Posted in Games, iOS, Left Click Right, Mobile, Nintendo, Super Mario Run

Super Mario Run 6-1 Land of Spikes

It’s dry. It’s dusty. And it’s a desert … with guys who through spikey balls at you.

This level is largely dodging bullets, but there is some complexity in getting the coins if you want a completionist run.

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Posted in Games, iOS, Left Click Right, Mobile, Nintendo, Super Mario Run

Super Mario Run 5-4 Rings of Fire

This is a great level of jumping puzzles, which is a bit hard to work out in some places on account of semi-3D rings being in a 2D side-scrolling game, but nothing insurmountable.

The big boss is back to pseudo-Bowser again, who is easy enough to hit if you’re ‘big’, where you can just take the hit and walk on through.

Oh, and this time around – he turns into a turtle again.

Posted in Games, iOS, Left Click Right, Mobile, Nintendo, Super Mario Run

Super Mario Run 5-3 Boohind Lock and Key

Man, what a level. This was a battle just to find out where the keys were located in order to proceed. Working out how to kill ghosts or find the right obstacles to jump over is far more annoying than dodging the ghosts themselves.

What was amazing about clearing this level was that I did it with one second to spare! Sometimes it’s the little things in life!

Posted in Games, iOS, Left Click Right, Mobile, Nintendo, Super Mario Run

Super Mario Run 5-2 Pokey Vaulting

This level was a bit strange – not so much in layout, but moreso the enemies to defeat. For the most part, this involved dodging, or working out how to defeat a strange spikey-ball-cat enemy, blessed with enough height to be annoying for short, jumping plumbers.

There are some tricky platforming areas on offer in this level, mostly in pursuit of coins, but there’s more than enough here to keep you busy just dodging the aforementioned spikey-ball-cats.

Posted in Games, iOS, Left Click Right, Mobile, Nintendo, Super Mario Run

Super Mario Run 5-1 Lakitu’s Revenge

This is a wonderfully faster-paced, speed-run level with lots of invulnerability stars that make it conducive to simply living fast-and-dangerous and having a great time.

My ignorance of Mario lore is evident in this level, as I assumed that ‘Lakitu’ was the little dude dropping things from his cloud in the sky, and it turns out I was right – thanks to a quick search, I found this article from the Mario Wiki:

“Lakitus are Koopas who ride clouds through the skies, mostly dropping Spiny Eggs on the ground or near the player. When they are defeated, their clouds can be ridden for a short amount of time.”

The more you know …

Posted in Games, iOS, Left Click Right, Mobile, Nintendo, Super Mario Run

Super Mario Run 4-4 Firing the Airship’s Burners

Back into the air again – this time with a slightly more darker and spookier aesthetic. The push towards the end-boss was a little more tricky than the other air-ships. In particular, a lot of the jumps in the level come from a lower height, meaning that you either need to be in ‘large’ mode so that you can withstand the hit, or … well … you die.

The end boss here was much-of-a-muchness, with the added bonus of flames either side of the level to prevent camping. That being said, it really isn’t a boss fight that is suitable for camping, so the flames aren’t really anything more than window dressing. Three bops on the head – and another one gone!

Posted in Age of Magic, Games, iOS, Left Click Right, Mobile

AoM Light Campaign 2-6 Paths of Righteousness

Well, this was a surprise. A narrative weaved in the main combat beats of the level, which was actually a refreshing pace for Age of Magic – given that a lot of the story had been the colloquial window-dressing, with a light-touch intro that prefixed each level.

This one was all about the introduction to Kharannah, and it was a nice to see some interplay between the characters. Some were honoured – literally – to have her join the team, while others dismissed her as another magic fanatic.

If Age of Magic had this sort of interaction all the way through, I have to say it would make a much stronger game.

Success in this level, unsurprisingly, nets you Kharannah for your team – and in my session, she pretty much had an armful of upgrades and gear to apply to her from the beginning. I only had enough coin to boost her to around level 11 or 12, but that should be enough for the short-term, or at least enough to see how she plays and what dynamic she brings to the team.