SuperMonkeyBall

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  • From iPhone to iPad: Revisiting Super Monkey Ball 2

    by 
    Erica Sadun
    Erica Sadun
    04.10.2010

    There are a lot of great new apps for the iPad, and there are some terrific old ones that have made the move as well. In "From iPhone to iPad," TUAW will revisit some of our favorite games and utilities that originated on the iPhone, and see how they've transitioned to the larger device. Have they made the most out of the new hardware? Is the application worth a separate re-purchase? After all, you can keep running nearly all of your old software in pixel doubling mode. First up? Super Monkey Ball 2. We first looked at Super Monkey Ball a couple of years ago. My kids and I found the game hard to play, although I did appreciate the graphics. I wasn't alone in my negative SMB assessment. Its sequel, Monkey Ball 2, debuted late last year. It was a worthy follow-on that greatly improved on the original's playability, and generally garnered good reviews. The iPhone version currently retails for $7 on App Store. The iPad has now launched, and Super Monkey Ball 2 has arrived as well. Is it worth heading out and spending yet another $9.99 on App Store to purchase this latest version? I can't make buying decisions for you, but I can report that my kids and I really enjoyed testing this game.

  • Super Monkey Ball 2 arrives for iPhone

    by 
    TJ Luoma
    TJ Luoma
    12.02.2009

    Super Monkey Ball 2 [iTunes Link] is now available for the iPhone. There is good news and bad news, and yes, some of it relates to App Store policies which are out of developers' hands. I bought the original Super Monkey Ball [iTunes Link] for US$10 on the first day the App Store was available (July 10, 2008, for those who might some day want to win a trivia contest). I had seen the demo and couldn't wait to get my hands on it. I also bought Bejeweled 2 [iTunes Link] for $10 on that same day. Bejeweled 2 is now selling for $3 and the original Super Monkey Ball is selling for $4. If you ask me, Bejeweled is a steal at the price, and the original version of Super Monkey Ball isn't worth $0.99. It was far too "twitchy" for my taste. I tried everything to steady my hands, but I was never able to get enough precise control to be able to enjoy the game. In all the time I've had it, I bet I've played it less than an hour. Every time I tried, it ended quickly in frustration, usually with my shouting "Drown, stupid monkey! Drown!" I wasn't alone in my frustration. Macworld's first look at Super Monkey Ball 2 begins with this look back: "The original Super Monkey Ball was an App Store launch game and sold like gangbusters. Taking advantage of the iPhone's accelerometer controls and already possessing a huge following thanks to its console success, Super Monkey Ball was one of the most highly anticipated apps on the iPhone. The only problem was: it wasn't very good." Macworld went on to say that Sega had (at that point) not announced a cost. Part of me deeply hoped that they would release it as a free update. As I see it, there are two big remaining flaws in the App Store (ignoring, for the moment, the whole approval process): 1) the lack of demo versions (either timed or number of launches), and 2) no way for developers to provide for upgrade pricing. That means that there is no way for people who bought Super Monkey Ball to get a deal on Super Monkey Ball 2. That left Sega with two choices: 1) release it as an update, meaning anyone who bought Super Monkey Ball would get it for free; or 2) release it as a separate app, meaning that anyone who bought v. 1 has to pay full price for v. 2. The App Store does not give them any other choice.

  • First Look: Super Monkey Ball

    by 
    Cory Bohon
    Cory Bohon
    07.12.2008

    After the WWDC '08 Keynote, everyone wanted this iPhone game -- it received almost as much hype as the iPhone itself. Super Monkey Ball from SEGA definitely has some good qualities, however it does have some bad qualities as well. First off, this game costs $9.99 -- a little steep at first glance, but totally worth it after you notice that it comes with 100+ levels. The graphics are beautiful, and it definitely pushes the system, but I do have some complaints about the game. First off, the game is extremely hard to control with the tilt-sensors -- perhaps an update with some refined calibration is in order. A bigger complaint about the game: when you have the silent switch flipped on (meaning that the phone shouldn't make ANY noise), the game overrides this and plays the sounds anyway. So, be sure to change the sound settings before you start trying to play this game in a very quiet library or doctor's office. You also cannot pause the game, go to the home screen, and reopen it to start playing again (this might be an SDK issue, rather than a specific SMB problem).Overall this is a solid game with good performance/graphics. While you won't be able to play this game in the car, it still provides hours of fun sitting extremely still so as not to anger the tilt-sensors. This game is available for $9.99 from the App Store.%Gallery-27341%

