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{{game infobox | {{game infobox | ||
|image=[[File:SMR Logo Final.png|230px]] | |image=[[File:SMR Logo Final.png|230px]] | ||
|developer=[[Nintendo Entertainment Planning | |developer=[[Nintendo Entertainment Planning & Development|Nintendo EPD]] | ||
|publisher=Nintendo | |publisher=Nintendo | ||
|platforms={{wp|iOS}}, {{wp|iPadOS}}, {{wp|Android (operating system)|Android}}<ref name="Android">Schreler, Jason (September 7, 2016). [http://kotaku.com/official-new-mario-game-announced-for-ios-1786329332 Nintendo Announces Super Mario Run For iOS [UPDATE: Android Later<nowiki>]</nowiki>]. Kotaku. Retrieved September 8, 2016.</ref> | |platforms={{wp|iOS}}, {{wp|iPadOS}}, {{wp|Android (operating system)|Android}}<ref name="Android">Schreler, Jason (September 7, 2016). [http://kotaku.com/official-new-mario-game-announced-for-ios-1786329332 Nintendo Announces Super Mario Run For iOS [UPDATE: Android Later<nowiki>]</nowiki>]. Kotaku. Retrieved September 8, 2016.</ref> | ||
|release='''iOS | |release='''iOS'''<br>{{flag list|Japan|December 15, 2016|USA|December 15, 2016|Europe|December 15, 2016|Australia|December 15, 2016|HK|December 15, 2016|ROC|December 15, 2016|South Korea|February 1, 2017}}'''Android'''<br> {{flag list|USA|March 22, 2017<ref name=Early>https://twitter.com/NintendoAmerica/status/844663256614649858 ''Twitter''. Retrieved March 22, 2017.</ref>|Europe|March 22, 2017|Japan|March 23, 2017|Australia|March 23, 2017<ref>Nintendo AU NZ. (January 20, 2017). [https://twitter.com/NintendoAUNZ/status/822231370013507590 March release announcement]. ''Twitter''. Retrieved January 20, 2017.</ref>|South Korea|March 23, 2017|HK|March 23, 2017|ROC|March 23, 2017}} | ||
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|nl=y|ru=y|pt_br=y|jp=y|kr=y|zh_trad=y}} | |languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|nl=y|ru=y|pt_br=y|jp=y|kr=y|zh_trad=y}} | ||
|genre=2D platformer | |genre=2D platformer | ||
|ratings='''iOS & iPadOS:'''<br>4+ - Four years and older<br>'''Android:'''<br>{{ratings|esrb=E|pegi=3|acb=G|usk=6|classind=L|iarc=3+}} | |ratings='''iOS & iPadOS:'''<br>4+ - Four years and older<br>'''Android:'''<br>{{ratings|esrb=E|pegi=3|acb=G|usk=6|classind=L|iarc=3+}} | ||
|modes=Single player, | |modes=Single-player, Multiplayer | ||
|format={{format|mobiledl=1}} | |format={{format|mobiledl=1}} | ||
|input=Touch controls | |input=Touch controls | ||
|gallery= | |gallery= | ||
}} | }} | ||
'''''Super Mario Run''''' is an automatic runner | '''''Super Mario Run''''' is an automatic runner platformer game for mobile devices. It is the nineteenth entry in the [[Super Mario (series)|''Super Mario'' series]].<ref>スーパーマリオブラザーズ35周年. "[https://twitter.com/supermario35th/status/1301648749907902464 1985-2020年「今日の思い出マリオ」と題して、本日から少しずつ35年間のマリオタイトルを振り返っていきます。ハッシュタグの #思い出マリオ が目印です。どうぞお楽しみに。]" (Japanese text). ''[https://twitter.com/home Twitter]''. Published 03 Sept 2020. Accessed 13 Apr 2023.</ref> In the game, [[Mario]] is constantly moving to the right and he will [[jump]] when the player taps the screen. The game features four modes: World Tour, the main game mode where players go through 6 different worlds to rescue [[Princess Peach]]; Toad Rally, a battle mode where players can compete against another player's run to recruit Toads; Kingdom Builder, where players can customize their own kingdom with different objects; and Remix 10, where the player has to play through series of 10 short courses as part of a quest to rescue [[Princess Daisy]]. <ref>http://appleinsider.com/articles/16/09/07/nintendo-announces-super-mario-run-coming-first-to-apples-ios</ref><ref>http://www.ign.com/articles/2016/09/07/super-mario-run-coming-to-ios</ref> Nintendo markets the game as the first ''Super Mario'' title that can be played with one hand. This game was developed with the {{wp|Unity (game engine)|Unity}} game engine. It is the second mobile application developed and published by [[Nintendo]] (following ''[[nwiki:Miitomo|Miitomo]]''), and the first ''[[Super Mario (franchise)|Super Mario]]'' mobile game. | ||
The game was initially released exclusively on {{wp|iOS}} in 150 territories<!-- The game was available in exactly 150 countries at launch, as the three additional countries supported by Nintendo Account in December 2016 – Aruba, Rwanda, and Zambia – were originally listed for Miitomo support, and do not have official access to the iOS App Store. These countries eventually later received Super Mario Run exclusively via Android. --> on December 15, 2016 | The game was initially released exclusively on {{wp|iOS}} in 150 territories<!-- The game was available in exactly 150 countries at launch, as the three additional countries supported by Nintendo Account in December 2016 – Aruba, Rwanda, and Zambia – were originally listed for Miitomo support, and do not have official access to the iOS App Store. These countries eventually later received Super Mario Run exclusively via Android. --> on December 15, 2016, released in South Korea on February 1, 2017, and released on {{wp|Android (operating system)|Android}} devices, as well as 14 additional territories, on March 22, 2017. However, circa 2020, the game was delisted in Vietnam for undisclosed reasons. ''Super Mario Run'' was the most widely available Nintendo-related mobile game—available in every territory where Google Play and/or the iOS App Store were also officially available in March 2017, except for Algeria, China (iOS only), Georgia (Android only), Iceland, Kenya, and Myanmar (Android only)—until November 2, 2021, when ''[[pikipedia:Pikmin Bloom|Pikmin Bloom]]'' became officially available in 180 markets. ''Super Mario Run'' is also the first ''Super Mario'' game to be officially localized to Portuguese for Brazil. | ||
''Super Mario Run'' is free-to-start, with the first four courses of World Tour and Toad Rally available to play, as well as the time-restricted play of Remix 10. The full game costs USD$9.99 (the price slightly varies in some countries), with a limited-time 50% discount of USD$4.99 from September 29, 2017 to October 12, 2017 (to coincide with the version 3.0.4 release), from March 10, 2018 to March 26, 2018 (celebrating [[Mario Day]]), and from March 10, 2023 to May 31, 2023 (to promote the release for ''[[The Super Mario Bros. Movie]]''). A demo of ''Super Mario Run'' was made available at Apple Store outlets worldwide starting December 8, 2016.<ref>Cipriani, Jason (December 8, 2016). [http://www.zdnet.com/article/play-super-mario-run-in-apple-stores-starting-today/ Play Super Mario Run in Apple Stores starting today]. ZDNet. Retrieved December 8, 2016.</ref> Only World Tour is playable in the demo, with the same courses available as the trial version, although [[Bowser's Castle Hangout]] has | ''Super Mario Run'' is free-to-start, with the first four courses of World Tour and Toad Rally available to play, as well as the time-restricted play of Remix 10. The full game costs USD$9.99 (the price slightly varies in some countries), with a limited-time 50% discount of USD$4.99 from September 29, 2017 to October 12, 2017 (to coincide with the version 3.0.4 release), from March 10, 2018 to March 26, 2018 (celebrating [[Mario Day]]), and from March 10, 2023 to May 31, 2023 (to promote the release for ''[[The Super Mario Bros. Movie]]''). A demo of ''Super Mario Run'' was made available at Apple Store outlets worldwide starting December 8, 2016.<ref>Cipriani, Jason (December 8, 2016). [http://www.zdnet.com/article/play-super-mario-run-in-apple-stores-starting-today/ Play Super Mario Run in Apple Stores starting today]. ZDNet. Retrieved December 8, 2016.</ref> Only World Tour is playable in the demo, with the same courses available as the trial version, although [[Bowser's Castle Hangout]] only has a 20 second timer. | ||
''Super Mario Run'' is one of a few Nintendo apps with heavy [[My Nintendo]] integration. Missions in the game can reward | ''Super Mario Run'' is one of a few Nintendo apps with heavy [[My Nintendo]] integration. Missions in the game can reward Super Mario Run Platinum Points, which can be spent on various My Nintendo rewards. A set of rewards are specific to ''Super Mario Run''. | ||
{{br|left}} | {{br|left}} | ||
==Gameplay== | ==Gameplay== | ||
