iPhone Super Monkey Ball Sells 300,000 on App Store, Accounts for Over 10% of iPhone Software Sales
The accelerometer-powered, tilt-sensing title was sold for $9.99 on the App Store, Apple's digital distribution platform for iPhone and iPod Touch software downloads. The game amounted to over 10% of the App Store's total software sales in the month since its launch, which totaled about $30 million.
"That's a substantial business," said Sega of America president Simon Jeffery. "It gives iPhone a justifiable claim to being a viable gaming platform."
Apple CEO Steve Jobs also revealed that the App Store totaled more than 60 million downloads in the same period, though most of those were free downloads. Jobs expressed his enthusiasm for the burgeoning market, expecting that sales would remain brisk.
"This thing's going to crest a half a billion [in yearly sales], soon," Jobs said. "Who knows, maybe it will be a $1 billion marketplace at some point in time."
Apple retains 30% of the proceeds from App Store software revenue to cover transaction fees and other operating costs. Developers, meanwhile, keep the remaining 70%.
Numerous games already available on the App Store, including a version of Vicarious Visions' Crash Nitro Kart and Hudson's Bomberman series. An iPhone edition of EA's life-sim Spore is currently planned for release next month, along with the 3D action adventure title Krull, developed by Digital Legends Entertainment.
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Is the game any good? I don't have an iphone, but from all the demos I've seen the tilt sensor never seemed accurate enough for a game like this.
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It's actually TOO accurate. The point of causing serious frustration at times. It would be nice if they'd tone it down a little or give you more than one chance to complete a level. Having to play through 9 levels again for a chance to complete the 10th in order to unlock the next world just isn't fun.
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i was originally talking about precision & accuracy. some of the vids i've seen of other tilt sensitive apps looked a bit jerky or laggy, like it was skipping some input from the tilt sensor or sticking, it wasn't smooth.
he seems to be saying it's precise, but it's too sensitive. i guess it sort of has to be because if you had to use large movements / tilt it more, it would be hard to keep the action on the screen visible.
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