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Super Mario Run

supermariorun.com

71–80 of 252 posts

Re: Super Mario Run

#71

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…

Commander Keen games were a staple of my early video game experience.

Re: Super Mario Run

#72
post #53

Earlier quoted context omitted.

>Younger gamers have an expectation that everything on mobile should be free, but kudos to Nintendo on having the balls to stay away from cheap pay2win tricks and stick to an old school pricing model. nintendo is sticking to an old school pricing model by making a f2play game? damn im old, like older than 5 years old old

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.

Quake is referred to as 'old' now? But it came out only - oh darn, two decades ago. Man there are young adults there for whom real time 3D graphics on the PC have existed through their whole life. Ok, I feel older now :)

Re: Super Mario Run

#73
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…

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 is it the point of the game. If you want to complete the whole thing you must play each of the levels 4 times, and that's assuming you play perfectly each time (and you won't). And that's just for Tour mode. For Toad Rally mode you're competing against other people (not live, but against their time trial ghosts) and doing tricks to try and impress toads, where winning gives you a bunch of coins and a bunch of toads. And then you use those toads in the kingdom builder mode to unlock new items to put in your kingdom and to upgrade your castle, etc.

So yeah, you can play through all of the levels once pretty quickly if you want. But that's not really experiencing the game.

Re: Super Mario Run

#74
post #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

Yeah, the video made me want to go outside and run, not take my mobile with me, and certainly not stay in and tap a screen.

Re: Super Mario Run

#75
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 touchscreen device (I've never been a fan of virtual D-pads). But unfortunately, that decision has transformed Mario from a game about discovery and freedom into a game where you're - quite literally - not allowed to stop and take a second look at something.

As a natural consequence of this change in game mechanics, we seem to be forced into a constant state of hyper-focused speeding through what might otherwise be an attractive setting with subtleties to be explored. If I pass something that looks interesting in Super Mario Run, I'll likely never see it again (no, I'm not really motivated to repeat levels for coins - but I would be inclined to explore new paths through the game if I weren't always forced to be on the run).

Making matters worse, the few times I did attempt to explore a little (by jumping back off the walls), the clock ran out in what felt like an unreasonably short time compared to other Mario games.

In the back of my mind, it feels as though this change reflects something more profound about how society has evolved in the past decade. Maybe our competitive and demanding nature has overshadowed the desire for individual discovery and creativity. We don't need a landscape-oriented view of the horizon anymore; we only care about what's immediately at hand in our myopic view of the world because, let's face it, this is 2016 and we're too lazy to flip our phones around to landscape mode, let alone to confront the harrowing idea of plotting our own course through life. Just put us on the conveyor belt and tell us when to jump - and how high.

OK, that may be taking it a bit too far, but I'm still not buying the full game - and it has nothing to do with the price.

Re: Super Mario Run

#76

I watched the intro video and still have no idea what this app is or does.

It's a runner game. The character autoruns and you tap/swipe the screen to jump or do other moves. This is a pretty well established genre of mobile games, which avoids the usual usability issues of on-screen D-pads and the like.

Re: Super Mario Run

#77

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.

Dude yes! That's exactly what I thought too. Oh well.

Re: Super Mario Run

#78
Really would want to play this. I don't mind the concept especially the game is on par with those Rayman runner games. At least couple of the early ones were really great. The price is perhaps steep for what it is, not that it would stop me from buying this. Well the hype and interested might have mellowed down once the Android version comes out..

Re: Super Mario Run

#79
post #71

Earlier 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…

Commander Keen games were a staple of my early video game experience.

No reason to stop now: http://store.steampowered.com/app/9180/

They are available through steam.

Re: Super Mario Run

#80
post #53

Earlier quoted context omitted.

>Younger gamers have an expectation that everything on mobile should be free, but kudos to Nintendo on having the balls to stay away from cheap pay2win tricks and stick to an old school pricing model. nintendo is sticking to an old school pricing model by making a f2play game? damn im old, like older than 5 years old old

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.

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