The news that Nintendo's globally-renowned mascot Mario would be starring in his own smartphone title was, for some, as earth-shattering as learning that the Easter Bunny isn't real. Nintendo entering the mobile arena was hard enough to stomach, but offering up its most famous son as a blood sacrifice for the baying, iPhone-owning masses felt like an affront – especially when the core premise of this new game was a simplified one-touch control system which you can play using just one hand. With so many video game development veterans all too happy to water-down their key console franchises in order to chase that elusive mobile dollar, you could say that the omens for Super Mario Run weren't exactly positive, but the finished product is a reminder of how foolish it is to doubt Nintendo's grasp of what makes a good video game – regardless of its platform.
Super Mario Run's title – and the proliferance of endless runners on smartphones – perhaps sets up unfair expectations prior to playing the game. It's not an endless runner at all, but instead retains the core structure seen in titles like New Super Mario Bros. and its sequels. There are six worlds divided into four stages, each with a beginning and an end. Thematically these levels borrow elements from previous Super Mario games, so we have lush hills, scorching desert stages, spooky ghost houses, floating warships and – of course – various lava-filled fortresses presided over by serial princess kidnapper Bowser, who acts as a boss whenever you encounter him.
When you're in one of these levels, things feel familiar. Enemies can be stomped on to remove them from play, and there are coins dotted around the stage for you to collect. While the onus is very much on getting to the flagpole at the level's conclusion, acquisition of coinage should be of prime concern as it is this metric by which you will be judged against other players. A surprisingly strict time limit exists as well, which – when combined with the fact that Mario runs automatically with no input from the player – gives the game a frantic pace.
Super Mario Run exhibits the sort of polished presentation that has become a given in the core console lineage. The 2.5D visuals are sharp and detailed, while levels have the same fidelity you'd see in entries like New Super Mario Bros. U. The only negative is that the bottom third of the screen is taken up by a textured panel which is presumably where your finger should naturally rest during play. It looks somewhat odd despite the sensible reasoning behind its inclusion, and as a result you always feel like your view of the action is being unfairly limited. Aurally things are beyond reproach; the iconic Mario themes are here and the sound effects – including those irresistibly chirpy voices – are absolutely spot-on.
Fears surrounding Super Mario Run's one-touch control system dissolve quite quickly. While it's true that some of the player's agency is sacrificed by not allowing directional control over the famous plumber, Nintendo has tailored the gameworld to suit this change. Special blocks stop Mario in his tracks (as well as halting the countdown of the clock), allowing you respite to assess your next move or time your next jump to avoid moving threats, while arrow blocks cause you to jump backwards and are handy for collecting missed coins and items. Using Mario's wall-jump skill you can bounce off solid objects and briefly alter your direction of movement, a talent which can also be used to pick up things you might normally miss. What's also interesting is how the game's designers have had to account for the fact that the player cannot control Mario's direction; some levels have single-screen rooms which wrap around themselves, so running off the right-hand side makes Mario re-appear on the left, a throwback to the Mario Bros. arcade game.
Despite the one-finger input system, you actually have quite a varied selection of actions at your disposal, many of which are context-sensitive. Holding your finger on the screen for longer results in a bigger jump, and while in mid-air a second tap will initiate a spin which can be used to alter the trajectory of your fall and slow your downward movement; performing the same move when in close proximity to an enemy will execute a spin strike. Running up to certain enemies will simply result in Mario causally vaulting over them, but a tap at the same time will trigger a vault jump which not only takes out the enemy and propels you skyward, but also grants a coin as a reward. Mario is capable of grabbing onto ledges if his jump falls short, and from this position you can perform a special climbing leap. Finally, jumping from roll – an animation which Mario automatically slips into when landing from a big jump – results in a rolling jump.
Other Super Mario hallmarks – such as switches which make blocks appear, keys which unlock doors and mid-level checkpoints – also exist in the game, strengthening its bond with the mainline series. It goes without saying that the power-up mushroom is also included, as is the invincibility star – however, none of Mario's other famous pick-ups appear. The protective bubble seen in more recent Super Mario outings does make the cut however; hitting a hazard or falling off the bottom of the screen costs you a few coins and places you inside said bubble. This slowly drifts backwards through the stage, giving you the opportunity to snag missed coins or items. You get two of these bubbles to use per stage and once they're gone you have to restart from the beginning should you die again.
Because the focus is earning coins, it's imperative to use all of Mario's moves to not only explore the entire level but also take out as many enemies as possible. While each stage is fairly linear there are still a few different routes you can take, some of which require precision jumping or the use of an enemy as a springboard in order to reach them. Dotted around the levels are five pink coins, each of which is worth 10 regular coins. These are usually hard to grab but getting all of them results in a different coin layout when you tackle the level again, with pink coins replaced by purple ones. These are secreted in even trickier places, but getting them all unlocks the third and final variant: black coins. The challenge therefore is to finish each level three times over and get all three coin types.
This incentive for repeat play is welcome, because it doesn't take long to complete Super Mario Run's World Tour mode. We clocked it in around an hour, although admittedly we were only going for the goal and not focusing on grabbing pink coins or uncovering hidden routes. If you consider that getting all of the pink, purple and black coins on each level effectively triples the size of the game, there's a lot more meat on the bones here than it seems at first; it's a shame that the stages don't undergo some kind of cosmetic change to make each special coin run a little more unique, however. Your overall coin score is compared with that of other players on your friends list – which we'll come to in a bit – and this provides additional encouragement to return to previously completed levels.
