Super Monkey Ball 2 arrives for iPhone

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.
We saw this recently with Tweetie 2, but there is a significant difference: Tweetie 1 was $3 (and worked fine, well worth the price, so no buyer's remorse there). Tweetie 2 is only $3. Super Monkey Ball was $10. Super Monkey Ball 2 is $10 (well, $9.99). Given my experience with Super Monkey Ball, would I risk another $10 on Super Monkey Ball 2?
Before you start telling me how expensive it is to develop for the iPhone, let me say that I understand and appreciate all the arguments. I am not someone who thinks all the apps in the App Store should be free, or even $0.99. But I'm also not someone who wants to throw away $10 (or even $5) on another game I'm never going to play, which is why I keep hoping that the App Store will support demos so we can try before we buy.
TUAW was provided with a review copy* of Super Monkey Ball 2, which I downloaded and played for a while last night. The result? Version 2 is much more "playable" than version 1 ever was. I tried it on my iPhone 3GS and was able to fairly easily complete the first level without any of the frustration I had come to expect. The new version boasts 115 stages, and will even let you play against up to 3 other players on a local Wi-Fi network. There is a new "mini-game" called Monkey Bowling, and "Monkey Golf" and "Monkey Target" are due to be released next year, presumably as free additions/upgrades. Sega also added a little indicator to help you figure out how to "balance" your monkey, which is very helpful.
As much as it frustrates me to have to spend another $10 to get what I expected out of the version that I bought over a year ago, I have to admit that this version is much better, and is well worth the purchase price. I should note that a few reviewers on iTunes mention that they have not been able to get the game to work at all for them. It has worked without any glitches for me, but if you do experience problems, I would recommend deleting the app, rebooting your iPhone (or iPod touch) and then reinstalling the app.
Super Monkey Ball 2 delivers more fun than a barrel of.... well, let's just say it's a lot of fun. Download it from the App Store (75mb).
*TUAW is commonly provided with not-for-resale licenses or promo codes to permit product evaluations and reviews. For more details, see our policy page.
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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...
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The inaccuracy in this and many other TUAW articles incredible. TUAW is becoming quite a joke. It really hammers in that this place is just a hobby blog and not a legitimate source for info.
December 02 2009 at 2:57 PM Report abuse Permalink rate up rate down ReplyIt is a blog. If you want real news, then you should not be trolling the editorial blogs. The article is one man's opinion, not hard news.
December 02 2009 at 3:08 PM Report abuse Permalink rate up rate down ReplyTUAW, you're way way off.
1. The App Store is littered with demo versions. Sega could have done a number of things:
- They could have released an update to the original version that makes it more playable.
- They could have released a demo version of MB2.
- They could have made MB2 a free download and use in-app purchases.
Instead, Sega is selling MB2 for $10 because that's exactly what they want to do, because it will make them the most money. Once the hype wears down they will lower the price and provide a demo version, just like they did with MB1.
2. Upgrading pricing on a $5 to $10 game? Get serious. $10 is already a fraction of what they charge for console games.
Here's a tip. If you don't think you'll like Monkey Ball 2, don't buy it. If $10 is too expensive, wait a while. Otherwise, buy it today.
"If you don't think you'll like Monkey Ball 2, don't buy it."
Well, that would be great advice if I had some way to gauge it other than pure guesswork, which didn't work for version 1.
Guesswork might work for a popular, well-known game like Super Monkey Ball or developer like Sega, but what are small developers supposed to do? I suppose the free + in-app up-sell model is the answer.
My intention with the article was to especially address SMBv1 users who might be hesitant to buy v2 after being disappointed.
I've never understood complaints about the original Super Monkey Ball.
With just a little practice I was able to get very precise movements. I still think it's one of the greatest games made for the iPhone.
I fully agree. if you play it for only 5 minutes, you'll be massively frustrated. however, if you actually spend the time to train yourself to the controls, it's very enjoyable! I was able to complete every single level rather easily. one of the problems with the control is that people perceive to be able to control the "monkey ball" directly, like the third person games they're used to (e.g. tomb raider, metal gear). This is not the case. In SMB, you control the environment ONLY, not the ball! (think of labyrinth). Once I got this concept through my head, the controls became immediately intuitive.
SMB is still one of the best games for the iPhone and if you're one of the ones writing it off as worthless, then you simply have no patience, and I suggest you go buy any of the dozens of fart apps to satisfy your need for instant gratification.
A lot of people complained about the sensitivity, but I think that's the best part. The sensitivity makes the game hard, but much more enjoyable in the long run.
The problem for me is the camera. Once you slow down to do a precise move the camera can't decide which way to point. It starts spinning around all over the place and you're dead. It makes an otherwise great game unplayable.
I think this is an OUTRAGE! I always get a rebate for video games like Call Of Duty or Final Fantasy when I show them my copy of the prequel! Spending the full price for a new game, what is SEGA thinking???
December 02 2009 at 9:51 AM Report abuse Permalink rate up rate down ReplyGuaranteed this app will be $5.99 within a month. Just use BARGAIN BIN to alert you when it drops to your price. I'm really tired of paying $10 for apps and then see them drop 50% in 30 days.
It's happened to me at least a dozen times.
They could have released it as a free (or cheap) app with additional stages as for-pay content. Ramp Champ already does this beautifully.
That being said, you know who isn't wasting 10 bucks on Super Monkey Ball 2 after spending the same on SMB1 and being sorely disappointed? This guy.
there's also plenty of free demo versions on the app store. not sure what the reviewer is talking about.
also, they added a balance indicator to the original super monkey ball via an update.
i'm not saying its the easiest game in the world, but try downloading some updates before writing it off as a waste.
Sorry, it really is a waste...
December 02 2009 at 9:30 AM Report abuse Permalink rate up rate down ReplyWell said vrice, exactly what I thought when reading this, in-app purchasing could have been put into Monkey Ball 1 if they wanted to too.
December 02 2009 at 9:19 AM Report abuse Permalink rate up rate down ReplyThey /have/ provided the opportunities for demos, through in-app purchasing, right? So you distribute a free demo, with, say, four levels (ten, whatever), then have in-app purchasing for the rest.
There's plenty of things we can blame Apple for, let's not continue to blame them for something that they have actually addressed.
They absolutely could have a demo version or a paid upgrade for existing users. With in-app purchases, and some creative programming, I see no reason why that wouldn't be possible, other than the massive confusion it would cause.
December 02 2009 at 9:11 AM Report abuse Permalink rate up rate down ReplyHot Apps on TUAW
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