- Watch gameplay video

- Rating:





- Price: $9.99 (Get It)
- Version: 1.0
- Developer: Sega America
Thanks to some major marketing from Apple, Super Monkey Ball was one of the most anticipated games. It was touted as being full 3D, easy to play, and just as fun as the other versions of Super Monkey Ball. Although they did exaggerate quite a bit when it came to ease of use. Fortunately, you have 110 stages to get your practice in and master the game.
I imagine, like most people, picking this game up right away as one of the first games you play may make it less enjoyable than it could be. When I first picked it up, the controls were too sensitive, that it just wasn’t fun. After playing a bunch of other games (Moto Racer, Cro Mag Rally, Labyrinth, etc.) that involves the use of the accelerometer, Super Monkey Ball is much easier to pick up and have fun.
It is worth the learning curve, as the game is rich with content (110 stages in total) and features. On the main menu, you can access the main game, instant play so you can jump right in, a practice mode to play stages you’ve unlocked already, ranking, and options. You can play as one of 4 different monkeys, Aiai, MeeMee, Baby, and GonGon; there’s no difference in playing a particular monkey.
It goes without saying that the graphics are stunning. It may very well be the most graphic-intensive game out at this time. It does it without any framerate issue, too. The stages, characters, and objects are all colorful, cheerful and bright. The music embodies this as well, being catchy and fun. Of course, it helps to have a major publisher like Sega backing you. If you’re playing your library’s music, the game will fade it out. However, much like with MotionX Poker, if you press the Home button twice during the loading screen, you can bypass the fade and keep playing your own music.











I found the difficulty too hard. I can’t complete the first labyrinth stage for shit, and I really don’t want to throw my ipod against the wall in frustration. Was also disappointing to see the sprite monkeyball instead of a 3d monkeyball.
[...] Super Monkey Ball – Great graphics to show off, people instantly ooh and ahh at the colorful world. They flinch when they see how sensitive the controls are, though. [...]
[...] reports that Sega claimed that there have been over 300,000 purchases of their iPhone game, Super Monkey Ball. This number spans a 20-day period, which is very impressive. With Super Monkey Ball selling for [...]
not to be nitpicky, but the developer was http://www.otherocean.com, sega was merely the publisher.
game looks like it will be a lot of fun. Then you try to play it. I can understand the final boards being difficult, or even halfway through, but the first level should not be so darn hard. I want to be able to play the game for several boards, and get practice before I get to one that is so difficult. I doubt I will ever play it again. Wasted 10 bucks. Lessons learned.
[...] You can read our review and watch a video of Super Monkey Ball at this link. [...]
I see that this game is now $5.99 in the app store. I paid the full $9.99 when it came out and chalk it up to being an expensive (for an iPhone app) lesson. Like the commenters above, I found the game to be too hard. Yes, the accelerometer is a great way to control a game, but one shouldn’t have to have the precision of a brain surgeon to play Super Monkey Ball. VERY early on in the game you’re presented with deviously narrow paths, with obstacles that bounce you off the stage nearby.
On top of the overly demanding stages there’s a 1 minute time limit! You can’t even inch your way to the goal–you have to rush to the stage’s exit. Even at the new, lowered price this game is a ripoff. I just watched the demo that Sega showed at an Apple keynote. The demo has wide, forgiving stages shown. Buy the game and you see something that might be playable on a Gamecube with an analog stick but is just a joke on an iPhone. The accelerometer isn’t *that* precise, guys.
[...] Super Monkey Ball launched with the App Store in July of last year, and served as an early example of both the iPhone’s gaming potential and its shortcomings. While the game was an impressive port and technical achievement, its gameplay was often frustrating, due to a laggy tilt-based control scheme. [...]
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