  • iPhone 2.0 firmware goes golden master

    by 
    Cory Bohon
    Cory Bohon
    06.26.2008

    Gizmodo and GearLive are reporting that the iPhone 2.0 firmware will go golden master (locked for shipping) this week. Golden master does not necessarily mean that Apple will ship the firmware this week (after all, Steve said that it would ship in "early July") but it does mean that the firmware and all the features are complete and ready to head out the door. Both sites seem to agree with the build number on the new firmware: 345. Gizmodo is reporting that 2.0 will boast code signing and a new encryption feature. The iPhone firmware 2.0 is definitely something on every iPhone owner's wishlist, and here's mine (you have one of these, right?): Super Monkey Ball (AppStore) New Mail features iWork support in Mail Exchange support MobileMe support Super Monkey Ball (did I mention this one already?) Scientific Calculator (would it be too hard to add a graphing calculator? c'mon, Apple!) While we wait around the virtual campfire for the next version of the iPhone software, what are you most looking forward to in the new firmware? I think everyone can guess what my favorite feature will be; although I am still waiting for Final Cut Studio 2 for iPhone (we've been hearing rumors that it will be in the 10th generation device).

  • Apple shows off iPhone gaming chops

    by 
    Mat Lu
    Mat Lu
    03.06.2008

    While Apple did not release any games at today's event they did begin to show what's possible with several tech demos. Apparently the SDK has only been available for the last two weeks or so, even inside Apple, which makes what they showed that much more impressive. First up, a team inside of Apple cooked up "Touch Fighter," which appears to be a kind of space-based shooter that you steer by tilting and aim by pointing. The game is 3D and uses OpenGL graphics. Next up was Travis Boatman from EA who showed an iPhone version of the eagerly-awaited game Spore (also shipping for Macs later this year). It's clearly cut down from the desktop version, but as Johnson said of the dog walking on his two hind legs: "it is not done well; but you are surprised to find it done at all!" Considering that EA had two weeks, this suggests the iPhone has the power to be a serious gaming platform.Finally, Ethan Einhorn from Sega showed off a build of Super Monkey Ball, naturally also using tilt controls. What's interesting there is they actually underestimated what the iPhone could do, and ended up having to bring in another artist to upscale the art from what they had anticipated. Again, the take home message: the iPhone is a real platform for game development.It's worth noting that these were all demos and there are no guarantees that any of them will be released. Nonetheless, it's an impressive showing for two-weeks with the SDK and we can only imagine what things will look like in June when firmware 2.0 is released to consumers.Update: Engadget says that EA has confirmed Spore for iPhone; release in September.

  • Gamasutra looks at 20 difficult games

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    08.31.2007

    Believe it or not, building difficulty into games isn't just about making them more impossible. John Harris over at Gamasutra takes the long route to prove this in an extended look into difficulty in game design. The majority of the feature is spent looking at specific cases of legitimately difficult games, dissecting their design and coming away with lessons learned from each. Harris concedes that most intelligently difficult games are much older, and typically don't have a "lose" condition. The list includes hair-pulling classics like Defender, Sinistar, and Lode Runner, as well as a few more recent titles like Super Monkey Ball. It's a good read for anyone interested in game design.John Harris also writes the excellent @Play column for GameSetWatch, which focuses on a long history of games classified as "roguelikes."

