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Super Mario Run

supermariorun.com

61–70 of 252 posts

Re: Super Mario Run

#61

From 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.

    some kind of miraculous game that would marry fitness
   (via real-life running) with gamification 
Here you go,

https://www.strava.com/premium/live/segments

Re: Super Mario Run

#62
I appreciate the level of detail the game has compared to the average single finger jump game. But!, I think Nintendo is late to the game on this one. Had this game been launched a few years back a different story would've been. I'm not saying this is the wrong move, it's just a little late. The ad didn't help either, I honestly thought it was something similar to the pokemon game, where you had to run to get points or something, idk.

Re: Super Mario Run

#63

Earlier quoted context omitted.

I guess you're not old enough to remember the original Quake, released with a shareware license where the first episode was free. Someone will probably come along and shake their fist at me, but if Quake isn't old-school, I don't know what is.

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…

This is the oldest I can think of, 1989 - Hugos House of Horrors:

https://en.wikipedia.org/wiki/Hugo's_House_of_Horrors

Re: Super Mario Run

#64
post #21
post #15

I like the game but unfortunately Nintendo really does suck when it comes to online accounts. I had signed in on my iPhone then also set it up on my ipad. After finishing a few levels on the iPad i went back to my phone. The phone let me finish a level, THEN came up and said 'cant progress as you're signed in on another device' and the app crashed. what the fuck is the point of signing up for an account if it doesnt…

Nintendo has always been terrible when it comes to non game software - whether account management, digital store, the user facing portion of their OSs, etc. It's an organizational problem, and one that's not going away anytime soon.

The UI may have been terrible, but they all ran just as solidly as their games.

Re: Super Mario Run

#67
I was hoping this would be like pokemon Go and push the trend of getting people out of the house. That's what the ad had me infer. Pokemon Go ---> Super Mario Run

Re: Super Mario Run

#68

Earlier quoted context omitted.

I guess you're not old enough to remember the original Quake, released with a shareware license where the first episode was free. Someone will probably come along and shake their fist at me, but if Quake isn't old-school, I don't know what is.

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…

ID most certainly did not pioneer the shareware model. Shareware as a model is nearly as old as the personal computer.

https://en.m.wikipedia.org/wiki/Shareware

Re: Super Mario Run

#69
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…

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 game, but it seems like a game that just exists because it can. No depth. What value do we get as consumers if we encourage the game industry to move further in this direction?

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