Competitive play is at the heart of Super Mario Run's other game mode, Toad Rally. In this, you exchange Rally Tickets – earned in the World Tour mode – for the chance to challenge other players in a coin-grabbing timed dash. The winner is the player who has the most coins at the end, and harnessing the special Coin Rush feature is key, as when this is enabled you earn more currency and therefore increase your chances of being crowned the victor. Performing flashy moves such as spins, combination stomps and climbing jumps also earns you the adoration of watching Toads, and these are added to your kingdom at the conclusion of the stage, should you win the race. Losing means some of your Toads are handed over to your opponent. Enemies permanently level-up the more of them you defeat, and consequently are worth more coins when beaten in Toad Rally. This naturally boosts your potential score and is another solid reason to play for long periods.
The kingdom-building element of Super Mario Run therefore relies on your performance in Toad Rally. The more Toads you can attract the more objects you'll unlock, such as decorative structures, shops and houses. The castle in the middle of your kingdom also swells the more Toads you have, and it's possible to expand your territory once you unlock a special item. Toad Rally therefore becomes the main focus of the game once the World Tour has been truly bested; there are a surprising number of items to unlock (all purchased with coins collected in-game, of course) as well as additional playable characters to earn, such as Luigi, Toadette and Yoshi. Just like in the mainline series these individuals have special skills which make them play differently to Mario; Luigi can jump higher for example, while Princess Peach can use her dress to float for longer periods in the air. These differences alone mean it's fun to replay levels and find the perfect character for your own particular play style.
To reinforce the social element of Super Mario Run, an in-game friends system exists which is similar in scope to that used in Miitomo. While your in-game list is unique to Super Mario Run, you can link your Facebook or Twitter accounts to find people in your network who are also playing the game. It's also possible to send invites via text message or email to those contacts who aren't on social media. Finally, if you know your friend's player ID – a 12-digit reference unique to the game – then you can add them that way, too. Just like Miitomo, it's possible to link your My Nintendo account to save progress in the cloud, transfer your Mii for use as an icon in Toad Rally and unlock unique content – Toad, for example, is only accessible once you've linked your My Nintendo account. Super Mario Run also features rewards – such as playing it every day or winning a certain number of Toad Rally events – which earn you My Nintendo platinum coins which can be spent on special rewards, as is the case with Miitomo.
Much fuss was made about the fact that Super Mario Run would require a constant internet connection to play, and while this is will be a pain for those who live in an area with poor mobile signal, we didn't find it to be an insurmountable issue. The game only communicates with the server at the start and end of each level and not during gameplay itself, and while there were a few instances where we were told that a better connection would be required, it generally performed well even when our iPhone was in a poor reception area. For those in situations where network access is absent for prolonged periods of time – like being on a fast-moving train without Wi-Fi access, for example – the unfortunate truth is that Super Mario Run will be unplayable until the signal returns. How much this will impact your enjoyment really depends on where you intend to play, but most people should have web access on their handset for most – if not all – of the day; ultimately, for some this will be a minor to zero inconvenience, but it's an issue worth being aware of if your connection is a problem.
A rather more irksome complaint is Super Mario Run's cost of entry. While Nintendo has been adamant from the beginning that the game will adopt a "free to start" approach, what you've granted access to before you hand over the £7.99 / $9.99 is actually quite meagre. You can only play the first world – four stages, basically – and a small number of Toad Rally levels. You'll blast through these in minutes before finding out that the rest of the game is out of reach until you cough up some cash. This isn't a title like Pokémon GO where it's possible to participate fully without spending any money – it's a premium release which just happens to offer a short demo before you buy. Annoyingly, because the full game unlock is only accessible from within the app itself, you can't buy a single copy of Super Mario Run and then share it with your household via Apple's excellent Family Sharing system. Everyone will have to stump up the cash for their own copy.
This is where the biggest potential stumbling block exists for Super Mario Run; while the game offers many hours of entertainment and is incredibly polished, the asking price is high when compared to other iOS titles – some of which are arguably as playable and offer just as much gameplay for significantly less moolah. You're paying the Nintendo premium here, which many fans won't have an issue with – even more so when you take into account that the game is mercifully free of annoying adverts – but those who simply play Super Mario games for fun and aren't interested in challenging other users and bettering their score might feel short-changed, especially as you can comfortably finish the World Tour mode in a single sitting.
Conclusion
Super Mario Run is thankfully miles away from being the simplified disaster that many nay-sayers had feared; in fact, what's striking about this mobile release is how similar it is to traditional Mario titles in terms of gameplay and challenge. Despite having limited control over Mario there's still a strong focus on skill, especially if you want to grab all of those pink, purple and black coins. The brevity of the experience is an issue however – an average player should be able to finish an initial no-frills World Tour run in around an hour – and as a result Super Mario Run's social element becomes its long-term focus. Challenging pals via the elegant in-game friends system is addictive, and the Toad Rally mode – which underpins the kingdom-building meta game – is sure to soak up plenty of play time.
However, the way in which the game is sold leaves a slightly sour taste in the mouth; while being able to sample a small portion is nice, we would have preferred a lower overall retail value and no demo – what's offered here isn't really "free to start" but a glorified advert for the main game which is over in a matter of minutes. For long-standing Mario fans the speed with which the main game mode can be finished could result in the feeling of being short-changed, but Super Mario Run is a game built for mobile; short-burst challenges with friends really bring it to life, and if you're willing to embrace that mindset then you'll realise this is a title which hides surprising depth behind its deceptively simplistic premise.
Comments 259
So the game doesn't have Special Worlds then?
Good score. Surprised it scored so high. Again the text seems to contradict the score. ~cough~ Super Mario Maker for 3DS ~cough~
The game is definitely not for me. I prefer traditional Mario. Priced too high, too simplistic, too short and no Android version in sight.
10 dollars is ridiculous.
Y'know we have spoiler tags for a reason Damo. You might want to consider them next time you drop something like that about the Easter Bunny.
