Live data from Hacker News

Super Mario Run

supermariorun.com

191–200 of 252 posts

Re: Super Mario Run

#191

Earlier quoted context omitted.

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.

Oh maybe you're thinking I was talking about game play. No, all the different menus and screens especially the ones where it's just a single button for progressing to the next screen. Those buttons must be hit directly. On a 9.7" iPad I have to use two hands to do that when I see no reason tapping the screen in a large area couldn't progress to the next area. I was only referring to buttons.

Did you ever think of your 9.7" iPad as a one hand device to begin with?

Re: Super Mario Run

#192

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.

There's also the scenario where a previously-purchased game becomes ad-filled.

One example: I purchased Rovio's Bad Piggies outright for a couple bucks way back when when there was the ad-supported version and the fully unlocked ad-free purchased alternative. Sure, my current version has all the features I originally paid for, but the experience has gone to shit.

The purchased version was a complete and ad-free game at the time. Now my version of it is filled with ads for their other games and "consumable" IAP options at damn near every pause screen, every menu and the loading screens because they made the game "free", which essentially downgraded my experience back to the free-to-play version they started with. I didn't lose any game mechanics, but I lost the ad-free experience I paid for.

Re: Super Mario Run

#193

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…

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.

That's different, the re-release has new content which wasn't in the original that you bought? And the original continues to work?

Instead imagine that half the disc you originally bought turned out to be self-destructing ( http://news.bbc.co.uk/1/hi/magazine/3064327.stm ) but you can buy a re-release without the issue for a discount if you trade in the old disc.

Re: Super Mario Run

#194
post #3

I tried it and didn't enjoy it. It largely comes down to tapping the screen when you want to jump... nothing else. Not having a real controller cripples this type of game.

I assumed as when the runners in the advert jumped it made the coin nose that would be what happened in the game , jump IRL to jump in game that would have been cool

Re: Super Mario Run

#196
post #191

Earlier quoted context omitted.

Oh maybe you're thinking I was talking about game play. No, all the different menus and screens especially the ones where it's just a single button for progressing to the next screen. Those buttons must be hit directly. On a 9.7" iPad I have to use two hands to do that when I see no reason tapping the screen in a large area couldn't progress to the next area. I was only referring to buttons.

Did you ever think of your 9.7" iPad as a one hand device to begin with?

Of course but two things. First, Nintendo markets it as a one-handed game and other than pressing the tiny buttons I can actually play it just fine one handed and second, there is no reason to require this tiny, little button area to be pressed when you could more easily press a larger area (as is common in most mobile games).

It's all about using existing UX mechanics versus Nintendo bringing over awkward console mechanics to a touch screen device.

Re: Super Mario Run

#197
A little ironic that the video shows people actually being extremely physically active and then concludes with those same people heads down on a phone game at the end

Re: Super Mario Run

#198
post #98

Earlier quoted context omitted.

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?

In-app purchases are not inherently problematic, it's when they are used as a core mechanism to play the game that they become a problem. I have no problem with in-app purchases to make things easier, or let people skip levels when it's not a direct competition between players. That might even induce some developers to actually put some challenge into the game. The problem is when it's not just challenging, but nearl…

I'm not trying to be pedantic here or unnecessarily argumentative when I disagree and say indeed, in-app purchases are inherently problematic.

They open up pandora's box and allow game devs to focus on superficialities to increase revenue (such as a bonus level, ways to skip level, etc..). Were the playing field completely even -- no in-app purchases -- gameplay would necessarily have to win out and people might spend more time reading mobile game reviews.

When you can be angry bird and get on the top grossing list for a long, long time because you got in-app purchases, I believe it skews the data and as a result, many are poorly informed as to which game truly is the best.

Re: Super Mario Run

#199
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

So you aren't old enough to remember demo disks?

Re: Super Mario Run

#200

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?

You're not the only one. Those are the first two screens of the game (splash and then country selection) and I thought both choices were odd for the initial experience. Remarked to myself how out of place the font choice on the splash was. Odd contrast to the game itself and the world tour / toad rally screens which are typical Nintendo polish.
Post reply on HN