How to Play: Difference between revisions

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(Created page with "{{level infobox |image= |game=''Super Mario Run'' }} '''How to Play''' is a tutorial course of ''Super Mario Run''. It is played immediately when the game is first loaded, and replayable anytime afterward. As a tutorial, it lacks color coins. Pop-up messages and additional UI elements are used to help acclimate the player to the game. For instance, prompts appear to tap and hold the screen to jump, and a gauge next to Mario fills up when the screen is hel...")
 
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|game=''[[Super Mario Run]]''
|game=''[[Super Mario Run]]''
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'''How to Play''' is a tutorial course of ''[[Super Mario Run]]''. It is played immediately when the game is first loaded, and replayable anytime afterward. As a tutorial, it lacks [[color coin]]s. Pop-up messages and additional UI elements are used to help acclimate the player to the game. For instance, prompts appear to tap and hold the screen to [[jump]], and a gauge next to Mario fills up when the screen is held to represent how high he is jumping. How to Play can only be played as [[Mario]], ignoring the selection of other characters. He starts as [[Super Mario (form)|Super Mario]].
'''How to Play''' is a tutorial course of ''[[Super Mario Run]]''. It is played immediately when the game is first loaded, and can be replayed anytime afterward. Pop-up messages and additional UI elements are used to help acclimate the player to the game. For instance, prompts appear to tap and hold the screen to [[jump]], and a gauge next to [[Mario]] fills up as the screen is held and empties as Mario falls to represent how high the tap is making him jump. How to Play can only be played as Mario, ignoring the selection of other characters. He starts as [[Super Mario (form)|Super Mario]].


The first time the player starts the game, this course is entered after the opening cutscene, and contextualized as running to the [[Mushroom Kingdom]]. [[Bowser]] arrives in the [[Koopa Clown Car]], informing [[Mario]] that he will threatening to kidnap [[Peach]] and take her cake, then heading to the Mushroom Kingdom. As such, [[Peach's Castle]] can be seen at the end of the course being attacked. None of this occurs on further replays.
The first time the player starts the game, this course is entered after the opening cutscene, and contextualized as running to the [[Mushroom Kingdom]]. [[Bowser]] arrives in the [[Koopa Clown Car]], informing [[Mario]] that he will kidnap [[Peach]] and take her [[cake]], then heads to the Mushroom Kingdom. As such, [[Peach's Castle]] can be seen at the end of the course being attacked. None of this occurs on further replays.


If the player does not collect every [[Pink Coin (Super Mario Run)|Pink Coin]] in this course, they are prompted to try again. They are allowed to continue if they like. There are no [[Purple Coin]]s or [[Black Coin]]s in this course, and it is not counted against unlocking the Pink Coin Pipe.
If the player does not collect every [[Pink Coin (Super Mario Run)|Pink Coin]] in this course, they are prompted to try again. They are allowed to continue if they like. There are no [[Purple Coin]]s or [[Black Coin]]s in this course, and it is not counted against unlocking the Pink Coin Pipe.
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The level starts with flat ground. The camera is zoomed in at first, and Mario cannot [[jump]] yet. The game introduces automatically running forward. There are three [[coins]] in a row, followed by an arrow that creates five more coins. A [[Hard Block]] farther along introduces [[Vaulting]]. Another Hard Block and a [[Pipe]] are next for further vaults. Then two small [[pit]]s demonstrate vaulting over gaps. Two [[Goomba]]s and a green [[Koopa Troopa]] appear to show vaulting over enemies. Two more arrows generate five coins each.
The level starts with flat ground. The camera is zoomed in at first, and Mario cannot [[jump]] yet. The game introduces automatically running forward. There are three [[coins]] in a row, followed by an arrow that creates five more coins. A [[Hard Block]] farther along introduces [[Vaulting]]. Another Hard Block and a [[Pipe]] are next for further vaults. Then two small [[pit]]s demonstrate vaulting over gaps. Two [[Goomba]]s and a green [[Koopa Troopa]] appear to show vaulting over enemies. Two more arrows generate five coins each.


