Last week Super Mario Run was released after what seemed like an age of waiting, particularly for investors demanding that Nintendo make a big move on mobile. Though we had Miitomo earlier in the year, and of course Pokémon GO succeeding for Niantic and The Pokémon Company, the stage was set for Nintendo to make a big splash. After a launch weekend, which is a long time in this increasingly short-term market, the story for Super Mario Run is undoubtedly mixed.
Let's break down some positives and negatives:
Positives
Solid reviews and plenty of hype
Super Mario Run reviewed rather well, it seemed, and for our part we rather liked it. It has negatives - which we'll come to shortly - but as a first (official) Mario game on phones it does a lot rather well. The moveset and mechanics are well constructed, and beyond the relatively short 'campaign' the compulsion to keep playing comes from taking on rivals in Toad Rally, with joy to be found in pulling off tricks and smart jumps. The Kingdom building aspect also adds a little extra for fans of collecting virtual goodies and trinkets.
The app had huge hype, too, both earned and otherwise. We had yet another reminder of the brand power of Mario, with mainstream media focusing on the launch (a two-sided coin that we'll mentioned again). On top of that Apple gave the app unprecedented support; it had front-page placement on the App Store well ahead of time in addition to notification sign-ups, along with numerous ads and high publicity social media posts. Apple, having snagged timed exclusivity, seemed to almost give it a greater push than Nintendo.
All of this added up to a notable pre-launch build-up, which takes us to the next point.
A significant and successful launch in downloads and revenue
There are a number of negatives that we'll be coming to, because they can't be ignored, but it seems many keen to give Super Mario Run an early obituary are wilfully ignoring its early successes. A number of analytic firms have been giving estimates of huge download numbers, with some suggesting that the opening day was the biggest debut the App Store has ever seen.
In general we seem to be looking at 35 million+ downloads over the launch to date, though firm numbers are naturally elusive. Over a number of consecutive days the app has been number one in a number of countries, including territories like US, UK, Germany, Japan and many more.
The game is making good money, too, though firm numbers (remember, analytic companies produce estimates) may elude us until Nintendo decides to show off the results. Using App Annie as an example, the app has been top of the grossing charts for iPhone in a number of countries over the course of multiple days; at the time of writing Super Mario Run is still top grossing in the US, UK and Germany, just to give a few examples. It should be noted, however, that while the free download has held number one in Japan, in the grossing chart it's moved between 3rd and 6th, failing to hit top-spot in Nintendo's homeland.
Early evidence, certainly, points to enormous interest in the free download, and a solid performance (considering the high expectations) in the sales stakes, with plenty evidently stumping up the $9.99 / €9.99 / £7.99 for the full game.
Negatives
The payment model
Nintendo has largely bucked the trend of a number of the most successful mobile games, in terms of setting a premium price for the bulk of the experience. Free-to-play is commonly used on smart devices, with developers not often hiding the fact they want to encourage 'Whales' that will spend large amounts on a single game through microtransactions. Nintendo isn't the only major publisher to shun this model, but it's arguably the most high-profile.
An issue, which was broadly considered by analysts before the game arrived, is that Nintendo would have to overcome expectations of the platform, where many are used to paying nothing and then dodging microtransactions. A problem with Super Mario Run, however, isn't just the price, but a lack of clarity over what you get for your money (if you don't follow news for the game closely online, that is). A message appears after you play though the first few levels, but overall there simply isn't enough clarity for typical users rattling through screens and tapping confirmation buttons. We won't embed it because of some of the language used, but this video by Cinemassacre showcases this point; they enjoy the game a lot, but remain unsure of whether micro-transactions are coming, or what they get with the main payment. Nintendo needs to remedy this quickly in an update.
Poor in-app communication aside, a key problem is the market; a number of people have taken to the game's store page to say they wouldn't pay that much under almost any circumstance. As we've said above, it's important to point out that plenty have bought it, but a narrative is being established through these reviews and the related media coverage - the price is too high for some.
We can argue all day over whether this is crazy or not, but that doesn't change the reality. A lot of people quite literally expect more for nothing on their phone, or 'nothing' in terms of dodging some ads; Nintendo is butting up against that culture. Our chums over at Pocket Gamer have done some amusing mock-ups of how Super Mario run might have looked as a modern Free-to-play game, too, which made us chuckle. The crazy thing, though, is that some would prefer that model, and likely wouldn't be complaining about it too much in app store reviews.
The demand for mobile data
Perhaps the second biggest source of complaints has been the demand for an always-on data connection. Experiences are mixed, with two of our own team arguing about this for a strangely long time; some have had no problems playing the game while on a commute, while others can barely get it to function when relying on spotty 3G signals. Naturally, it's the latter camp making their voices heard loud and clear in app reviews and on social media.
Nintendo stated that the online requirement was anti-piracy, and also as a way to keep Toad Rally match-ups running. That's fine when connected on WiFi, but naturally plenty are playing on the go, and aren't delighted at the game swallowing up limited mobile data allowances.