''This section concerns the gameplay found in ''Super Mario Run'' | ''This section concerns the gameplay found in ''Super Mario Run'''s three side scrolling platforming modes. For information on Kingdom Builder, see [[Super Mario Run#Kingdom Builder|Kingdom Builder]]'' | ||
[[File:SMR Shot - World 1 Gameplay.png|thumb|Mario in the first stage of the game, [[Up and Over]].]] | [[File:SMR Shot - World 1 Gameplay.png|thumb|Mario in the first stage of the game, [[Up and Over]].]] | ||
In ''Super Mario Run'', Mario (or one of the other 10 playable characters) runs to the right across courses full of items to collect and enemies to dodge or fight against. There are three different modes with this premise, each with a different goal. However, the goal of all of them can generally be summarized as "go as far to the right as possible while collecting [[coin]]s". The player moves forward automatically, with the main decision point being when and how to jump. | In ''Super Mario Run'', Mario (or one of the other 10 playable characters) runs to the right across courses full of items to collect and enemies to dodge or fight against. There are three different modes with this premise, each with a different goal. However, the goal of all of them can generally be summarized as "go as far to the right as possible while collecting [[coin]]s". The player moves forward automatically, with the main decision point being when and how to jump. | ||
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If the player taps on the screen, they jump into the air. This can be used to get over hazards like [[pit]]s and [[lava]], reach coins, and avoid enemies. As a ''Super Mario'' game, the jump is a very flexible move. By quickly tapping the screen, the player can do a very low jump. By holding the screen, the player will jump higher. As a general rule, coins are placed such that following them forms an optimal path through a course. Using both high and low jumps as needed makes following the coins easier. If the player lands on a normal enemy, the enemy is defeated, and grants the player coins. If the player can defeat multiple enemies in a row, each enemy will grant more coins than the last one. | If the player taps on the screen, they jump into the air. This can be used to get over hazards like [[pit]]s and [[lava]], reach coins, and avoid enemies. As a ''Super Mario'' game, the jump is a very flexible move. By quickly tapping the screen, the player can do a very low jump. By holding the screen, the player will jump higher. As a general rule, coins are placed such that following them forms an optimal path through a course. Using both high and low jumps as needed makes following the coins easier. If the player lands on a normal enemy, the enemy is defeated, and grants the player coins. If the player can defeat multiple enemies in a row, each enemy will grant more coins than the last one. | ||
Courses can have one of seven environments. They can take place on the ground, below the ground, in the sky, through a desert, up a [[Tower]], through a scary [[Ghost House]], on an [[Airship]], inside a [[Castle]], or in a forest. Environments sometimes have additional rules attached, like the lava present in a Castle. For the most part though, an | Courses can have one of seven environments. They can take place on the ground, below the ground, in the sky, through a desert, up a [[Tower]], through a scary [[Ghost House]], on an [[Airship]], inside a [[Castle]], or in a forest. Environments sometimes have additional rules attached, like the lava present in a Castle. For the most part though, an enviroment just indicates the theme of the course and implies which enemies and obstacles are likely to appear in it. | ||
[[Block]]s frequently appear in ''Super Mario Run''. These portions of the terrain can have special properties | [[Block]]s frequently appear in ''Super Mario Run''. These portions of the terrain can have special properties. If the player jumps into some blocks from below, such as [[Brick Block]]s or [[Time Block]]s, the block will react. [[? Block]]s are the most important kind of block, because when they are hit in this way, they provide helpful items. Some items are granted directly to the player, while others are thrown out in front of them so that the player has to pick them up. | ||
Getting through each course is made easier through several new moves that are used automatically in certain situations. The player [[vaulting|vault]]s over short obstacles and small enemies, such as [[Pipe]]s and [[Goomba]]s, without having to stop at the obstacle or take damage from enemies. If the player jumps to a solid platform but hits the edge instead of landing on top, they use [[Edge Climbing]] to pull themselves up and continue to move forward. | Getting through each course is made easier through several new moves that are used automatically in certain situations. The player [[vaulting|vault]]s over short obstacles and small enemies, such as [[Pipe]]s and [[Goomba]]s, without having to stop at the obstacle or take damage from enemies. If the player jumps to a solid platform but hits the edge instead of landing on top, they use [[Edge Climbing]] to pull themselves up and continue to move forward. | ||
The player can jump in other ways. By jumping while standing on a [[Long Jump Block]], the player performs a [[Long Jump]], a low jump that sends the player far forward before landing. By jumping while standing on a [[Backflip Block]], the player performs a [[Backward Somersault]], which makes them flip while jumping backward. ''Super Mario Run'' is the first 2D ''Super Mario'' game with these moves, which otherwise only appear in 3D ''Super Mario'' games. | The player can jump in other ways too. By jumping while standing on a [[Long Jump Block]], the player performs a [[Long Jump]], a low jump that sends the player far forward before landing. By jumping while standing on a [[Backflip Block]], the player performs a [[Backward Somersault]], which makes them flip while jumping backward. ''Super Mario Run'' is the first 2D ''Super Mario'' game with these moves, which otherwise only appear in 3D ''Super Mario'' games. | ||
The player can jump backward in certain cases. If the player collides with a wall while in the air, they begin to slide down it. By tapping the screen while in contact with the wall, or while sliding down, the player performs a [[Wall Jump]]. This boosts them upward and away from the wall, usually going backward. The aforementioned Backward Somersault can also be used to jump backward. By using repeated wall-jumps, the player can climb to high areas. However, most courses force the player to move forward after landing. Sometimes these two moves are combined, by having the player Backward Somersault into a left facing wall and then do a wall-jump off it to go back forward and reach a high place. | The player can jump backward in certain cases. If the player collides with a wall while in the air, they begin to slide down it. By tapping the screen while in contact with the wall, or while sliding down, the player performs a [[Wall Jump]]. This boosts them upward and away from the wall, usually going backward. The aforementioned Backward Somersault can also be used to jump backward. By using repeated wall-jumps, the player can climb to high areas. However, most courses force the player to move forward after landing. Sometimes these two moves are combined, by having the player Backward Somersault into a left facing wall and then do a wall-jump off it to go back forward and reach a high place. | ||