A large pit is up next, and since Mario cannot jump for now he is forced to fall in. The [[Bubble]] that rescues him only takes Mario a certain distance back before stopping. Once the bubble is popped, Mario is able to jump. Following the pit are two sets of four coins placed in an arc to jump through. Then there is a three block arrangement floating ahead: two [[Brick Blocks]] and a [[? Block]] in the middle. The middle block has a [[Super Mushroom]]
A large pit is up next, and since Mario cannot jump for now he is forced to fall in. The [[Bubble]] that rescues him only takes Mario a certain distance back before stopping. Once the bubble is popped, Mario is able to jump. Following the pit are two sets of four coins placed in an arc to jump through. Then there is a three block arrangement floating ahead: two [[Brick Blocks]] and a [[? Block]] in the middle. The middle block has a [[Super Mushroom]].


A very tall pipe introduces jumping high, with two coins placed on the top. This is followed by two high floating ? Blocks, each with a Super Mushroom. A pit with seven coins over it appears next.
A very tall pipe introduces jumping high, with two coins placed on the top. This is followed by two high floating ? Blocks, each with a Super Mushroom. A pit with seven coins over it appears next.

Revision as of 02:45, September 1, 2024

Level
How to Play
Game Super Mario Run
<< Directory of levels >>

How to Play is a tutorial course of Super Mario Run. It is played immediately when the game is first loaded, and can be replayed anytime afterward. Pop-up messages and additional UI elements are used to help acclimate the player to the game. For instance, prompts appear to tap and hold the screen to jump, and a gauge next to Mario fills up as the screen is held and empties as Mario falls to represent how high the tap is making him jump. How to Play can only be played as Mario, ignoring the selection of other characters. He starts as Super Mario.

The first time the player starts the game, this course is entered after the opening cutscene, and contextualized as running to the Mushroom Kingdom. Bowser arrives in the Koopa Clown Car, informing Mario that he will kidnap Peach and take her cake, then heads to the Mushroom Kingdom. As such, Peach's Castle can be seen at the end of the course being attacked. None of this occurs on further replays.

If the player does not collect every Pink Coin in this course, they are prompted to try again. They are allowed to continue if they like. There are no Purple Coins or Black Coins in this course, and it is not counted against unlocking the Pink Coin Pipe.

Layout

Pre update

Post update

The level starts with flat ground. The camera is zoomed in at first, and Mario cannot jump yet. The game introduces automatically running forward. There are three coins in a row, followed by an arrow that creates five more coins. A Hard Block farther along introduces Vaulting. Another Hard Block and a Pipe are next for further vaults. Then two small pits demonstrate vaulting over gaps. Two Goombas and a green Koopa Troopa appear to show vaulting over enemies. Two more arrows generate five coins each.

A large pit is up next, and since Mario cannot jump for now he is forced to fall in. The Bubble that rescues him only takes Mario a certain distance back before stopping. Once the bubble is popped, Mario is able to jump. Following the pit are two sets of four coins placed in an arc to jump through. Then there is a three block arrangement floating ahead: two Brick Blocks and a ? Block in the middle. The middle block has a Super Mushroom.

A very tall pipe introduces jumping high, with two coins placed on the top. This is followed by two high floating ? Blocks, each with a Super Mushroom. A pit with seven coins over it appears next.

Next up there is a Pink Coin on the ground. There is another on top of three floating Brick Blocks. The next Goomba has six coins in a step pattern above it to show the Vaulting Jump. This is repeated for a second Goomba and a Koopa Troopa, with the last of the Koopa's coins replaced by a Pink Coin. A small pit is just a little ways forward. Next, three sets of three Brick Blocks are in a triangle shape, with the last one having a Pink Coin over the center block.

The next section starts with a Super Mushroom standing in place. Three tall pipes are accompanied by an earlier parallel tall pipe dropping from the ceiling, prompting the introduction of the Wall Jump. Nine coins form a zigzag pattern between the first two pipes. This is repeated again, but this time the first pipe drops from the ceiling, the second pipe is floating, and there are no third and forth pipes. A line of six coins go up between the pipes, ending with the final Pink Coin. Mario runs off the right of the screen to conclude the course.

Enemies

Names in other languages