This issue can be argued in two ways, ultimately, hence the heated debates. Many fairly point out that many of the most successful smartphone games need a connection to play, and there's a whiff of double standards that Super Mario Run is getting hammered for it while other games aren't. On the flipside, mobile gaming has a lot of annoying and troublesome trends, with data requirements being an example; such is Super Mario Run's profile that it'll always be held up as an example of a potentially frustrating - and widespread - practice.
Like the issue with poor in-app communication on the content for buying the full game, Nintendo and DeNA could implement a quick fix. Options include adjusting how Toad Rally gathers data, perhaps scooping up multiple sets of the required data each time it connects. In addition, it's possible to have an anti-piracy measure that is more user-friendly - an initial connection followed by a requirement to 'sign in' once every few days rather than every time you play. Plenty of apps and services request regular check-ins without demanding an always-on connection.
Crashing share value and negative publicity
If pre-launch was an exciting period for Nintendo, the company will be feeling very differently right now. It's been a bruising few days for the big N and DeNA.
Despite the positives - and indeed broken App Store records - investors have reacted extremely negatively to the launch of Super Mario Run; no matter how you spin it, Nintendo's share price has endured a dramatic slump, and it's been even worse for DeNA. Investors prematurely inflated Nintendo share prices based on the potential of Super Mario Run and mobile in general, and before the app has had much of a chance they've torn them down. This writer's not hidden his frustration with the vagaries of the stock market in the past, but even by Nintendo shareholder standards the reaction has been rash and rushed. It's been a self-fulfilling prophecy - before any real data on sales was available the value was diving, which led to negative publicity, which led to continuing declines.
It's been an extraordinary turn of events, and negative coverage on social and mainstream media has naturally been the result. From the App Store review average (about 2.5 stars) to the billions lost in company value, we've had a strange mix of positive news in terms of the apps numbers, to the reality that the company is facing a mini (or arguably full blown) crisis of bad publicity.
Lack of Android support
This has been written about a lot and there's little point in digging in to any depth yet again, but it is frustrating for around half of smart device owners that have been left out of the action. It's been an odd move for Nintendo to exclude a significant audience with a tentpole release. Whether due to development challenges or a sweetheart deal with Apple, it doesn't change the fact that millions of potential consumers are left looking in from the outside - less blue ocean thinking from Nintendo, more like a luxury liner that many aren't allowed to board.
As that tally shows, the negatives seem to have been overtaking the positives of the app. Impressive downloads and revenues have gradually been swamped by complaints and falling investor confidence. Nintendo, it's fair to say, has brought a couple of issues on itself, with some design mis-steps in data usage and confusion and complaints around the price. As we saw to a degree with Pokémon GO, a high profile launch can be an incredible thing, but when the narrative goes the wrong way it can also lead to a maelstrom of negativity that's tough to control.
Super Mario Run can turn it around yet, but Nintendo certainly needs to act fast to fix problem areas that are within its control. If the revenues are strong, too, the company would do well to shout about it from the rooftops, as plenty don't believe the premium pricing model will be a success.
There are important weeks ahead for Nintendo's landmark mobile release.
Comments 91
I really hope Nintendo cuts the price by 50%, the people who paid full price will get special items and stuff as an apology
Jeez, you'd think Apple users would be used to spending money
There's negative word of mouth about this game now, which will kill it in the long run.
I think that Nintendo has proven with this game that the mobile market and all of its BS is irreparable.
Will be interesting to see the payment model for Fire Emblem and Animal Crossing.
Nintendo shouldn't try to change the mobile market. Clearly mobile gamers are all used to their cancerous shovelware-quality games full of micro-transactions. The one time payment is great, but it should be 5 dollars instead of 10, just to appease the moronic mobile gamers.
People are like "I want it, but I want it free". Go and play Flappy Bird
Maybe Nintendo is smarter than we think sonce they can now observe how the apple launch went, re-strategize thier plan, and 'try again' with the Android launch. I'm waiting to buy in full on Android...
The only complaint that I agree with is the constant online requirement... it really does make the game literally unplayable in certain environments (no wifi/data)... which happen to be the environments that I might actually play a game like Run. If it required online at each startup to check the DRM, I would be fine with that.
The price is what it is... if people think it is too much, that's totally fine and they can either not buy it or wait for a possible sale. Ultimately, it's about the price of a movie ticket.
I would like to know where I can spend $10 and get 24 non-virtual levels...
The real strategic error was Nintendo exposing itself to reviews by reviewers who did not purchase the game. That has cost them dearly (and is truly unfair).
The Pocket Gamer mock-ups are spot on! I hope Nintendo NEVER stoops to those levels.
But I have to admit that I didn't want to plop out $10 for the full-version...I'm just not used to spending more than $5 for an iOS game, especially a runner. I think Nintendo should've at least sold the levels in segments (i.e. $2 per world or something).
This is a prime example of why those saying the mobile market has killed the handheld market are wrong. Smart device gamers are self-entitled and want something for nothing. Unlike handhelds and devoted system crowds which have the proper mentality built in from the get-go that games cost money.
This is why I don't put a lot of stock in user reviews. Metacritic user reviews, for example, are completely useless because people spam games with "0" ratings for no good reason.
