Super Monkey Ball DS price drop - Universal @ $19.99

I decided to burn a GGC and picked one up for $14.99 at Best Buy. I can always use a little monkey-rolling action on the go.
 
Is this game worth $15? I mean it hasnt gotten any raving reviews and I have never play a SMB game. So would this be recommendable?
 
i've gotten the ones for the gc and gba. while those got great reviews, i'm thinking of passing on the ds version.

ds.ign:

"Closing Comments
Super Monkey Ball: Touch & Roll is simply an example of a game that just doesn’t live up to its namesake. Its fun in spurts, and at the very least the designers lay out the challenges in a very handheld-friendly structure. But the touch screen control just doesn’t work all that well in a game design that was established with an analog interface, and even after mastering the compromising touch controls, there’s the reality check that this original Monkey Ball game just isn’t all that special on the Nintendo DS."

it got a 6
 
Thanks for the post above. I was debating between SMB or Viewtiful Joe. Picked up VJ since it was the last one on the shelf at my BB. They still had 3-4 SMBs there so I figured I could pick it up later.
 
I just got it from TRU with the $5 off. I like it! I've played all of the SMBs, including the GBA version. GBA was very hard to control. I beat the first...uh...world(?) in SMB DS, and the controls seemed decent to me. Takes a little getting used to, but basically works like an analog stick. We'll see with the harder levels though. I was using the pen stylus, it's probably faster than the thumb since the screen is much bigger than an analog stick.

The mini-games are pretty good too, 6 of them (all) unlocked right from the start, unlike the previous versions. I played them all. Bowling was kinda too easy...it was actually more fun on GBA. Mini-golf rocks! (but I've always loved SMB golf) Full 3D camera control on the holes, really cool, easy controls. No "timing" needed on the swing, you just raise the club to the power you want and lower it, so that makes it easier than the previous ones (not necessarily bad). Only downside is that it's 1-player only (it has wireless, but I liked taking turns on my GBA with friends)!

There's also an FPS mini-game (Wars) against 3 CPUs, it's actually fun. You move with D-pad, shoot by tapping anywhere, and turn...well, turn by scrolling the bar at the bottom...which is pretty stupid...but it works well enough. Just turn before you reach the corner/strafe/shoot and it's not a big deal.

Air Hockey is okay, but there's no space between the screens! So the puck will hit the bottom of the top screen and instantly jump to yours! Argh!! Why?! Race seemed okay, only played one track though.

That's just my first impression, as I JUST got home and played it for like 20 min. I think it's WELL worth $15 though, even just for the golf alone! It seems the reviews said there's nothing really new here, and that's probably true, but that doesn't mean it's bad! If you like SMB, get it. If you've never played SMB, get it! If you hate SMB, don't get it. Yes, it might get boring after a while, but the thing I always loved about SMB is how quick and easy it is. No real learning curve, just pick up the game and you can play it. If you have literally 3 minutes to kill waiting for someone, you can play and have fun. If you're with your friends waiting for a movie to start, bust it out and pass it around. That's why I think it's a great game to have with you, especially for $15.
 
[quote name='Tommy Gun']The mini-games are pretty good too, 6 of them (all) unlocked right from the start, unlike the previous versions.[/QUOTE]

That's the only thing I don't like about the Cube versions. The mini games are impossible to unlock unless you spend HOURS playing the main version. My friends and I play Monkey Target and Monky Fight religiously, but trying to get any other things unlocked (esp. on part 2) is such a chore. We fought through and unlocked Monkey Boat, and sheesh, that stunk so we've not even bothered to try to unlock more. Wish there was a cheat code or something...

RD
 
[quote name='mrcheapo11']Is this game worth $15? I mean it hasnt gotten any raving reviews and I have never play a SMB game. So would this be recommendable?[/QUOTE]

I think if you want to try SMB, I would pick up one of the old GC versions, probably SMB2. That one is fun but sometimes frustratingly hard.
 
SMB is great for Monkey Target (I like it better than Target in SMB2). SMB2 is great for the main game, because you only have to clear a stage ONCE and it's done. The format is so much better. In the first one (and DS) you have lives and must beat a whole world in one go. At least DS is broken up to 10 stages in each world, unlike SMB1.

