Video Game: Bloons Super Monkey
'Bloons Super Monkey
' is a top-down aerial Shoot 'em Up
by Ninja Kiwi
. A sequel was recently released, and it is way more popular than the first.
The first one's plot is pretty simple
. You are an AFGNCAAP Super Monkey
, and you are stopping an attack by the Bloon Empire.
The sequel has the same excuse plot, but that doesn't mean that people don't like it! It achieved 1900 likes IN FIVE DAYS, seriously outpacing NK's other titles! It features a much more advanced Tech Tree
, consisting of attacks for both arms
AND an additional one for the core. There are several branches: Dart
, and Tech
.In addition to that, there are also Research upgrades that can bring out more power to your arsenal
and Epic Powers, which are special abilities you can toggle on and off in the Upgrades menu.
In both games, you collect Power Blops, used to buy upgrades. However, in the sequel, they are converted to Blop Cash so you can buy upgrades.
Bloons Super Monkey provides examples of:
- Advancing Boss of Doom: All the bosses in the sequel. If they get through, you lose the stage!
- Arm Cannon: The Explosives and Tech branches in the sequel provide you with one if it's on the arms.
- Attack of the 50-Foot Whatever: Discussed (and lampshaded by Dr. Monkey) in the sequel.
- Attack Reflector: In the sequel, Black Bloons knock explosives away, Lead Bloons bounce darts, spike balls, boomerangs, glaives, shuriken, sai, and katana, Ceramic Bloons resist magic attacks, and Glass Bloons reflect laser beams, laser pulses, plasma blasts, and doom bursts. However, these can be countered by research.
- Bad Ass: The Super Monkey. Period.
- Bandit Mook: The sequel introduced U.F.O. Bloons, that steal uncollected blops if they fly over them.
- Boss in Mook Clothing: Mini-M.O.A.B.s, at first. Once you get Doom Burst Vision, they become FAR less of a problem.
- Bullet Hell: Subverted. Bosses often fire a ridiculous amount of shielded bloons in the sequel, but they can't damage you. They CAN push you around, however.
- Played straight with Spikey Chaos in the Sequel.
- Combat Tentacles: The boss of stage 3-5. See the Eldritch Abomination example for more information.
- Cool Plane: The Epic Powers for the Dart and Explosive branches on the arms both summon this.
- Dual Wielding: You can have different gear for each arm.
- Eldritch Abomination: One of the bosses in he sequel looks like Cthulhu's face stretched over a blimp. It is not gonna go down without a fight.
- Energy Weapon: In the original, Laser Vision, Triple Twin Lasers, and Death Ray Vision, along with Plasma Tentacles, and their upgrades.
- The sequel gives us a Tech branch on the Tech Tree, devoted to this.
- Elite Mooks: The Mini-M.O.A.B.s.
- Everything's Better with Monkeys: The player, Dr. Monkey, and, according to the description of one of the upgrades, the nanomonkeys.
- Fire Balls: The magic branch in the sequel gives us this for the arms. Double Subverted in that the later upgrades are not fireballs, but ACTUAL FLAMES!
- Frickin' Laser Beams: Not only can you Whip It Good with them in the sequel, but you can also shoot them out of a visor over your eyes!
- Gatling Good: In the sequel, the arm dart upgrades go to miniguns, and a Power-Up gives you one of the most Bad Ass weapons ever: a gigantic Gatling gun firing THREE pulses of Spike Balls of Doom EVERY FRAME and wrecking everything in its way.
- Humongous Mecha: The final boss of the sequel? A GIANT ROBOTIC BLOON!
- Instant Awesome, Just Add Ninja: The last few upgrades on the Boomerang branch in the sequel involve ninjas. One of the Power Ups summons two ninjas and turns you into one. Oh, and an Epic Power calls in THREE more ninjas that hop around from bloon to bloon that deal huge damage!
- Instant Death Radius: The core upgrades on the Magic branch so this.
- Lethal Lava Land: The Volcano stage in the original, and the Mt. Magma stage in the sequel.
- Macross Missile Massacre: One of the Power Ups in the sequel puts you in the cockpit of a yellow jet that constantly fires Bloon Buster missiles, Cartoon Bombs, and M.O.A.B. Maulers.
- Also in the sequel, the Sidewinder Ace ability sends out an airplane that constantly fires Bloon Busters.
- Mook Maker: In the sequel, EVERY boss does this!
- More Dakka: The aforementioned mega-minigun from the sequel.
- Ledge Bats: Shield Bloons cause knockback when they collide with the player. A LOT of knockback.
- Personof Mass Destruction: While the Super Monkey was always portrayed as such in the Tower Defense games, these games portrayed him as the Ninja Kiwi verson of Chuck Norris.
- Power-Up: Occasionally, in the original, these will appear. In the sequel, certain bloons will drop these along with blops when popped.
- The original's Power Ups are: Sun God, Super Bomb, and Freeze-Out.
- The sequel's Power Ups are: Sun God, Spaceship, Missile Carrier, Wizard Lord, Ninja Team, and Spike Cannon.
- Power Up Let Down: In the sequel, with the exception of Sun God, any powerup can become this if you have higher tier equipment, depending of the types of bloons on the screen.
- Precision-Guided Boomerang: Averted. The boomerangs do come back around, though.
- Recursive Ammo: The Fletchette Darts upgrade in the sequel makes darts shatter into smaller darts on impact. Also, the Thermite Munitions upgrade is the same, but they come out of bombs and missiles. Thermite Chunks also does this, except with Pineapples.
- Sequential Boss: The final boss of the sequel changes its attack patterns at different health stages. At 100% and 25%, it has two giant axe blades and buzz saws. At 75%, there is a shield around the bottom and two antennae that shoot out streams of bloons. At 50%, there are the buzz saws combined with the bloon-guns.
- Smart Bomb: In the original, the Super Bomb. In the sequel, the M.O.A.P..
- Spike Balls of Doom: In the sequel, the last upgrades on the dart branch convert all darts to these.
- Super Mode: The Sun God Power-Up in both games.
- Throwing Your Sword Always Works: The katana in the sequel.
- Videogame Flamethrowers Suck: Subverted with the "Elemental Strike", which behaves much like the Dragon's Breath upgrade from Bloons Tower Defense 5, & subverted even further with the "Elemental Arc", which is twice as big & twice as lethal.
- Wave Motion Gun: The Death Ray Vision upgrade in the original.
- In the sequel, we have Doom Burst Vision and Solid Beam of Doom. Nuff said.
- You Will Not Evade Me: The Freeze-Out Power-Up stop all bloons on the screen in the original, allowing you to pop them at leisure.
- Snap Freeze in the sequel is a booster that does this.
- Oh, and don't forget Mass Distraction, an Epic Power in the sequel that does the same thing that Freeze-Out did in the original!