Super Mario Run Review

09:01

Hello and welcome to Char Note. Considering Super Mario Run as a platform game (or even as the platform game's straightforward portable cousin, the "endless runner") isn't exactly right. By and by, it plays more like a freestyle mood diversion with stage game attire. Rather than seeing an infringing red note and strumming in time on a plastic guitar, you see a succession of pits, coins, and foes and need to arrange for when and how to hop as Mario keeps running forward endlessly. 

This can make the first run through any level out and out irritating. You'll miss things you had no way of seeing and keep running into foes that you didn't have room schedule-wise to foresee (with the telephone held in picture mode, you can't see extremely far before you to prepare). In any case, the levels are short, each with a strict clock of one to two minutes. Much the same as in a beat diversion, a couple rehash plays help give you a vibe for the examples and ways you need to take after and make it less demanding to review what's coming when you see it. 

Taking Control
Following a day of play, I've sort of gotten used to not having the capacity to change my force essentially in mid-air. All things considered, the one-catch tap-to-bounce controls still aren't perfect for the sort of exact platforming even this changed Mario game requires. In past Mario recreations, I may take a colossal jump and after that make fine conformities with the d-cushion for a specific arrival. In Super Mario Run, I've needed to get used to arranging the length and tallness of my hop essentially flawlessly from the minute I leave the ground. 

Yes, Mario can do mid-air turns, divider hops, and even a swipe-based "slow down" to fairly influence the area of his arrival. There are a lot of obstructs that stop Mario set up to help with particular planning in precarious parts, also. 

Indeed, even with these instruments and a day of work on, landing decisively still isn't a natural, correct process. I still routinely miss adversaries, coins, or arrivals by only a hair or neglect to time my tap all around ok to get the correct bob stature off an adversary's back. Depending on the single contribution from one thumb makes it simple to get a little skittish, as well, prompting to zealous taps basically in light of the fact that it's the main thing you can do. 

In this way, I've sort of waded through with these control issues, and I improve at preparing. I likewise welcome that the engineers give two "air pockets" per level to move down and attempt again when I miss a specific bounce. It feels somewhat odd for "go left" to be an extinguishable thing, yet it's a better than average band-help for the tricky control framework. 

  

What's Next?
In the midst of the heft of levels that impel Mario ever forward, there are a modest bunch that are more compelled. In apparition houses, Mario essentially circles back to one side of the screen when he achieves the correct edge. In fortifications, he bobs forward and backward between the two dividers on either edge of the screen. Despite the fact that Mario still continues moving continually, these levels permit the opportunity to get a particular hop on the following pass and give the outline somewhat more space to move around accordingly.

Simply getting through all 24 of Super Mario Run's main levels in World Tour mode will take an experienced player under an hour. The game gives a few reasons to come back to the limited course palette though: first to collect five pink coins scattered about, and then to find five purple and black coins scattered about in even harder-to-reach places.

The levels stay familiar, but the coin arrangements give them some new life, forcing new paths and strategies. It feels a lot like going back to a harder note set in a rhythm game after you've memorized the basic beat of the song.
Once you're past those collectibles, you can indulge your perfectionist itch by trying to maximize your total coin count in each level. Without any sort of worldwide leaderboard, though, you're only able to compare your performance with that of registered friends.

There are also some secondary characters I have yet to unlock, each with slightly different jumping abilities. That said, the levels seem designed with Mario's basic jumping ability in mind, which makes me think these new characters will be fun to play around with for a bit, but not really integral to a new take on the levels.

After the World Tour mode, Toad Rally lets you run through the same levels next to a "ghost" meant to emulate the play style of another random player via the Internet. Running next to this transparent competitor changes things less than you might think, since the ghost has his own set of ghost coins to collect and doesn't affect your progress in any way. While only one player can get the ten-coin bonus for hitting the midpoint flag first, it feels otherwise like parallel play with a moving high-score marker rather than a real, direct competition.

  
 

Toad Rally also offers bonuses for doing specific "stylish" jumps and lets you unlock temporary "coin rush" mode where the game just throws a lot more coins at you. Neither does much to extend the appeal of the same levels you're already probably tiring of after a few quick trips through World Tour.

Winning matches in Toad Rally also helps unlock new items to place around a little dollhouse-style castle grounds in a Kingdom Builder mini-game. It's a cute enough distraction to toy around with for a couple of minutes, but I can't see any long-term appeal to the extremely basic decorating on offer. Animal Crossing this ain't.

That’s it?
The real problem with Super Mario Run is that it wears out its content, and its welcome, remarkably quickly. Even with the extra collectibles, unlockable characters, and secondary modes, and even considering the $10 price, the selection of just 24 short levels feels pretty limited.

After just a couple of hours of play, I was already getting tired of seeing the same platform patterns repeated over and over as I went back to collect more colored coins or face an online Toad Rally challenge. The levels are well-designed and offer a fair share of secrets and hard-to-access paths to find, but there's only so much you can do with level-building ideas when the game's design doesn't let Mario turn around at will.


I found myself comparing the game in my mind to the recently released Super Mario Maker on 3DS, which is packed with 100 lengthy and often complicated levels. Each level in that game comes with two additional and inventive challenge goals, ranging from "Collect all the coins" to "Kill all the chain chomps" to "Find the six [deviously] hidden one-up mushrooms."

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4 komentar

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21/1/17 18:09 delete

Ugh... my game when iam 12 y.o

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21/1/17 18:11 delete

Ugh... my game when iam 12 y.o

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22/1/17 06:28 delete

this game very cool and i enjoy when i playing this game

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