away is important.
Type 3: Steer and GO! -- meaning you have to go, just not straight.
Type 4: Second Bounce -- when your Monkey Ball drops onto the level, it bounces once, then settles. This second hit sometimes marks the exact timing you need to start going in order to win.
Type 5: Wait...and GO! -- sometimes you have to wait a few seconds to let the moving parts of a level to line up right. You're either waiting for a visual cue from moving parts, or a timer mark on the clock to go.
Type 6: Back Up and GO! -- this simply means you need more run-up room for a "jump" (of course you can't really jump, but you can launch or bounce). So you'll have to turn around and go back before you can line up and JUST GO.