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.
Super Mario Run
221–230 of 252 posts
Re: Super Mario Run
#222Earlier quoted context omitted.
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
#223Earlier 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?
IIRC Rayman Jungle Run and Rayman Fiesta Run are not at all annoying about in-app purchases. I paid once for the game and that's it, I don't even remember what was available to buy, cosmetic stuff probably. They're great fun and I highly recommend them. The latest iteration, Rayman Adventures, is free-to-play and so suffers from the usual mobile free-to-play tropes. It also suffered performance issues on my (good) ph…
Rayman Fiesta Run (Amazon App Store) has some UI issues (like buttons reacting at press rather than at release potentially purchasing pay2win stuff unintendedly), but at least it doesn't have the forced ads.
When I purchased the game at launch date, it didn't have the pay2win stuff, and it was really enjoyable, but eventually the updates degraded the game experience.
If I ever purchase a mobile game again I'll certainly backup and cherry pick the update which gets the best balance between less bugs and less mis-improvements.
Re: Super Mario Run
#224Re: Super Mario Run
#225Earlier quoted context omitted.
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 me…
I kept thinking of the original Super Mario Bros. as a contrast. You press start, and it drops you right into the game. When you complete a level, you start the next one. Simple. Sad that Nintendo couldn't replicate that here.
Re: Super Mario Run
#226I 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 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…
Re: Super Mario Run
#227I 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…
But I think young people, who have hours and hours and hours to spend just GAMING need this kind of thing now. They aren't as content with just running through levels, trying over and over again until you get it right. There has to be a ton of stuff to explore.
Maybe they got it just right then.
Old guys like me who love Mario will just tap and jump through the levels and have a great time. People with more time will have a wealth of stuff to figure out.
Re: Super Mario Run
#228They really nailed this from an advertising and marketing perspective. From what I can see the gameplay is spot on too. Looks like Nintendo took a crowded genre, the runner, and completely pwnd it. Looking forward to the android release though as I own 0 iDevices.
Re: Super Mario Run
#229Earlier quoted context omitted.
IIRC Rayman Jungle Run and Rayman Fiesta Run are not at all annoying about in-app purchases. I paid once for the game and that's it, I don't even remember what was available to buy, cosmetic stuff probably. They're great fun and I highly recommend them. The latest iteration, Rayman Adventures, is free-to-play and so suffers from the usual mobile free-to-play tropes. It also suffered performance issues on my (good) ph…
Rayman Fiesta Run (Google Play Store) got obnoxiously annoying to the point they included forced video ads of Rayman Adventures. Rayman Fiesta Run (Amazon App Store) has some UI issues (like buttons reacting at press rather than at release potentially purchasing pay2win stuff unintendedly), but at least it doesn't have the forced ads. When I purchased the game at launch date, it didn't have the pay2win stuff, and it…
If that's intentional it's quite an insidious dark pattern.
Re: Super Mario Run
#230The 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…