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Super Mario Run

supermariorun.com

111–120 of 252 posts

Re: Super Mario Run

#111
post #83

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…

The appeal is what Mario has always been to me - gameplay mechanics and level design. I'll concede that this may not be interesting to a majority of people, but Nintendo games have always immersed me due to the consistency of their in game universes. Once you get the controls down, you can apply the lessons to any level, and things just work the way you expect them to. It's a level of intuitiveness that I have not se…

I downloaded the demo today (have yet to buy the full game, but will likely give it a shot) and was very impressed. I didn't realize the internet connectivity was a requirement, which is a minor bummer, but I was gratified to find a small, focused game whose first three levels hinted at the challenges that may (or may not, again just a demo player) be hidden within.

I'm curious to find out how conversion from Pokemon Go -> Pokemon Sun/Moon games and Mario Run -> Mario Switch plays out, because both mobile games have succeeded at getting me more interested in investing time and money into their big-brother console relatives.

Re: Super Mario Run

#112
post #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.

Yes, this is disappointing. My Internet here is very flaky and it takes the joy out of playing this game somewhat.

Re: Super Mario Run

#114

The graphics are nice (similar to New Super Mario Bros.), gameplay is smooth, and I really wanted to like this, but I just can't get into it. I think it comes down to this: My favorite games are the ones that embody some sense of freedom, and I just don't get that here (at least not from the first 3 levels). I completely understand Nintendo's decision to go with the single-finger jump-only game mechanic for a touchsc…

I love your description of the game, and felt the same way. But what interests me more, as an occasional Nintendo system-owner, is that this game provides a nostalgic, but limited on-ramp to full-fledged console or mobile games. If this game does its job, I suspect it will remind folks of Mario and their fond memories of their first platforming experience, and draw them to purchase a 3DS, Wii U, or (more likely) Switch. I'm kind of thumb-upping Nintendo for not releasing previous games on iOS because this approach mines nostalgia while providing a better baseline for gameplay amongst folks willing to seek out a solid mobile/TV experience.

Re: Super Mario Run

#115
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…

> colour scheme patented

Even if it was, it's been more than 15 years. You mean trademarked? Copyright?

Re: Super Mario Run

#116
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…

> colour scheme patented

Even if it was, it's been more than 15 years. You mean trademarked? Copyright?

Re: Super Mario Run

#117
post #97

Earlier quoted context omitted.

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 lev…

Just collected the black coins in 1-1, and some in 1-2. The black coins seem to be what this game really is about, and damn does it a good job with it. Actually amazed at what it does with just a 1-button input method.

Sad to see so many people critize the $10 price tag. Obviously that was expected, but as an iOS dev myself, it always saddens me too see the rejection of people to basically pay for anything on the AppStore.

Re: Super Mario Run

#118

Earlier quoted context omitted.

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 ag…

Not Id, but Apogee, pioneered "the Apogee model" of shareware with the Kroz trilogy in 1987. Apogee published Id's Commander Keen and Wolfenstein games.

Which is playable on the internet archive at

https://archive.org/details/1990SuperKrozTrilogy

Re: Super Mario Run

#119
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

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

I have an Android phone, so I'll have to wait, but I'll likely buy it regardless if it's good, just to vote with my wallet on the payment model.

I despise anything that's not pay-for-cosmetics or buy-the-damn-game-once. I can pay for my entertainment, but I'm not playing a game that's designed around microtransactions, eschewing the game mechanics.

Re: Super Mario Run

#120
post #98

Earlier quoted context omitted.

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?

IIRC Rayman Jungle Run and Rayman Fiesta Run are not at all annoying about in-app purchases. I paid once for the game and that's it, I don't even remember what was available to buy, cosmetic stuff probably. They're great fun and I highly recommend them.

The latest iteration, Rayman Adventures, is free-to-play and so suffers from the usual mobile free-to-play tropes. It also suffered performance issues on my (good) phone.

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