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Super Mario Run

supermariorun.com

51–60 of 252 posts

Re: Super Mario Run

#51
From the video, I really thought this was going to be some kind of miraculous game that would marry fitness (via real-life running) with gamification -- the kind of magic that only a truly visionary company could pull off. Like Fitbit only with real entertainment and joy attached.

Not going to lie, no matter how great the game is, I'm pretty disappointed.

Re: Super Mario Run

#52
I only tend to play games when i'm bored on a plane flying somewhere - the necessity for it to be connected to the internet for copyright protection after I pay $10 is devastating. I'm sure they will still make a lot of money and I make up a very small fraction of their market, but it's still quite frustrating being punished as a paying user.

Re: Super Mario Run

#53
post #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…

>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.

nintendo is sticking to an old school pricing model by making a f2play game?

damn im old, like older than 5 years old old

Re: Super Mario Run

#54

From the video, I really thought this was going to be some kind of miraculous game that would marry fitness (via real-life running) with gamification -- the kind of magic that only a truly visionary company could pull off. Like Fitbit only with real entertainment and joy attached. Not going to lie, no matter how great the game is, I'm pretty disappointed.

It's Flappy Mario. The only reason it's popular is the brand. The game itself is not bad, but it's not special. The extras on top of the game only make it worse.

Re: Super Mario Run

#55
Horrible game, extremely low quality, thoroughly disappointed from the first screen to the end of the first level where I was disconnected due to no internet connection (which I did have). Uninstalled.

Re: Super Mario Run

#56
post #33

Earlier quoted context omitted.

You can tell what it is from the title. Super Mario is a popular video game character and has been for over 30 years. This is clearly a video game. Good job on being facetious though.

Why do several people here think that "it's a video game" has any merit or descriptiveness to it? It's obviously a video game. The real question is, what kind of game is it? And this question was not answered by the video. Plain and simple.

However, there is an abundance of information on the site about exactly what kind of game it is.

I won't defend the site design - it should be easier to get to https://supermariorun.com/en/about.html, but it still takes very little effort to find this.

Re: Super Mario Run

#57
post #53
post #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…

>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. nintendo is sticking to an old school pricing model by making a f2play game? damn im old, like older than 5 years old old

I guess you're not old enough to remember the original Quake, released with a shareware license where the first episode was free. Someone will probably come along and shake their fist at me, but if Quake isn't old-school, I don't know what is.

Re: Super Mario Run

#58
Am I the only one who feels in places the UI was rushed? Like the generic sans font in the splash screen, and buttons that look like Aqua from 10 years ago?

Re: Super Mario Run

#59
post #21
post #15

I like the game but unfortunately Nintendo really does suck when it comes to online accounts. I had signed in on my iPhone then also set it up on my ipad. After finishing a few levels on the iPad i went back to my phone. The phone let me finish a level, THEN came up and said 'cant progress as you're signed in on another device' and the app crashed. what the fuck is the point of signing up for an account if it doesnt…

Nintendo has always been terrible when it comes to non game software - whether account management, digital store, the user facing portion of their OSs, etc. It's an organizational problem, and one that's not going away anytime soon.

Let's hope the new Nintendo Switch console gets a good UI. The Wii, 3DS and Wii U have a UI that does look outdated and is clunky. Everything is separate app that takes ages to load. The XBox UI isn't good as well. The PS4 UI is easy to use and very fluent, nevertheless a few more options to customise the home screen wouldn't hurt.

Re: Super Mario Run

#60
post #53

Earlier quoted context omitted.

>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. nintendo is sticking to an old school pricing model by making a f2play game? damn im old, like older than 5 years old old

I guess you're not old enough to remember the original Quake, released with a shareware license where the first episode was free. Someone will probably come along and shake their fist at me, but if Quake isn't old-school, I don't know what is.

I'll shake my fist :D

Id software pioneered the shareware model in 1990 with Commander Keen, six years before they used it in Quake.

In fact, Keen, Keen 4, Wolfenstein 3D, and Doom all used a three-episode shareware structure where the first episode was free and the rest were considered the "full version."

Doom 2 did not use this structure because Doom itself was a good enough advertisement for it. id then used it again in Quake, but fully broke from it with Quake 2, which just had a demo with a few levels.

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