whoa sweet new mario game
hey wait a second that's not a nintendo
system that's an ipad whoa
Mario is running by himself I'm not
touching anything
there's clearly only one explanation
here my iPads possessed
okay so clearly Super Mario one isn't
your typical mario game even though it
may look like one by taking away all
direct control of Mario besides jumping
it puts a focus squarely on platforming
or more specifically precision timing if
you need to bounce off an enemy to reach
a high area you'll have to plan your
jump in advance in order to stick the
landing as there are no reduce here and
you'd better keep a close eye out for
those collectibles so there's almost no
training back into pass one up on lost
there happens to be a wall nearby for
you to bounce off of even the original
Super Mario Brothers is more forgiving
although as a last resort you can use up
one of your lives to ride in the bubble
backwards the level of short ways now
besides running automatically the game
throws a few other control curveballs to
such as on Mario automatically vault
short enemies like goombas and koopa
troopas but you can then jump off of
them during the fall for added points
and height
furthermore Mario will encounter several
kinds of block that directly impact his
movement some bringing to a halt acidity
steps on them while others learn and
perform a long jump
whereas another kind of launch Mario
backwards when he jumps these blocks
appear frequently and are an essential
component of the levels demanding
split-second reactions of when and how
to make use of them especially when it
comes to finding all the hidden coins
and just when you think you've found all
five coins in a level a second and then
the third batch of coins will open up
this time and harder to reach locations
complete is of course elements moved
around and it's those collectibles
they're the real meat of the games World
Tour mode because it only has level
split among six worlds and since each
level only takes a couple of minutes and
most to get through you can go through
all in just about an hour and that
even includes the first batch of
collectible coins as once I got used to
the controls i was able to grab all five
during most of my first level play
through its but the second and third
coin patches will tack on a couple of
extra hours
ok so i've covered how the game plays
but how does it feel
well at first it felt wrong I mean not
having direct control over Mario
everything that entails just feels weird
like not being able to turn around and
grab something I missed or not being
able to slow down to better gauge and
upcoming jump it can feel a little
frustrating when compared to a typical
mario game at first but like i said at
the start
this isn't a typical mario game and once
I got used to the controls as well as
the idea that it's okay to replace cage
if I missed something
the game started to grow on me the lack
of control no longer felt like a burden
but a revelation
they just clicked and once they did
super mario run almost like a rhythm
game a point where i'll get into a
groove and he had one of them are you as
a balanced bought his way through some
fantastically designed levels and that's
even more the case and toad rally a
competitive mode in which he challenged
the online replays of friends and
strangers alike in a race to get the
most points in seconds by popping
enemies collecting coins and even
pulling off cool moves like rolling
jumps consecutive wall jumps and
flipping well let's climbing all to
impress a growing crowd of toes and
gather the bottom of the screen it
almost feels like an entire mode
designed around establish moves the
paper mario the thousand year door and
it's also i had a blast taking all my
friends replays to try and best their
score i really can't overstate how good
it feels to pull off a near flawless run
into a crowd of cheering coats and the
best part of it all if you win those
cheering toads will come with you and
move into your kingdom
wait kingdom that's right super mario
runs third mode kingdom builder is
actually the first thing you'll see
every time you start the game as it
exists on the main menu and the more
toads and move in the more your kingdom
will level up unlocking the ability to
purchase new decorations buildings and
special structures using the coins
you've earned in the other two modes and
you can plot those structures wherever
you want to really make the kingdom feel
your own now while the decorations may
just be four looks the buildings and
special structures conserve actual
gameplay purposes build its own house to
play a special mini game or at a window
bridge to expand your kingdom to a whole
new region
heck you can even build houses for other
characters like yoshi or luigi to make
the playable in World Tour and toad
rally and they even play differently to
such as with Yoshi's trademark flutter
jump now while you may not spend a time
a kingdom builder it's a surprisingly
fun addition helps tie everything
together providing an incentive to keep
playing the other two modes and lock
more cool stuff like this pretty
slick-looking gold Mario statue
yeah my kingdoms got some bling Super
Mario runs presentation in general is
pretty solid
even if it is based around the extremely
tired new super mario brothers theme but
we used assets aside it generally look
pretty sharp my pet pros display
although I did notice a background
looked a bit blurry when the camera
zoomed in the performance is also solid
with only occasional from my hiccups are
barely noticeable as for the music well
even though it is based around the same
new super mario brothers tracks it hurt
so many times now it's actually been
injected with a bit more bounce now
thanks to a few instruments and have to
admit it was actually kind of catching
[Music]
so taken altogether I was not only
surprised by how much content Super
Mario run had but also and more
importantly how much I enjoyed it i mean
this is coming from a guy who generally
doesn't care about mobile games and is
sick to death of everything new super
mario brothers related and yet I
couldn't put super mario rundown I even
had trouble finishing this review on
time because i was so hooked the
controls or lack thereof really make
this feel like a different type of Mario
and I enjoy the process of learning how
to get good with them all over again
plus toad rally is totally addictive and
helps make up for the somewhat brief
World Tour mode in fact toad rallies
public my favorite other two modes
I just love impressing those gosh-darn
toes establish moves way too much add
onto that is surprisingly rewarding
kingdom builder mode and you have a game
that i liked a lot
yeah I didn't see that coming either
anyways thanks for watching and make
sure to stay tuned to GameXplain for
more Super Mario run and all things the
Tendo to catch you later bye
