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Super Mario Run

supermariorun.com

201–210 of 252 posts

Re: Super Mario Run

#201
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 know if it's going to turn a profit, but I really hope so."

Speaking of profit, what I find almost as fascinating as the game itself is the process and culture shift that occurred at Nintendo in order to make it a reality. For example, Satoru Iwata had previously said:

"What I believe is that Nintendo is a very unique company, because it does its business by designing and introducing people to hardware and software - by integrating them, we can be unique. And because we have hardware and software developers in the same building, they stimulate each other." [1]

Also...

"If I was to take responsibility for the company for just the next one or two years, and if I was not concerned about the long-term future of Nintendo at all, it might make sense for us to provide our important franchises for other platforms, and then we might be able to gain some short-term profit. However, I'm really responsible for the long-term future of Nintendo as well, so I would never think about providing our precious resources for other platforms at all." [2]

Iwata died in 2015, and was succeeded by Tatsumi Kimishima, who has stated:

"We want to grow smart device gaming as one of the pillars of Nintendo's revenue stream." [3]

[1] http://daringfireball.net/linked/2013/08/09/nintemdo

[2] http://www.idownloadblog.com/2013/08/10/nintendo-pres-on-mar...

[3] http://zeldauniverse.net/2016/05/09/kimishima-says-nintendo-...

Re: Super Mario Run

#202
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 also disagree. I think they designed a great game for the only kind of interface possible on a small phone, which is tapping the screen. I don't play any phone games so maybe there are others that are similar, but this one is super polished and I'm enjoying it a lot.

Re: Super Mario Run

#203

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.

Ya you're right, this is cross-industry. Lord of the Rings did the same thing with its franchise. They released all the "Theater Version"s first knowing the hardcore fans wouldn't be able to wait the many months after for the extended edition. It's an annoying tactic to say the least.

Re: Super Mario Run

#204

I wonder how successful this game would have been if it was the exact same but with non-mario graphics and without the nintendo hype. I would imagine most people would see "$10 for yet another runner game" and dismiss it out of hand. I have yet to find a good solution for finding the gems and avoiding the cruft of the various stores.

How many Micky or Donald cartoons by Disney would be popular, if not for Micky or Donald? And the graphics of Mario Run are really excellent and thus a very important part of the gameplay experience. Also, the further I play the game, the more I see very carefully hand-crafted levels, which are an important reason, why Nintendo games are as successful as they are.

Re: Super Mario Run

#205
post #73

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…

No depth? Most games played on smartphones are designed for playing in short increments, many of them for playing with a single hand. That's what Super Mario Run is. It's designed so you can play in just a couple of minutes, and you can play with one hand while commuting, or like I did today, play with one hand while eating lunch. As for clearing it in an hour, clearing each of the levels once isn't a challenge, nor…

Doesn't it require an internet connection/cell service? not ideal for subway commuters.

Re: Super Mario Run

#206
post #201
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 know if it's going to turn a profit, but I really hope so." Speaking of profit, what I find almost as fascinating as the game itself is the process and culture shift that occurred at Nintendo in order to make it a reality. For example, Satoru Iwata had previously said: "What I believe is that Nintendo is a very unique company, because it does its business by designing and introducing people to hardware and s…

Very interesting. Kind of how Apple was all about skeumorphism and went flat a week after Steve Jobs died.

Re: Super Mario Run

#207
post #201
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 know if it's going to turn a profit, but I really hope so." Speaking of profit, what I find almost as fascinating as the game itself is the process and culture shift that occurred at Nintendo in order to make it a reality. For example, Satoru Iwata had previously said: "What I believe is that Nintendo is a very unique company, because it does its business by designing and introducing people to hardware and s…

[deleted]

Re: Super Mario Run

#208
post #201
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 know if it's going to turn a profit, but I really hope so." Speaking of profit, what I find almost as fascinating as the game itself is the process and culture shift that occurred at Nintendo in order to make it a reality. For example, Satoru Iwata had previously said: "What I believe is that Nintendo is a very unique company, because it does its business by designing and introducing people to hardware and s…

[deleted]

Re: Super Mario Run

#209

Earlier quoted context omitted.

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…

I had this same experience with the original Angry Birds, also from Rovio.

Re: Super Mario Run

#210
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…

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