On the Ball

What do you get when you mix together Marble Madness and Sonic?


The Lowdown

Pros: Smart design, with innovative and challenging gameplay that nonetheless is easy for anyone to pick up and learn. Hours of fun.

Cons: Easy to learn, hard beyond good measure to master! Later levels may prove deviously difficult for some, and some aspects of design seem to be intended to cripple your chances.

Many of Taito’s much-milked cash cow franchises - mostly starring a pair of dinosaurs green and blue - need no introduction. Over the many years and many iterations since company darlings Bub and Bob popped their first bubble, Bust-A-Move has made Taito nigh-synonymous with “sequel maker” in the game developer dictionary. In fact, the cuties even appear in the odd game venture outside of their smash hit puzzle series - such as the VERY odd game we’re going to discuss today. If it weren’t for the review title giving it away, you might suspect Darius Twin to be today’s subject. Compared to that fishy shooter, however, this game is wildly unpopular and just about as quirky, the purebred product of the most advanced hardware of the day and an inexplicable creative flash in Taito’s stagnant lineup, and a promising springboard for a genre of games that never quite came into its own.

The recipe for this delectable dish? Take a heavy helping of Sonic the Hedgehog’s rotating special stages. Add a dash of Marble Madness, a pinch of pinball, mix together and chill in a big, soothing new age fridge. What do we get? On The Ball, brought to the table for Super Nintendo Entertainment System in 1992, where Taito loses its marbles in a maze of devilishly designed levels that will turn your world upside down - literally. A seemingly little-known game that goes by the name Cameltry in Japan, On The Ball is good for a one- or alternating two- player romp through some 99 races-against-the-clock in full Mode 7 glory. The Super Nintendo hardware gets a full workout here, as everything revolves around the star of the show - the titular ball, blue or red - at the player’s whim, at all times. It’s that facet of the game that makes it terribly different from just about anything that came before or ever since.

Should you choose to go it alone, it’s up to you to start clearing the many aforementioned rounds, which are divided up into courses. Four courses, varying in length and difficulty, make up each ‘plane’. A brief tutorial course introduces the concepts you’ll need to clear the current plane, then it’s up to you to put what you learned to use. In control of our beady little friend as it moves through its surroundings, you have the power to jump from walls and accelerate your fall - and that’s it. The rest of your movement is dependent on the forces of inertia you create by spinning the stage around the ball, and in so doing, you’ll guide it past pinball bumpers, crash it through breakable bricks, and negotiate the twisting tunnels and crazy conveyors towards the goal, which you must reach before your time runs out. In the process, you can keep your ball in play longer by avoiding the time-sapping, yellow-and-red ‘X’ boxes and hitting bonus blocks that add a precious few seconds to your time or give you points. Depending how you did in the previous stage, you start with a replenished clock in the next that could very well make the difference between a happy ball or a disintegrated pile of glass.

Once you clear all the courses in a plane, you’re awarded a password that will allow you to skip ahead past the last plane you cleared next time you start up the game. However, if you start with a friend, while the first plane may be your oyster - you can choose to start competing for the best times anywhere - you’ll most likely need to work solo if you want to move past the initial four courses. A ball only has three continues to its name - barring the second chances and extra time you can win against Vegas-shaming odds - and sharing them between two players leads to some expectedly short runs. One benefit of playing with a friend is that the quicker ball-roller gets an automatic bonus for the next stage, but that also means someone might be left behind to watch a long while once they drop out of the game for good (ie, when the credits run out).

As with many a pure Mode 7 game, On The Ball couldn’t have done without the system’s built-in scaling and rotation, at least not with this level of pomp and flair. As said before, it’s an exceedingly new age-influenced game, which the backgrounds reflect in their overwhelmingly weird renditions of everything from Easter Island heads to aquatic fauna to boss scenes from Darius Twin. While the sprites and environments themselves are quite average, at times even paltry, in comparison to a game like Mario Kart both in color and detail, every last pixel is, as in that game, Mode 7-manipulated. Everything smoothly and speedily rotates about with dizzying precision - so if you’re one of those weak-stomached, vertiginous types with a penchant for avoiding the teacup rides at the local fair, I would advise against playing this baby for extended periods. With its processing resources freed as much as possible by the hardware effect-heavy game, the Super Nintendo goes pretty darn fast at times, especially if you’re pinballing between bumpers or rocketing down a straightaway. Throw into the mix varying gravity, reversed direction and differing ranges of rotation in some stages, and On The Ball proves a great challenge.

Even for those of us who are inured to virtual vertigo, unrefined movements of the ball’s world with the standard controller are going to produce a twitchy, headache-inducing effect, so for a subtler touch, Taito was kind enough to make this one of the few Mouse-compatible titles for SNES. You’ll be very thankful they did, as it also makes the game easier to control. Instead of using the directional pad or L and R buttons for rotating, moving the mouse left and right quickly becomes a much more natural-feeling alternative to the same end. The buttons are put to use for the rest (jumping and faster falling).

Sound-wise, it must be noted that On The Ball abuses the voice-sampling powers of 16-bit hardware like few others. The result is a hilarity-inducing soundtrack that, at its best, is full of languid, airy, new age synth, and, at worst, hip-hopish, poorly-synced vocals and giggling girl sound effects that make you wonder at times if perhaps Taito’s sound studio simply gave up. Perhaps that’s a little exaggerated, as certain songs stand head and shoulders above the rest and really flesh out the intended ‘aura’ of the game, but when one track loops with a very audible seam after a whole five generic-sounding seconds, one has to take note and laugh.

Overall

So what is the final verdict on this, a true relic of once-cutting edge technology? It’s still a fine-looking 2-D game from that era of pixelated goodness, and more importantly, tons of fun when you get a friend in on it compared to many more traditional games. It lacks the sheer speed and variety of Sonic, the mind-boggling difficulty of Marble Madness, and the timelessness of pinball, but by borrowing from all of these, it’s got wide-ranging appeal to anyone with a working mouse-hand and the slightest love of amazingly-built, interactive mazes.

- Katie Montminy