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The Oxford division of Traveller's Tales only worked on two games in its existence: Crash Twinsanity, which the studio was formed to develop, and Super Monkey Ball Adventure.
Keith Webb interview:
https://www.crashmania.net/en/backstage/interviews/keith-webb/
Retro Gamer issue #225 (September 2021):
https://pocketmags.com/retro-gamer-magazine/issue-225/articles/the-mini-making-of-super-monkey-ball-adventure#exitplusarticle
https://www.crashmania.net/en/backstage/interviews/keith-webb/
Retro Gamer issue #225 (September 2021):
https://pocketmags.com/retro-gamer-magazine/issue-225/articles/the-mini-making-of-super-monkey-ball-adventure#exitplusarticle
subdirectory_arrow_right Super Monkey Ball Adventure (Game)
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In an attempt to make the game more accessible and add more depth to the series, Sega opted to focus more on the game's plot compared to previous titles, which primarily focused on the gameplay, to try and take the series' characters "into the next sort of iconic level".
Nintendo Power Issue #204 - June 2006 (Pages 38-41):
https://archive.org/details/nintendo-power-issue-204-june-2006/page/38/mode/2up
https://archive.org/details/nintendo-power-issue-204-june-2006/page/38/mode/2up
subdirectory_arrow_right Super Monkey Ball Adventure (Game)
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During an interview with Jungle Island (a fan website dedicated to the Super Monkey Ball series), concept artist Keith Webb revealed that the character Future AiAi came about after he came up with an idea for a space monkey that would appear at certain points in the game to give players power-ups (later spells), and was intended to be an homage to the Bomberman series by Hudson Soft. He was originally supposed to wear a white spacesuit, but before Webb could finish coloring in the artwork, the character modeler making the character in 3D chose a red color that ultimately stuck. Webb had later joked about the character being AiAi from the future (the reason why he had the power-ups was because he had gotten them from himself), and the idea stuck as well.
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