It needs time to settle. One assumes new characters and levels will be added as time goes on.
That said the race to the bottom in App Store pricing has meant very few devs charge over £3 for a game. Although I can remember paying £40 for Ridge Racer and getting 3 tracks these are unfortunately the times we live in. Either Nintendo halves the price (which may double profits) and then provides an incentive for early adopters or this furore will continue.
That complaint about the amount of data used is a bit daft. If it was just from playing the game for a short while and it used 95mb then that it a huge problem but it was from the ''initial data download'. Any app downloads will hammer your data.
@Manjushri I new the game was priced at 10$US, so I bought 100$ iTunes card for 75$ during a Costco sale knowing I'd use the 15$ saved to buy the game.
I keep playing it every 2 hours or so just so I can beat my friends as they progress during the stages. Gotta be #1.
My real gripe is the need to be constantly online to play. I can understand the need to be online for stuff like Toad Rally, but at the very least Tour mode should be made available offline.
I don't want to use my mobile data to play the game so I'm stuck playing at home (wi-fi). If I'm at home, I'd rather be console gaming...unless I'm in the bathroom.
So there you go, Super Mario Run is my bathroom break game at home...my $15 bathroom break game
@kupoid they day Nintendo does that is the day life stops being worth living.
Man, Nintendo can't even get mobile right. They may actually be doomed.
I bet they have sold millions of copies and it doesn't matter. But not launching on android at the same time I think was a mistake, they lose the initial hype and people will look at it as an old game that their mates with apple phones stopped playing months ago.
Again, the stock market has corrected. Share price is not actually an indicator of a company's net worth either. When will Nintendo life learn this? Please also look at share trading volume when you analyse movements in share price, you guys really don't know what you're talking about and its embarrassing to read.
That review you showed is ridiculous.
@3MonthBeef There's not a lot to say about that. That's a similar argument that artists in general get whether designing a game, or working in artist alley at a convention. There are people out there that refuse to spend money on art whether it be "virtual" or otherwise, have no concept of how long creative processes take, nor what is involved in bringing art to life, never mind a game, mobile or otherwise. I would rank it up there with attempting to communicate with a rock.
@AlternateButtons 100% agree.
@theartisanrogue At least a rock can't hurt anyone, verbally or otherwise, unless acted upon by an outside force.
I will happily buy Animal Crossing and Fire Emblem for $10 each if they decide to use this model. I don't think it is necessarily fair to compare the price model with Pokémon Go seeing as this game is fundamentally a platformer.
Either way, I have been hoping all along that Nintendo would make a premium Nintendo game for the mobile market and it seems like that's what they did.
I purchased Super Mario Run to show support.
I'm not happy when I report that in my opinion it's not that good.
There are some things in this project that are at odd with themselves.
The fact that you must collect all the coins in one run, led me to constantly restart a level if I missed a coin near the beginning, or kill myself to rewind the level a little bit and catch a coin I had missed. I don't know if this is the way the game is supposed to be played but it is a little absurd.
It's like the worst parts of Super Mario 3D World.
In that game they made what I believe is a cardinal sin in game design (no trace of the same mistake was found in 3D Land or the galaxies game): some of the green stars you need to collect are obtained by getting 5 green coins on a short time limit. Miss one coin? Replay the whole 10 minutes level for another chance.
In Super Mario Run the level are shorter, but the same thing I listed above happens all the time. I honestly don't know if it's that fun.
Ok, that last twitter comment, wtf? You can't complain about the data download of a game- It's literally there when you download it..? If you don't want it to use much data, don't download it on mobile data??
This is the second time that I've read in a nintendolife article that by only real easing mario run on IOS for now they are ignoring half of smartphone users. Could you point to the reference for that figure? Every smart phone market share analysis that I have seen over the past few years has shown Android as holding around 70% to 80%. How did you arrive at the "half" number. What am I missing?
So the lesson learned is that people are cheap. Gotcha.
I think the blame has to fall on Nintendo here. The amount of downloads show the market is there, that the potential to be even bigger than Pokemon was there (Far more copies of the 2D Mario titles have been sold than any Pokemon title remember), but they've charged a very high end price when there are many games than do the same thing quite a bit better than this game. I've mentioned it in most of these articles, but the Rayman games on mobile are better and cheaper than SMR.
It's also why I don't agree with people criticising those that don't feel it's good value. When people splash out the money on their IOS device it's probably because they've compared it to the competition and decided it's worth the money. As much as hardcore Nintendo fans would like to deny it, there are equal and even better games on the platform, that are cheaper, and that's why people don't see the value in this.
I'd gladly pay for any quality game. Development is work, nothing is free. Either pay up front, or pay by being marketed to through ads (and microtransactions). Expecting something for nothing is ridiculous. I hope Nintendo can shake up the mobile market with this, although there are many other games for around that price already, it's nothing new.
Not launching on Android was a big mistake I think. You are ignoring a huge market that, when they do get it, all of their Apple friends will have moved on.
That being said I can't understand how that person wrote that review. I vastly prefer paying for and owning a game than having stupid paygates and unnecesary difficulty spikes unless I pay money.
