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View Full Version : Super Monkey Ball updated to 1.01




Pooshka
Sep 1, 2008, 05:07 PM
Check for updates. Synching right now.



gibbz
Sep 1, 2008, 05:08 PM
It has taken some time for this update. Downloading now.

mlemonds
Sep 1, 2008, 05:10 PM
i dont see an update...

on the phone or my mac

JML42691
Sep 1, 2008, 05:12 PM
For a game that should have had adjustable sensibility from the start, this has been one long update, and what exactly does this add/fix figuring that they haven't listed anything yet.

And it took several attempts before it actually showed up in my updates page.

mlemonds
Sep 1, 2008, 05:14 PM
For a game that should have had adjustable sensibility from the start, this has been one long update, and what exactly does this add/fix figuring that they haven't listed anything yet.

And it took several attempts before it actually showed up in my updates page.

thanks..

a little button mashing and boom.. update

Pooshka
Sep 1, 2008, 05:17 PM
same old *****

no changes

mlemonds
Sep 1, 2008, 05:27 PM
i updated the program on my laptop and then transferred it to my phone...

now my phone wants to update to 1.0

yay i get to keep a little annoying red badge on my app store for a few minutes

newton100
Sep 1, 2008, 05:54 PM
i updated the program on my laptop and then transferred it to my phone...

now my phone wants to update to 1.0

yay i get to keep a little annoying red badge on my app store for a few minutes

Cant find anything on their site :(

redgaz26
Sep 1, 2008, 06:06 PM
just got the update, now comes with instructions:D:confused::eek:

spooky2k
Sep 1, 2008, 06:23 PM
Changes:

-Instructions.
- 'Start where you left off' feature - if you hit the home button whilst in the middle of playing, and then start the game again, it asks if you'd like to continue your game. rejoice! This feature should have been there from the start.
- In each 'island', where it asked to select 'easy' or 'hard', it now says '1-10' and '10-20' (respectively).

Anything else anyone has noticed?

Rojo
Sep 1, 2008, 06:28 PM
Is there seriously no sensitivity adjustment to the controls? If not, this will remain a game I never play...

Niiro13
Sep 1, 2008, 06:33 PM
They also changed the angle of standstill a little. Instead of like 10 degrees, it's like 45.

spooky2k
Sep 1, 2008, 06:38 PM
Is there seriously no sensitivity adjustment to the controls? If not, this will remain a game I never play...

Why? It needs to be sensitive. If it wasn't, the game would be hopeless. Like most games, you just have to get used to the controls.

cualexander
Sep 1, 2008, 06:47 PM
the tutorial wasn't there before was it? That and the resume feature and not calling the levels easy/hard are the only major changes I see. I did play it a bit and the sensitivity seems to be adjusted slightly to me but it's been awhile. I've gotten to the last set of levels, before this update so this game is definitely beatable since I've gotten to like 2 levels before the end. It's really not as bad as people make it out to be.

The resume feature does rock now though.

mavis
Sep 1, 2008, 09:02 PM
Wirelessly posted (iPhone 3G (white): Mozilla/5.0 (iPhone; U; CPU iPhone OS 2_0_2 like Mac OS X; en-us) AppleWebKit/525.18.1 (KHTML, like Gecko) Version/3.1.1 Mobile/5C1 Safari/525.20)

Is there seriously no sensitivity adjustment to the controls? If not, this will remain a game I never play...

Why? It needs to be sensitive. If it wasn't, the game would be hopeless. Like most games, you just have to get used to the controls.

I disagree. If a game is designed well enough, we shouldn't have to 'get used' to the controls - they should be intuitive and natural, from the start.

I've got tons ($250+) of games on my iPhone, many of them using the accelerometer for control, and yet Super Monkey Ball is the only one I find unplayable and most decidedly un-fun. :(

spyker3292
Sep 1, 2008, 10:07 PM
I disagree. If a game is designed well enough, we shouldn't have to 'get used' to the controls - they should be intuitive and natural, from the start.