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If the player obtains a [[Super Mushroom]], a kind of power-up that is often found from ? Blocks, their character grows to twice their size. In this state, taking damage only shrinks the player back to normal, temporarily reduces their movement speed, and causes them to drop five coins, instead of having to use a bubble. Before the 3.0.4 update, only [[Mario]] and [[Luigi]] could gain the ability to take damage without using a bubble, with all other characters instead obtaining five coins upon touching a Super Mushroom. Mario and Luigi get five coins as well if they are already tall. Players can also find a [[Super Star]], a different kind of power-up. While the effect of a Super Mushroom is permanent, the effect of a Super Star is temporary. While a Super Star is in effect, the player is [[Invincible Mario|invincible]]. That is, they automatically defeat enemies simply by touching them and are immune to most obstacles. Critical mistakes like falling into pits are still dangerous. Invincible characters also attract [[coin]]s around them, though certain types are excluded. In this game, the player does not get to keep their collected power-ups after finishing a run in any particular mode. | If the player obtains a [[Super Mushroom]], a kind of power-up that is often found from ? Blocks, their character grows to twice their size. In this state, taking damage only shrinks the player back to normal, temporarily reduces their movement speed, and causes them to drop five coins, instead of having to use a bubble. Before the 3.0.4 update, only [[Mario]] and [[Luigi]] could gain the ability to take damage without using a bubble, with all other characters instead obtaining five coins upon touching a Super Mushroom. Mario and Luigi get five coins as well if they are already tall. Players can also find a [[Super Star]], a different kind of power-up. While the effect of a Super Mushroom is permanent, the effect of a Super Star is temporary. While a Super Star is in effect, the player is [[Invincible Mario|invincible]]. That is, they automatically defeat enemies simply by touching them and are immune to most obstacles. Critical mistakes like falling into pits are still dangerous. Invincible characters also attract [[coin]]s around them, though certain types are excluded. In this game, the player does not get to keep their collected power-ups after finishing a run in any particular mode. | ||
Certain courses change the game's mechanics. Courses | Certain courses change the game's mechanics. Courses taking place inside a [[ghost House|ghost house]] slow the player down, as those courses are puzzle influenced. In them, each room is horizontally wrapped, so anything that goes off the right edge of the screen appears on the left. The same is true for moving off the left edge. To move forward in the course, the player has to enter [[Warp Door]]s by walking into them, which takes them to the next room. Courses taking place inside a [[Tower]], have the game progress by going upward instead of to the right. There are solid walls to both the left and right of the screen. In these courses, the player can switch the direction they move in by using any wall. This is done either by wall-jumping or by jumping up and sliding back down while next to a wall. | ||
The player has advanced moves that which allows the player to move the character in more complex ways. These are rarely necessary, but can prove extremely helpful. The [[Midair Spin]], performed by tapping the screen in the air, allows the player to stay in the air for longer. The [[Spin Strike]], performed by tapping the screen while near and above an enemy, makes it easier to [[stomp]] on the enemy and jump off to reach high areas. The [[Midair Stall]], the most complex and least broadly applicable of these moves, is performed by swiping left on the screen and keeping the finger pressed down. The player will slow down in the air, which can enable them to fall straight down as necessary. Releasing the screen or swiping left returns to normal, as does landing. | The player has advanced moves that which allows the player to move the character in more complex ways. These are rarely necessary, but can prove extremely helpful. The [[Midair Spin]], performed by tapping the screen in the air, allows the player to stay in the air for longer. The [[Spin Strike]], performed by tapping the screen while near and above an enemy, makes it easier to [[stomp]] on the enemy and jump off to reach high areas. The [[Midair Stall]], the most complex and least broadly applicable of these moves, is performed by swiping left on the screen and keeping the finger pressed down. The player will slow down in the air, which can enable them to fall straight down as necessary. Releasing the screen or swiping left returns to normal, as does landing. | ||
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'''World Tour''' is the main gameplay mode of ''Super Mario Run'', where players are tasked with completing 24 different courses across 6 worlds in order to rescue [[Princess Peach]] from [[Bowser]] after he kidnapped her and destroyed the [[Mushroom Kingdom]]. (There is also a [[How to Play|tutorial]], preempting the events of the game.) Each course has the player run through a series of challenges, usually centered around a certain enemy or mechanic, in order to reach the [[Goal Pole]] at the end of the course. Doing so completes the course, and the player is rewarded with more coins the higher they touch the Goal Pole. Reaching the top often requires completing a final jumping challenge, and the Goal Pole serves as a boundary so it cannot be jumped over. | '''World Tour''' is the main gameplay mode of ''Super Mario Run'', where players are tasked with completing 24 different courses across 6 worlds in order to rescue [[Princess Peach]] from [[Bowser]] after he kidnapped her and destroyed the [[Mushroom Kingdom]]. (There is also a [[How to Play|tutorial]], preempting the events of the game.) Each course has the player run through a series of challenges, usually centered around a certain enemy or mechanic, in order to reach the [[Goal Pole]] at the end of the course. Doing so completes the course, and the player is rewarded with more coins the higher they touch the Goal Pole. Reaching the top often requires completing a final jumping challenge, and the Goal Pole serves as a boundary so it cannot be jumped over. | ||
When the game is started, the player only has access to the game's first course, [[Up & Over]]. By completing a course for the first time, the player unlocks the next course. Courses are divided into Worlds of four courses each. When the player completes a World for the first time, as in completes the fourth and final course in that World, they receive [[Rally Ticket]]s and [[Hammer]]s, which are usable in other modes. This also adds segments from the courses of that World to the Toad Rally mode as possible layouts. If the player completes a World that they did before, then they | When the game is started, the player only has access to the game's first course, [[Up & Over]]. By completing a course for the first time, the player unlocks the next course. Courses are divided into Worlds of four courses each. When the player completes a World for the first time, as in completes the fourth and final course in that World, they receive [[Rally Ticket]]s and [[Hammer]]s, which are usable in other modes. This also adds segments from the courses of that World to the Toad Rally mode as possible layouts. If the player completes a World that they did before, then they recieve 100 coins for Kingdom Builder mode as a bonus. Starting in version 2.0.0, the player can replay the tutorial at any point from this menu. | ||
Every world's final course is either an [[Castle]] course or an [[Airship]] course. In these courses, the Goal Pole is not present. Instead, the player will have to fight a boss to complete the course. Bowser is the boss in castle courses, and [[Boom Boom]] is the boss in airship courses. These courses alternate: [[World 1 (Super Mario Run)|World 1]]'s final course is a Castle, [[World 2 (Super Mario Run)|World 2]]'s final course is an Airship, [[World 3 (Super Mario Run)|World 3]]'s final course is a Castle, and so on. An exception is [[World 6 (Super Mario Run)|World 6]], which has an Airship as the third course and a Castle as the fourth course. | Every world's final course is either an [[Castle]] course or an [[Airship]] course. In these courses, the Goal Pole is not present. Instead, the player will have to fight a boss to complete the course. Bowser is the boss in castle courses, and [[Boom Boom]] is the boss in airship courses. These courses alternate: [[World 1 (Super Mario Run)|World 1]]'s final course is a Castle, [[World 2 (Super Mario Run)|World 2]]'s final course is an Airship, [[World 3 (Super Mario Run)|World 3]]'s final course is a Castle, and so on. An exception is [[World 6 (Super Mario Run)|World 6]], which has an Airship as the third course and a Castle as the fourth course. | ||
