Super Mario Run - out now on Android

Anything to do with games at all.
User avatar
Return_of_the_STAR
Member
Joined in 2008
Location: Northampton

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.

Image

GRAPL Heavyweight Champion 2010, Runner Up 2017, tag team Champion 2011, 2015, Wrestlemania PPV Winner 2012 and your current all time highest GRAPL points scorer.
Fixture feeling champion 2013.

I'm a Paul Heyman guy!
User avatar
Rax
Member
Joined in 2008
AKA: Raxicori

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.

User avatar
Green Gecko
Director
Joined in 2008
Location: Sussex
Contact:

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.

Support GRcade | t: @GRcade | FB: GRcadeUK | YT: GRcadeVideo | Twitch: GRcadeUK
"just put the button line about the message components div" - Official Errkal Sponsor 2017
User avatar
Hexx
Member
Joined in 2008

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 ;))

User avatar
The Watching Artist
Scrub
Joined in 2008

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



Image
User avatar
Fade
Member
Joined in 2011
Location: Unknown

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.

Image
User avatar
NickSCFC
Member
Joined in 2008

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.

Image Image
User avatar
The Watching Artist
Scrub
Joined in 2008

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.

Image
User avatar
Supachipz
Member
Joined in 2008

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

Image
User avatar
KjGarly
Member
Joined in 2008
AKA: TheArbiter
Location: Liverpool

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)

Image Image
User avatar
Supachipz
Member
Joined in 2008

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

Added you!

Mine is 6129-0234-4003

Image
User avatar
Heskimo
Member
Joined in 2008
Location: Blackpool

PostRe: Super Mario Run coming to Apple iOS
by Heskimo » 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:

User avatar
jawafour
Member
Member
Joined in 2012

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
Member
Joined in 2008

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.

User avatar
KjGarly
Member
Joined in 2008
AKA: TheArbiter
Location: Liverpool

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.

Image Image
User avatar
Fade
Member
Joined in 2011
Location: Unknown

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.

Image
HSH28
Member
Joined in 2008

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.

User avatar
Fade
Member
Joined in 2011
Location: Unknown

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.

Image
User avatar
Rubix
Member
Joined in 2008
Location: Bristol
Contact:

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?

Playing: Everybody's Golf (PS4), GTAV (PS4)
Watching: Buffy S4
Reading: Freakonomics 69/315, Beren and Lúthien - 25/288
The RPG Thread | Top Gear | Star Wars
User avatar
Errkal
Social Sec.
Joined in 2011
Location: Hastings
Contact:

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.


Return to “Games”

Who is online

Users browsing this forum: darksideby182, Frank, Google [Bot], Hound, ignition, Johnny Jalfrezi, Lagamorph, Met, Monkey Man, more heat than light, OldSoulCyborg, Pedz, Peter Crisp, Photek, Ste, Yoshimi and 51 guests