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Super Mario Run

supermariorun.com

171–180 of 252 posts

Re: Super Mario Run

#172

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.

> that would marry fitness (via real-life running) with gamification

I know I'm about a decade too late, but I've recently gotten hooked on DDR, which is exactly this for me. It's a pretty addictive game, and it feels like a real workout.

Re: Super Mario Run

#174
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…

Sometimes I pay $10 for a cup of coffee and a croissant, which are finished in half an hour. I feel that I get $10 of value out of it, and on a similar scale, I would probably get $10 of value out of this game (if I could get it on Android...). I think a big difference is something another commenter said: I don't know that I'm going to get more value out of paying for this game than I would have if I played a different game for free, whereas I know I'm going to enjoy my coffee and croissant.

Re: Super Mario Run

#175

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 w…

That does sound fun.

Re: Super Mario Run

#176
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.

The point is definitely collecting the special coins. The pink coins seem to get harder to obtain as the game goes on. The purple coins afterwards are even harder, and the onyx coins are really challenging.

The levels also have different obstacle and coin layouts depending on the special coins you are going for.

Re: Super Mario Run

#177

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 would agree with everything you said if I thought I was getting a "real" Super Mario Bros game. I think if you go in the the mindset that you are buying a Mario themed Crossy Road / Temple Run, etc type game you won't be let down. This is something very simple that non-gamers can play and compete with you. I have many friends who would never step in to a CSGO/Overwatch, SC2, or LoL/HoTS game with me but simple game…

That's a fair point. I definitely had the wrong expectations going into the game, but that's part of the frustration. It looks, sounds, and moves so much like the Mario games I've enjoyed in the past that my mind naturally expects the gameplay to be similar. If it were themed any differently, I probably wouldn't be as critical - it'd just feel like another Geometry Dash-style game (not necessarily a bad thing, but not a favorite either).

Re: Super Mario Run

#178
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…

Are we playing the same game? There's not a specific button to hit on screen that I've seen, it's basically the lower 1/3 of the screen that is a giant button that can be tapped anywhere.

Re: Super Mario Run

#180

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 w…

I thought it was like that, expect that instead of specific moments in time there were specific real-world locations using geo-location.

Pokemon Go meets Super Mario meets Fitbit...

I guess this game would really need very light-weight AR headsets though.

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