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Super Mario Run

supermariorun.com

181–190 of 252 posts

Re: Super Mario Run

#181

Earlier quoted context omitted.

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.

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.

Re: Super Mario Run

#182

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.

They could sync those moments quite precisely (think NTP) so that everyone jump at the same time. Then it would also be fun to look at...

Re: Super Mario Run

#183
post #138

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.

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 sh…

Can I just say hell yeah! Original Quake was awesome, then Quake World made dial up tolerable when playing online. Quake was also one of the very early high rez OpenGl games. I remember getting my first 3dfx Voodoo card and realizing at that moment that it was a turning point in gaming.

Re: Super Mario Run

#184
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…

Granted, random game mechanics unrelated to the core Mario gameplay have been a staple of the franchise since before smartphones were invented.

At the least, there's no F2P Stamina meter for the core gameplay, which would be a very legit complaint.

Re: Super Mario Run

#185
Someone needs to do an edit of that video where the mass of people at the end bang their face on a door with a note saying: "Sorry, we only had 5... come back after Christmas".

Re: Super Mario Run

#186

Earlier quoted context omitted.

That does sound fun.

They could sync those moments quite precisely (think NTP) so that everyone jump at the same time. Then it would also be fun to look at...

Related: https://improveverywhere.com/missions/the-mp3-experiments/

Re: Super Mario Run

#187

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.

Could always go old school, and try to find an original Track and Field game mat :)

Re: Super Mario Run

#188
post #98

Earlier quoted context omitted.

Rayman Jungle Run was startlingly excellent for a mobile game. I actually 100%ed it, collecting all 3000+ Lums, which I hardly ever do even with PC/console games.

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 nearly (or actually!) impossible without the in-app purchases. Then we're talking about a bait-and-switch, and that infuriates me as well.

Re: Super Mario Run

#189
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…

> (I mean he even automatically jumps over enemies!!)

If Mario auto jumps over an enemy, you've missed a crucial chunk of coins on your quest to a top score. High scores is what this game is all about. When you really learn a level and squeeze out every coin possible, Nintendo's charm shines through.

Re: Super Mario Run

#190
post #17
post #15

I like the game but unfortunately Nintendo really does suck when it comes to online accounts. I had signed in on my iPhone then also set it up on my ipad. After finishing a few levels on the iPad i went back to my phone. The phone let me finish a level, THEN came up and said 'cant progress as you're signed in on another device' and the app crashed. what the fuck is the point of signing up for an account if it doesnt…

I tried to connect my Facebook account and while it searches for "Friends" it crashes every time.

This is a known issue (reported in the notifications section). An update is coming to fix it.
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