Many of the other comments in this thread are low-effort "mobile games aren't real games, lol." After playing just one level, you can tell that Super Mario Run the real deal and not a cash-in (and it gets hard , especially if you want to get Black Coins). If you have an aversion to mobile gaming, give this a try. You can play 3 levels without having to pay anything and it doesn't nag you until then, which means that…
Yes... but the magic is in how they can convince you: - Animation : it's better than Disney, seriously, this is pure keyframe genius - Characters : I miss Yoshi, and I bet I'm not alone... - Color Scheme : the Nintendo palette probably is patented, it's hard to pull off the balance they have between the character's color, the foreground & background within a 2D side scroller - Challenge vs Payoff : the game play is i…
Super Mario Run
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Re: Super Mario Run
#242Earlier 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?
Re: Super Mario Run
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#248Based on the videos on the landing page, I was getting the impression this was a VR/fitness game. Everybody running around had me thinking you needed to run in order to your avatar to do the same. I was actually disappointed how little you actually have to do to play the game when I navigated a couple screens in to get the full-picture.
The Mario Run big promo video[1] seems to have just copied the marketing approach for Pokemon Go[2]: feel epic and show people in real life. However, Pokemon Go actually involves walking around in the real world, but Super Mario Run does not at all. Seems like a definite miss in the marketing message, since I thought the same as you on first watch. I even saw the announcement at the Apple Event, but upon seeing the f…
See also: Skyrim Pinball. Welcome to the future.
Re: Super Mario Run
#249Earlier 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
#250From 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.
It's Flappy Mario. The only reason it's popular is the brand. The game itself is not bad, but it's not special. The extras on top of the game only make it worse.