I've got tons ($250+) of games on my iPhone, many of them using the accelerometer for control, and yet Super Monkey Ball is the only one I find unplayable and most decidedly un-fun. :(

So true. Anyway. I'm pissed there isn't a sensitivity setting but at least they added the continue option :\.

Rojo
Sep 1, 2008, 10:38 PM
Why? It needs to be sensitive. If it wasn't, the game would be hopeless. Like most games, you just have to get used to the controls.

Well just so you know, I hate super-easy games, as they are dull. I definitely like something that's more challenging -- in fact it's something I specifically look for in most games. However, there's challenging, and then there's frustrating to the point of sucking the joy out completely.

That's how I, and many people I know, feel about SMB. I have many friends who are much better at this type of game than I am, and have much more patience -- and even they didn't feel like bothering with SMB after a couple of days. For me, it was sooooo frustrating to be completely still and not moving at all, and to have my monkey suddenly fly off a platform all the time. It was beyond sensitive to the point where it had a mind of it's own. Where's the fun in that? SMB is definitely one of my most regrettable purchases in the app store since it debuted.

Anyway, the news of no improved controls in the new update is really disappointing -- especially since there was already news (http://multiplayerblog.mtv.com/2008/08/12/iphone-monkey-ball-patch/) of a patch coming that would do just that. So what happened??

DreamPod
Sep 1, 2008, 11:58 PM
It doesn't *need* a sensitivity adjustment. Even the Wii version didn't have that. What it needs is the dead zone - when the iPhone is held in what the game considers level, it should require tilting it a certain amount before counting it as tilted at all. The lack of it means it's basically impossible to hold the world still without being tilted in any direction. Hopefully this update added that.

dalvin200
Sep 2, 2008, 01:37 AM
It doesn't *need* a sensitivity adjustment. Even the Wii version didn't have that. What it needs is the dead zone - when the iPhone is held in what the game considers level, it should require tilting it a certain amount before counting it as tilted at all. The lack of it means it's basically impossible to hold the world still without being tilted in any direction. Hopefully this update added that.

Totally Agree..

I'm downloading the update right now, and hoping the new features are good enough for me to play it again... ;)

Niiro13
Sep 2, 2008, 01:40 AM
Like I said, the standstill angle used to be 10 degrees. Now it's like 45 degrees.

Not sensitivity, but it does make it a lot easier to control.

Mr. Giver '94
Sep 2, 2008, 01:43 AM
Neither the phone or the computer have acknowledged this update. Can anyone help me with this issue? I've tried restarting my computer and logging out and back in and still nothing. :confused:

Zwhaler
Sep 2, 2008, 02:57 AM
what the hell! the update deleted my saved game now its making me start over. WtF Sega? I swear part of this game's design sucks so hard (no saving, can only get all 10 bananas on the first attempt of each level, now this). Damn, well I guess it will get me some more replay value out of it.

spooky2k
Sep 2, 2008, 08:18 AM
Wirelessly posted (iPhone 3G (white): Mozilla/5.0 (iPhone; U; CPU iPhone OS 2_0_2 like Mac OS X; en-us) AppleWebKit/525.18.1 (KHTML, like Gecko) Version/3.1.1 Mobile/5C1 Safari/525.20)



I disagree. If a game is designed well enough, we shouldn't have to 'get used' to the controls - they should be intuitive and natural, from the start.

I've got tons ($250+) of games on my iPhone, many of them using the accelerometer for control, and yet Super Monkey Ball is the only one I find unplayable and most decidedly un-fun. :(

Sorry, but I completely disagree.
As I said, if the controls were less sensitive, you wouldn't be able to pull yourself back from falling off of the edge so quickly. In actual fact, most games require you to learn and get used to their controls (what the 'x' button does, what the 'o' button does etc), so that is certainly NOT something to judge a game on. If you learn them, get used to them but they;re still complicated, then complain. Have you guys played console games? This is true of every single one.
The reason you wouldn't find it intuitive is because it's a new platform. You expect it to work a certain way, and it didn't, it was a bit more sensitive than you would have liked. But alas, that doesn't make it a bad game. It makes it a game you're not willing to be patient with.


