Super Mario Run (iPhone) Review

Super Mario Run (iPhone) Review

On the surface Super Mario Run has a familiar shell for those that have played the New Super Mario Bros. series of games, but the gameplay has been simplified for the purpose of playing on mobile devices. Series creator Shigeru Miyamoto famously bragged that players could play the game one-handed, leaving your other hand open to eat hamburgers. However, because of this simplification there is very little in the way of difficulty.

Super Mario Run (iPhone) Review 3Mario simply runs along to the right on his own while you tap the screen with one finger to make him hop and jump to the finish line while collecting coins and killing enemies along the way. It is simple but effective considering how hard it is to control platformers on touch screen devices—this formula just works. Coins are collected not for the purpose of gaining extra lives, instead they can be used to purchase items to decorate the Mushroom Kingdom as well as unlock extra characters, bonus levels, and bonus tickets.

Tickets are needed to play the competitive rally mode that pits players against other players’ ghost replays on endless levels, where the goal is to collect the most coins while doing stylish moves to win over spectating Toads. These variously coloured Toads need to be collected to unlock items for purchase in the shop, specifically the ones that offer the extra characters or bonus levels. Also, there is no need to fret about tickets, as I was constantly capped out at 99 tickets making them essentially worthless and a non-thought.

The gameplay here is solid and enjoyable, however, the core game can be finished without much effort or thought in under an hour, and for $10 ($13.99 CAD) that may feel pretty steep to many players. If you’re the completionist or competitive type you’ll find a lot more value here, as there is plenty to work towards—such as the other characters and items—as well as three different sets of challenge coins on each level. As a completionist myself, I feel like I’m getting my money’s worth and I enjoy the tight and polished yet simple gameplay. Casual players will certainly feel like this is overpriced, so perhaps wait for a price drop if that sounds like you.

Super Mario Run Review Round-Up

Super Mario Run Review Round-Up

Nintendo’s Super Mario Run debuted on iPhone and iPad on Dec 15, 2016 on the iOS App Store. Despite receiving praise from fans, the game has drawn criticism for its $13.99 CAD price point on the store. Here’s a few highlights for how the game performs overall:

Forbes reviewer Dave Thier found Super Mario Run a positive inclusion onto the App Store. He praised Super Mario Run for capturing the “looks and feels” of Super Mario games, suggesting that the runner genre “does little to change” the series’ classic feel. He praised the level design in the game, but felt the Toad Rally gameplay mode demonstrated “how unprepared [Nintendo] is for the mobile market.” But for the $9.99 USD unlock offering, he was unsure the game was worth the payment. “Is it worth $9.99? Hard to say. On an essential level, there’s more enjoyment here than in two burritos, I’d say. But you can get better games for less on mobile,” Thier concluded.

The Verge called Super Mario Run a “compromised Mario” game, which was a running concern throughout their review. Reviewer Andrew Webster felt the one-button automatic runner game design approach held room for creativity and experimentation within the Mario series, but he also noted that “tweaks like Mario’s automatic vaulting over enemies will take a lot of getting used to for Mario veterans.” He also criticized the game’s requirement for a constant Internet connection, as well as the Toad Rally gameplay mode. Overall though, he was confident in Nintendo’s abilities on the mobile market. “Super Mario Run is a small but promising start, which is to say Nintendo, for all its innovations and creativity on its own hardware, is following the mobile gaming playbook to a T,” he felt.

PC World’s Will Greenwald was critical of Mario’s debut mobile release. “[Super Mario Run] looks and sounds like a Mario game, but it’s a casual mobile runner through and through,” he said. He noted that the game is “perfectly fine” for an iOS title, but warned that it doesn’t have the “depth, variety, and staying power” that most Mario games possess. Overall, he felt the game was empty, suggesting that the $10 USD price was just a bit too high for the game’s features. “For the relatively little amount of content you get, along with the inexplicable limitation of the Rally tickets and the need to be always connected, $5 would have been a more reasonable price if not a full free-to-play model,” Greenwald argued.

Super Mario Run has also come across criticism in the App Store, with many reviewers feeling that the game’s freemium model was not entirely transparent. Check back as more news develops regarding the game’s reception on iOS.

Nintendo Shares Dive by 5% After Launch of Super Mario Run

Super Mario Run Hits iProducts Dec 15, Features One-Time Payment

Super Mario Run, Nintendo’s first official mobile game, was released only yesterday, but the company’s shares have already suffered from a significant drop since the title’s launch.

Sky News reports that Nintendo’s shares dropped by 5% on the 15th December, knocking approximately $2 billion dollars off of their market value in Tokyo today. Partner DeNA Co., the company which helped Nintendo develop the title, also took a hit, with a reported drop in shares of 6.8 percent.

This is despite the fact that Super Mario Run is already the highest grossing app in 14 countries, and the top download on the App Store in 68, according to SensorTower. The game was made available on IOS devices across the globe yesterday, and early reviews have been largely positive.

While the initial three levels of Super Mario Run are available for anyone to try out for free, unlocking the full game costs $9.99, which may explain the lack of confidence from Nintendo’s shareholders. The title is also unavailable for Android devices, and requires users to be constantly connected to the internet in order to play.

The game’s official page on the App Store is currently replete with one star user reviews, largely complaining about the unexpected paywall required to unlock the remaining 21 levels.

Speaking to MCV, Niko Partners analyst Daniel Ahmad explained that “The upfront cost is something rarely seen in mobile games today that are targeting a large player base, as Nintendo clearly is through the promotions on the app store and use of their most popular mascot. The spending cap is certainly being seen as an obstacle stopping Nintendo from generating revenues as high as Pokémon Go back in July.”

It remains to be seen whether enough players are willing to invest in Super Mario Run’s uncharacteristically high asking price, but this recent news certainly doesn’t bode too well for Nintendo’s first foray into mobile gaming.

Super Mario Run Hits iProducts Dec 15, Features One-Time Payment

Super Mario Run Hits iProducts Dec 15, Features One-Time Payment

Super Mario Run has been one of the most highly anticipated Nintendo mobile titles in 2016. Announced during Apple’s September iOS Keynote, fans have been speculating when Nintendo’s first Super Mario mobile title would hit Apple’s App Store. According to a Nintendo press release, Super Mario Run will  launch in over 150 areas starting Dec 15th.

“Developed under the direction of Mario creator Shigeru Miyamoto, Super Mario Run brings a new take on the series’ beloved action-platforming gameplay to iPhone and iPad for the first time,” Nintendo of America’s Senior VP of Sales and Marketing Doug Bowser states. Super Mario Run is available for free as a trial version, with a $9.99 USD purchase unlocking the full game for players. Before unlocking, the game’s three modes are available to try out, so the free version is more like a demo than a standalone title. But microtransactions have not been announced, and Nintendo seems set on stressing that the $9.99 purchase is a “one-time purchase,” so it seems the total cost to consumers will be the flat purchase for the game.

Super Mario Run‘s gameplay forgoes traditional Mario controls in exchange for a more simplistic approach to smartphone and tablet devices. The player has to tap the screen at the right moment to prevent Mario from running into pitfalls and enemies. Three game modes will ship with Super Mario Run on Dec 15, 2016: World Tour, a standard Super Mario-style adventure with six worlds for a total of 24 courses; a multiplayer competition for gathering coins and pulling off stylish moves called Toad Rally; and the customizable kingdom creator called Kingdom Builder.

It’s safe to say that Super Mario Run is Nintendo’s flagship mobile release. Whether it will outcompete the summer hit Pokémon GO, however, is a complicated question. Stay tuned for the game’s official release during December.