Update on my mini-review: I beat four worlds so far I think. I really like the control, it has not given me trouble. You can always fall back on the d-pad if you need to. The stages (most? all?) are taken straight from the GCN games. That doesn't bother me, I haven't played the originals in a while anyway. You get an extra life after 10 bananas, instead of 100, so it's much easier/less frustrating to get through each world. Plus, you don't have to clear the stage for the bananas to "count."

I played the whole course in Golf. Love it. It's the only course, but there are 18 holes. There's also a timed mode. Again, this is MINI-golf, so there are objects to bounce off of, ramps, etc. Way more fun than any of those real DS golf games, I bet.

The other mini-games aren't very deep. That is, Wars only has three maps to play on, but it's still fun. I need to update what I said about Bowling -- "challenge" mode is very fun, with 3 sets to beat. Each set gives you ten pin layouts, and you have 15 tries to beat all layouts. So one layout will be the first four pins only, and if you knock them all down you win that layout. Then there are some splits and things. It's more fun because you really need to use spin on the ball in order to get them.

Again, SMB is just great to have with you because it's a great value with such a big variety, all on one cart. If you're the type of person who plays in short bursts and gets bored of the same game, it's great to have. Still very recommended. Screw those so-called "reviewers." [Obligatory "They're just jaded and suck at games!" comment]
 
Tommy Gun: It's not just the reviewers. It really is just that awful.

Seriously, I'm probably the hugest Super Monkey Ball fan ever (see proof below), and I still ended up returning Touch & Roll for store credit. Ugh.

SMB is the quintessential arcade game, right? Then why the hell did they scrap the high scores for the main game? What were they thinking?

Wars can only be played by right-handed people, and not even they enjoyed it.

They ruined Monkey Bowling. For some reason the internal dev team at Sega who made this decided it'd be a good idea to make it so you put a spin on the ball BEFORE you make the shot, not after. That defeats the purpose of spin in Monkey Bowling; you're supposed to use it to save a butchered shot. Bleh.

Why didn't they put the gameplay on the top screen instead of the screen you use the stylus on for Monkey Race / Monkey Wars? We may never know.

As for the main game, the touch control feels good at first, but when you get to the tightrope levels, it doesn't cut the mustard. Oh well, you might think, at least you can use the d-pad, right? Barely. In Super Monkey Ball Jr on the GBA, you could hold A to make movements with the d-pad more dramatic, and hold B to make them more subtle. They actually made a step backwards in this game; A and B do literally nothing. Way to go, guys. Including that Monkey Bowling's spin made sense in SMB Jr, that's another step back.

NOTE: this game was NOT developed by Amusement Vision (the creators of Monkey Ball), so don't blame them for its awfulness. Neither was Super Monkey Ball Jr, which is way better because at least its development was overseen by AV (as it says in the title screen).

I didn't mean for this post to be this long, but honestly, it's just not worth it. And that's coming from this guy:

338589209_l.jpg
 
[quote name='babylonian007']Tommy Gun: It's not just the reviewers. It really is just that awful.

Seriously, I'm probably the hugest Super Monkey Ball fan ever (see proof below), and I still ended up returning Touch & Roll for store credit. Ugh.

SMB is the quintessential arcade game, right? Then why the hell did they scrap the high scores for the main game? What were they thinking?

Wars can only be played by right-handed people, and not even they enjoyed it.

They ruined Monkey Bowling. For some reason the internal dev team at Sega who made this decided it'd be a good idea to make it so you put a spin on the ball BEFORE you make the shot, not after. That defeats the purpose of spin in Monkey Bowling; you're supposed to use it to save a butchered shot. Bleh.

Why didn't they put the gameplay on the top screen instead of the screen you use the stylus on for Monkey Race / Monkey Wars? We may never know.

As for the main game, the touch control feels good at first, but when you get to the tightrope levels, it doesn't cut the mustard. Oh well, you might think, at least you can use the d-pad, right? Barely. In Super Monkey Ball Jr on the GBA, you could hold A to make movements with the d-pad more dramatic, and hold B to make them more subtle. They actually made a step backwards in this game; A and B do literally nothing. Way to go, guys. Including that Monkey Bowling's spin made sense in SMB Jr, that's another step back.

NOTE: this game was NOT developed by Amusement Vision (the creators of Monkey Ball), so don't blame them for its awfulness. Neither was Super Monkey Ball Jr, which is way better because at least its development was overseen by AV (as it says in the title screen).

