Who is Juka, and what is the Monophonic Menace? These are two things that had me puzzled when I first encountered this quirky little adventure game from Orbital Media and Southpeak Interactive for the Game Boy Advance. The game isn’t based on any big-name franchises, books, television shows, or movies. Instead, Juka is left to explain his situation to the player through a series of conversations with the other characters in the game. The end result is Juka’s journey through a magical little world with his trusty sound-staff, a backpack full of potions, and a frog-like sidekick providing mission support.
Juka and the Monophonic Menace (JatMM) features bright colors and clean lines, which provide a very cartoon-like quality. These come together to form a visually interesting experience, with colorful backgrounds and distinctive scenery. The player controls Juka from an isometric overhead perspective and guides him through a series of themed landscape, such as the obligatory desert and ice levels. The graphics also do a good job of supporting the gameplay, with large easy-to-spot target indicators and brightly-colored geometric projectiles (used as part of the combat system). The only thing that bothered me was the animation loop for Juka’s movement, since his head and hat bob up and down noticeably. Still, the graphics are done reasonably well, especially considering the limitations of the GBA platform.
For a game which uses a sound-theme as a major game mechanic, I was actually expecting a bit more from the audio in this game. Much of this had to do with the background music. Each zone has unique music, and the tunes are actually well written. However, the loops are a bit on the short side, and after a while I just wanted to turn the music off. Fortunately, the sound effects are generally well done, which helps to make up for the repetitive soundtrack. There’s definitely room for improvement concerning the variety of music, but overall JatMM does a good job using sound to support the gameplay.
For most activities, Juka and Monophonic Menace features a fairly standard control scheme. The D-pad controls basic movement, while the “A” button allows Juka to interact with the world by climbing ledges, activating switches, opening doors, and talking to NPCs. The “B” button allows Juka to dive while swimming and let go of ledges. However, things get a bit more complicated once Juka runs into enemies. The left shoulder button cycles through targets, while the right shoulder button opens up the potion-selection menu. The confusing part is that the “A” button is used to throw a potion from the menu. This wouldn’t be so bad, except that the “A” and “B” buttons are also used to activate the sound-staff. Confused yet? Once players get used to the controls, the game is a bit less befuddling. However, until that happens, players are going to end up accidentally throwing potions at the wrong targets or activating the wrong mode of the sound-staff when they were really trying to climb a nearby pillar.
The controls for item usage and potion creation are a bit less confusing, although those aspects could have been streamlined a bit. Overall, the controls are about what you’d expect from a GBA adventure game, with the occasional quirky task requiring some extra fiddling with the controls. My only other complaint with the controls is that Juka is forced to walk everywhere. This isn’t so bad when Juka is exploring, but it’s painfully slow when Juka is trying to retrace his steps, whether to stock-up on potion reagents or return to an NPC for a quest reward. Would it have been so hard to use “B” as a “run” button?
In his quest to defeat the Monophonic Menace, Juka has several tools at his disposal. Juka’s main advantage is his sound-staff, which is essentially the key to combat against the mechanical enemies that Juka encounters throughout the game. To battle the mechanical enemies, Juka uses his staff’s “light-shield” mode, which absorbs projectiles and converts them into combat energy. The catch is that Juka must collect specific projectiles in the correct order, or the staff will deplete one of its charges. Fortunately, the staff has a “dark-shield” mode which absorbs shots to replenish its light-shield energy. In other words, Juka has a few chances to counterattack enemies by matching the correct projectile sequence. Otherwise, he must go on the defensive and recharge the staff. Juka also has to keep an eye on his stamina meter, which is basically shows how much damage he can take before he falls asleep. (Juka doesn’t “die” in this kid-friendly game.)
The puzzle-based combat system actually works well. To keep things interesting, there are number of different enemies that Juka will encounter during his journey. For the most part, enemies require different strategies to beat. The basic enemies can be defeated by simply building up a charge and blasting them with the staff. More complex enemies might fire a spread of projectiles or require Juka to hit them from behind. This variety helps to keep the combat sequences from becoming too repetitive.
Of course, the sound-staff isn’t Juka’s only option. Some enemies and obstacles must be dealt with using potions. JatMM has an alchemy system, where Juka can mix reagents together to form a variety of potions. Each potion has a specific recipe, which Juka can learn by talking to various characters scattered throughout the land. Thankfully, recipes are written down in Juka’s journal, so the player won’t have to write them down separately or try to memorize them all. Of course, I’m a little annoyed that the game requires you to add the reagents manually each time you want to make a potion; it would have been much easier to just select the recipe from the journal and have the potion created automatically. The alchemy is fun for a little bit, but after a while it’s just busy-work.
No modern RPG would be complete without minigames, and JatMM incorporates these as well. They’re not particularly challenging, which is good considering that you have to complete them to move the story forward. Oddly, Juka has to trade-in potions to replay the minigames, but the rewards are often other potions, so you have some incentive to do well. The minigames are also how Juka gains access to various instruments. These items are usable from the inventory screen and are needed to gain access to new story areas. They can also be used to convert shield-energy into reagents, for when you need to make those extra potions to activate switches or unlock devices. The interface for using them is a bit clunky, but they work fine as a gameplay mechanic. Sadly, because Juka has to backtrack to a specific location to play each minigame, they don
Juka and the Monophonic Menace is a fairly linear adventure game. There