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Super Mario Run

supermariorun.com

91–100 of 252 posts

Re: Super Mario Run

#91

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

I thought the same. But running while looking at your phone seems like a recipe for disaster.

Maybe an audio game could work? Imagine a simple app that plays the coin sound when you jump.

Re: Super Mario Run

#92
post #87
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…

I don't think the whole point of the game could have been to "clear" the levels. I mean, Mario auto runs and auto hops enemies. Save from having to manually jump pits its not really that hard to get to the end of a level. I think the whole point is to get a coin highscore and/or collect the purple coins in every level.

I may not have expressed it well, but I agree with you 100% - clearing the levels for the first time is only one part of the fun.

Re: Super Mario Run

#93
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…

I'm surprised by how much your experience differs from mine. For me this is like every other auto running side scrollers with a Nintendo skin and nothing more. It's the same mechanics as almost everything else with a lower amount of difficulty with the auto running and jumping (I mean he even automatically jumps over enemies!!).

It seems so...tangential to what Mario games are and so much like every other side scrolling running game out there.

I also find hitting the exact buttons incredibly frustrating. They claim one handed play but on a 9.7" iPad when you have to hit a button in a specific place on the screen it's not one handed play. At least not for my hands and I thought they were decent size.

Re: Super Mario Run

#94

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?

Yes they're essentially the same UI set from the Wii / Wii U and not well adapted to a touch screen device. For many screens, typically you'd just tap the screen but in this game you have to specifically tab a button in the center. Seems out of place especially that menu to select your region (what the heck is that about? The primary markets they're in are not near the top, either!).

Re: Super Mario Run

#95
post #82
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…

Check out the mobile Rayman game if you liked this one. Same concept, same level of polish. I haven't played all of Mario yet but Rayman has a surprising amount of depth in the later levels, as they slowly add concepts and mechanics while keeping the controls simple.

Rayman Jungle Run was startlingly excellent for a mobile game. I actually 100%ed it, collecting all 3000+ Lums, which I hardly ever do even with PC/console games.

Re: Super Mario Run

#96
post #73

Earlier quoted context omitted.

What's the appeal? You say you spent $10 on a game that you beat in an hour. I get that there's replayability but there's only so much in a game like that. If I really wanted to play Mario I could go home and play it on dozens of different devices on a nice TV while resting comfortably instead of on a limited form factor in public where there's dozens of other things to do. Much respect to Nintendo for making a good…

No depth? Most games played on smartphones are designed for playing in short increments, many of them for playing with a single hand. That's what Super Mario Run is. It's designed so you can play in just a couple of minutes, and you can play with one hand while commuting, or like I did today, play with one hand while eating lunch. As for clearing it in an hour, clearing each of the levels once isn't a challenge, nor…

> No depth? Most games played on smartphones are designed for playing in short increments, many of them for playing with a single hand.

Short play sessions have nothing to do with depth or lack of it.

Re: Super Mario Run

#97
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…

I'm surprised by how much your experience differs from mine. For me this is like every other auto running side scrollers with a Nintendo skin and nothing more. It's the same mechanics as almost everything else with a lower amount of difficulty with the auto running and jumping (I mean he even automatically jumps over enemies!!). It seems so...tangential to what Mario games are and so much like every other side scroll…

> It's the same mechanics as almost everything else with a lower amount of difficulty with the auto running and jumping

We'll have to agree to disagree, but this is essence of Nintendo's acclaimed level design. Yes, the basic run through is easy, which makes it accessible to anyone. But I'll be damned if getting all the black coins isn't excruciatingly tough. The beauty is that the same game can be played on many levels.

Re: Super Mario Run

#98
post #82

Earlier quoted context omitted.

Check out the mobile Rayman game if you liked this one. Same concept, same level of polish. I haven't played all of Mario yet but Rayman has a surprising amount of depth in the later levels, as they slowly add concepts and mechanics while keeping the controls simple.

Rayman Jungle Run was startlingly excellent for a mobile game. I actually 100%ed it, collecting all 3000+ Lums, which I hardly ever do even with PC/console games.

So I saw Rayman Jungle Run on sale awhile back but it has "In app purchases." I bought one or two paid apps with in app purchases and never again. You can nickel and dime me if you're a free app but not if I spend money on it. How is Rayman?

Re: Super Mario Run

#99
post #71

Earlier quoted context omitted.

Commander Keen games were a staple of my early video game experience.

No reason to stop now: http://store.steampowered.com/app/9180/ They are available through steam.

Wow! I have to go back and play through these games. I really do wonder how hard the games will feel now that I'm a grown adult..

Re: Super Mario Run

#100
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

It's not free-to-play. It's a $10 game with a free demo. Pay attention.
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