What I think is stupid is paying real money for fake money so I can continue in a game and then be forced to pay that same amount next week. If they put the average amount you have to spend to really enjoy a free to play game and listed it as the price I bet Super Mario Run would be one of the cheapest games out there.
I feel like I'm the only one who finds everything (gameplay, pricing) amazing except when your playing off wifi. The always on-line thing is almost a turn off but I couldn't resist the game being so addictive!
That's why I will never understand mobile gamers. It's not ok to spend $10 for the full game upfront without anything else to pay, but it is preferable to pay a lot more for the game as long as it is spread out in chunks?! Or **shudder** have to suffer through tons of ads? Oh well. At least we have Nintendo's own platforms to play games on.
Revenue from apple store is far greater than Android Play even if the later got a much larger market share. Know why? Cause Android users in general don't like to spend money on apps. Iphone users like freebies too but not as much as android fellas. So the funny thing is that its not out on Android yet. People there wont be very kind with 10 euro price for 5 worlds. I got an iphone and i'm still thinking if ishould pay 10 euro or not. I payed 45 euro for Super Mario 3d but thats not the same!
Honestly, those crybabies need a proper lesson and Nintendo is giving them one. I don't think it matters if they get bad "user" reviews, they just need to show the world that their model works and is generating profits. Than the story will change to "How the most iconic video game company did its own thing in the mobile market".
@Elanczewski
"I want everything as long it's free"
Bad Romance Syndrome.
I also noticed some of my students choosing really crappy mobile games such as Growtopia rather than well polished Nintendo games.
"The more I learn about people, the more I like my dog."
Sure the always online requirement sucks sometimes, but I played Toad Rally for 45 minutes and it only used 1 MB of data. It's very efficient.
@oceano
Yes, I agree. Some people especially my students still can't appreciate the games that they got. They want it for FREE , Refuse to pay. Even worse, they are so proud if can hacking someone account and cheating. Their mindset should be changed.
Average Apple Fan: "Oh look, the new iPhone Cookie Cutter! I'll buy it for hundreds of dollars, but I won't pay a fraction of that price for a game on a phone which I buy every year!"
Honestly I prefer games/apps where I pay for the whole thing....I hate ads, or limitations and micro-transactions everywhere. Maybe $10 is slightly overdoing it, but this isn't some small indie game, or some "troll" rip-off game that looked like it was made in Flash. I'm hoping the game will get some free DLC, was kinda sad that there were no Special Worlds, maybe that could happen?
Would be cool to see a Super Mario Run Maker as well, maybe not free, but maybe like...$3 or $5....would be nice. It could maybe even let you set up your own Toad Rally levels. owo
People can afford a 600 or 700 dollars phone, less if you have an stupidly expensive contract with a carrier.... And they can't afford ten bucks? Really? "Its too expensive"?! This race to the bottom is getting too freaking out of hand.
It really makes you lose faith in humanity's intelligence.
Really enjoyng game, well worth £8 would buy fire emblem for same price.
As for reviews, and communication issues Nintendo needs to learn the hard way.
Those reviewers are idiots. So much spoilt-brattery over the price. iTunes cards are often available at 10% off or more (Officeworks in Australia always has them available at 20%, even the $20 cards, which other stores do not offer a discount on).
I must be a minority in the sea of iOS users as I typically only buy apps that do not contain microtransactions. iOS apps are already pretty good value considering that you can install them on your other devices as well (in my case iPhone and iPad).
I'm more excited that Bully is now available in the App Store. Such a fantastic game on Wii and I'd love to be able to carry it around on the go (unfortunately, the app is around 2.5GB and Apple have made the ever-so-smart decision to provide peanuts worth of space available on their ridiculously overpriced devices). If it were available on a handheld Nintendo device, I would definitely have paid the full $60 for it, no question about it.
This whole fiasco over Super Mario Run has really made me question the intelligence of humanity.
Like this reveiw for example:
"I noticed that once you complete the first 3 levels, 1-1, 1-2 and 1-3 and finally get to the castle level 1-4 I have tried to play the level and then noticed a playment system. And once I saw this I was wondering that I needed all the special coins for all 3 levels before the castle level in order to move on but after many attempts of finding the coins and collecting them, but after checking back it was still there it read: "Purchase screen", so do I have to buy all the rest of the levels or is this a temporary thing?"
What can you even say? I think Nintendo made it clear enough what you can play for free if you actually read the description.
I'm loving the game though (just unlocked Toadette!) and I think this game is well worth $10.
I am genuinely surprised by the reactions from people on the App Store about the payment model of this game. I remember this model on games from about 5 years ago that I purchased, like Phoenix Wright and Ghost Trick. You get a flavour for free then stump up some cash if you want the rest. Those were similar prices to this too. I don't recall reactions like this in the reviews. Has it really changed that much in the last few years? I'm shocked.
The always online requirement is definitely the worse aspect of the game, though so far I've only played at home so hasn't become an issue... yet.
