Super Mario Run - out now on Android

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Return_of_the_STAR
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PostRe: Super Mario Run coming to Apple iOS
by Return_of_the_STAR » Fri Dec 16, 2016 12:38 pm

NickSCFC wrote:
Return_of_the_STAR wrote:
NickSCFC wrote:A traditional Mario game with a virtual d-pad wouldn't have worked.


Why not, have you played any of the sonic games? they work really well. On an ipad anyway, not sure about on a phone, screen is probably too small.


These games aren't popular on mobile though. The popular ones are the Candy Crush's that people can play with one hand while stuffing their faces on their lunch breaks.

While I support Nintendo, Sony and Ubisoft for bringing their franchises to mobile to expand awareness, they must recognise that mobile is very different to console/handheld, which they are doing.


Yeah i agree with that. I find it difficult to understand as i don't play games on my phone. I just use it to read the news and forums etc when im at work or out somewhere. I play games on my ipad at home though so i'm not really attracted to the quick play games like candy crush.

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Rax
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PostRe: Super Mario Run coming to Apple iOS
by Rax » Fri Dec 16, 2016 12:53 pm

Qikzmas wrote:Meanwhile, Super Mario Run is doing insanely well on the UK iStore (top spot).

Investors are just idiots, honestly. They don't know what is good and what is bad.

They dont care about the product being good or bad, just how much money it makes, the doubt here is around the pricing strategy they used, while $9.99 is on the high end for mobile games it does limit how much you can make from the title. With free to play bullshit you dont set any limit on how much a person can spend, investors like that as it is effectively an infinite revenue stream, theres always something for suckers to spend money on. Theyve seen how Pokemon Go made a huge pile of cash selling Poke Balls or whatever they let you buy and they want this to do the same, they dont care if it breaks the game experience, they just want that revenue stream.

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Green Gecko
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PostRe: Super Mario Run coming to Apple iOS
by Green Gecko » Fri Dec 16, 2016 1:36 pm

Until 2-1, Super Mario Run felt constricted to me. A side-scrolling autorunner in which your only real control of Mario is to tell him to jump - and, measured by how long you touch the screen with your finger, to tell him how high to jump. It's weird with Mario to have most basic freedom of movement removed.

Recommended from Eurogamer. So it's worth playing beyond the f2p levels.

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Hexx
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PostRe: Super Mario Run coming to Apple iOS
by Hexx » Fri Dec 16, 2016 1:54 pm

I like Toad Rally.

I need more friends though (and in SMR ha ha ha ;))

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The Watching Artist
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PostRe: Super Mario Run coming to Apple iOS
by The Watching Artist » Fri Dec 16, 2016 2:07 pm

Fade wrote:Having collectables and haveing no way to turn around is just annoying



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Fade
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PostRe: Super Mario Run coming to Apple iOS
by Fade » Fri Dec 16, 2016 2:09 pm

So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.

NickSCFC

PostRe: Super Mario Run coming to Apple iOS
by NickSCFC » Fri Dec 16, 2016 2:17 pm

Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.


Because its like rewind in Forza.

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The Watching Artist
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PostRe: Super Mario Run coming to Apple iOS
by The Watching Artist » Fri Dec 16, 2016 3:12 pm

Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.

Because then there is no punishment for missing them in the first place.

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Supachipz
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PostRe: Super Mario Run - out now on iOS!
by Supachipz » Fri Dec 16, 2016 8:53 pm

Having spent a good hour trying to get all the different variations of the coins on 1-1, the assumption that this is easy is a poor one. Some of those coins are super challenging to pick up!

The level design too ramps up in the second world, I've felt with Ghost Houses and mystery doors, floating platforms and even a airship boss fight.

I think Nintendo have done a great job here, and can't wait to add more friends

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KjGarly
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PostRe: Super Mario Run - out now on iOS!
by KjGarly » Fri Dec 16, 2016 9:23 pm

My player ID for this is 7419-7102-1162 if anyone fancies adding Billy No Ninty Mates (I sent you a FR Hexx)

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Supachipz
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PostRe: Super Mario Run - out now on iOS!
by Supachipz » Fri Dec 16, 2016 10:11 pm

Added you!

Mine is 6129-0234-4003

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Hesk
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PostRe: Super Mario Run coming to Apple iOS
by Hesk » Sat Dec 17, 2016 4:23 am

The Watching Artist wrote:
Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.

Because then there is no punishment for missing them in the first place.


Succinctly put. That's surely where the argument should end for this.

It's pretty plain to see that the game's been designed with the idea of learning a level through re-playing it until you get to a point where you can essentially do a "perfect run" of it to get everything you need. That's where the longevity is supposed to come from with the game, rather than being able to beat a level first time by going back on yourself at will. Whether or not you're a fan of that mechanic is obviously a valid conversation, but the way that people act when something doesn't conform to their exact idea of what a game should be is crazy. Fade's posts make it seem as though the fact that he doesn't like that style means that the development team clearly mustn't have thought about it for long enough :lol:

jawafour
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PostRe: Super Mario Run - out now on iOS!
by jawafour » Sat Dec 17, 2016 10:07 am

I can't really put my finger on the reason but I'm just not interested in even downloading the trial version of this. I guess it's probably because I fear that the game is gonna be a pale shadow of "proper" Nintendo gaming. I know this is unfair and that I should give it a chance... but I'm not. Maybe my feeling will change in time.

HSH28
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PostRe: Super Mario Run coming to Apple iOS
by HSH28 » Sat Dec 17, 2016 10:10 am

Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.


Well that's just not true.

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KjGarly
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PostRe: Super Mario Run - out now on iOS!
by KjGarly » Sat Dec 17, 2016 10:38 am

jawafour wrote:I can't really put my finger on the reason but I'm just not interested in even downloading the trial version of this. I guess it's probably because I fear that the game is gonna be a pale shadow of "proper" Nintendo gaming. I know this is unfair and that I should give it a chance... but I'm not. Maybe my feeling will change in time.


Just give it a try :slol: really it's not as bad as Fade makes out at all, he just needs to git gud is all.

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Fade
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PostRe: Super Mario Run coming to Apple iOS
by Fade » Sat Dec 17, 2016 11:23 am

HSH28 wrote:
Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.


Well that's just not true.

Convincing argument.

HSH28
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PostRe: Super Mario Run coming to Apple iOS
by HSH28 » Sat Dec 17, 2016 1:17 pm

Fade wrote:
HSH28 wrote:
Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.


Well that's just not true.

Convincing argument.


About as convincing as yours.

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Fade
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PostRe: Super Mario Run coming to Apple iOS
by Fade » Sat Dec 17, 2016 1:25 pm

HSH28 wrote:
Fade wrote:
HSH28 wrote:
Fade wrote:So to stop you jump in place, and to go back you have to use a life... why not just have swiping left turn him around like most other good mobile platformers do.


Well that's just not true.

Convincing argument.


About as convincing as yours.

I posted about Rayman multiple times.

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Rubix
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PostRe: Super Mario Run - out now on iOS!
by Rubix » Sat Dec 17, 2016 8:08 pm

Liked the trial but is this really worth the £7.99 price tag?

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Errkal
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PostRe: Super Mario Run - out now on iOS!
by Errkal » Sat Dec 17, 2016 8:21 pm

I've played the trial and uninstalled it, no way I'm paying 8 quid for it.


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