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Super Mario Run

supermariorun.com

141–150 of 252 posts

Re: Super Mario Run

#141
That first video is so inappropriate I can't get my head around it. I thought it was going to be an augmented reality game like Pokemon Go. Turns out it is just a regular game. I can't get back to the website to try it though, the promotional page sucks!

Re: Super Mario Run

#143
post #81
post #31

Earlier quoted context omitted.

> It's a game. You play it for fun and entertainment. That's like me saying "food" when asked "What do you wanna eat?" I'm guessing you aren't a gamer. Most gamers are not interested in the binary question of whether something is a game or not -- they are a step ahead of that.

I can see your point. But conversely I think "It's an iphone game named Super Mario Run" tells most gamers 90% of what they need to know.

I'm not a gamer but I'm sure they're asking: Is it a side scroller? Is it AR? What are the mechanics? Will it be choppy/graphics intensive on my 2 year old phone? MMO? PvP aspects? Leaderboards? Pay-to-win or subscription? FFA or teams?

It was a 120s video. Showing gamers 5 seconds of game play would have told them about 70% of what they'd want to know.

Re: Super Mario Run

#144
post #121
post #117

Earlier quoted context omitted.

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 App…

10 USD for 1 hour of play is a lot of money in general. That's not akin to: > "it always saddens me too see the rejection of people to basically pay for anything on the AppStore." Because the point is that the value one gets out of it, is too little for the amount of time it is fun. That is, of course, assuming there's no replay value. There is replay value however I, for one, prefer a difficult game, and prefer one…

[deleted]

Re: Super Mario Run

#145
I wonder how successful this game would have been if it was the exact same but with non-mario graphics and without the nintendo hype. I would imagine most people would see "$10 for yet another runner game" and dismiss it out of hand.

I have yet to find a good solution for finding the gems and avoiding the cruft of the various stores.

Re: Super Mario Run

#146
post #119

Earlier quoted context omitted.

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.

> I have an Android phone

The majority of us do. Disappointing they launched exclusively on iOS.

Re: Super Mario Run

#147

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…

> Many of the other comments in this thread are low-effort "mobile games aren't real games, lol."

Most people are on Android though, so there are a lot of people who can't give it a test run. I think that leads to more garbage comments like that.

Re: Super Mario Run

#149
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 absolutely agree with you about paying actual money for a full game. The problem with this though is I've been burned a few times buying a game, only to have it become free with in-app purchases later on: functionality that was previously included is removed and players must now periodically pay to get it back (usually in the form of some kind of temporary 'power boost' pack).

I guess the developers reasoning is they can get as many suckers as possible to pay for the full game after initial launch, then after a couple of months they squeeze more money out of it by changing to a pay-to-win format which hugely increases their user base.

It's a disgraceful approach and I certainly won't deal ever again with any devs who do this. Unfortunately, such devs don't really get much shaming so they probably get away with it.

Re: Super Mario Run

#150
post #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

Sadly, most of the promo to be the initial trailer which is the one with people jumping and running, like what?
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