  • Wii Warm Up: Favorite franchise?

    by 
    JC Fletcher
    JC Fletcher
    08.13.2007

    We've been asking about your favorite entries in big Nintendo franchises (and we probably will again!), but we thought we'd ask a more macro-scale question. What's your favorite franchise on Nintendo consoles? You've got your Mario, Zelda, and Metroid, obviously, but there's also Sonic, Resident Evil, Mega Man, Street Fighter, and years and years of other series throughout history. And don't forget about the comparatively newer series like Super Monkey Ball and Phantasy Star Online! As for us, it's definitely Castlevania. We have been faithful to Konami's pseudo-horror series since the very start.

  • Wii Warm Up: The worst controls

    by 
    Alisha Karabinus
    Alisha Karabinus
    07.20.2007

    Earlier this week, we spent a little time talking about some of the best motion-sensing control schemes offered by Wii games so far -- so it's only fair that we dedicate a little time to the worst that you've experienced since launch. We've managed to avoid some of the games that are supposed to be really awful, but can definitely say that about half of Super Monkey Ball: Banana Blitz definitely left something to be desired (and yet, part of the game was fine). We've heard horror stories however, that many games are far worse. How about you? What's the worst you've tried to suffer through on the Wii? Feel free to get into the gory details.

  • How many labyrinthine games do we really need?

    by 
    Alisha Karabinus
    Alisha Karabinus
    03.13.2007

    Infendo has taken a snarky poke at the bevy of Marble Madness-y labyrinthine games gearing up for appearances on the Wii, and frankly, we too are surprised at the sheer number of such titles. Super Monkey Ball (obviously) already featured ball-rolling as one of the better parts of an uneven offering, and now three more upcoming games are centered around labyrinth puzzles. You know, we love rolling balls as much as the next guy, and certainly the gametype suits the console on many levels; the controller and the games-for-everyone theme are both well-supported here. But four games in the first year seems a little excessive. The Wiimote is also really well-suited to pointing and shooting, but we don't need four simple shooting gallery games, either. Sure, each game has different features. In Dewy's Adventure, the "marble" can go vaporous or crystallize into ice. Awesome. Except at the end of the day, it's still all about rolling around from here to there. This is really a pretty simple theme, and there are only so many variations on it. How many labyrinth games are we really going to buy? Does anyone expect to own all of these?

  • Wii Warm Up: Tacos, etc.

    by 
    JC Fletcher
    JC Fletcher
    03.03.2007

    So the Wii has opened up new gameplay possibilities, new control methods, more immersion, and all that. But, unless the Nunchuk is involved, it's also opened up one of your hands. This has created the possibility for completely immersive snacking, wherein you don't have to stop playing even for a second while you stuff your face full of delicious, crunchy tacos (and, possibly, non-taco food items), totally sabotaging your Wii Sports exercise program.We want to know-- are you guilty of the crime of convenience? Have you succumbed to a sudden banana craving after picking up hundreds and hundreds of them in Super Monkey Ball? Or have you refrained from eating during gameplay, afraid you'll accidentally transfer some Cheeto dust onto the Wiimote?

  • Wii Warm Up: So how 'bout the games?

    by 
    Alisha Karabinus
    Alisha Karabinus
    02.15.2007

    Many of you are just getting your hands on a Wii (at last!) and others are just settling in for more in depth play on your games, so we figured it was a good time to ask: what have you played? What have you skipped? Which games have you liked most so far?This particular blogger has only been a little disappointed with Super Monkey Ball: Banana Blitz, due to the controls. Everything else has been pretty engaging. Twilight Princess, Wii Sports, and Tony Hawk's Downhill Jam (skateboarding games are a longtime habit a girl just can't shake) have gotten the most play on this Wii, though we're always happy to throw down on a variety of other games. More recently, it's been extensive sessions of Wario Ware: Smooth Moves. But hey, we figure everyone's got different tastes ... so how about you? Don't be shy -- tell us what you've liked so far!