The controls aren't as hard to get your head around as some of you guys are making out. In fact, they really are intuitive and simple. Tilt the iPhone a certain way, the world tilts that way, so the monkey goes that way (the only thing that may confuse some people is that you control the world with tilts, not the monkey - I think many people who dislike this game expect it the other way around).
The only thing you really have to 'get used to' it finding the dead zone, and even then, I never use that, it's just good to know to keep things relative to it.

Super Monkey Ball is easily one of the best games on the store, and this update with the 'resume' feature really cements that. Sorry that the game isn't to some of you guys' liking. Just play it a little more and you'll soon be over the learning curve.

Though, each to his own.

Rojo
Sep 2, 2008, 09:32 AM
The controls aren't as hard to get your head around as some of you guys are making out. In fact, they really are intuitive and simple. Tilt the iPhone a certain way, the world tilts that way, so the monkey goes that way (the only thing that may confuse some people is that you control the world with tilts, not the monkey - I think many people who dislike this game expect it the other way around).
The only thing you really have to 'get used to' it finding the dead zone, and even then, I never use that, it's just good to know to keep things relative to it.

I understand learning curves, and I would normally be patient enough to get to learn something -- I've done it with many other games. But when the SMB controls have a complete mind of their own, and there's absolutely no consistency to them (when I THINK I have it down, it suddenly acts differently then how I was using it before -- or the monkey decides to fly off the board when completely still), well THEN it gets frustrating, and I lose patience.

If it was just me, I would think I just had a defective app or something. But the thing is, this game has gotten more complaints about controls than ANY game I've seen -- and the complaints are even coming from hardcore gamers who are used to having to learn new controls, or master difficult ones. So WTF?

spooky2k
Sep 2, 2008, 12:08 PM
I understand learning curves, and I would normally be patient enough to get to learn something -- I've done it with many other games. But when the SMB controls have a complete mind of their own, and there's absolutely no consistency to them (when I THINK I have it down, it suddenly acts differently then how I was using it before -- or the monkey decides to fly off the board when completely still), well THEN it gets frustrating, and I lose patience.

If it was just me, I would think I just had a defective app or something. But the thing is, this game has gotten more complaints about controls than ANY game I've seen -- and the complaints are even coming from hardcore gamers who are used to having to learn new controls, or master difficult ones. So WTF?

When something is done right, no one will say anything at all, but you always hear about complaints. This is a fact of life.

But when the SMB controls have a complete mind of their own, and there's absolutely no consistency to them

If this was true, then no one would be able to control it at all. The game has 2672 ish reviews (USA store - not all of them bad either), it was downloaded, at the last count, '300,000 copies in just 20 days.' (http://stuff.tv/blogs/gaming/archive/2008/08/12/super-monkey-ball-a-winner-on-the-app-store.aspx) I think the figures more than speak think for themselves. If what you say was true, every person who bought it would have complained or asked for a refund. The fact that a thread exists on here called 'super monkey ball, completed with all bonus levels' (or something like that) proves the controls can be mastered.

I'm getting the idea that you want this game to have difficulty settings, and in general be easier. Sorry that you can't master it, but that's the point of games.Asking for them to be less sensitive is a reasonable request, but it sounds like no matter what, you'd complain.

*GG*
Sep 2, 2008, 12:14 PM
I was hoping that the update might give an easier option, which would make it playable. Alas not - it is still impossible for me, and the only app I have bought that I never play - because I can't :(

Rojo
Sep 2, 2008, 12:28 PM
I'm getting the idea that you want this game to have difficulty settings, and in general be easier. Sorry that you can't master it, but that's the point of games.Asking for them to be less sensitive is a reasonable request, but it sounds like no matter what, you'd complain.

Maybe I really did get a messed up version, and some others did too (though I admit I don't see how that's possible - it should be the same for everyone). I don't know how else to explain it.

You misunderstand -- I don't want "easier." I just want consistent controls. And I don't really care about "mastering" a game, but I DO like to have a game that's reasonably playable. SMB is not for me, and many, many people (and yes, I know it apparently iS playable for a lot of people too).