Upon completing the first 24 courses, [[World Star (Super Mario Run)|World Star]] is unlocked. World Star is different from the other Worlds. It has 9 courses instead of 4, and these courses are not unlocked by completing the course that comes before it. Instead, these courses are unlocked by completing missions across the modes of ''Super Mario Run''.<ref>{{cite|quote=The courses in World ★ are locked at first, but you can unlock them by completing certain missions.|title=Even more fun with World ★|date=September 29, 2017|publisher=Nintendo|accessdate=October 30, 2024}}</ref> | Upon completing the first 24 courses, [[World Star (Super Mario Run)|World Star]] is unlocked. World Star is different from the other Worlds. It has 9 courses instead of 4, and these courses are not unlocked by completing the course that comes before it. Instead, these courses are unlocked by completing missions across the modes of ''Super Mario Run''.<ref>{{cite|quote=The courses in World ★ are locked at first, but you can unlock them by completing certain missions.|title=Even more fun with World ★|date=September 29, 2017|publisher=Nintendo|accessdate=October 30, 2024}}</ref> | ||
The player starts with two bubbles at the start of each course, though more can be obtained by hitting certain ? Blocks. In addition, the player can prematurely use a bubble by tapping the icon on the top-left of the screen. This can be used to attempt to collect any items they missed earlier in the course or go through both choices for a split path without having to reset. If the player is defeated with no bubbles remaining, they lose and leave the course with no rewards. The player is taken to a black screen, where they may choose to start again or return to the course selection screen. | The player starts with two bubbles at the start of each course, though more can be obtained by hitting certain ? Blocks. In addition, the player can prematurely use a bubble by tapping the icon on the top-left of the screen. This can be used to attempt to collect any items they missed earlier in the course or go through both choices for a split path without having to reset. If the player is defeated with no bubbles remaining, they lose and leave the course with no rewards. The player is taken to a black screen, where they may choose to start again or return to the course selection screen. | ||
Each course has a timer, usually starting with 60 to 90 seconds. If the timer counts down to 0, the player loses immediately. | Each course has a timer, usually starting with 60 to 90 seconds. If the timer counts down to 0, the player loses immediately. Couses may have [[Time Block]]s that will grant the player more time when hit, up to a maximum of 99. The player's bubble count and time do not carry over between stages or runs of the same stage. | ||
In every course, the player can collect a set of five [[color coin]]s, which can be found among regular coins or within Brick Blocks and ? Blocks. At the end of the course, these add ten coins to the coin counter. At first, the color coins are [[Pink Coin (Super Mario Run)|Pink Coin]]s. If all five Pink Coins are collected in a single run for the first time, the player recieves Rally Tickets and unlocks the ability to collect [[Purple Coin]]s. These coins are put in more challenging locations than the Pink Coins. If all five Purple Coins are collected in one run for the first time, the player recieves Rally Tickets and unlocks the ability to collect [[Black Coin]]s, which are put in even more challenging locations. Black Coins also cannot be collected with the magnetizing effect of a Super Star. Collecting all the Black Coins in a single run for the first time only rewards Rally Tickets. The player can choose which color coins to collect on the course-selection screen, with the game defaulting to the most difficult set. Courses might have slight modifications made to them depending on which color of coins are available to collect. Ghost houses are more dramatic, with entire rooms swapping out for other rooms based on the color coin that is present. | |||
If the player collects all of the Pink, Purple, or Black Coins within each of the first 24 courses, they will unlock the ability to purchase a corresponding colored pipe from the Shop in Kingdom Builder mode. When these pipes are placed, then interacted with, the player can access 1 of 3 special courses. In addition, if all of the Black Coins are collected in each of the 9 courses in World Star, the Gold Star Pipe will be unlocked, allowing access to a [[Red Block Run|fourth special course]]. These courses are played in World Tour rules, with two caveats. One is that each course only has one kind of color coin available, the same color coins that were collected to unlock the Pipe. The other is that the game does not permanently track the color coins collected in a Special Course. These color coins are still worth 10 coins, but it means the coins are not added to the menu showing all of the color coins collected across every course. | |||
Once a course is complete, the game shows a summary screen to the player. The value of the color coins they collected in that run are added to the number of coins collected in the course, creating a final total for the run. This total is added to the coin total used to buy items in the Shop in Kingdom Builder. If the player collected a full set of color coins in a course, this is marked as well. Additionally, each course lists the highest number of coins obtained in a single run. The player also gets to see every enemy in the course, and the number of each they defeated in that run. | Once a course is complete, the game shows a summary screen to the player. The value of the color coins they collected in that run are added to the number of coins collected in the course, creating a final total for the run. This total is added to the coin total used to buy items in the Shop in Kingdom Builder. If the player collected a full set of color coins in a course, this is marked as well. Additionally, each course lists the highest number of coins obtained in a single run. The player also gets to see every enemy in the course, and the number of each they defeated in that run. | ||
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Worlds 2 through 6, as well as World Star, can only be accessed by paying to unlock the full game. Only the first three courses of the game, as well as the first 30 seconds of the [[Bowser's Castle Hangout|fourth course]] can be accessed for free. However, starting with version 2.0.0, by completing Bowser's Challenges, players are given an additional 60 seconds on the timer for Bowser's Castle Hangout, allowing them to complete the entire course. | Worlds 2 through 6, as well as World Star, can only be accessed by paying to unlock the full game. Only the first three courses of the game, as well as the first 30 seconds of the [[Bowser's Castle Hangout|fourth course]] can be accessed for free. However, starting with version 2.0.0, by completing Bowser's Challenges, players are given an additional 60 seconds on the timer for Bowser's Castle Hangout, allowing them to complete the entire course. | ||
In the version | In the version 2.0.0 update, an Easy Mode was added. If the player starts a course in Easy Mode, they have an infinite amount of bubbles and time to complete the course with. The guage from the tutorial appears too, measuring out the how the player's taps are affecting their jump height. Easy Mode can be toggled on before starting a course or activated on the black screen after losing in a course. However, after finishing a course, the player does not keep any [[Coin]]s collected and the personal high coin count is not recorded. The [[Bowser's Bob-ombing Run|24th course]], special courses and World Star courses cannot be played on Easy Mode. | ||