@Joeynator3000 What do you mean by special worlds?
"The brevity of the experience is an issue however – an average player should be able to finish an initial no-frills World Tour run in around an hour"
I'm not a big fan of getting the special coins, so this is part here is a total buzz kill.
Maybe it goes on sale for a $1 or $2.
"$9.99 is ridiculous" say people who probably spend $5 on fancy coffee a day...
@alasdair91 I hate coffee. It's vile, so is tea.
"Everyone will have to stump up the cash for their own copy." Even on the App Store, Nintendo forces us to pay again and again for games we already own! Ridiculous!
I figured it would be a quality game, it's just the pricing that seems ambitious though.
This review was written with his right hand while playing with his left! See how easy it is! 😉
I'm an Android here...sigh. I am definitely not switching over iPhone for this game, so I can wait.
@alasdair91 yes 9.99 is ridiculous. People aren't going to like paying that much for a 2D sidescroller on a phone.
@Joeynator3000
That's for the better. Imagine a runner version of Tubular.
9'99 dollar is a fair price. I spend more money on small ingame stuff like diamonds for special weapons, characters etc (micro buy)
Now u can get the full game for one price, with no advertisement.
@The-Chosen-one just because you waste money on in game purchases doesnt make 10 dollars acceptable
@Equinox Pessimistic people are 25% more likely to die of cardiovascular disease than non pessimistic people. Oddly, being optimistic seems to have no effect.
Don't worry about Nintendo. If only for your heart.
£7.99 seems like a fair deal to me. It's funny people moaning about the price are probably the same people that wait outside of an Apple store waiting for the latest £700 phone every year.
@ProfessorToad I think it's perfectly acceptable for a game with no ads, and let's not forget- it's a NINTENDO game.
Nintendo's software is a different league of quality from anything else in that cesspitt called the App Store.
@Moms-Meowth Agree so much. Owning an Apple device is a contradiction for anyone complaining about the price of this.
@HappyMaskedGuy It may be better than other games on the app store but it's still a cheaply made phone game without a cheap price
@ProfessorToad I'm pretty sure you are vastly underestimating the work that has gone into making this game. I would prefer those people get paid well for their hard work. It encourages healthy growth in the market.
@HappyMaskedGuy @AlternateButtons Nintendo's pricing system has always been messed up. While games on Sony systems tend to drop dramatically after just a month or so, Nintendo games always stay at the initial retail price or go up due to shortages.
What Nintendo's done here is brilliant. It's a smartphone game, but it's not cheap or a cash-in. At the same time it's different enough from the main games so that Mario titles on Nintendo platforms will remain relevant. And, of course, the game has been tailored to work well despite the lack of physical buttons.
@AlternateButtons "When you pay for Nintendo games, you pay for quality".
Exactly.
@ProfessorToad I can't believe they expect you to pay money for their game!
@HappyMaskedGuy umm... get paid for their work? I don't think that's an issue. Your "practicality" is impractical
@NL: As I am still awaiting its availability here in the States, can you tell us how much space is needed for this app?
***CONTINUES DELETING PHOTOS AND VIDEOS TO MAKE ROOM***
@Dr_Corndog I know, isn't it the most disgustingly greedy thing they're doing? They saw the success of the Pokemon name on mobile and are now hoping to cash in with an overpriced Mario game.
@bluedogrulez To make sure everything saves correctly, you'll need about 350 MB available. That's about how much space it's using on my phone.
A $3 game sold for $10. It's okay when __________ does it.
@rushiosan remember this cheap mario rehash is "Nintendo quality" lol
Well you know what to do if you don't like the price. Stop moaning about it and don't buy it. Simple.
@HappyMaskedGuy If you think Suoer Mario Run is "Nintendo excellence" you must have a low opinion of Nintendo
@Moms-Meowth No, it bothers me
Now let's see if the name of THE Mario is enough for phone casual players to make them buy a pay-in-advance mobile game, instead of downloading some random free runner so they can make their kids shut up / to have something to play on the toilet. If Mario can't do it, I don't know what else can.
A lot of the comments read a little bit like people not used to mobile games. It reminds me of when Nintendo started doing FTP games. It was like people just assumed every other example of it was awful, and Nintendo was bringing something higher quality along, when in fact, it's not true.
I've only played a few stages, but it's quite fun. I still do think it's a bit too simplified though. Constant running and one button to jump is great, but why the automatic vaulting over enemies? Just a step too far IMO. It's definitely not shovel ware, but I doubt it will be on many mobile GOTY lists either. It will be a massive success commercially however, and that's why it exists.
I think they had the special coin color because the game is short.
It's good but after finish the first world ... you can beat this game in 3 ou 4 hours I think
@Moms-Meowth agreed. And considering that those with contracts are most likely stumping up anywhere between £50-80 a month for any decently data filled package...
From what I've played so far this game does take a skill and takes getting used to the game mechanics which for it's simplicity are super solid. I think this is a fantastic endeavour into mobile for Nintendo.
Shame about the online requirement. I'm flying nearly 4 hours this Sunday, would be nice to be able to spend some time on SMR... Oh well, guess I'll have to work instead 😅
@bluedogrulez App store says 173MB
I knew this game would be good, but my expectations have been far exceeded. I'm having a blast.
@HappyMaskedGuy I didn't buy my iPad, it was a gift. I will download this and pay the $9.99 for the full game.
The Rayman Run games appear to do almost everything mentioned in this review, are a dollar (or less), don't require constant wifi, and are also fully realized, near console quality games. I'm curious how this compares to these.
@ProfessorToad I've played better mobile games for $5 or less. Machinarium. Bastion. Limbo. Even some free stuff, like Sky Chasers, with a very interesting business model that rewards the player with in-game currency for watching ads.