It's true, I'm not a hardcore gamer -- but I'm not scared of "hard" games, and I've been known to adjust to game controls quicker than the average person, despite the fact that I don't play games that often. When I tried out HALO at a friend's place, it was pretty difficult to figure out -- but I realized that's part of it, understanding how to adjust to the controls. I only played about 30-40 mins, and I don't know if it was enough to get hang of it yet -- BUT -- I could very easily tell that with enough play, maybe a few days or more, I could probably master the controls. With SMB, after several hours with it, I don't get ANY sense that I can "eventually" make it playable at all -- because, like I keep saying, it seems to have a mind of it's own, and moves in ways I don't want it to move.

And no, I wouldn't "complain no matter what." I know it's easy to categorize anyone here who has a problem with something as "just a complainer," but that's not me. Again, I don't want an easy game -- just a playable one. I play a lot of games that are theoretically much more difficult than SMB, but they're PLAYABLE, with consistent controls.

spooky2k
Sep 2, 2008, 03:09 PM
Maybe I really did get a messed up version, and some others did too (though I admit I don't see how that's possible - it should be the same for everyone). I don't know how else to explain it.

You misunderstand -- I don't want "easier." I just want consistent controls. And I don't really care about "mastering" a game, but I DO like to have a game that's reasonably playable. SMB is not for me, and many, many people (and yes, I know it apparently iS playable for a lot of people too).

It's true, I'm not a hardcore gamer -- but I'm not scared of "hard" games, and I've been known to adjust to game controls quicker than the average person, despite the fact that I don't play games that often. When I tried out HALO at a friend's place, it was pretty difficult to figure out -- but I realized that's part of it, understanding how to adjust to the controls. I only played about 30-40 mins, and I don't know if it was enough to get hang of it yet -- BUT -- I could very easily tell that with enough play, maybe a few days or more, I could probably master the controls. With SMB, after several hours with it, I don't get ANY sense that I can "eventually" make it playable at all -- because, like I keep saying, it seems to have a mind of it's own, and moves in ways I don't want it to move.

And no, I wouldn't "complain no matter what." I know it's easy to categorize anyone here who has a problem with something as "just a complainer," but that's not me. Again, I don't want an easy game -- just a playable one. I play a lot of games that are theoretically much more difficult than SMB, but they're PLAYABLE, with consistent controls.

Firstly, apologies for making it sounds like I was categorising you as a whiner. That wasn't the intention.

From what you're telling me, you seem experienced with games. So I'm left at odds with why you find it hard to control SMB at all. As you suggested, maybe it's a hardware difference thing. Honestly, I find SMB very very easy to control. First play I thought 'omg..this is insane to control', then after being patient and just practicing making the monkey almost come to a stop or go very very slow I now find it very simple to control, even in cars or on trains. I have an old iPhone 2G btw. Do you have 3G? I remember reading somewhere that each phones accelerometer varied slightly - maybe that is what is causing this problem? In which case, a calibration feature should be included in the game.

I'm just at odds as to why me and you are at extreme opposite ends of the spectrum with the same program on the same platform.

Much Ado
Sep 2, 2008, 03:14 PM
MWith SMB, after several hours with it, I don't get ANY sense that I can "eventually" make it playable at all -- because, like I keep saying, it seems to have a mind of it's own, and moves in ways I don't want it to move.

All you need is to get the point of standstill right. Once you get used to how you have to hold the device so the ball doesn't skew off wildly at the start, everything works as it should.

You can't put in a sensitivity bar or some parts of the game would be un-completable, as you need to move the 'world' to a specific angle that you wouldn't be able to reach.

jaseone
Sep 2, 2008, 03:17 PM
Well I'll just say I can control Labyrinth extremely well and can even control AeroGyro reasonably well (at least that one does what I am expecting it is just SUPER sensitive) but Super Monkey Ball just does not respond at all how I expect and as a result is unplayable for me.

