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Super Mario Run

supermariorun.com

131–140 of 252 posts

Re: Super Mario Run

#131
post #119

Earlier quoted context omitted.

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.

Same here. I would rather just spend money on the game one time rather than being prompted for microtransactions. Just paying for cosmetics is something acceptable for me. In CS:GO, you can pay for the skins but you don't have to. Yet, I'd still prefer the CS:Source model where you just pay the game once and then download any cosmetics you want for free. But well, that model won't come back any time soon.. :-)

Yeah, I remember fondly the custom servers, surfmaps, gungame (no, it's not a Call Of Duty-thing) mod, etc, etc. I miss those days, but I'm not sure I'd want to go back from other advancements we've made. Everything is much easier to get working and get into now. But the microtransactions for gameplay impacts is not an advancement I want.

We can only hope the gaming market keeps growing enough that indie developers can fill the shoes of AAA-games of yesteryear where we can have large enough playerbase and mod community and self-hosted servers.

Re: Super Mario Run

#132
post #71

Earlier quoted context omitted.

Commander Keen games were a staple of my early video game experience.

No reason to stop now: http://store.steampowered.com/app/9180/ They are available through steam.

As a new player who tried these games... they don't hold up. I'm sorry, but without the nostalgia, it just isn't fun. Technically impressive? Yes. But not fun.

Personally, I don't think any of id's pre-DOOM games hold up well. But that could just be me...

Re: Super Mario Run

#133
post #83

Earlier quoted context omitted.

What's the appeal? You say you spent $10 on a game that you beat in an hour. I get that there's replayability but there's only so much in a game like that. If I really wanted to play Mario I could go home and play it on dozens of different devices on a nice TV while resting comfortably instead of on a limited form factor in public where there's dozens of other things to do. Much respect to Nintendo for making a good…

The appeal is what Mario has always been to me - gameplay mechanics and level design. I'll concede that this may not be interesting to a majority of people, but Nintendo games have always immersed me due to the consistency of their in game universes. Once you get the controls down, you can apply the lessons to any level, and things just work the way you expect them to. It's a level of intuitiveness that I have not se…

>Once you get the controls down, you can apply the lessons to any level, and things just work the way you expect them to. It's a level of intuitiveness that I have not seen anywhere else.

Huh. That's how I feel about Megaman. I suppose you disagree?

Anyways, since you're talking about new games, and seem to have an enjoyment of the 8-bits, have you tried Shovel Knight? It's incredibly well designed, and absolutely packed with content (with a third campaign coming next year. for free).

Re: Super Mario Run

#134
post #131

Earlier quoted context omitted.

Same here. I would rather just spend money on the game one time rather than being prompted for microtransactions. Just paying for cosmetics is something acceptable for me. In CS:GO, you can pay for the skins but you don't have to. Yet, I'd still prefer the CS:Source model where you just pay the game once and then download any cosmetics you want for free. But well, that model won't come back any time soon.. :-)

Yeah, I remember fondly the custom servers, surfmaps, gungame (no, it's not a Call Of Duty-thing) mod, etc, etc. I miss those days, but I'm not sure I'd want to go back from other advancements we've made. Everything is much easier to get working and get into now. But the microtransactions for gameplay impacts is not an advancement I want. We can only hope the gaming market keeps growing enough that indie developers c…

...I wouldn't be too sure that the old model. QuakeWorld is still going, and I've had more fun with Cube 2 and Xonotic than most games.

I played 1v1 CoDBlOps once. It was really boring.

Re: Super Mario Run

#135
post #124

I am surprised at how many comments are here but with only a single one mentioning "build". If you are playing the game, exit Tour, spend some Rally Tickets you earned collecting Colored Coins to compete against other players in Style competitions to get Toads to cheer for you and come to your side, which will level up your Kingdom and (based on the numbers of each of five colors of Toad you have) unlock the ability…

Yes, they have "gamefied" Mario!

Re: Super Mario Run

#136

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, 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 touchscreen device (I've never been a fan of virtual D-pads). But unfortunately, that decision has transformed Mario from a game about discovery and freedom into a game where you're - quite literally - not allowed to stop and take a second look at something.

> no, I'm not really motivated to repeat levels for coins - but I would be inclined to explore new paths through the game if I weren't always forced to be on the run).

These two statements are almost completely incompatible. Discovery and exploration in Super Mario Run is all about finding where the coins are hidden, discovering the path through the level that gets them, and mastering the mechanics in order to actually reach them. Making it to the flagpoles is only the first stage of the game, the heart of the game is about mastering the mechanics and levels in order to reach the pink, purple, and black challenge coins.

> we only care about what's immediately at hand in our myopic view of the world because, let's face it, this is 2016 and we're too lazy to flip our phones around to landscape mode, let alone to confront the harrowing idea of plotting our own course through life.

I think the myopic view on display here is coming into it with a preconceived notion of what you want it to be, failing to experience what it actually is and judge it on its own merits and how well it achieves what it set out to do, instead judging it based on what you decided you wanted it to be.

Re: Super Mario Run

#137
How it stands out of thousands of similar "runner" games in app store? Only by having the sprite of Mario in it. Nintendo is nothing more but trademark-selling company nowadays.

And lots of people buys it not because of nostalgia but because you must respect classics to claim you have good taste.

The world of mobile games is infinite bullshit.

Re: Super Mario Run

#138
post #53

Earlier quoted context omitted.

>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

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.

Whenever and wherever someone mentions Quake 1, there will be fists being shaken and bumped!

frantic, fluid gameplay, even on lousy hardware (heck, I started quaking on a 486 dx2 66 and it ran quite okay at 320x240), insane difficulty, clever map design and lots of secrets to be found... seriously, that game was soo frigging amazing.

Don't even get me started on multiplayer... although we old folks have played our share of deathmatches on Doom/Doom2 (Dwango, anyone?) or Duke Nukem 3D, it was really Quake 1 (together with the booming Internet) that started this whole frenzy. And oh boy, then QuakeWorld came and made it really playable at 300ms+ pings (28800 bauds dial-up!), then we got mods like Team Fortress, and from there it escalated.

o/ fistbump and thank you for the trip down the memory lane.

Re: Super Mario Run

#139
post #137

How it stands out of thousands of similar "runner" games in app store? Only by having the sprite of Mario in it. Nintendo is nothing more but trademark-selling company nowadays. And lots of people buys it not because of nostalgia but because you must respect classics to claim you have good taste . The world of mobile games is infinite bullshit.

Some think the level design and mechanics (different blocks and timings) are important.

After all, pick any side scrollers or any first person shooters and you could say the same about those categories too, if you ignore the art, design, and mechanics.

Why play sonic once you beat contra?

Re: Super Mario Run

#140
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.

Games are my fall back when I'm bored and don't have an internet connection, other wise I don't generally play mobile games.
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