$10 for this game is a joke. Specially if you already played other NSMB titles, bigger, better 2D Mario experiences. And don't forget full Virtual Console Mario titles being sold for way less than $10.
@Muddy_4_Ever Pretty much this.
@Yoshi: Interesting. Miitomo takes 600MB+ so I was thinking it would be a lot more. Thanks.
@ProfessorToad Seriously, they're practically giving it away at that price, but I wont complain haha
Even though I have no care to get this game (I never buy phone games, just because they're cheap little games that are not worth it), it looks like it would have enough fun time to be worth the cost. Other than that, you know that if this game does good, there will be a version possibly coming to Switch or even the next nintendo system after that...you know it will happen. Most phone games have come to the PC, PS4, Wii U and XBONE, so why not...give it time.
@bluedogrulez It depends on how much you use Miitomo. The more you use it, the more space it takes up. I tried getting into it, but interest kinda fell off, so it only takes up about 90 MB for me.
@rushiosan sorry to bust your bubble.n64 and ds games are 10 and Wii games are 20 on the vC.
Meh......
I think I could have fun with this but I'll mainly get it since I know my young kids will really enjoy it as an occasional distraction. Now to wait for the Android release.........
@Muddy_4_Ever Rayman jungle run is better than this and I got it for free
@slim80 (SNES) Super Mario World - $7.99
(SNES) Super Mario RPG - $7.99
(NES) Super Mario Bros 1, 2 or 3 - $4.99
(GBA) Yoshi's Island - $7.99
(GB) Super Mario Land 1, 2 or 3 - $3.99
(GBC) Wario Land 2 and 3 - $4.99
(GBA) Wario Land 4 - $7.99
There you go.
$10 seems steep because it's a phone app, but I played it, liked it, bought it. I'm glad somebody is out there making premium games for phones and letting you just buy it without microtransactions. The lack of family sharing is annoying, but am I right that you can restore a purchase using a NNID? Can't you just login with your NNID on another device to restore the full game?
@ProfessorToad Can't tell if you're serious or trolling.
There are tons of mobile games that are better than this and the NSMBU style in this game really bothers me and discourages me to pay full $10, just because it's a Nintendo game doesn't mean it's a good quality mobile game, I will not spend $10
Now I shall go back and 100% NSLU !
@Kalmaro Modern Rayman Run games are actually pretty good ones, and on par with the best 2D platformers Nintendo ever made.
Complaining about a $10 game on a $400 to $800 Apple device is hilarious.
This is a mobile game through and through. Cramming a console style Mario on a phone would have been much worse. It should have more levels though. 24 seems a bit on the low side, and we know Nintendo can churn out hundreds of interesting 2D platforming levels.
I feel bad for mobile gamers if this type of game is what they consider "quality". I'm sure it's exceptional for a mobile game, but that's not saying much. I'll stick with console/PC games, thank you very much.
Maybe I'm biased though, since I'm sick to death of NSMB games. (Yes, I know it's not a NSMB game, but it's very similar)
I enjoy New Super Mario Bros. quite a lot. (Yes, even NSMB2 no matter how recycled it is), so I might buy this sometime.
I don't really get why people complain about $10 for this when New Super Mario Bros. 2 is $40 and barely any longer. I think that game was more overpriced than this.
Good review. I'm looking forward to playing it whenever that may be.
Most mobile games evolve over time. I think it's safe to assume this will be no different. New levels and modes will likely be added fairly regularly.
Is anyone else getting an error message when they click on 'purchase screen'?
It's driving me crazy.
@rushiosan I know all about them, I played them and I was less than amused.
Doesn't look like it is live yet. I'll check back later.
@Kalmaro So I hope this 6th installment on New Super Mario series ends up being better than the Rayman Run games you played.
'Game' is rubbish, and it's no more a Mario game that Smash was a FF game just because Cloud was in it. The only convention that remains of Mario is that the player agent jumps. On-rails pseudo-platformer. I would much rather have had a Mario Kart game.
@ProfessorToad
Have you ever paid for a game on the Nintendo eShop?
@Kalmaro quite serious
@Equinox I'm a hardcore Nintendo fan and I can't wait to play this game. So yeah!
Anyway, game is trending N°1 on twitter right now. That's a good start. Everybody seems to be enjoying it. Everybody with an Iphone, at least. We Android users on the other hand ¯(ツ)/¯
@CharlieSmile yes I have! Where are you going with this question?
The always on thing kills it for me.
@SharkAttackU I paid about $350 for a Wii U but I refuse to buy a lot of games due to their abusive price tag (mostly Nintendo digital releases). What's wrong about it? Am I forced to buy a pair of $100 headphones too just because I have an expensive phone?
Mario Auto-Pilot rather than Mario Run.
I just played the initial three stages and I think its a high quality, very well made game
People complain about spending $9.99 on this game, yet have no problem paying $400,000 for a house!!
Entitled whiners!! All of you!
@ProfessorToad
You can already tell, I'm sure.
$9.99 for an iPhone game isn't radically different from $10 - $15 for an eshop game.
@ProfessorToad
I can quote you as saying "just because you waste money on in game purchases doesnt make 10 dollars acceptable." But you forgot to end that sentence with the words "TO ME."
It's going to be acceptable to someone, and that doesn't affect you. Let Super Mario Run players be happy.
You aren't required to buy the game.
Sounds about right. Fun, but not what people really want to pay.
But I'll be a primate's father's brother before it doesn't sell.
@alasdair91 Don't forget the people who buy the latest iPhone for hundreds of (insert local currency here) each year, then refuse to pay anything for software for it, believing they're entitled to everything for free.
