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Super Mario Run

supermariorun.com

221–230 of 252 posts

Re: Super Mario Run

#221

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.

Rayman Jungle Run was reasonably similar, and it did fairly well for itself.

Re: Super Mario Run

#222
post #205
post #73

Earlier 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.

It does. With my commute I have intermittent connectivity in the stations and none in the tunnels. I can usually start a level while at the station, play it while underground, and then finish at the next station. It doesn't require internet in the middle of the level, just at the start and at the end. And if you finish a level with no internet, you'll get a "Connectivity Error" dialog with a Retry button, so you can wait until the train pulls into the station and hit Retry. I haven't tested yet what happens if the app is terminated while in this state.

Re: Super Mario Run

#223
post #120
post #98

Earlier 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 (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 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

#225
post #191

Earlier 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…

The UI really turned me off the game. The gameplay itself was reasonably fun, but actually starting the game required going through ages and ages of tutorial and story nonsense. Then going from one level to the next is a lot more cumbersome than it needs to be.

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

#226
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 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…

shareware has always been an effective method but has been thrown to the wayside thanks to the 'freemium' model and games bloated with ads.

Re: Super Mario Run

#227
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…

Whoa. I'm about as far as tap screen to make Mario jump through the level right now. Paid $10 and I doubt I'll ever do all this stuff. I'll probably try for some purple coins. I love speed runs, so hopefully I figure out how to do that in there somewhere.

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

#228
post #43

They 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.

Did they nail the marketing? The website makes it seem like I need to do some crazy parkour to complete the levels. I'm not even sure if you have to move around in the real world or not.

Re: Super Mario Run

#229
post #120

Earlier 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…

buttons reacting at press rather than at release potentially purchasing pay2win stuff unintendedly

If that's intentional it's quite an insidious dark pattern.

Re: Super Mario Run

#230

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…

Ever play Super Mario Land 2 for the Gameboy? It felt like a full-fledged Super Mario World and it was achieved with only 160x144 resolution. The lack of a D-pad really did ruin immersion for me. All it would need is a Left, Right, and A button touch zones at the bottom.
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