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Re:Super Mario Run by BinaryIdiot on Friday December 16, 2016 @11:21AM (#13194268)
Oh maybe you're thinking I was talking about game play. No, all the different menus and screens especially the ones where it's just a single button for progressing to the next screen. Those buttons must be hit directly. On a 9.7" iPad I have to use two hands to do that when I see no reason tapping the screen in a large area couldn't progress to the next area.

I was only referring to buttons.

Re:Super Mario Run by jjuel on Friday December 16, 2016 @11:49AM (#13194563)
Did you ever think of your 9.7" iPad as a one hand device to begin with?
Re:Super Mario Run by BinaryIdiot on Friday December 16, 2016 @12:16PM (#13194824)
Of course but two things. First, Nintendo markets it as a one-handed game and other than pressing the tiny buttons I can actually play it just fine one handed and second, there is no reason to require this tiny, little button area to be pressed when you could more easily press a larger area (as is common in most mobile games).

It's all about using existing UX mechanics versus Nintendo bringing over awkward console mechanics to a touch screen device.

Re:Super Mario Run by mikeash on Friday December 16, 2016 @02:33PM (#13196040)
The UI really turned me off the game. The gameplay itself was reasonably fun, but actually starting the game required going through ages and ages of tutorial and story nonsense. Then going from one level to the next is a lot more cumbersome than it needs to be.

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.