@alasdair91 fancy coffee is what gets me through the working day! Plus it's $2.50
@CharlieSmile The only eShop games I've purchased are VC games along with Shovel Knight, Fast Racing Neo, and Child of Light. All of which are games with much more content on a real console.
I then £7.99 is fine for a quality game that I WILL actually play as opposed to endless garbage as standard with mobile gaming.
Excellent quality mobile game and totally happy with it. I didn't even stick with the demo, I paid full entry price stra Fur away as thiughtbit was awesome.
Great first venture for Nintendo into mobile gaming.
9/10
@CharlieSmile
Will you play this game, even though the only playable character is a cis white male?
It's a very fun game, and worth the $9.99 in my opinion.
@WilliamCalley I dunno about that... I think theres some side stuff going on with yoshi... I mean mario is always RIDING him!
@3MonthBeef popularity equals justified higher price?
The constant internet connection is such a bummer. Wish it wasn't the case with this game.
@WilliamCalley I'm fairly certain Peach is an unlockable character. Thank goodness. Otherwise the game would be totally stupid and 100% not worth buying, just like Breath of the Wild. Who'd want a male protagonist, after all? Females are where it's at, in any game. Gotta represent the feminist movement, y'all! (Sarcasm for those unaware)
Why do I still read these dumb comments? So many of you have no sense whatsoever.
@ProfessorToad I agree with you that the game is overpriced, but c'mon now--are you familiar with supply and demand?
Instant buy.
@ProfessorToad I understand where you are coming from, you are used to your mobile games being free. If you don't like the price point, or the content of the game then I think you should stick to Rayman. Other people enjoying a mobile video game shouldn't make you angry. Also, console games still exist, even after today, and all of us still love them. So try it, buy it, or move on.
That being said, I really like what I have played. Seems short, but the three colored coins, and Toad Rush will def keep me busy. The quality of this game excites me for Fire Emblem.
@evenflow403 Im assuming you're refering to my comment that.praised sony? Yes I am familiar with supply and demand which is why I.dont like that Nintendo limits supply to increase price on so many of their games.
@Gobelee I could give mario a pass on mobile since his name is already soiled enough but I still cant stamd the thought of this happening to Fire Emblem
@ProfessorToad It's happening. Buckle up cowboy.
@Gobelee This cowboy might just have blow town and move to greener pastures.
My copy is downloading right now. So excited!
@ProfessorToad I don't see why you'd move on to greener pastures, lol. I don't care about mobile games at all either, but I doubt Nintendo making mobile games based on their console/handheld games will result in future console/handheld games being lower quality. If anything, it would help, seeing as it's just more money for Nintendo to use on other projects.
@rushiosan This may have the same art style of the new Super Mario series but this is a different game.
jinh
@Kalmaro Not really. Saying that after playing the demo.
It controls differently (auto run, tap to jump) but in essence it's another New Super Mario. Music. Graphics. Levels. Movement. Style. Everything is pretty much the same, more of the same.
@WilliamCalley Har Har.
However, I am interested in playing the game as Peach and Toadette, for the record.
Little disapointed this isn't for android yet, but I can wait.
Not exactly a game I should really get 'hyped' about.
@ProfessorToad
Let Super Mario Run players be happy.
You aren't required to buy the game.
It's ok
@CharlieSmile Go ahead and enjoy it! I'm just saying I don't approve of this game or it's price.
@ProfessorToad Good thing nobody who is interested needs anybody's approval. And it's "its price", not "it's price".
@ProfessorToad I find it funny you people complain about having to pay 10 dollar for an iPhone game yet a lot of those people are the likely the same people who will happily blow hundreds of dollars on micro transactions.
I see no issue with this games price considering it doesn't constantly slap you with ads and pay 2 win BS. Not to mention it has a fair bit of quality and polish compared to the cesspool that is the appstore.
This is a Mario game that has been designed for the mobile crowd and it does it's job well
Just got it. This will be my new boring meeting time waster.
More than 100 comments and 75% of them are people complaining/arguing about the price.
Anyway, this looks pretty fun. May not get it today, but probably around Christmas or some time close. I'm fine with paying $10 for something I know will be of quality.
If the game continues to receive support (new levels, options, etc.), I think the $10 price tag could be justifiable. As it stands, if I could buy this game, I'd certainly pick it up for $5, but think $7.50 would still be reasonable. Shame on Nintendo for blocking off Apple Family Share though.
Ten bucks well spent, on my part.
Needing data at beginning and end of EVERY level is a deal-breaker for me, and anyone who commutes on the subway, with no service, twice a day, and plays phone games while on the train!
What happens if I want to sign in to another phone...can my game carry over from ios to android? Just worried because I might get a new phone. Can I log in to my Nintendo Network? Also I'm not worried about having to pay for it again, just the toad reward that's only redeemable once.
After playing for a couple of hours, I don't think it's anywhere near as good as Rayman Adventures (which is also cheaper!). Not going to be too harsh on them as it's their first attempt, but the 'finally Nintendo brings some quality to mobile gaming' comments couldn't be more wrong.
@Moms-Meowth @CharlieSmile By telling people that they should not buy a product they have issues with instead of tolerating their attempts at giving constructive criticism about it, you're asking for that product to sell poorly.
I looked at all these comments to see if anyone was complaining about a mobile game getting slopes while Super Mario Maker gets none. Not one mention, I'm so proud of the community. shifty eyes
@Moms-Meowth If you can afford an Apple device you can afford anything under the sun, as I always say. :x
Game looks very good, but the "always online" requirement kills it for me. I understand they're trying to emphasise the online social features and prevent piracy with it by that, but those are rather terrible reasons to exclude ever-playability and makes it feel even more like you're buying the licence to play a Flash game (yes, I realise it's far higher quality than that) rather than actually owning a copy of the game. I hope Nintendo doesn't make this mistake with the Animal Crossing or Fire Emblem mobile games.