hey wait a second that's not a nintendo
system that's an ipad whoa
Mario is running by himself I'm not
touching anything
there's clearly only one explanation
here my iPads possessed
okay so clearly Super Mario one isn't
your typical mario game even though it
may look like one by taking away all
direct control of Mario besides jumping
it puts a focus squarely on platforming
or more specifically precision timing if
you need to bounce off an enemy to reach
a high area you'll have to plan your
jump in advance in order to stick the
landing as there are no reduce here and
you'd better keep a close eye out for
those collectibles so there's almost no
training back into pass one up on lost
there happens to be a wall nearby for
you to bounce off of even the original
Super Mario Brothers is more forgiving
although as a last resort you can use up
one of your lives to ride in the bubble
backwards the level of short ways now
besides running automatically the game
throws a few other control curveballs to
such as on Mario automatically vault
short enemies like goombas and koopa
troopas but you can then jump off of
them during the fall for added points
and height
furthermore Mario will encounter several
kinds of block that directly impact his
movement some bringing to a halt acidity
steps on them while others learn and
perform a long jump
whereas another kind of launch Mario
backwards when he jumps these blocks
appear frequently and are an essential
component of the levels demanding
split-second reactions of when and how
to make use of them especially when it
comes to finding all the hidden coins
and just when you think you've found all
five coins in a level a second and then
the third batch of coins will open up
this time and harder to reach locations
complete is of course elements moved
around and it's those collectibles
they're the real meat of the games World
Tour mode because it only has level
split among six worlds and since each
level only takes a couple of minutes and
most to get through you can go through
all in just about an hour and that
even includes the first batch of
collectible coins as once I got used to
the controls i was able to grab all five
during most of my first level play
through its but the second and third
coin patches will tack on a couple of
extra hours
ok so i've covered how the game plays
but how does it feel
well at first it felt wrong I mean not
having direct control over Mario
everything that entails just feels weird
like not being able to turn around and
grab something I missed or not being
able to slow down to better gauge and
upcoming jump it can feel a little
frustrating when compared to a typical
mario game at first but like i said at
the start
this isn't a typical mario game and once
I got used to the controls as well as
the idea that it's okay to replace cage
if I missed something
the game started to grow on me the lack
of control no longer felt like a burden
but a revelation
they just clicked and once they did
super mario run almost like a rhythm
game a point where i'll get into a
groove and he had one of them are you as
a balanced bought his way through some
fantastically designed levels and that's
even more the case and toad rally a
competitive mode in which he challenged
the online replays of friends and
strangers alike in a race to get the
most points in seconds by popping
enemies collecting coins and even
pulling off cool moves like rolling
jumps consecutive wall jumps and
flipping well let's climbing all to
impress a growing crowd of toes and
gather the bottom of the screen it
almost feels like an entire mode
designed around establish moves the
paper mario the thousand year door and
it's also i had a blast taking all my
friends replays to try and best their
score i really can't overstate how good
it feels to pull off a near flawless run
into a crowd of cheering coats and the
best part of it all if you win those
cheering toads will come with you and
move into your kingdom
wait kingdom that's right super mario
runs third mode kingdom builder is
actually the first thing you'll see
every time you start the game as it
exists on the main menu and the more
toads and move in the more your kingdom
will level up unlocking the ability to
purchase new decorations buildings and
special structures using the coins
you've earned in the other two modes and
you can plot those structures wherever
you want to really make the kingdom feel
your own now while the decorations may
just be four looks the buildings and
special structures conserve actual
gameplay purposes build its own house to
play a special mini game or at a window
bridge to expand your kingdom to a whole
new region
heck you can even build houses for other
characters like yoshi or luigi to make
the playable in World Tour and toad
rally and they even play differently to
such as with Yoshi's trademark flutter
jump now while you may not spend a time
a kingdom builder it's a surprisingly
fun addition helps tie everything
together providing an incentive to keep
playing the other two modes and lock
more cool stuff like this pretty
slick-looking gold Mario statue
yeah my kingdoms got some bling Super
Mario runs presentation in general is
pretty solid
even if it is based around the extremely
tired new super mario brothers theme but
we used assets aside it generally look
pretty sharp my pet pros display
although I did notice a background
looked a bit blurry when the camera
zoomed in the performance is also solid
with only occasional from my hiccups are
barely noticeable as for the music well
even though it is based around the same
new super mario brothers tracks it hurt
so many times now it's actually been
injected with a bit more bounce now
thanks to a few instruments and have to
admit it was actually kind of catching
[Music]
so taken altogether I was not only
surprised by how much content Super
Mario run had but also and more
importantly how much I enjoyed it i mean
this is coming from a guy who generally
doesn't care about mobile games and is
sick to death of everything new super
mario brothers related and yet I
couldn't put super mario rundown I even
had trouble finishing this review on
time because i was so hooked the
controls or lack thereof really make
this feel like a different type of Mario
and I enjoy the process of learning how
to get good with them all over again
plus toad rally is totally addictive and
helps make up for the somewhat brief
World Tour mode in fact toad rallies
public my favorite other two modes
I just love impressing those gosh-darn
toes establish moves way too much add
onto that is surprisingly rewarding
kingdom builder mode and you have a game
that i liked a lot
yeah I didn't see that coming either
anyways thanks for watching and make
sure to stay tuned to GameXplain for
more Super Mario run and all things the
Tendo to catch you later bye