I didn't mean for this post to be this long, but honestly, it's just not worth it. And that's coming from this guy:

338589209_l.jpg
[/QUOTE]:shock:
That's a LOT of Monkey Ball.

Thanks for the heads up. After this, I guess I'll wait a while longer or pick it up used at EBStop or something. I'll save my TRU $5 coupons for other games.
 
[quote name='babylonian007']SMB is the quintessential arcade game, right? Then why the hell did they scrap the high scores for the main game? What were they thinking?[/QUOTE]
Agreed.

They ruined Monkey Bowling. For some reason the internal dev team at Sega who made this decided it'd be a good idea to make it so you put a spin on the ball BEFORE you make the shot, not after. That defeats the purpose of spin in Monkey Bowling; you're supposed to use it to save a butchered shot.
I agree for the GBA version, but not here. The control is much easier since there's no timing, you just draw a line. If you throw badly, too bad, just like real bowling. Spin is used ahead of time if you're going for a split. It could have been better, but it *does* make sense because of the easier control. It's more like real bowling in that you know if you're going to spin the ball BEFORE you throw. Like I said originally, I thought the main bowling was boring, but challenge is pretty fun.

Why didn't they put the gameplay on the top screen instead of the screen you use the stylus on for Monkey Race / Monkey Wars? We may never know.
Come on, Wars? You have to tap to shoot people! You also have to drag the scroll bar to turn (which is kind of stupid, but still, you'd be lost if the action was on the top, unless they used Metroid P.H. controls or something). I actually think I like Wars more *because* of the crappy turning controls. It makes you have to anticipate everything and move much faster. Without that it would just be a typical FPS game, this makes it different. Weird opinion, but whatever.

Race...I dunno...although if you LOVE the touch screen you can tap on items to use them (instead of the d-pad), so it's easier to have them right there. Stupid to do that, though.

As for the main game, the touch control feels good at first, but when you get to the tightrope levels, it doesn't cut the mustard.
Like I said, I beat 4 worlds with no trouble so far. The last one I did was the Volcano one. The final Volcano stage is a tightrope-ish one, with small stairs, and the curving "S" line. (Maybe there are way way harder/thinner ones though.) I beat it on my second try because I ran out of time on my first. But maybe the touch screen is just easier for me than for other people? I really don't know. Again, I'll have to see what happens on the later levels.

Nice. I have the Hotwheels car, but that's it so far. I still stand by my recommendation, I like it, and like I said, I have all the SMBs. My friend has been playing SMB DS for a while, and he really likes the control too. So, eh, call us crazy.

The GameFAQs reviews are okay, so we're not the only ones:
http://www.gamefaqs.com/portable/ds/review/929704.html

GameSpot user reviews average in the 8 out of 10 range:
http://www.gamespot.com/ds/action/supermonkeyballds/players.html

For the record, you have beaten the Cube versions, yes? I assume so. I actually never beat SMB1 on hard because I hate the "start from the beginning" thing. I do not want to play that much at a time. I beat the second one since you can save often.
 
The Volcano level I was talking about is called Leviathan, pictured here:
http://img.gamespot.com/gamespot/images/2001/vgnews/080301/monkeyball/monkeyball_screen010.jpg

I just beat the world "Ice Lolly Land." It has that one stage, "Acute," where it's curved on both sides and you just have to go left-up-right-up-left-up-right etc. It's not the hardest level, you just have to hug the inside, but it requires some pretty precise control, and it didn't give me trouble. Then the final stage is "Fluctuation," which I admit kicked my ass at first. It's the one with the hills, then the moving platforms, then you run into the "bump" to hop over the gap, another bump, off the ramp, through the five bumpers, then a thin curve to the right where you need to go fast up the (tightrope) hill to the goal. (Do you know the one I'm talking about? I couldn't find a screenshot, sorry.) Well oddly it was the bumpers that killed me off in the first game. I remember this stage from SMB1, I swear they're farther apart in the GC version. In SMB1 I could get through the bumpers easily, then the curve is kind of hard. Other way around here, I couldn't make it through the bumpers the first game, so I went to practice mode and beat it after 8 or so tries, then played the main game again, and beat it again in two tries. That MUST be one of the harder stages in the game (in terms of precise control, not luck or timing). If not, which levels do you consider the hard ones?