I really am loving the game though. It's just a perfect fit for mobile. Well worth £8 in my opinion. Getting all the coins in each level is so addictive and satisfying, especially when you pull off some quite remarkable acrobatic feats to get the black ones!
Nintendo Life are becoming very click baity and not seeing the truth these days.
Super Mario Run is a quick hit of cash (along with the MiniNES) to hold Nintendo over till the Switch releases. How well SMR does from here on means nothing as it's already done it's job for Nintendo.
The game is great for what it is. A casual runner with a little pvp content. Cherry picking a few negative reviews (most likely from people who hate everything Nintendo do not prove your point. most of the negative reviews (yes I have read many of them) are all complaining about the fact that the game is not free. They are not complaining about the game, only the fact that the game is not free.
@Jackrov I really think you're hyperbolizing your "issue".
1. The levels take ~a minute to complete and you can resart a level in mere seconds.
2. If you miss one, you can simply use a bubble most of the time to get right back where you were.
Im so happy i visited this site. After reading dozens of asinine reviews and complaints on other websites and the Apple store I was getting really frustrated with the gaming public in general. I seriously started thinking 1/2 of gamers were wieners. After coming here I realize all the people doing the complaining are the same group of people (mobile only gamers) who have allowed the rise of "free to play" which led to the crapification of the AppStore. The people here obviously "get it". And by "it" I mean the value of a quality game and the reasoning behind Ninty's decisions with its mobile strategy in general and Mario Run specifically . Nintendo, rightly so, doesn't agree with free to play and is trying to re-introduce pay for play. And I trust Nintendo with my $10 without hesitation. They even gave us the 1st 3 levels to let us see if it lived up to Nintendo's standards, which it thankfully does. I happily paid knowing I'll be playing this game well into the new year. Mobile gamers really dont understand the dollar value of a game like their console brethren who gladly pay $70 for each game. Unfortunately this actually is a case of hardcore (console) vs casual (mobile only). Hardcore gamers seek out quality games and are willing to pay for it regardless of platform. Mobile only gamers have never seen real quality games because they aren't willing to pay more than a dollar at a time. I guarantee anyone why has spent even $10 on candy crush or clash of clans are the same people who wont pay for Mario Run. They just dont get "it". We do. So keep supporting Nintendo's mobile ambitions. they're the only ones even trying to drain the AppStore swamp.
A lot of people who play mobile games are used to "free" games although some games are just click on stuff and wait 2 days. If they want to carry on playing that then they can knock themselves out. I would rather play a well put together game that requires a bit of skill. I am happy with the price for Mario Run for what you get. I don't see a problem with the always online thing. You don't see that complaint all over the Pokemon GO app page.
Tony Pile put it best. And if the mobile market's psychology is really "it's awesome but I shouldn't have to pay for this, no matter if the alternative is piracy or trading a complete experience for a carrot on a stick" - sorry, but I utterly fail to view it as lethal competition for video games.
Super Mario Bros had how many, 32 levels? I wonder what price it had back at the release.
@GravyThief
Yes the AppStore has become that bad. Have you seen any of those 99 cent games they used to have? Cut the rope...Where's my Water? Remember those? Super fun, short but worth the 1-2 bucks. Look at the free section of the app store now.....hardly any games. Snapchat Instagram and Facebook dominate.
The price point debate is ridiculous. I don't understand how $10 is a problem. Its an hours worth of work at minimum wage. Some people are truly cheap.
This is perhaps a case where the publisher and audience just are too different to truly work. When $10 is a problem, your customers are clearly expecting free items, which won't work for Nintendo.
Has nothing to do with the price for me. My iPhone cost $850. A $10 mobile game is nothing. It's the always online that turned me off. I own hundreds of iPhone games, and not one of them requires a constant internet connection. I can play all of my iPhone games on the moon if I wanted, but not SMR. Pass.
My word. It's $10! I'm not rich, far from it (I'm a broke college student) but heck, even if you're making minimum wage that's just over an hour of work - you can easily pay more than that for one meal. Why have people become so entitled? 24 "virtual levels"? It's a game people poured resources into, you can hand over ten measly dollars. I wrote a review in the App Store but I doubt it will help. Ultimately, the problem is they offered 3 levels for free, meaning people could download it and review it without touching most of the content. I saw people complaining "you get two road tickets per level and that's it, there's no way to get more." Which is BS, I've had max toad tickets (99) almost consistently, they're easy to get. The only thing I agree with is Nintendo is vague about what you're paying for. Friends who didn't wanna spend money asked me in confusion how to get toads of other colors and were completely unaware that clearing a world adds a bunch of new possible routes to the Toad Rally mode or that other characters play differently. So maybe some are unaware of how much content the game actually has. Either way, for people to demand it be free is just ludicrous, only entitled smartphone users expect this, that is not how capitalism works.
#1 Anyone who takes the time to "review" a game that they haven't actually played, and who's only complaint is that it costs money, is an idiot, plain and simple, and anyone who gives those types of reviews credit or takes them seriously is equally lacking. Apple would be wise to not allow people to review games that they haven't actually played, and no, the demo doesn't count.
