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Super Mario Run (First time on iOS)

December 19, 2016

Super Mario Run was launched on 16 Dec 2016 probably during midnight or what in Singapore as i was waiting for it till about 12am before i went to sleep. Even after waking up in the morning, i am still unable to see the app in App Store and i went to google it and saw a fix which was to close off App store and relaunch. The notify me function did not seem to work as there was no notification at all from App store.

 

Well, time to dive into the game! The graphics were looking good and this game as they claimed could be played using by just one hand. Mario will keep moving towards the right and all you had to do was to tap on the screen to jump and perform various types of fanciful jumps to earn more points. There are a total of 6 Worlds to explore with the paid version and the free game comes with World 1-1, 1-2 and 1-3 to play with. One sucky thing is you are not able to battle the first boss battle with Bowser. Paying $14.98 for the full game got me thinking as the game could easily be completed with an hour or two, the number of stages does not justify spending so much for a mobile game. The worse thing was the full game purchase is through in App purchase, that means you cannot share it among your family members who have iphones/ipads. I have found an online solution to circumvent this but i have not tried this yet.

 

There is another mode which is a Toad Rally where you get to compete with other players to win Toad supporters in order to earn more gold coins to shop for your decorations to design your Kingdom via Kingdom Builder.

 

As i have not played the full game, i still have doubts paying full price for it and all i can do currently is to replay the 3 stages repeatedly and do Toad Rally. Most likely i will be tempted to purchase the full version just for the sake of old school Mario gaming. Still waiting to play Mario on 3DS that my son recently purchased.

 

 

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