  • Mercury Meltdown Revolution rolls onto Wii

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    12.14.2006

    Ignition Entertainment has announced that the Mercury series of puzzle games will arrive on the Wii next Spring, in the form of Mercury Meltdown Revolution. As it involves you tilting the playing field in order to guide a blob of mercury to its intended destination, it doesn't take any sort of scientist to make the mental connection between the game and the Wii's unique controller. Ignition president (and non-scientist), Paul Robinson, explains that "the original game design was intended for a tilt controller. Now gamers can fully interact with the Mercury blob, navigating through the labs with precision and unprecedented speed."The press release is quick to note other key features, such as the presence of over 150 levels, "advanced rendering techniques" and most importantly, "state of the art blob physics." Admittedly, we initially read that last one as something else entirely.

  • UK preorders are a go

    by 
    Alisha Karabinus
    Alisha Karabinus
    09.26.2006

    PC World, the self-styled "Largest Computer Superstore" for the UK (we're impressed) has started taking preorders for the Wii -- and they're offering a nice bundle pack. We hope to see similar offerings on this side of the Atlantic, because this is just too good to pass up. The basic console weighs in at £179.99, and there's an option for a Wii with a second controller (but no nunchuk) for £199.99. For those not too savvy with the conversion of currency, don't let those seemingly low numbers fool you -- our pals in the UK are paying nearly $400 in US dollars for the privilege of a console and a second Wiimote.And then there are the bundles. Super Monkey Ball seems to be the order of the day; it's included in two of the three bundle options on PC World's site. You can choose either Red Steel or Twilight Princess to offset your monkey mayhem, and both bundles include the second Wiimote, and all for £259.99, only sixty pounds more than the console plus extra controller. The third bundle includes Wario Ware: Smooth Moves and Need for Speed: Carbon, as well as the extra controller. PC World promises free delivery with any of these preorders (which is a nice bonus), but doesn't guarantee delivery at launch (which isn't nice at all). Keep us posted on other preorder packs and bonuses, and we'll compare and contrast.

  • Partial Wii launch lineup revealed

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    06.22.2006

    According to numerous reports, Nintendo Power has confirmed six Wii launch titles: Dragon Quest Swords: The Masked Queen and the Tower of Mirrors (Square Enix) The Legend of Zelda: Twilight Princess (Nintendo) Metroid Prime 3: Corruption (Nintendo) Rayman Raving Rabbits (Ubisoft) Red Steel (Ubisoft) Super Monkey Ball: Banana Blitz (Sega) While this list will surely double -- or even triple -- in size as we draw closer to the console's launch, one game that will likely slip out of the launch window is Super Mario Galaxy. Link and Samus will just have to hold it down until the plumber returns in 2007.

  • Monkey Ball producer on DS design challenges

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    02.13.2006

    Let's face it. There are very few things more entertaining than an adorable monkey trapped inside a translucent ball. In fact, watching my monkeys roll wildly out of control through wacky landscapes is one of my favorite past times. I love pushing them down slopes, over hills and through tunnels, only stopping occasionally to taunt them with the promise of a fresh banana. And then there's the bowling... knocking down pins with my flailing monkey encased in a sphere is something I try to enjoy on a daily basis. I also enjoy playing the game, Super Monkey Ball. You may have heard of it. The DS version, entitled Super Monkey Ball Touch & Roll, is scheduled to ship sometime next week. Toshihiro Nagoshi, the game's producer, took time out of his simian schedule in order to update his 1up blog with a few reflections on developing the game's unique control system. Though the game's mechanics seem to be a good, intuitive match to the DS' unique abilities, Mr. Nagoshi notes that adapting it from the previous console versions wasn't entirely a walk in the park. "It is really tricky to create a solid control system for a user interface. First off, things don't always go according to plan - the execution and functionality doesn't always align with the concept. Often times, what you think is final and complete, isn't necessarily so. And as you work more on the functionality and execution of a concept, the more you end up changing it. So ultimately, that original idea gets changed in the end product."However, he also feels that the challenge ultimately benefited the game, with the team's trial-and-error approach eventually leading to a more refined control system. According to him, the secret is to always stay passionate and realize that there is always room for improvement. We'll see whether the design philosophy matches the game before the month is over.