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Super Mario Run

supermariorun.com

101–110 of 252 posts

Re: Super Mario Run

#101
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.

I really don't understand why they made it always on. They could have made it like steam where if you don't login for a few days you get locked out (or very limited access). I still want to buy it when it comes out on Android to support the paid game model with no IAPs.

Re: Super Mario Run

#102

Earlier quoted context omitted.

I guess you're not old enough to remember the original Quake, released with a shareware license where the first episode was free. Someone will probably come along and shake their fist at me, but if Quake isn't old-school, I don't know what is.

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.

Re: Super Mario Run

#103
post #68

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…

ID most certainly did not pioneer the shareware model. Shareware as a model is nearly as old as the personal computer. https://en.m.wikipedia.org/wiki/Shareware

Technically correct, but the specific Apogee model of shareware (one free episode, two or more commercial episodes) was much more successful than the original model of distributing everything for free and politely asking people to pay for it; it was pioneered by Id's publisher Apogee.

Re: Super Mario Run

#104
This is a fun game. I cant even remember the last time I actually wanted to fire up a game because it was actually fun. Rarely play and when I do, it is just to kill time.

And also.. It brings back childhood memories to play Mario.

Re: Super Mario Run

#105
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.

Personally I love one button games so I don't see that as a negative at all.

Re: Super Mario Run

#106
Nostalgia aside, SMR looks pretty underwhelming compared to other high-end runners like Rayman Adventures. Yes, it's remarkable that Nintendo caved to Apple's advances and they are likely to make a lot of money on this, but the game itself is just... meh, basically.

[1] https://itunes.apple.com/us/app/rayman-adventures/id10435896...

Re: Super Mario Run

#107
post #23

Earlier quoted context omitted.

Why sell to 80% of the market when you can can take 20%. Dr. Evil must have a job on the marketing team.

When it comes to actually making money from your software, iOS is where the 80% is at.

Depends on the game/monetization method.

I'm fairly confident (without having any data/just guessing) that Pokemon Go generated more money on Android than iOS because there's more devices and I don't think iOS users are that more likely to ingame buy for this particular game.

Also if you use a free+add based model I'd once again say Android would do well.

For a one time buy game that's relatively expensive like MarioRun I agree with your statement though. And I'm sure the exclusive partnership with Apple has other benefits, being announced at the KeyNote is great free marketing for example.

Re: Super Mario Run

#109
post #68

Earlier quoted context omitted.

ID most certainly did not pioneer the shareware model. Shareware as a model is nearly as old as the personal computer. https://en.m.wikipedia.org/wiki/Shareware

Technically correct, but the specific Apogee model of shareware (one free episode, two or more commercial episodes) was much more successful than the original model of distributing everything for free and politely asking people to pay for it; it was pioneered by Id's publisher Apogee.

Ah, good point. I stand semi-corrected :)

Re: Super Mario Run

#110

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?

Yes they're essentially the same UI set from the Wii / Wii U and not well adapted to a touch screen device. For many screens, typically you'd just tap the screen but in this game you have to specifically tab a button in the center. Seems out of place especially that menu to select your region (what the heck is that about? The primary markets they're in are not near the top, either!).

> Seems out of place especially that menu to select your region

As I scrolled and scrolled to find United States in the list, I was thinking surely the OS has an API

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