#2 I have a hard time believing that shareholders give one iota of one crap about reviews and stars on the App Store. They care about how much money the thing's raking in and nothing else, and their problem right now is that as of yet Nintendo haven't shared that data.
#3 The one thing I agree with is that the always-on requirement is a problem. I personally have a large enough amount of data to handle it, but I doubt most people can spare as much data as they'd like to be able to play as often as they'd like. Obviously there needs to be a connection for things like Toad Ralley, but for the main campaign, it's completely unnecessary. Nintendo specifically did that because they wanted the extra layer of security it provides for their game, but I think it's heavy-handed.
But what's most annoying to me is the fact that there are times when I don't have reception on my phone and I'm out of reach of wifi, and this game SHOULD be the perfect way to kill time in situations like that. Flying on a plane, road trips, spending your days stuck in a large office complex with no cell signal in sight and horribly slow wifi options et al are the exact situations where you'd really want the ability to play a game like Mario Run, and the always-on requirement completely stifles that. Bad move.
@ShadJV Entitlement is precisely the problem. That's what you get when you have an entire market filled with almost nothing but "free" shovelware, and where the bulk of the "customers" are extreme casuals who's only idea of gaming is getting nickel-and-dimed to the tune of hundreds of dollars for trash that they don't actually even like but they think is a good value because it was free to download. This is what we find at the finish line of the race to the bottom that is mobile gaming.
So I just went on the app store to check reviews for this game again. There are no stars or reviews anymore and it says "We have not received enough ratings to display an average for this app." Is anyone else seeing that, or is it just me? If so, it would seem that Apple wised up and wiped the idiotic reviews on this game, and probably because Nintendo told them to.
@3MonthBeef
Breath of the Wild looks like it will be a life changing experience... but why would I ever pay REAL money to play in a virtual world? #yolo #sorrynotsorry #thestruggleisreal #whateverelsekidsaresayingthesedays
@rdrunner1178
Exactly. And that's how they can all afford $700 phones too. Small chunks. so they can say "it was only $30!......... per month....... for the next 20 years."
Very much appreciated, Nintendolife, for the more honest review (or after thoughts) of Super Mario Run.
Lol not willing to pay for virtual things. Have fun watching real pictures on your TV screen and listening to real voices on your phone.
When someone has a business model that isn't design to slowly drain you from your wallet on the mobile store, they get negative feedback.
I agree that $10 is a bit steep, but c'mon. Some of the highest grossing apps are literal slot machines except you don't get money back when you win.
I'm an Android user, so this doesn't entirely apply to me, but... I think I'd rather pay about $10 for a used copy of Super Mario Bros. Deluxe for the Game Boy Color, rather than spend it on Super Mario Run. Setting aside the race to the bottom mobile market culture, SMR doesn't even have as much content as a lot of Game Boy games, including the aforementioned SMB Deluxe from nearly 18 years ago. SMR is just too watered down for me.
So honestly, no, I wouldn't pay $10 (or any amount) for it. If I ever did play it, I'd rather download the inevitable .apk and play it on Bluestacks, to simulate the online requirement in a vacuum. Screw you, DRM and personal info collectors...
@BAN I think that's because they recently (like maybe hours ago) released a new version fixing a Facebook linking bug, and if I understand correctly, stars and reviews are per app build.
@PlywoodStick With all due respect, I think you're just trying to justify downloading an apk later on. I own, loved, and recently re-played both Super Mario Land 1 and 2 for the GB (physically and in 3DS VC), and I'd say yes, there is enough comparable content in Super Mario Run to them. If you think SMR is watered down, try unlocking the 3 secret levels. I'll see you in a few days, at least.
@nab1 To use Super Mario Bros: Deluxe, a Game Boy (Color) game(!) in my example, it doesn't just have 3 (seriously, that's it?) secret levels... It has a modified version of the Famicom entry of The Lost Levels in addition to the original SMB! So essentially, there are 64 levels, not including the special multiplayer specific maps. I also see quite a few parallels between the extra modes in Super Mario Run and SMB: Deluxe.
Going through the levels in a Challenge Mode to unlock goodies and collect special colored coins, Yoshi eggs, and high scores in different ways, check...
Competitive multiplayer mode, check... (SMB: Deluxe also had it's own multiplayer specific maps, while SMR doesn't)
Time attack mode that improves your skills to work up to having competitive play, check, and check...
Funny how old concepts get reused in different ways after enough time passes. Been there, done that. Oh yeah, and no virtual toll booth online requirement at the beginning and end of every level, either. The only way to avoid (simulate) that with SMR is Bluestacks.
@PlywoodStick You forget that Super Mario Deluxe isn't really a GBC game, but a port of console game to a mobile platform 14 years after its original release, with added goodies. Which is why Super Mario Land 1 & 2, the first Mario mobile games ever seemed to me like a more fitting example.
@nab1 It's semantics, but portable consoles weren't really called mobile platforms back then... And portable games, not mobile games... Ugh, just thinking about calling Game Boy games "mobile games" gives me a bad taste in the mouth...