The single player being short worries me. I was expecting to play the single player for a long time. Now I'm not so sure whether I want this game.
Hm...no 7 Koopalings ?
I just bought it, literally without a second thought...Probably not the most clever thing I've ever done, but I'm not too bothered. I have never even touched the majority of popular "phone games", but I just had to have this one because it's ...Nintendo? Yeah. Probably that, and ...the promise of no microtransactions.
@Furealz I shifted my data for Miitomo from Android to iOS with no problems, just signed in with my Nintendo Network ID and all my progress was restored. This will be exactly the same deal.
@Anti-Matter Nope, just the one.
There aren't many things in this world that can lure me into something I normally have no interest in. I was never a subscriber to the notion that Nintendo was doomed for going mobile and that this game would be an average cash grab. I lost interest in smartphone gaming years ago. My reacted to Mario Run was indifference, but I wished Nintendo much success. I still felt that way while reading the previews. Now that it's here....
When this comes to proper phones, I'll be all over it.
Dang Nintendo...you couldn't have at least 8 worlds or...just a little bit more? It's games like these that really remind me why Donkey Kong Country Returns was such a mind blowing experience for me.
Nintendo makes some fantastic games...but they tend to make them a little too short (barring Zelda games).
Eh, not interested in Mario games, as they're always mediocre, even when scored highly here
pass....
I'll wait for a discount, not a My Nintendo one.
@ProfessorToad No, your comment about something popular justifying a higher price. More popular means more demand means higher price (Nintendo is sure pushing it though). Rayman is less popular, therefore it has a lower premium.
@Peach64 it auto-jumps enemies for you?? Sorry, haven't read the review yet.
It's perfect for a quick bus ride home, £8 gets a fair bit of content (with more to come one assumes) and I recall during the GC launch Miyamoto said some games would be playable with 1 button.
There will be loads of low scoring reviews based on cost and the fact the player ploughed through the whole game in a few hours and completely missed the point of a mobile game.
@RainbowGazelle That's a good one. Any more?
@luke88 Small ones like Goombas, yeah.
I really regret downloading this game. I honestly thought it would've been fun, but it was just so pandering and repetitive for me. I cannot believe this is Nintendo's Mario app. I wonder if I should even have high hopes for the Fire Emblem and Animal Crossing apps.....
Just a shame the price is absolutely ridiculous. I understand why they did it, but it still feels like their cashing in on the Mario name. Regardless, it is nice that their using mobiles to their advantage now... sort of.
1811-9539-5660
Add me my friend list is empty
@PanurgeJr It's (got it right that time lol) needlessly inflammatory to point out minor grammatical errors on a gaming website. It's (lol!!!) just my opinion that this game and its (rofl....!!! lmao) price are asinine. I'm pretty sure I said enjoy it if you want to so I don't see what was so clever about saying no one needs my approval.
This game does exactly what it set out to do, give a Mario game on mobile. Mobile is designed around playing 2-3 minutes while waiting in a line, not 4-5 hours like console people expect. The short game is unlocking levels and collecting coins, and the long game is the competition of Toad Tour.
$10 is high, but I would rather a flat rate than a bunch of microtransactions and ads.
@Wolfgabe "you people"? I haven't spent a cent on microtransactions in my life. Also, you said there's no problem with the price and it does its job as a mobile game? Really? So tell me, are most mobile gamers accustomed to spending 10 dollars up front?
@evenflow403 just because Nintendo thinks they can get away with $10 because of Mario's universality doesn't justify the price.
I'm finding it pretty fun so far. I agree with a lot of other users saying the Tour mode is too short, though... At least the Toad Rally mode is longer and can offer a challenge! Working towards unlocking Luigi... and it's gonna take a while.
Tried demo, feels like a blatant cash-in to me. Very simple, short levels. There's nothing wrong with it but it's not groundbreaking and probably get as much fun out of jetpack joyride.
@SLIGEACH_EIRE Nothing beats a nice cuppa while you sit around and play games.
Nintendo: Selling out to Apple since 2016
This game is amazing. Best mobile game I've ever played... seriously.
Can't believe anyone could say this with a straight face
"what's offered here isn't really "free to start" but a glorified advert for the main game which is over in a matter of minutes
It's got 6 Worlds and basically gives you one of them for free. That's 1/6 of the entire campaign. What'd you expect? $60 game for $10? Speaking of which, $10 is more than fair. I'm sorry, and I'm not just blindly saying this either- but this game more than justifies a $10 price tag.
The levels are about half as long as a real Mario level, and there's about half as many of them. So 1/2 x 1/2 = 1/4 the total content of a $60 Mario game. If we then take 1/4 of the $60 price, we get $15. And guess what, it's selling for just $9.99. You can complain, but the simple math proves these complaints unjustified. You can't argue with the math. If you can "fly through the game in an hour" then you could fly through New Super Mario Bros U in 4 hours. Which in reality, NSMBU takes more like 10 hours and in reality this Mario Run campaign probably takes more like 2 hrs at the very minimum. Maybe if you did a flawless run the entire game you could do it in an hr...
Not to mention, the Toad Rally is dang near as entertaining as the main game. In fact, if they don't feature Toad Rally in the next Mario game, I'm gonna be disappointed. Oh and collecting those pink, purple and black coins? Super addictive. If you went through and collected all the coins and all the stages (which a lot of people do, they don't just speedrun to the flag pole) you could spend 15 hrs on this game- collecting coins, leveling up enemies, competing in Toad Rally... it's all great fun.