I'll even make a video just to prove the controls are good! I swear they work! :)
 
[quote name='Tommy Gun']I agree for the GBA version, but not here. The control is much easier since there's no timing, you just draw a line. If you throw badly, too bad, just like real bowling. Spin is used ahead of time if you're going for a split. It could have been better, but it *does* make sense because of the easier control. It's more like real bowling in that you know if you're going to spin the ball BEFORE you throw. Like I said originally, I thought the main bowling was boring, but challenge is pretty fun.[/quote]
I'm not looking to SMB for realism. =P Honestly, I see your point about touch making it easier, but I loved the original Monkey Bowling, and why mess with perfection?


[quote name='Tommy Gun']Come on, Wars? You have to tap to shoot people! You also have to drag the scroll bar to turn (which is kind of stupid, but still, you'd be lost if the action was on the top, unless they used Metroid P.H. controls or something). I actually think I like Wars more *because* of the crappy turning controls. It makes you have to anticipate everything and move much faster. Without that it would just be a typical FPS game, this makes it different. Weird opinion, but whatever.[/quote]
Again, I didn't get too much of a chance to play it. Being left-handed, I and about one out of every ten people who bought this game were SOL. The tap-to-shoot controls I thought were an odd convergence of FPS and lightgun-shooter, and the scroll bar is just plain inexplicable.

[quote name='Tommy Gun']Race...I dunno...although if you LOVE the touch screen you can tap on items to use them (instead of the d-pad), so it's easier to have them right there. Stupid to do that, though.[/quote]
I just don't understand why they didn't use a control method identical to the main game. The gameplay is fundamentally similar, and the whole tap-items-to-use idea would've been just as effective.

[quote name='Tommy Gun']Like I said, I beat 4 worlds with no trouble so far. The last one I did was the Volcano one. The final Volcano stage is a tightrope-ish one, with small stairs, and the curving "S" line. (Maybe there are way way harder/thinner ones though.) I beat it on my second try because I ran out of time on my first. But maybe the touch screen is just easier for me than for other people? I really don't know. Again, I'll have to see what happens on the later levels.[/quote]
I'm sure it works fine for some people. The lack of any analog feedback bugged me, but then again, I didn't like the touch controls for Super Mario 64 DS either. Your thoughts on that?

[quote name='Tommy Gun']Nice. I have the Hotwheels car, but that's it so far. I still stand by my recommendation, I like it, and like I said, I have all the SMBs. My friend has been playing SMB DS for a while, and he really likes the control too. So, eh, call us crazy. [/quote]
I went through an eBay phase. =P I'll always prefer Jr, but I accept that Touch and Roll might be right for some people.

[quote name='Tommy Gun']The GameFAQs reviews are okay, so we're not the only ones:
http://www.gamefaqs.com/portable/ds/review/929704.html

GameSpot user reviews average in the 8 out of 10 range:
http://www.gamespot.com/ds/action/supermonkeyballds/players.html[/quote]
The only problem I have with relying on user reviews for consensus is that the average buyer tends to be more than a bit biased by the fact that they went out and paid for the game. That's why the average user score is always monumentally higher than the average press score, not just jadedness. Take me, for example. At first, I wanted to love SMBT&R, and since I was already a huge Monkey Ball fan, it was even harder to reach the realization that it just wasn't for me. In the end, it just didn't feel like a true Monkey Ball game for some reason. Maybe that's due to the fact that you literally HAVE to poke AiAi in the ass every time you boot the game up. Who knows?

But I digress. The average press score for Touch and Roll on GameStats is 6.6.

[quote name='Tommy Gun']For the record, you have beaten the Cube versions, yes? I assume so. I actually never beat SMB1 on hard because I hate the "start from the beginning" thing. I do not want to play that much at a time. I beat the second one since you can save often.[/QUOTE]
I own both Cube versions, and believe I beat them, but I'm not sure. I've been spending so much more time with my Xbox version of Super Monkey Ball Deluxe (which is everything from 1 and 2, plus some extra levels thrown in) that the Cube versions are a distant memory. I did complete SMBDX's story mode, then this happened:

.jpg


Yeah, that sucked. I still play it, though.

One final note: Super Monkey Ball makes surgeons better.
 
[quote name='babylonian007']I'm not looking to SMB for realism. =P Honestly, I see your point about touch making it easier, but I loved the original Monkey Bowling, and why mess with perfection?[/QUOTE]
Haha, I know, just pointing that out. I agree, the original was way more fun. They clearly had "TOUCH SCREEN EVERYTHING!" in mind when making the game, and that sucks. It's the perfect example of doing it for the sake of doing it, *that* is what people are talking about when they cry "gimmick."

