We'll have to agree to disagree, but this is essence of Nintendo's acclaimed level design. Yes, the basic run through is easy, which makes it accessible to anyone. But I'll be damned if getting all the black coins isn't excruciatingly tough. The beauty is that the same game can be played on many levels.
Sad to see so many people critize the $10 price tag. Obviously that was expected, but as an iOS dev myself, it always saddens me too see the rejection of people to basically pay for anything on the AppStore.
> "it always saddens me too see the rejection of people to basically pay for anything on the AppStore."
Because the point is that the value one gets out of it, is too little for the amount of time it is fun. That is, of course, assuming there's no replay value.
There is replay value however I, for one, prefer a difficult game, and prefer one difficulty only. I know, game designers want to make everyone feel 'awesome' these days. All kind of ladders, including for single player! I don't like that. Give an immersive first time experience where the player has to overcome difficult hurdles. Getting stuck? Tough cookie, practice and get better, and you'll feel awesome once you progress further. Compare WoW TBC with how WoW has every difficulty for raiding these days. By the time you get to the highest difficulty it isn't epic anymore.
On a different note, 10 USD is a lot of money for poor people. Then again, those people are unlikely to have an expensive iOS device.
If Mario auto jumps over an enemy, you've missed a crucial chunk of coins on your quest to a top score. High scores is what this game is all about. When you really learn a level and squeeze out every coin possible, Nintendo's charm shines through.
I was only referring to buttons.
It's all about using existing UX mechanics versus Nintendo bringing over awkward console mechanics to a touch screen device.
I kept thinking of the original Super Mario Bros. as a contrast. You press start, and it drops you right into the game. When you complete a level, you start the next one. Simple. Sad that Nintendo couldn't replicate that here.
It seems so...tangential to what Mario games are and so much like every other side scrolling running game out there.
I also find hitting the exact buttons incredibly frustrating. They claim one handed play but on a 9.7" iPad when you have to hit a button in a specific place on the screen it's not one handed play. At least not for my hands and I thought they were decent size.