Screw what anybody says. This game rocks and has totally proved to me that Nintendo should put all their franchises on mobile. At least their platformers and puzzle games anyways
I would get it for my iPad (tried the demo)... but the constant online requirement holds me back since the times I would want to play it are often times with no wifi (airplane rides, grandma's house, in the car, etc).
@alasdair91 5!? Where is your coffee from dunkin donuts?
@SLIGEACH_EIRE Well it's not like you have much choice ... you don't own an iPhone so everything you can't have sucks, I guess.
Amiibo
It's a great game but I really think they killed the chances of it taking the world by storm by including the unlock fee. Not just the unlock fee, but the price of it. £8 is a lot for casual smartphone gamers who are used to spending 59p for most apps, or £1.79, or at most £2.99. And most of them expect it to be free and stay free. I'm the only person on Twitter who of all my followers who paid. Everyone else (non-gaming and some gamers) are disgusted that they're expected to pay after 3 levels if they want the rest. That might sound daft (nothing is free after all) but this is the world we live in with smartphones and apps. They're free if you want to put up with ads, or they tie your hands and force you to either wait for more free plays or rinse your cash to make you buy lives or power ups needed to get through the game. This is the world King Games and their Candy Crush Empire has created.
It's ok for us gamers, £8 for a download is great value. We pay that all the time for indie titles on Wii U, or Virtual Console classics. These people don't. Now I'm glad Nintendo didn't go the scum route and make you pay for lives or grind like hell to earn more. I think it's smart and a refreshing change to have people pay a one off purchase for everything, after giving them a taste. But the price is too high and sends anyone who might be tempted into a rage fit. £3.99 would have been adequate. Hell, 99p for a world would have at least hidden the cost a bit if they wanted to charge a bit extra. Maybe even a discount for the first weekend. But sadly, once they hit the pay wall of £8 most people turn away and probably will delete the app. I wasn't on Twitter all night but I never saw it trend. If it never, it tells you one thing - there was little buzz. This is a great little game, but unfortunately Nintendo, you've not taken advantage of the hype with the price.
For anyone interested - I'm sure it's been already answered multiple times- but my overall space (without buying the full game and after it downloaded the other data) is
343.5 MB
@Baker1000 That's the problem with Nintendo. Always going against the grain. Mobile gamers expect cheap because that's what they've always gotten. I think 5 dollars would have been better, or at least 7-8.
It's s budget game for a budget price. My kid has spent more playing Pokémon, or a number of other free games. $10 isn't bad at all.
And I really like it. Going to only play a world a day so it isn't over with today
Well, I just realized that FTL: Faster Than Light (Advanced Edition) and XCOM: Enemy Within are both $10 on the App Store. Those are both premium quality games with hours of content and near limitless replayablility. Yes, both of these games are considerably more niche, but set the bar astronomically higher for what $10 on the App Store should be. That and $10 can go a lot further, without sales, on Steam. When you look at it through those lenses, Super Mario Run is, in its current state, certainly overpriced.
I had my first go of SMR and its solid. The point is not so much to mindless race through the 6 worlds "in an hour" (as a few analysts complain) but to learn the courses and then dominate in Toad Rally, which is frantic as you add make additional moves to earn a coin rush period. The quality is fantastic and this is going to be my go-to time killer for awhile no doubt.
$10 doesn't seem that bad to me honestly. Like, yeah, it's definitely more than the average phone game, but what's interesting to me is that I never really saw people complain about the price of retail 3DS/Wii U Mario games (I'm referring specifically to New Super Mario Bros. games). I think $40 for NSMB2 and $50 or $60 for NSMBU (At launch) is pretty ridiculous myself, so in that light $10 doesn't seem that bad to me.
I've been looking on Appannie for SMR stats - it shows as No.1 Free download and No.1 Grossing($$$s paid) game in the USA for the 15th December (so far). UK has superb sales, Spain doesn't show any sales, Japan doesn't show any sales yet either - maybe we have to wait full 24 hours for these to report. but what gets me is: WHO ON EARTH IS PUMPING MONEY INTO "MOBILE STRIKE", "GAME OF WAR" ( essentially the same game as mobile strike but re-skinned) and "CLASH ROYALE" - these games are pay to win. . . how can you get any satisfaction from that?
Basically - I'm discovering that the App store is a truly horrible place for proper gaming -
It is also weird to see that "casual/mobile" gamers that have never owned a Handheld console are now so used to the free-to-play-pay-to-win formula that it is now , sadly, entirely the norm - to the point that people are complaining about the SMR price tag.
Well, I for one am glad that nintendo has taken this approach.
I'm sorry that the "timed release" was a bit of a up as I am in Japan now and SMR didn't release until 2:39am on 16th December here after being told it would by 5:00pm on the15th.
Let's hope it has the desired effect and introduces everyone to 3ds and Switch
@ProfessorToad How is it a cheaply made game? It's cheaper than games people will play for far less time that have much less effort put into it.
It's a phone game with controls that are perfect, game play that is fun and graphics that look great
@crimsontadpoles 1 hour speed run means many more hours of reukar game play and many more for completionism and competition for Toad Rally.
@ProfessorToad Greener pastures? Like Halo 5?
Enjoy it, everybody! I just hope Nintendo doesn't go full mobile.
@JaxonH I f you liked this one, try the first Rayman Jungle Run. It's also pretty amazing, and I have a feeling SMR will take me as many hours to 100% as Rayman did.
People are complaining so much about the price, and I'm here like, "sure Nintendo, have my money, push notifications, facebook, twitter, anything for you! Just give me more Mario!"
@nab1
I've heard the Rayman mobile games are good, I've just never made much time for mobile given I own all the consoles and can't even keep up with those games.