Much Ado
Sep 2, 2008, 03:19 PM
Well I'll just say I can control Labyrinth extremely well and can even control AeroGyro reasonably well (at least that one does what I am expecting it is just SUPER sensitive) but Super Monkey Ball just does not respond at all how I expect and as a result is unplayable for me.

But labyrinth isn't using 3-way accelerometers to control a 3D environment. Monkey ball corresponds directly to how you move the device.

jaseone
Sep 2, 2008, 03:28 PM
But labyrinth isn't using 3-way accelerometers to control a 3D environment. Monkey ball corresponds directly to how you move the device.

I must be missing something then as to me they are both just rolling a ball in a set direction, SMB may be 3D but the damn monkey just won't go where I want no matter how I tilt the iPhone. It must just not be for me...

Rojo
Sep 2, 2008, 04:27 PM
Firstly, apologies for making it sounds like I was categorising you as a whiner. That wasn't the intention.

From what you're telling me, you seem experienced with games. So I'm left at odds with why you find it hard to control SMB at all. As you suggested, maybe it's a hardware difference thing. Honestly, I find SMB very very easy to control. First play I thought 'omg..this is insane to control', then after being patient and just practicing making the monkey almost come to a stop or go very very slow I now find it very simple to control, even in cars or on trains. I have an old iPhone 2G btw. Do you have 3G? I remember reading somewhere that each phones accelerometer varied slightly - maybe that is what is causing this problem? In which case, a calibration feature should be included in the game.

I'm just at odds as to why me and you are at extreme opposite ends of the spectrum with the same program on the same platform.

I don't get it either - maybe it IS an accelerometer difference. Though I don't have ANY problems with games like Labyrinth and others that require great skill and subtlety in accelerometer movement. Oh, and I have an original 2G phone too.

All you need is to get the point of standstill right. Once you get used to how you have to hold the device so the ball doesn't skew off wildly at the start, everything works as it should.

Well you'd think! But I know I tried this, and it didn't work. No matter how much I tried to get the point of standstill right, it would then suddenly change later. Very frustrating.

I would probably think I'm just crazy, but then I know I'm not the only one who's experienced this...

spooky2k
Sep 2, 2008, 05:35 PM
I don't get it either - maybe it IS an accelerometer difference. Though I don't have ANY problems with games like Labyrinth and others that require great skill and subtlety in accelerometer movement. Oh, and I have an original 2G phone too.



Well you'd think! But I know I tried this, and it didn't work. No matter how much I tried to get the point of standstill right, it would then suddenly change later. Very frustrating.

I would probably think I'm just crazy, but then I know I'm not the only one who's experienced this...

Exactly. That's what's so strange about this whole thing. If SMB is as unplayable as it is for you on other people's devices, then there's something very wrong here by fault of Apple and/or Sega.

Why don't you try and submit a report to the app store/iTunes customer service, and direct them to this thread?

Anyone else who's having MAJOR trouble with SMB (that it is unplayable for you) post here!

mavis
Sep 2, 2008, 10:27 PM
Wirelessly posted (iPhone 3G (16GB, 2.0.2 JB'd): Mozilla/5.0 (iPhone; U; CPU iPhone OS 2_0_2 like Mac OS X; en-us) AppleWebKit/525.18.1 (KHTML, like Gecko) Version/3.1.1 Mobile/5C1 Safari/525.20)

Well I'll just say I can control Labyrinth extremely well and can even control AeroGyro reasonably well (at least that one does what I am expecting it is just SUPER sensitive) but Super Monkey Ball just does not respond at all how I expect and as a result is unplayable for me.

Exactly. I've finished every level in Labyrinth, I use the accelerometer for control in other games whenever possible, but SMB just frustrated me to no end. It is NOT intuitive, by any means. :(

Rojo
Sep 3, 2008, 01:04 AM
Well according to Touch Arcade (http://toucharcade.com/2008/09/02/super-monkey-ball-updated-to-101/), even though it wasn't advertised, the update apparently DOES have slightly better controls. I'll update and give it one more chance...but tomorrow. Right now it's bedtime. ;)