Another 'Run" game - just what mobile gaming needed! This will fit right along my daughters' other 96 run games. /sarcasm
Now that your sarcasm has ended, if you give it a shot, it actually plays just like any of the DS versions but w/ auto run. It's definitely much more than just a runner. The level design is very polished too.
Super Mario Run
231–240 of 252 posts
Re: Super Mario Run
#232If you want to cash in on the success of this game, Nintendo's US-traded stock equivalent is NTDOY - it represents 1/8th share of the Japanese company stock, but traded in USD. That said, it's not looking very good at the moment, and has fallen consistently from days before release, and still falling this morning.
Time to buy then if you believe in the success of the switch.
Re: Super Mario Run
#233The 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.
Re: Super Mario Run
#234Earlier quoted context omitted.
I'll shake my fist :D Id software pioneered the shareware model in 1990 with Commander Keen, six years before they used it in Quake. In fact, Keen, Keen 4, Wolfenstein 3D, and Doom all used a three-episode shareware structure where the first episode was free and the rest were considered the "full version." Doom 2 did not use this structure because Doom itself was a good enough advertisement for it. id then used it ag…
Not Id, but Apogee, pioneered "the Apogee model" of shareware with the Kroz trilogy in 1987. Apogee published Id's Commander Keen and Wolfenstein games.
Re: Super Mario Run
#235Earlier 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…
> (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
#236Earlier quoted context omitted.
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…
Sometimes I pay $10 for a cup of coffee and a croissant, which are finished in half an hour. I feel that I get $10 of value out of it, and on a similar scale, I would probably get $10 of value out of this game (if I could get it on Android...). I think a big difference is something another commenter said: I don't know that I'm going to get more value out of paying for this game than I would have if I played a differe…
Re: Super Mario Run
#237I 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…
Re: Super Mario Run
#238Earlier quoted context omitted.
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…
Re: Super Mario Run
#239Re: Super Mario Run
#240Earlier 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?
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 nearl…
Now I stick to puzzle games that provide a large amount of enjoyment relative to the cost. The Room series is phenomenal.