And isn't that funny? An enhanced port pack (not just SMB, but The Lost Levels too) from 18 years ago on an ancient platform had at least as much content as this brand new game on a constantly evolving platform. I use SMB: Deluxe as an example because it's much more similar to what SMR offers, compared to the Super Mario Land series.
I hope they continue to whine to Nintendo about the price, ahahah!
Perfect, allow Nintendo to see why going mobile is, at best, a whale hunting game. Stay with the dedicated gaming market, Nintendo, we gladly pay for quality when we see it.
People who really want the game will buy it.
Gotta love all the crybabies in the Nintendolife comments section. Always getting sore when their favorite, behind-the- times developer gets flak for making dumb decisions. That's Nintendrones from the Nintendo Defense Force for ya!
Speaking of the NDF, Nintendo could probably make a game out of that, where you play as a dumb, aimless, Nintendo cry baby, who has to do damage control every single time Nintendo mucks up. Oh wait. They'd probably mess that up too.
Oh, Nintendo. Never change!
The way I see it, it's trapped itself in the overlap between two target audiences... smartphone gamers and Nintendo fans... you need to be both in order to properly enjoy this game.
If you're a smartphone gamer, but not a Nintendo fan, then there are plenty of other games that are relatively similar, but with a better pricing scheme.
If you're a Nintendo fan, but not a smartphone gamer, then it's just too simple to offer any real challenge, and you'd be better off sticking to a 3DS game if you want to play Mario on the go.
Sure, people who don't fit into both groups will download the game to try it out... some of those may even purchase the additional levels... but I doubt it will hold their attention for long.
Okay I apologise upfront- this is going to be long and is going to go off topic but it's something I need to get off my chest. I feel that Nintendo are a seriously broken company. Before anyone starts accusing me of being a hater, I'm not. In fact I'm the opposite- I adore Nintendo games and have owned almost all their machines, including the Virtual Boy, and still own most of them. However I have been gradually falling out of love with the . big N and here's why:
1: Super Mario Run- I have no problem with the price point at all. My problem is in the way it's delivered through the IAP which means it's not compatible with family sharing. Yes I know there is a workaround to this but millions of users won't and will be forced to buy the game for each device in their family. (How very Nintendo!) The main gripe I have is the online requirement. It isn't the data itself but the fact that my kids can't play the game on their iPads on long journeys! This is simply not acceptable. I wouldn't be bothered if it was a crappy regular APP store game but it isn't.
2: The eShop- where do I start? Their pricing is still ridiculous and the VC is lacklustre but the simple fact is that we still don't have an account system. I have 100s of pounds of games from DS1 ware, Wii Ware and the Wii VC that I had to transfer to new machines when I bought them. On top of that if other family members wanted them on their machines it would mean buying them again! However what worries me the most is that what happens to all these games say if my Wii U dies in 5 years time? I have games on my PS account from 8 years ago when I had a PS3. I can't play them on my Vita but if I ever decided to buy a PS3 again the games are there and available to download again.
3: The NES mini. What a joke! The launch day i the UK was laughable. No shops received them for sale as they were all preorders. I asked in Grainger Games how many they were getting and they said 5! They were equally upset as they said they could have sold 10 times that on launch day alone. What should have been the biggest Christmas gift this year has ended up being more negative publicity for Nintendo- add Pokemon Go plus to that. (Not that I want it but my littlest does only I'm not going to give CEX 60+ to buy a used one.) What will Nintendo do- make a load of NES minis after Christmas when nobody has the desire to buy one anymore.
4: Amiibo- see above. Ridiculous stock shortages on launch, no real in game functions and no dedicated game which a 'few' people have been asking for for the last two years. What do they do when they get the stock sorted? Release a silly amount of Animal Crossing ones that very few customers want for two games which nobody wanted. Did they think you know what- we have a load of really cool characters that collectors, users would love from years of making games. Shall we release those? No- that would be silly. Who wants Bayonetta? No one has been asking for that at all. (Yes I know it's coming)
5: The Wii U- One of my favourite machines of all time which had the potential to be massive. The launch was again a mess, for different reasons and the release schedule for quality games has been unacceptable. Yes it has some incredible games on it but when it wasn't selling last Christmas they could have used a price drop to massively increase sales just like they did with the 3DS. Any company which pushes out Mario Kart 8 and Splatoon on a machine and can't make it work has big problems. To top it all off, after 2016s woeful release of games, or lack of, it's us Wii U owners who are going to be shafted when the Switch comes out.
6: The NIntendo Bubble- all of the above is due to one thing. Nintendo seem to have no grasp of what their fans want. They pay no attention to social media by the looks of it and keep ploughing ahead in the same way. How long have we been begging for a unified account system? 8 years? But no- they still charge almost £5 for NES games on every machine we own.
All of the above make me very worried for the release of the Switch- I don't think I can trust them to get it right. I've been turning my attention to PS Now recently which is a great service and in a month where I paid £12.99, I've played through Shadow of The Colossus, Uncharted 3 and Beyond Two Souls- that is serious value for money. Again, I'm sure I've heard mumblings of people asking for a subscription service from Nintendo for years.