Gold Goomba events are held in this mode. In these events, [[Gold Goomba]]s appears in certain courses, indicated by a Gold Goomba icon in the course-selection screen. Defeating a Gold Goomba earns a stamp in the stamp card at the end of a course. During the events, courses with Gold Goombas do not affect the high coin count. There are two types of Gold Goomba events: "Mega event" has four stamp cards with 20 stamps spots each, and "Gold Goomba Lite" has four stamp cards with 5 stamp spots each (with the fourth card having 10 stamp spots instead of 5). Event dates and details are shown [[Gold Goomba#Super Mario Run|here]]. | Gold Goomba events are held in this mode. In these events, [[Gold Goomba]]s appears in certain courses, indicated by a Gold Goomba icon in the course-selection screen. Defeating a Gold Goomba earns a stamp in the stamp card at the end of a course. During the events, courses with Gold Goombas do not affect the high coin count. There are two types of Gold Goomba events: "Mega event" has four stamp cards with 20 stamps spots each, and "Gold Goomba Lite" has four stamp cards with 5 stamp spots each (with the fourth card having 10 stamp spots instead of 5). Event dates and details are shown [[Gold Goomba#Super Mario Run|here]]. | ||
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|- | |- | ||
|align=center style="background:#FF9C13"|[[File:SMR S-9 Icon.png]]||align=center style="background:#CCAB51"|[[Airship Plunder]]||align=center style="background:#CCAB51"|Airship||align=center style="background:#CCAB51"|Defeat 20 or more Ninjis in a single run in World 2-4. | |align=center style="background:#FF9C13"|[[File:SMR S-9 Icon.png]]||align=center style="background:#CCAB51"|[[Airship Plunder]]||align=center style="background:#CCAB51"|Airship||align=center style="background:#CCAB51"|Defeat 20 or more Ninjis in a single run in World 2-4. | ||
|- | |||
!colspan=6 style="background:white"align=center|Special courses | |||
|- | |||
|align=center style="background:#F7DF84"|[[File:SMR Pipe Pink.png]]||align=center style="background:#7E98BF"|[[Chase the Snaking Coins]]||align=center style="background:#7E98BF"|Underground||align=center style="background:#7E98BF"|Collecting all Pink Coins in the first six worlds unlocks a Pink Coin Pipe for Kingdom Builder, which grants access to this course. | |||
|- | |||
|align=center style="background:#F7DF84"|[[File:SMR Pipe Purple.png]]||align=center style="background:#76BC69"|[[Piranha Plant Field]]||align=center style="background:#76BC69"|Ground||align=center style="background:#76BC69"|Collecting all Purple Coins in the first six worlds unlocks a Purple Coin Pipe for Kingdom Builder, which grants access to this course. | |||
|- | |||
|align=center style="background:#F7DF84"|[[File:SMR Pipe Gray.png]]||align=center style="background:#D17B5C"|[[Make the Cut!]]||align=center style="background:#D17B5C"|Castle||align=center style="background:#D17B5C"|Collecting all Black Coins in the first six worlds unlocks a Black Coin Pipe for Kingdom Builder, which grants access to this course. | |||
|- | |||
|align=center style="background:#F7DF84"|[[File:SMR Pipe Star.png]]||align=center style="background:#C6D0F2"|[[Red Block Run]]||align=center style="background:#C6D0F2"|Sky||align=center style="background:#C6D0F2"|Collecting all color coins in World Star unlocks a Gold Star Pipe for Kingdom Builder, which grants access to this course. | |||
|} | |} | ||
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While the player can quit out to the menu during a Toad Rally, this is penalized by having some of the Toads that were cheering leave the kingdom. | While the player can quit out to the menu during a Toad Rally, this is penalized by having some of the Toads that were cheering leave the kingdom. | ||
If either player plays as one of the [[Yoshi]]s, Toads of the corresponding color are more likely to cheer for them. If | If either player plays as one of the [[Yoshi]]s, Toads of the corresponding color are more likely to cheer for them. If the player plays as [[Toadette]], it becomes easier to get Toads to cheer for them. During the result screen some of the Toads cheering for the opponent switch to Toadette's side, raising her Coin multiplier and lowering the opponent’s. [[Toad]] takes her place as the judge. | ||
Players are able to choose between 5 different opponents from the menu screen, each being found in one of 7 different environments. Each match | Players are able to choose between 5 different opponents from the menu screen, each being found in one of 7 different environments. Each match has somewhat randomly-generated courses. The courses are made up of small segments from World Tour courses using the selected environment, as well as certain segments original to Toad Rally layouts, strung together into one infinite course. While matches can initially only be played in the ground environment, they are able to unlock more by completing each world in the World Tour mode. The environment chosen also impacts which colors of Toads which can come to cheer during the match. | ||
{|width=50% class="wikitable"align="center" | {|width=50% class="wikitable"align="center" | ||
!Environment | !Environment | ||
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There is also a subgroup of buildings called Special buildings. Special buildings are generally interactive or produce some special effect that normal buildings do not have. [[? Block]]s reward the player with coins or Rally Tickets, [[Toad House|Bonus Game House]]s allow the player to play minigames to gain coins or Rally Tickets. Both of these go on a cooldown timer after being used, during which tapping them has no useful effect. Bonus Game Houses show a timer until they can be used. This cannot be circumvented by putting away the building and placing it again. Certain pipes allow access to Special Courses. The house of a character unlocks them as a playable character when placed, but have no further effect. While the player can have a large number of most items, they can ususally have only one of special building. Only ? Blocks and Rainbow Bridges can be obtained in multiples. Some special buildings are placed in locations exclusive to them: these occur automatically when they are purchased and cannot be put away. Special buildings can only be obtained from the Shop, and not through any other source. In menus, special buildings have a tab separate from non-special buildings. | There is also a subgroup of buildings called Special buildings. Special buildings are generally interactive or produce some special effect that normal buildings do not have. [[? Block]]s reward the player with coins or Rally Tickets, [[Toad House|Bonus Game House]]s allow the player to play minigames to gain coins or Rally Tickets. Both of these go on a cooldown timer after being used, during which tapping them has no useful effect. Bonus Game Houses show a timer until they can be used. This cannot be circumvented by putting away the building and placing it again. Certain pipes allow access to Special Courses. The house of a character unlocks them as a playable character when placed, but have no further effect. While the player can have a large number of most items, they can ususally have only one of special building. Only ? Blocks and Rainbow Bridges can be obtained in multiples. Some special buildings are placed in locations exclusive to them: these occur automatically when they are purchased and cannot be put away. Special buildings can only be obtained from the Shop, and not through any other source. In menus, special buildings have a tab separate from non-special buildings. | ||
At the start, only one Area of the kingdom is available to place objects on, consisting of just a single screen in front of [[Peach's Castle]]. However, when the player purchases a Rainbow Bridge, it is automatically placed to add another Area to the kingdom. Each new Area contains more space for items and Thwomps occupying some of that space. The player can scroll to | At the start, only one Area of the kingdom is available to place objects on, consisting of just a single screen in front of [[Peach's Castle]]. However, when the player purchases a Rainbow Bridge, it is automatically placed to add another Area to the kingdom. Each new Area contains more space for items and Thwomps occupying some of that space. The player can scroll to diferent Areas by swiping across the screen in direction to move in. There five Rainbow Bridges to buy, and six Areas in total. | ||
