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Super Mario Run

supermariorun.com

161–170 of 252 posts

Re: Super Mario Run

#161

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…

> My favorite games are the ones that embody some sense of freedom

I think in this case they've expressly designed for a different group, the speedrunners, and those of us who want a leisurely exploration experience will look elsewhere. Exploration and a small screen can be uncomfortable bedfellows.

Re: Super Mario Run

#162
post #39

Earlier quoted context omitted.

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?

It wasn't meant literally.

Re: Super Mario Run

#163
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 th…

Music companies were/are notorious for doing something similar.

I can't tell how many CD's I bought in the early aught's right when a band I loved came out with a new album - only to see it in Target a few months later with several "previously unreleased" tracks on it as a bonus.

It drove me crazy since it happened so frequently.

Re: Super Mario Run

#164
I thought this was going to be an augmented reality running app/game especially because of the recent Pokemon Go. Kind of disappointed when I watched the gameplay video.

Re: Super Mario Run

#165
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 th…

Are you describing a situation where you initially pay for the full experience only to later have some of those features you specifically paid for become in-app purchases again which you have to re-purchase? If so, surely that's not legal? I've seen apps where something similar to this happens before but people who bought the original full price purchase are grandfathered in.

Re: Super Mario Run

#166
While watching the promo video, which gives zero information on what it is, I was actually under the impression it was a tie-in with a fitbit like device that you might use with headphones, and the audio would trigger you to jump at specific moments, and it would use that movement for jumps in some simulated run in a game it could show you later, and it would score you based on speed and jump accuracy.

Now I really want that.

Re: Super Mario Run

#167
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…

Have you tried Mega Run? /shameless plug.

Re: Super Mario Run

#168

Based on the videos on the landing page, I was getting the impression this was a VR/fitness game. Everybody running around had me thinking you needed to run in order to your avatar to do the same. I was actually disappointed how little you actually have to do to play the game when I navigated a couple screens in to get the full-picture.

The Mario Run big promo video[1] seems to have just copied the marketing approach for Pokemon Go[2]: feel epic and show people in real life. However, Pokemon Go actually involves walking around in the real world, but Super Mario Run does not at all.

Seems like a definite miss in the marketing message, since I thought the same as you on first watch. I even saw the announcement at the Apple Event, but upon seeing the first video ad Nintendo created, I thought, "wait, does this have a fitness element to it?"

Definitely makes me wonder what kind of fitness-minded games could be done by Nintendo, though!

[1] https://www.youtube.com/watch?v=Qpdfg5km60w [2] https://www.youtube.com/watch?v=2sj2iQyBTQs

Re: Super Mario Run

#170

Earlier quoted context omitted.

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 th…

Are you describing a situation where you initially pay for the full experience only to later have some of those features you specifically paid for become in-app purchases again which you have to re-purchase? If so, surely that's not legal? I've seen apps where something similar to this happens before but people who bought the original full price purchase are grandfathered in.

Yes, exactly. New Star Soccer is one game that did this; original purchasers lost features they'd paid for.

I also thought it wouldn't be allowed, but apparently it is. If they just released a separate free version there'd be no problem.

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