I apologise again for this but I'm seriously disillusioned with Nintendo right now. I hope I'm wrong and they can prove me wrong but I'm just not convinced.
Merry Christmas all.
Despite the game having decent value for the money I still can't help but feel that the price is too high when you compare it to other paid games, and casual users who know little to nothing about Nintendo are likely to feel the same way. They should have priced it to sell like hotcakes, like maybe five bucks, in my opinion. The online connection requirement doesn't help matters one bit either and is one of the reasons I won't get it.
Even only having played through the first world, I want more. The gameplay is delightfully and surprisingly fun (maybe being more fun than I've had with a Mario platformer in years) and the aethestics surrounding it are super slick. But unless they resolve that mandatory data aspect, I'll never know any more about it.
Also, optimising the Android release for the OS would be imperative, instead of just releasing it with framerate issues and various bugs. That exclusive Apple partnership better not be a permanent or lasting one. Otherwise, we might not see parity of quality between platforms, and even worse, we might not see many Nintendo games on both OSs.
I have a severe hate towards generation "but it should be free". Watch them change that mindset once they have to work for their money. Spending hours upon hours in order to secure a living just for some brat to tell you to just give it away for free.
It's especially annoying in this case. People pay an insane amount of money because "Apple" but 10 bucks for a game is the tilting point?
@dimi
This is the fact that many ignore. The App Store generates far, far more money than the Android platform (Play) with a smaller market share and based on Pokemon Go commerce was probably a big factor in choosing iOS as the launch platform.
It's business.Too much Nintendo and Android fanboyism.
Wait that review confused me. They gave a game a lower score because they didn't want to pay for it? Didn't agree by paying real money for virtual content.....that's what gaming is!!!!
Lol "Personally I don't agree with paying real money for 24 virtual levels". This person obviously has never played a Mario game in their life. Although I think this is the person Nintendo is trying to get at with their games. I think there should be a free to play aspect of it (you get 1 life every 6 hours or something like most free to plays do) or you can pay the $10 to play indefinitely. While you won't make a lot of money with those free gamers who just want something free, you'll at least awaken their interest for Mario again and possibly get a future buyer. While all the gamers will pay the $10 to have the game fully unlocked. I think that would be a better interest pay to play model than the current one.
Either way, I think it's silly to down vote a game just because it wasn't free to you. It has nothing to do with the game itself, yet it looks like the game is terrible going off the ratings.
Nintendo consistently opperates in the West from a decidedly asian perspective. Nintendo needs new YOUNG leadership that can adequately tailor their products for Western markets.
Constant online does suck (despite I have unlimited everything so I don't care ). Game is maaaybe few dollars pricey, dunno because I don't own iProduct (and never will) so have probably better idea of that when it arrives to Android.
Lolz people whining it not being free.
I love Super Mario..... almost all of it. But I just could not care less about this game, or mobile Nintendo, in general. ZzZzzzzzz
And still, seems expensive to me too in a crowded mobile market where Free is not only expected it is practically entitled at this point. ALL of my nieces and nephews will never consider spending money on this when they have endless free games to scroll through. "Nintendo" on brand alone do not get a free pass into mobile with their relentless premium pricing and they are going to learn the WiiU way ('the hard way) to correct themselves and get back to making great hardware and games like the good 'ol golden era of gaming.
The sudden paywall is why the game has such bad reviews. All of this could have been averted if the demo was a separate app and the full game costs money to download with no paywall after the first 3 levels.
@nab1 Yeah I noticed that after I posted that comment but I didn't feel like changing it.
The game is definitely not worth the price... 8 pounds for 24 levels on a phone and all its limitations? No thanks.
This year people complain that Nintendo sucks with games on mobile, many years from now people will still complain about how Nintendo sucks with games on PC, PlayStation 7, or Xbox whatever the heck they will call it. You know if you don't want to be sucker in to buying and playing waterdown version of Nintendo apps/titles on other platform, umm go play the real ones on the actual Nintendo consoles.
@darthstuey PS Now is seriously THAT affordable in the UK?! It's like $45 a month here in the US...
Not to mention the fact that that streaming games apps are completely useless in most areas of the US because internet speeds here aren't very good due to aging infrastructure that most cities patch-up with duct tape as the cables and power-lines fall apart. Heck in alot of areas power-lines arc or shoot electrical bolts all over the place everytime it rains...
@Rukiafan7 it's 45 dollars for three months in the US that's 15 dollars a month
I paid for the game with no confusion, and I have been enjoying it, despite the fact that I apparently really suck at Toad Rally. Frankly, I absolutely love that it's a game where I can just pay once and not have to worry about awful microtransactions.
People are just so finicky these days. I've paid more for entertainment and gotten a lot less in return.
I call BS on the bad messaging. I got to the end of the free play and the message was very clear to me. It clearly states that "world 1-4 and beyond must be purchased to be played". Then when you go to the purchase screen, it clearly says "Purchase All 6 Worlds" and shows $9.99. If this is confusing to people, they need to get an adult to help.
I purchased it and it's actually a pretty fun game. I plan on purchasing it again for my phone, once it goes to Android.
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