The Mushroom Kingdom serves as the game's main menu, with button and [[Warp Pipe]] user interface elements to move to the game's other menus. These can be hidden by tapping on a empty space. The player can also zoom in and out by stretching or pinching the screen, respectively. The player cannot scroll between screens while zoomed in, and the Build button causes the game to zoom out fully when pressed. | The Mushroom Kingdom serves as the game's main menu, with button and [[Warp Pipe]] user interface elements to move to the game's other menus. These can be hidden by tapping on a empty space. The player can also zoom in and out by stretching or pinching the screen, respectively. The player cannot scroll between screens while zoomed in, and the Build button causes the game to zoom out fully when pressed. | ||
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=====Shop===== | =====Shop===== | ||
Toad runs a Shop where the player can spend the accumulated coins from World Tour, Toad Rally, and Kingdom Builder to purchase items. Decorations, Buildings, and Special are separate tabs. Most items found within the Shop require the player to have a certain number of Toads, sometimes of specific colors, in order to unlock the ability to buy them. This unlock only cares about if the player has ever met or exceeded the listed total; dropping below that number of that color or in total does not prevent the player from making a purchase. Pop-ups appear after each Toad Rally run, which indicate progression toward the next special building. Additionally, Toad sometimes announces if there are new items available to buy. | Toad runs a Shop where the player can spend the accumulated coins from World Tour, Toad Rally, and Kingdom Builder to purchase items. Decorations, Buildings, and Special are separate tabs. Most items found within the Shop require the player to have a certain number of Toads, sometimes of specific colors, in order to unlock the ability to buy them. This unlock only cares about if the player has ever met or exceeded the listed total; dropping below that number of that color or in total does not prevent the player from making a purchase. Pop-ups appear after each Toad Rally run, which indicate progression toward the next special building. Additionally, Toad sometimes announces if there are new items available to buy. | ||
====Remix 10==== | ====Remix 10==== | ||
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==Enemies and obstacles== | ==Enemies and obstacles== | ||
===Enemies=== | ===Enemies=== | ||
The characters in this category aim to prevent the player from achieving their goal, by inflicting damage upon the player character. Enemies can do this by touching the player, and some enemies additionally attack by throwing objects | The characters in this category aim to prevent the player from achieving their goal, by inflicting damage upon the player character. Enemies can do this by touching the player, and some enemies additionally attack by throwing objects like [[Spike Ball]]s and [[wrench]]es. While in past ''Super Mario'' games, many enemies can walk into the player to damage them, [[Vaulting]] prevents a number of them from dealing damage in this way because the player will jump over them automatically. Some enemies react to the player, moving in various ways depending on how the player approaches. The player can choose to go around enemies, or defeat them by jumping then landing on their head: the latter is called [[stomp]]ing. Stomping on enemies is encouraged, since defeating enemies grants beneficial coins. By default, the player character does a short jump when they stomp an enemy. By stomping on an enemy while holding a press on the screen, the player can leap higher than normal and potentially reach beneficial items they cannot otherwise. | ||
Certain enemies sparkle, and a subset of them have a golden glow. Defeating such an enemy causes it to drop a number of coins onto the ground in addition to the coins defeating that enemy normally grants. Some enemies can be found carrying color coins or Bonus Medals, which means the item moves to match the enemy. This makes collecting the coin more difficult. | Certain enemies sparkle, and a subset of them have a golden glow. Defeating such an enemy causes it to drop a number of coins onto the ground in addition to the coins defeating that enemy normally grants. Some enemies can be found carrying color coins or Bonus Medals, which means the item moves to match the enemy. This makes collecting the coin more difficult. | ||
Many enemies have special traits about them that make them more difficult to evade or attack. Some enemies are covered in spikes, so jumping on them or using one of the jumping attacks hurts the player. Additionally, landing on this kind of enemy does not let the player jump off. Yoshi, as stated prior, can bounce from these kinds of enemies but not jump off them. Some enemies cannot be defeated without special manuevers, like [[Boo]], and still other enemies cannot be defeated by the player alone, like [[Lava Bubble]]s. If the player collects a [[Super Star]], they become invincible and can temporarily defeat any enemy they touch while being immune to damage. This also allows the player to defeat many enemies that cannot be defeated otherwise, such as a Lava Bubble. | |||
Many enemies have special traits about them that make them more difficult to evade or attack. Some enemies are covered in spikes, so jumping on them or using one of the jumping attacks hurts the player. Additionally, landing on this kind of enemy does not let the player jump off. Yoshi, as stated prior, can bounce from these kinds of enemies but not jump off them. Some enemies cannot be defeated without special | |||
If an enemy leaves the screen, if the player uses a [[bubble]] to retreat far away from from that enemy's initial position and then returns, the enemy will appear again. This continues to occur until the enemy is defeated, which makes it stop reappearing. This means that the player cannot repeatedly defeat the same enemy to earn coins. | If an enemy leaves the screen, if the player uses a [[bubble]] to retreat far away from from that enemy's initial position and then returns, the enemy will appear again. This continues to occur until the enemy is defeated, which makes it stop reappearing. This means that the player cannot repeatedly defeat the same enemy to earn coins. | ||
When the player defeats an enemy for the first time, it is added to the Notebook. Enemies can be [[Level up|leveled up]] by defeating certain amounts of that kind of enemy in World Tour and Toad Rally. When this happens, the enemy drops extra coins when it is defeated in Toad Rally. Each additional level requires defeating more enemies than the prior level, and enemies can only be leveled up three times. The first level makes the enemy drop one more coin, the second level makes the enemy drop two more coins, and the third level makes the enemy drop three more coins. The Notebook tracks the total number of each kind of enemy that is defeated, even when they are at the maximum level. Certain enemies cannot be leveled up. The Notebook does not track the total number of times such enemies have been defeated. | |||
When the player defeats an enemy for the first time, it is added to the Notebook. Enemies can be [[Level up|leveled up]] by defeating certain amounts of that kind of enemy in World Tour and Toad Rally. When this happens, the enemy | |||
{|cellspacing=0 border=1 width=100% cellpadding=3 style="border-collapse:collapse;" | {|cellspacing=0 border=1 width=100% cellpadding=3 style="border-collapse:collapse;" | ||
!Image | !Image | ||
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|align="center"|[[File:NSMB Green Koopa Troopa Artwork.png|60px]] | |align="center"|[[File:NSMB Green Koopa Troopa Artwork.png|60px]] | ||
![[Koopa Troopa|Green Koopa Troopa]] | ![[Koopa Troopa|Green Koopa Troopa]] | ||
|"''One of the members of the infamous [[ | |"''One of the members of the infamous [[Koopa Troop]], its [[Green Shell|shell]] can be kicked after this foe has been stomped.''" | ||
|align="center"|[[How to Play]] | |align="center"|[[How to Play]] | ||
|align="center"|[[Secret Course 26]] | |align="center"|[[Secret Course 26]] | ||
