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Super Mario Run

supermariorun.com

41–50 of 252 posts

Re: Super Mario Run

#41
post #37
post #25

I got really turned off when it was listed as "Free (with in-app purchases)". Turns out it's basically a 10 minute demo, after which you have to pay $9.99. Maybe it's good, but deceptive enough I uninstalled it.

Personally, I find the 'free demo' model far preferable to the two alternatives, upfront payment and microtransaction hell. The former is problematic on iOS where there are no refunds (more or less; at least, Apple's refund process is cumbersome with no guarantee of acceptance) - I've purchased countless apps for a few dollars (after looking at the description and screenshots) just to realize, literally seconds after…

I don't have a problem with demos, they're great. It's the fact it's not advertised that way that really irked me.

Maybe it's buried in the description somewhere, but the first indication I got that it was a demo was after wasting about 25 minutes downloading, installing, setting up a Nintendo account, downloading more levels, then learning the game mechanics.

Re: Super Mario Run

#42
post #36

The announcement video had me thinking this was some sort of Pokemon GO / Fitbit cross-over. Thankfully, it's just a game.

Thankfully? I would be very excited to have another AR game. I feel like most so far have dropped the ball, but I also feel like AR gaming is going to be completely dominant in 10-20 years. Would have preferred an AR Mario game to just about anything else Mario. Then again I'm not a huge Mario fan in the first place.

Same here, I felt pretty let down. I was thinking that Pokemon Go was such a hit that this was a natural follow-on to that, and that it really _might_ have people running down the streets (and hopefully not into traffic) with smiles on their faces.

Admittedly my AR vision got weirder and weirder along with the various parkour moves, and when the guy jumped an impossible distance my brain felt like it was going to collapse, wondering how this game could possibly work.

lol, all that mental effort and then: Touch platformer.

Re: Super Mario Run

#43
They really nailed this from an advertising and marketing perspective. From what I can see the gameplay is spot on too. Looks like Nintendo took a crowded genre, the runner, and completely pwnd it. Looking forward to the android release though as I own 0 iDevices.

Re: Super Mario Run

#44

That website was frustrating. - splash page that has to load the background video before you can do anything. - you have to start watching the video on the splash page to skip it. - horizontal navigation in the about page. - clicking the obscure "here we go!" back link in the about page has to reload the video before you can do anything. It looks really nice, but the interaction is incredibly slow and cumbersome.

I don't have javascript enabled. I saw a totally blank screen.

(Enabled javascript, did not get much more useful information...)

Re: Super Mario Run

#45

I watched the intro video and still have no idea what this app is or does.

There are 5 videos on that page. The intro video, titled 'Introduction to Super Mario Run' introduced me to what the app is, and what it does

Re: Super Mario Run

#46
I played through the first couple of levels and was instantly hit by how much better the level design, gameplay and characters were than the usual mobile game. I happily plonked down my ten bucks.

I cleared the game in a single lunch hour, but I'm not disappointed. The game design easily surpasses anything I've ever played on my phone, and there's a bucket of replayability. Pink/purple/black coins to get, speed runs on rally to try, etc.

Giving the first 3 levels for free was a good move - the install is essentially a demo that is enough to let a customer decide if they want to front for the whole game.

I didn't have a problem paying, but I've read a lot of whining on twitter and other places. Younger gamers have an expectation that everything on mobile should be free, but kudos to Nintendo on having the balls to stay away from cheap pay2win tricks and stick to an old school pricing model.

I don't know if it's going to turn a profit, but I really hope so. This race to the bottom amongst mobile game devs is madness and has to stop.

Re: Super Mario Run

#47
post #3

I tried it and didn't enjoy it. It largely comes down to tapping the screen when you want to jump... nothing else. Not having a real controller cripples this type of game.

> Not having a real controller cripples this type of game.

I disagree, this type of game is perfect for a touch screen. All you need to do is tap anywhere you like on the screen, you get all the tactile feedback you need.

Re: Super Mario Run

#49
post #39

Many of the other comments in this thread are low-effort "mobile games aren't real games, lol." After playing just one level, you can tell that Super Mario Run the real deal and not a cash-in (and it gets hard , especially if you want to get Black Coins). If you have an aversion to mobile gaming, give this a try. You can play 3 levels without having to pay anything and it doesn't nag you until then, which means that…

Yes... but the magic is in how they can convince you: - Animation : it's better than Disney, seriously, this is pure keyframe genius - Characters : I miss Yoshi, and I bet I'm not alone... - Color Scheme : the Nintendo palette probably is patented, it's hard to pull off the balance they have between the character's color, the foreground & background within a 2D side scroller - Challenge vs Payoff : the game play is i…

> Color Scheme : the Nintendo palette probably is patented, it's hard to pull off the balance they have between the character's color, the foreground & background within a 2D side scroller

I wonder if this is because of the heritage? The first games didn't have a large pallet to work with.

Re: Super Mario Run

#50
post #26

That took way too long to get to the actual playing... choosing my country(?!), linking to a nintendo account etc.

Yeah the onboarding is terrible. But that's not surprising after seeing the Wii interface.

A terrible spinner to select countries for sure, but after that it improved in terms of UX , except the online accounts, but Nintendo has always had terrible online account management.
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