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Actionable / Interactive Objects

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Playing super mario Run allows you to travel around different worlds with Mario swiftly running automatically and with you, the player, tapping around to make sure Mario jumps as soon you see an edge, an enemy, or most importantly, a coin to take.

Challenging as it may seem to meet the goal and/or make a decision of where to jump, the game offers a few ingenious ways to help you make it through by a few Interactive buttons.

Arrow or Launch Button – This button allows Mario to run toward the direction in which the arrow button is directed at. Coins will usually follow this button as soon as Mario is launched away. This button also serves as a guide in a way for the player to know which direction to take.

Pause Blocks – During the whole run, you will be given a chance to take a break to pause and think about your next move. This is possible by the pause blocks neatly distributed in the level. Not all levels have a pause block so once you see it, make sure to make the most of your time to plan out your next action (jump or run forward?) efficiently. Though it may be tempting to just stay there as long as you’d want, Mario has a mission to do and will have get back on track as soon as possible since each level has a fixed time limit.

Springboards – These objects are useful for hard-to-reach areas and for places where it seems impossible to latch onto something to reach that area.

Invincibility Stars – These stars are usually tucked inside a brick. Once you take it, Mario turns into this invincible being that he could just run over all types of enemies and just concentrate on picking up coins.

Red Rings – These are practically an indication of the availability of red coins. These red coins only appear for a limited time only. So these would be important to get as soon as you see it.

Switches – These allow you to control moving platforms, which will help you reach other areas that are out of reach with a normal jump alone. Coming across a switch also allows you enough time to work on your strategy.

Time Extenders – As the name implies, these allow you to buy a few seconds on the clock. Why do you need more time? Well, to get those sweet coins of course. Climbing and jumping off cliffs and walls may take quite some time. So having the chance to extend the level’s time will always be a good advantage to have.

 
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Table of ContentsClose
  • World 1-1: Up and Over
  • World 1-2: Wall-Kicking It Underground
  • World 1-3: Paratroopas in Mushroom Valley
  • World 1-4: Bowser's Castle Hangout
  • World 2-1: Ghost-Door Deception
  • World 2-2: Sky-High Lifts and Leaps!
  • World 2-3 Treasure-Hoarding Swoops
  • World 2-4: Airship Cannons...Fire!
  • World 3-1: Big Spiny Blitz
  • World 3-2: Bullet Bill Barrage
  • World 3-3: Shell Me the Way!
  • World 3-4: Fire Bar Castle! Youch!
  • World 4-1: Cutting Edge Spire
  • World 4-2: Slope to Success
  • World 4-3: Danger High and Low
  • World 4-4: Firing the Airship's Burners
  • World 5-1: Lakitu's Revenge
  • World 5-2: Pokey Vaulting
  • World 5-3: Boohind Lock and Key
  • World 5-4: Rings of Fire
  • World 6-1: Land of Spikes
  • World 6-2: Switch Ghost House
  • World 6-3:Throwing It All Overboard
  • World 6-4: Bowser’s Bob-ombing Run
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