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===Obstacles=== | ===Obstacles=== | ||
Obstacles are | Obstacles are not included in the Notebook as they cannot be defeated. | ||
{|cellspacing=0 border=1 width=100% cellpadding=3 style="border-collapse:collapse;" | {|cellspacing=0 border=1 width=100% cellpadding=3 style="border-collapse:collapse;" | ||
!Image | !Image | ||
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|align="center"|[[File:SMR Burner.png|100px]] | |align="center"|[[File:SMR Burner.png|100px]] | ||
![[Burner]] | ![[Burner]] | ||
|A | |A metal block that emits a column of flames for a few seconds, then stops for a few seconds. | ||
|align="center"|[[Firing the Airship's Burners]] | |align="center"|[[Firing the Airship's Burners]] | ||
|align="center"|[[Airship Armada]] | |align="center"|[[Airship Armada]] | ||
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|align="center"|[[File:Cannonball SMR.png|100px]] | |align="center"|[[File:Cannonball SMR.png|100px]] | ||
![[Cannon]] | ![[Cannon]] | ||
| | |Cannons that shoot cannonballs. | ||
|align="center"|[[Airship Cannons...Fire!]] | |align="center"|[[Airship Cannons...Fire!]] | ||
|align="center"|[[Secret Course 10]] | |align="center"|[[Secret Course 10]] | ||
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|align="center"|[[File:SMR Fire Bar.png|100px]] | |align="center"|[[File:SMR Fire Bar.png|100px]] | ||
![[Fire Bar]] | ![[Fire Bar]] | ||
|A rod of made of | |A rod of made of fireballs that rotates around a central block. Multiple Fire Bars can rotate around the same block. | ||
|align="center"|[[Fire Bar Castle! Youch!]] | |align="center"|[[Fire Bar Castle! Youch!]] | ||
|align="center"|[[Secret Course 23]] | |align="center"|[[Secret Course 23]] | ||
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|align="center"|[[File:SMR Flame Ring.png|80px]] | |align="center"|[[File:SMR Flame Ring.png|80px]] | ||
![[Fire Chain]] | ![[Fire Chain]] | ||
|A ring made of | |A ring made of Fire that Mario can jump through. Some Fire Chains have coins or [[Super Mushroom]]s suspended within them. | ||
|align="center"|[[Rings of Fire!]] | |align="center"|[[Rings of Fire!]] | ||
|align="center"|[[Secret Course 14]] | |align="center"|[[Secret Course 14]] | ||
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|align="center"|[[File:SMR Grinder.png|100px]] | |align="center"|[[File:SMR Grinder.png|100px]] | ||
![[Grinder]] | ![[Grinder]] | ||
|A | |A spinning metal saw blade that can remain stationary or move along a track. | ||
|align="center"|[[Cutting-Edge Spire]] | |align="center"|[[Cutting-Edge Spire]] | ||
|align="center"|[[Make the Cut!]] | |align="center"|[[Make the Cut!]] | ||
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|align="center"|[[File:SMR Castle.png|100px]] | |align="center"|[[File:SMR Castle.png|100px]] | ||
![[Lava]] | ![[Lava]] | ||
|Molten rock | |Molten rock that instantly defeats the player. | ||
|align="center"|[[Bowser's Castle Hangout]] | |align="center"|[[Bowser's Castle Hangout]] | ||
|align="center"|[[Secret Course 26]] | |align="center"|[[Secret Course 26]] | ||
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|align="center"|[[File:SMR Muncher.png|100px]] | |align="center"|[[File:SMR Muncher.png|100px]] | ||
![[Muncher]] | ![[Muncher]] | ||
|Small black plants that | |Small black plants that act similarly to spiked blocks. They cannot be defeated in any way. | ||
|align="center"|[[Shell Me the Way!]] | |align="center"|[[Shell Me the Way!]] | ||
|align="center"|[[Secret Course 16]] | |align="center"|[[Secret Course 16]] | ||
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|align=center|[[File:SMR Secret Course 17.png|100px]] | |align=center|[[File:SMR Secret Course 17.png|100px]] | ||
![[Poison (obstacle)|Poison]] | ![[Poison (obstacle)|Poison]] | ||
|A liquid hazard | |A liquid hazard that defeats the player instantly. | ||
|align="center"|[[Spike Bar Jungle]] | |align="center"|[[Spike Bar Jungle]] | ||
|align="center"|[[Secret Course 17]] | |align="center"|[[Secret Course 17]] | ||
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|align="center"|[[File:SMR Spike Bar.png|100px]] | |align="center"|[[File:SMR Spike Bar.png|100px]] | ||
![[Spike Bar]] | ![[Spike Bar]] | ||
|A rod of made of | |A rod of made of spiky balls that rotates around a central block. Multiple Spike Bars can rotate around the same block. | ||
|colspan="2"align=center|[[Spike Bar Jungle]] | |colspan="2"align=center|[[Spike Bar Jungle]] | ||
|- | |- | ||
|align="center"|[[File:SMR Spike Trap.png|100px]] | |align="center"|[[File:SMR Spike Trap.png|100px]] | ||
![[Spike Trap]] | ![[Spike Trap]] | ||
| | |Pointy obstacles that damage the player. The player can still use these as platforms. | ||
|align=center|[[Shell Me the Way!]] | |align=center|[[Shell Me the Way!]] | ||
|align=center|[[Slope to Success]] | |align=center|[[Slope to Success]] | ||
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|align="center"|[[File:SMR Spike Ball.png|75px]] | |align="center"|[[File:SMR Spike Ball.png|75px]] | ||
![[Spike Ball|Spiked Ball]]<br><small>''See also:'' [[Giant Spiked Ball]]</small> | ![[Spike Ball|Spiked Ball]]<br><small>''See also:'' [[Giant Spiked Ball]]</small> | ||
|A rolling ball covered in spikes | |A rolling ball covered in spikes. They can be thrown by [[Spike]]s or Bowser's [[Koopa Clown Car]]. The latter can throw large ones. | ||
|align="center"|[[Land of Spikes]]<br>(small)<br>[[Bowser's Bob-ombing Run]]<br>(big) | |align="center"|[[Land of Spikes]]<br>(small)<br>[[Bowser's Bob-ombing Run]]<br>(big) | ||
|align="center"|[[Secret Course 13]]<br>(small)<br>[[Bowser's Bob-ombing Run]]<br>(big) | |align="center"|[[Secret Course 13]]<br>(small)<br>[[Bowser's Bob-ombing Run]]<br>(big) | ||
|} | |||
|} | |||
==Items and objects== | ==Items and objects== | ||
<gallery widths=80px heights=60px class=rawsize> | <gallery widths=80px heights=60px class=rawsize> | ||
File:NSMBU Coin Artwork.png|[[Coin]] | File:NSMBU Coin Artwork.png|[[Coin]] | ||
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===Notes=== | ===Notes=== | ||
<references group=nb/> | <references group=nb/> | ||
==Development== | ==Development== | ||
''Super Mario Run'' was created to reach a wider audience, as iPhones have a larger install base than Nintendo's own devices such as the [[Nintendo 3DS]].<ref name= "StarSessions">{{cite|title=Shigeru Miyamoto English Interview on Designing Super Mario Run {{!}} Nintendo|Author=Katie Linendoll|Publisher=Star Sessions, Youtube|Date=December 10, 2016|URL=https://www.youtube.com/watch?v=VL47n61uihs|Accessdate=September 5, 2024}}</ref> Additionally, prior | ''Super Mario Run'' was created to reach a wider audience, as iPhones have a larger install base than Nintendo's own devices such as the [[Nintendo 3DS]].<ref name= "StarSessions">{{cite|title=Shigeru Miyamoto English Interview on Designing Super Mario Run {{!}} Nintendo|Author=Katie Linendoll|Publisher=Star Sessions, Youtube|Date=December 10, 2016|URL=https://www.youtube.com/watch?v=VL47n61uihs|Accessdate=September 5, 2024}}</ref> Additionally, prior experiementing was occuring to create a control scheme with only one button, which worked well with an iPhone.<ref name= "StarSessions"/> The game only uses tapping and holding based controls instead of also including swipes and 3D Touch functionality to make it easy and intuitive to play.<ref name= "StarSessions"/> It additionally made it easier to play with only one hand.<ref name= "StarSessions"/> | ||
The decision to have Mario always run forward was made before development started.<ref name= "StarSessions"/> This was influenced by how the best ''Super Mario'' players never stop running, but inexperienced players often have trouble moving Mario around and holding the button to [[dash]].<ref name= "StarSessions"/> The blocks that allow Mario to jump in special ways were added to give players more options than only running and jumping.<ref name= "StarSessions"/> The [[Vaulting]] and [[Vaulting Jump]] moves were added to help players deal with enemies and focus more on jumping.<ref name= "StarSessions"/> | The decision to have Mario always run forward was made before development started.<ref name= "StarSessions"/> This was influenced by how the best ''Super Mario'' players never stop running, but inexperienced players often have trouble moving Mario around and holding the button to [[dash]].<ref name= "StarSessions"/> The blocks that allow Mario to jump in special ways were added to give players more options than only running and jumping.<ref name= "StarSessions"/> The [[Vaulting]] and [[Vaulting Jump]] moves were added to help players deal with enemies and focus more on jumping.<ref name= "StarSessions"/> | ||