The tap-to-shoot controls I thought were an odd convergence of FPS and lightgun-shooter, and the scroll bar is just plain inexplicable.
Definitely. Like I said, if it had been standard controls, it would be completely forgettable, but this way at least it's unique.

I just don't understand why they didn't use a control method identical to the main game. The gameplay is fundamentally similar, and the whole tap-items-to-use idea would've been just as effective.
Yeah. Maybe it wouldn't have been fast enough (being a race and all)? I'm sure most people would have liked it better, though.

I'm sure it works fine for some people. The lack of any analog feedback bugged me, but then again, I didn't like the touch controls for Super Mario 64 DS either. Your thoughts on that?
I wrote a whole long rant about SMB64 DS, hah. I don't like it, but other people say they've gotten used to it. I hate how the deadzone "drifts" with you, so you have to keep picking up your thumb, similar to using a mouse. Rayman DS's controls are what I think would be the best in concept. People say in practice they really suck, but I think that's a problem with the way it was implemented (but I haven't played it). I think the deadzone is probably too small, etc. Tweaking the size and placement could fix that.

I think the Mario "zero feedback" wouldn't be as much of a problem if the "target" is locked in one place (like Monkey Ball, or Rayman). This is hard to explain without any official terms to use, haha. In other words, in T&R I can find the center again because it's the center. In Mario, the "center" keeps moving!

I wish Nintendo would have ironed out some great control schemes (for 3rd person games), and then given them to all the developers. That way they could have put *multiple* styles in every game, and you can use whatever you like the best. Obviously a lot of DS games are totally new and different though.

The average press score for Touch and Roll on GameStats is 6.6.
I think it would have been higher if the levels had been new, that seemed to be a big complaint. It's like when the same game comes out on a different platform a few months later, it drops some points in score even though (or because) nothing has changed. So if you're new to SMB, that won't matter.

I've been spending so much more time with my Xbox version of Super Monkey Ball Deluxe (which is everything from 1 and 2, plus some extra levels thrown in) that the Cube versions are a distant memory.
How is it on Xbox? I played it on PS2 when it first came out, and couldn't stand it. The analog is so terrible on the PS2, which you don't realize with most games. I like the Xbox controller much better, but it still might not be close to the GCN. I should probably get the Xbox version though, if only for the mini-golf. :D

Ouch! That happened to me with Deus Ex, really pissed me off. There's also a big glitch in Fable TLC that will corrupt your save, but luckily I read about it first.


Oh, and one more thing that I JUST realized: Holy crap, you're the "TeenFlirt17" guy?! That was fucking hilarious! I thought I recognized your name!
 
[quote name='Tommy Gun']Haha, I know, just pointing that out. I agree, the original was way more fun. They clearly had "TOUCH SCREEN EVERYTHING!" in mind when making the game, and that sucks. It's the perfect example of doing it for the sake of doing it, *that* is what people are talking about when they cry "gimmick."[/quote]
Yeah, that and the whole drawing seals / destroying ice blocks part of Castlevania: DoS. That was probably the lamest "HAY GUYS LETS THROW IN TOUCHSCREEN PLAY" gimmick I've seen on DS.

[quote name='Tommy Gun']Definitely. Like I said, if it had been standard controls, it would be completely forgettable, but this way at least it's unique.[/quote]
I guess. I can at least appreciate what they were trying to do with it, but minigames don't always have to be innovative, just fun, as WarioWare showed.

[quote name='Tommy Gun']Yeah. Maybe it wouldn't have been fast enough (being a race and all)? I'm sure most people would have liked it better, though.[/quote]

[quote name='Tommy Gun']I wrote a whole long rant about SMB64 DS, hah. I don't like it, but other people say they've gotten used to it. I hate how the deadzone "drifts" with you, so you have to keep picking up your thumb, similar to using a mouse. Rayman DS's controls are what I think would be the best in concept. People say in practice they really suck, but I think that's a problem with the way it was implemented (but I haven't played it). I think the deadzone is probably too small, etc. Tweaking the size and placement could fix that.[/quote]
Yeah, the whole drifting digital analog stick concept was just completely awful, and SMBT&R at least had that advantage over SM64DS.

