
| System: PS Vita | ![]() |
| Dev: Amusement Vision | |
| Pub: SEGA | |
| Release: October 23, 2012 | |
| Players: 1 | |
| Screen Resolution: 544p | Comic Mischief |
Speaking of your friends, or bitter rivals, the game will include a multiplayer mode via Wi-Fi (there will also be local multiplayer options). What does this entail? Racing, perhaps? Almost certainly multiplayer minigames, right? Here's to hoping. Those minigames are where the party-game appeal of past Monkey Balls has been born.

With over 100 stages and the ability to create your own in some way, shape, or form, Super Monkey Ball: Banana Splitz looks poised to lock gamers to their Vitas for quite a time, providing a recurring diversion from the daily grind.
That said, there is some concern regarding whether or not this formula has worn thin, or will soon do so. SEGA has a nasty habit of milking its franchises and being less-than-compelling when it attempts to innovate. The Sonic series is proof enough of this, ever since we hit the 3D era. Monkey Ball games have been generally consistent, but that hasn't prevented the occasional stinker (I'm looking at you, Step & Roll) from sneaking its way in. The fact that it was delayed from its original date, though, during the Vita's launch window, makes me think that its developers wanted more time with the system to better avail themselves of the device's features and accommodate its idiosyncrasies. A man can dream, yes?
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By Shelby Reiches Contributing Writer Date: August 27, 2012 |
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