The brief | The brief momements where the player stops, be that on a [[Pause Block]] or when [[Edge Climbing]], gave the game a unique rhythm unlike other ''Mario'' releases.<ref name= "StarSessions"/> | ||
==Cross-promotional events== | ==Cross-promotional events== | ||
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**"''World 4-4 – Defeat 9 or more Ninjies.''" | **"''World 4-4 – Defeat 9 or more Ninjies.''" | ||
**"''World 6-3 – Clear with 150 or more coins.''" | **"''World 6-3 – Clear with 150 or more coins.''" | ||
*To promote the release of ''[[Luigi's Mansion 2 HD]]'' on [[Nintendo Switch]], from June 27, 2024 to August 1, 2024, players were able to complete "Luigi's Ghost Hunt Missions" to earn statues of Luigi with the [[Poltergust 5000]], [[King Boo]], and Luigi chasing [[Polterpup]]. | *To promote the release of ''[[Luigi's Mansion 2 HD]]'' on [[Nintendo Switch]], from June 27, 2024 to August 1, 2024, players were able to complete "Luigi's Ghost Hunt Missions" to earn statues of Luigi with the [[Poltergust 5000]], [[King Boo]], and Luigi chasing [[Polterpup]]. The missions were the following: | ||
**"''Visit your kingdom.''" | **"''Visit your kingdom.''" | ||
**"''World 1-1 – Defeat 15 or more Goombas.''" | **"''World 1-1 – Defeat 15 or more Goombas.''" | ||
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**"''World 5-3 – Clear with 50 or more left on the timer.''" | **"''World 5-3 – Clear with 50 or more left on the timer.''" | ||
**"''World 6-2 – Clear with 230 or more coins.''" | **"''World 6-2 – Clear with 230 or more coins.''" | ||
==Updates== | ==Updates== | ||
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Release date: August 5th 2024 | Release date: August 5th 2024 | ||
*Implemented bug fixes</blockquote> | *Implemented bug fixes</blockquote> | ||
==Reception== | ==Reception== | ||
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*[[Kazumi Totaka]] as [[Yoshi]](s) | *[[Kazumi Totaka]] as [[Yoshi]](s) | ||
*[[Sho Murata]] as [[Boom Boom]] | *[[Sho Murata]] as [[Boom Boom]] | ||
==Pre-release content== | ==Pre-release content== | ||
[[File:SMR Bowser Lava Prerelease.png|50px|thumb]] | [[File:SMR Bowser Lava Prerelease.png|50px|thumb]] | ||
In the | In the SUPER MARIO RUN Gameplay trailer, the real Bowser was shown being battled in a course with Pink Coins, which cannot occur in the final game. He also falls into lava without the splashing effects that accompany it in the final game.<ref>{{cite|author=Nintendo Mobile|date=|title=SUPER MARIO RUN Gameplay|url=https://www.youtube.com/shorts/E39ychZKnDI|timestamp="0:46"|publisher=YouTube|accessdate=Nov 3, 2024}}</ref> | ||
==Gallery== | ==Gallery== | ||
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==References to other games== | ==References to other games== | ||
*''[[Super Mario Bros.]]'': Various sprites are featured as decorations for Kingdom Builder. The background music for Remix 10 features a remixed version of the overworld theme. The Toad Rally | *''[[Super Mario Bros.]]'': Various sprites are featured as decorations for Kingdom Builder. The background music for Remix 10 features a remixed version of the overworld theme. The Toad Rally theme is a remix of the selection theme for ''Super Mario Bros. Deluxe''. | ||
*''[[Super Mario Bros. 2]]'': The background music for Remix 10 features a remixed version of the underground theme. This is also Peach's first playable appearance in a 2D Super Mario platformer since ''Super Mario Bros. 2'', although the player has to rescue her in order to play as her as she is also the usual damsel in distress in this game. Her floating jump ability makes a return, along with the addition of slowly descending in mid-air. | *''[[Super Mario Bros. 2]]'': The background music for Remix 10 features a remixed version of the underground theme. This is also Peach's first playable appearance in a 2D Super Mario platformer since ''Super Mario Bros. 2'', although the player has to rescue her in order to play as her as she is also the usual damsel in distress in this game. Her floating jump ability makes a return, along with the addition of slowly descending in mid-air. | ||
*''[[Super Mario Bros. 3]]'': The background music for Remix 10 features a remixed version of the overworld theme. The minigame in the yellow Toad House is inspired by one of the Battle Mode stages in this game. | *''[[Super Mario Bros. 3]]'': The background music for Remix 10 features a remixed version of the overworld theme. The minigame in the yellow Toad House is inspired by one of the Battle Mode stages in this game. | ||
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*''[[Super Mario Maker]]'': The Airship tileset is taken from this game. The axes at the end of a castle courses function the same as the axe from this game, rather than a button in ''New Super Mario Bros. U''. The [[Key]] design is also taken from this game. Many objects use their appearance from the ''New Super Mario Bros. U'' style. | *''[[Super Mario Maker]]'': The Airship tileset is taken from this game. The axes at the end of a castle courses function the same as the axe from this game, rather than a button in ''New Super Mario Bros. U''. The [[Key]] design is also taken from this game. Many objects use their appearance from the ''New Super Mario Bros. U'' style. | ||
*''[[Super Mario Bros. Wonder]]'': An event based on this game was held from November 20, 2023 to March 15, 2024, where the [[Coin Rush Star]] in Toad Rally was replaced by a Wonder Flower, which transformed all coins into [[Gold Goomba]]s and [[Pink Coin (Super Mario Run)|Pink Coins]] into flower coins. The Stamp Cards for the event used stamps based on the Elephant Fruit, Drill Mushroom, Wonder Flower, Wonder Seed, and flower coin. | *''[[Super Mario Bros. Wonder]]'': An event based on this game was held from November 20, 2023 to March 15, 2024, where the [[Coin Rush Star]] in Toad Rally was replaced by a Wonder Flower, which transformed all coins into [[Gold Goomba]]s and [[Pink Coin (Super Mario Run)|Pink Coins]] into flower coins. The Stamp Cards for the event used stamps based on the Elephant Fruit, Drill Mushroom, Wonder Flower, Wonder Seed, and flower coin. | ||
*''[[Princess Peach: Showtime!]]'': An event themed after this game included nine missions to complete, with every three missions completed awarding the player with statues based on [[Patissiere Peach]], [[Swordfighter Peach]], and Peach with Stella | *''[[Princess Peach: Showtime!]]'': An event themed after this game included nine missions to complete, with every three missions completed awarding the player with statues based on [[Patissiere Peach]], [[Swordfighter Peach]], and Peach with Stella. | ||
*''[[Paper Mario: The Thousand-Year Door (Nintendo Switch)|Paper Mario: The Thousand-Year Door]]'' ([[Nintendo Switch]]): An event themed after this game was held from May 23, 2024 to June 27, 2024, which included nine missions to complete, with every three missions completed awarding the player with statues based on [[Mario]], [[Goombella]], and [[Koops]]. | *''[[Paper Mario: The Thousand-Year Door (Nintendo Switch)|Paper Mario: The Thousand-Year Door]]'' ([[Nintendo Switch]]): An event themed after this game was held from May 23, 2024 to June 27, 2024, which included nine missions to complete, with every three missions completed awarding the player with statues based on [[Mario]], [[Goombella]], and [[Koops]]. | ||
*''[[Luigi's Mansion 2 HD]]'': An event themed after this game | *''[[Luigi's Mansion 2 HD]]'': An event themed after this game is being held from June 28, 2024 to August 1, 2024, which includes nine missions to complete, with every three missions completed awarding the player with statues based on Luigi (with the [[Poltergust 5000]]), [[King Boo]], and [[Polterpup]]. | ||
==References in later games== | ==References in later games== |