[quote name='Tommy Gun']I think the Mario "zero feedback" wouldn't be as much of a problem if the "target" is locked in one place (like Monkey Ball, or Rayman). This is hard to explain without any official terms to use, haha. In other words, in T&R I can find the center again because it's the center. In Mario, the "center" keeps moving![/quote]
Agreed. The only thing worse than no physical feedback is no physical feedback OR knowledge of where the middle is.

[quote name='Tommy Gun']I wish Nintendo would have ironed out some great control schemes (for 3rd person games), and then given them to all the developers. That way they could have put *multiple* styles in every game, and you can use whatever you like the best. Obviously a lot of DS games are totally new and different though.[/quote]
That's an interesting idea. The whole WASD to move, CTRL / C to crouch, spacebar to jump idea pretty much became standard for shooters on PC, but consoles have never gotten any such treatment. Maybe that'll change on the Wii; I doubt developers want to make it any more confusing than it need be.

[quote name='Tommy Gun']I think it would have been higher if the levels had been new, that seemed to be a big complaint. It's like when the same game comes out on a different platform a few months later, it drops some points in score even though (or because) nothing has changed. So if you're new to SMB, that won't matter.[/quote]
Yeah, but if someone was new to SMB, I'd definitely recommend one of the console games over this one.

[quote name='Tommy Gun']How is it on Xbox? I played it on PS2 when it first came out, and couldn't stand it. The analog is so terrible on the PS2, which you don't realize with most games. I like the Xbox controller much better, but it still might not be close to the GCN. I should probably get the Xbox version though, if only for the mini-golf. :D[/quote]
I agree completely about the PS2's analog sticks. It almost ruined Gitaroo Man for me. They're just so tall and weak in terms of resistance that for precision games like SMB and Gitaroo-Man, they almost make it not worth playing.

I recommend the Xbox version of Deluxe, if only because it's the only version of Deluxe with usable analog sticks. And it's nice to have all of SMB in one place. They even have all the mini game variants (for example, Monkey Target has both Version 1 (SMB1's turn-based play) and Version 2 (SMB2's simultaneous flying). It's a great package, and now that it comes bundled on one disc with Sonic Mega Collection Plus.
950883b.jpg


Since it's SMC+ we're talking about, that's a total of 22 games (not counting the extra SMB maps) for $30. I wouldn't hesitate to recommend it.


[quote name='Tommy Gun']Ouch! That happened to me with Deus Ex, really pissed me off. There's also a big glitch in Fable TLC that will corrupt your save, but luckily I read about it first.[/quote]
Yeah, it sucked. It is nice to finally be able to get bowling/target high scores again, though.

[quote name='Tommy Gun']Oh, and one more thing that I JUST realized: Holy crap, you're the "TeenFlirt17" guy?! That was fucking hilarious! I thought I recognized your name![/QUOTE]
That was me! Good job recognizing. It's a small Internet after all. :eek:

And in case you didn't see it: TeenFlirt17.com. It's woefully in need of an update.
 
(You seemed to copy-paste the whole post twice by accident)

Yeah, but if someone was new to SMB, I'd definitely recommend one of the console games over this one.
Me too, but some may not have a GCN, or maybe they just really like handhelds because they travel, etc.

I agree completely about the PS2's analog sticks. It almost ruined Gitaroo Man for me.
Getting a bit off topic now (we're probably the only ones reading though), but what kills Gitaroo-Man more for me is the "lock-on" it does. If you're pointing the analog a bit off, it'll snap to the line...then when the line curves you won't move it enough, and you'll miss (well, *I* will, anyway). It totally screws me up because I don't know if I'm aiming in the correct direction! That's why I never bothered with Master mode, it just drives me crazy, even though it's my second favorite (non-peripheral) music game. Plus, the idiotic placement of the left analog means the directions feel all weird if you're not used to it.

It's a great package, and now that it comes bundled on one disc with Sonic Mega Collection Plus.
Sweet! I didn't even know about that. I'll definitely have to find that. Comix Zone!

And in case you didn't see it: TeenFlirt17.com. It's woefully in need of an update.
Hahaha! That's commitment. :applause:

Back to the game: I beat the first 8 worlds, so I'm on the last two (not counting the two hidden worlds). I've beaten all the stages I have left in practice mode, but not in challenge yet--there are a few that really piss me off, not because of control, but camera issues. So I think I can safely say that the control works great for me and others, but not everyone. I guess most people should try it out before they buy it, if possible.
 
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