But Mario? No way I was gonna miss this. And I'm glad I didn't because this is console quality. Heck, this is better than NSMB2 was and that was on a dedicated gaming device!
I'll look into Rayman though.
8/10 = Fanboy score. In my opinion the game is a 5/10 tops. Like most mobile games, it's fun for the first 5 minutes and then forgotten. Game has as much depth as an ants butt hole.
@JaxonH Trust me, you'll like Rayman Jungle Run as well. But the first one, the rest became too dependent on IAP.
And yeah, just before launching Super Mario Run on my phone for the first time I realized I've never been this hyped for a mobile game before. I paid to unlock all the levels even before I got to finish the free trial And it paid off. I did "beat it" in hour or so, but seeing all those coins scattered in some really clever places during my first playthrough, I know I'm going to have a lot of fun trying to get them all, plus competing in Toad Rally, which so far fas has been a blast too.
The problem of course, is not that Nintendo is charging too much, or too little, or if $10 is a fair price...
The problem is that the mobile space is inhabited by a huge number of casual gamers and the app stores are cluttered with thousands upon thousands of asset flips, broken games, duplicate games, and unlicensed and bootleg trash trying to cash in on people's lack of attention and savvy.
The real problem is that the mobile space is over-crowded, under policed, and hard work often goes unrewarded while absolute trash nets shady developers quick bucks.
I agree with a few people here. $10 is well worth the purchase on the App Store. Nintendo's quality easily surpasses almost all of the apps for sale at the same price.
If they make it support offline then I will buy but until then idk
Well, it's a no-buy for me but that's totally cool
@ProfessorToad man, you've been arguing about how expensive $10 is for nearly 7 hours. If you made even the lower end of the average American salary, you made enough money in that time to buy the game 19 times over. Instead you spent it whining about it :-/
I'll stick with Sonic Dash (well since Window Phones don't support this game).
@alasdair91 10 US Dollars can buy me breakfast, lunch, and dinner for up to two and a half days if I play my cards right. It's a bug amount of money where I live.
@TearTheRoofOff Ah, there's the usual arrogance of Mario fans I've come to expect. In my opinion, Mario games are mediocre. Deal with it.
@RainbowGazelle I hope you can sleep easily now that you've got an infinitesimally small part of that chip off of your shoulder.
@RainbowGazelle okay, first of all, take a chill pill.
Now, if Mr. Miyamoto was right here looking your comment, what would he think? He worked very hard on the main franchise of video games themselves. If you're more of a LoZ guy then that's fine. But PLEASE don't insult us Mario people so violently. Say what you want, we are not arrogant.
@yomanation Unfortunately I am not! Genuine statistic from a recent study. Lucky for me, I'm a bit of an optimist
@Erikavondeeds And you are clearly swimming in your own ignorance. Bet you are a joy to be with.
@Erikavondeeds By the way, who exactly are you? I have no memory of engaging any conversation with you, let alone argument? And did you just call me a communist?? Lol, really?!
I suspect it is you who is the child. Have a wowwy pop 😊
The increasing disparity between review content and review scores on this site is becoming a concern.
@ProfessorToad Go bicker with someone else for goodness sake.
@Pokefanmum82 Huh? Sorry, I don't understand your post.
I'm sorry, I love Nintendo games, but this one we can live without! I played the demo, it's like 10 min, and then deleted it... I doesn't add anything to the Nintendo universe.
@HappyMaskedGuy I meant that not everyone who has an Apple device spent $700 on it, let alone bought data packages. This game can be played on the iPod touch, iPad and iPhone. The iPod touch uses wifi and so do some versions of the iPad.
I'm kinda bummed there's no family sharing. Would've bought it if it had.
By the way, I know iPhone has a stigma for being expensive, but all that talk about being well off for having one seems somewhat hypocritical. Most Android users I know have high end phones that are only slightly less expensive if at all. To each his own.
@rushiosan shows how much you read.i never said nes,snes,gb,gbc or GBA.i said ds,n64 and Wii.so put that in your pipe and smoke it.lol since I was provening there was Mario games that was 10 or more on the vC.there you go lol.next time READ before you try to troll me. last but not least don't try to price check me I have close to 300 games downloaded on my Wii u via hard drive.i had to get one.before you call bs on that darkyoshi98 is my nni.and look at my hundreds of just bought post.there you go
@XxYoshiGamerxX Every time I happen to mention I dislike Mario games, I get abuse with comments like, "You obviously hate all platformers then", or "You don't know what good games are", and I'm fed up of it. Obviously not all Mario fans are arrogant, but any time I voice my dislike, the arrogant ones seem to come out in force.
@slim80 said the guy who took my first comment about "Virtual Console games under $10" and came in saying I was wrong because there are some being sold for $20.
@RainbowGazelle It might have something to do with reading sweeping generalizations like 'all Mario games are mediocre', which suggest a level of dismissiveness which would serve to betray any semblance of sincerity or genuine evaluation in your assertions. One doesn't need to be a Mario fan to resent such deliberately contentious flippancy.
Jeez, I really hate reading all these negative comments, but let's put it into perspective - £7.00 or $9.99 is waaaaaaaayyyyy below the price most people would have paid for a full retail version of NSMB on any format, so whats the problem?
Ugh...$9.99 might be bad but here in Canada, it's $13.99. That's more than what I paid for Guacamelee on my Wii U.
@Erikavondeeds Welcome to the site
Would you mind awfully if I made the suggestion that you attempt to converse with our other users in a mutually respectful manner and try and avoid upsetting people?
As a show of our almighty power, and disdain for unpleasantness, I've deleted your first post.
We have a charming set of Community Rules that we expect all users to abide by - you can find a link to them right under the Reply box. Please have a read and try and apply them. We have a bit of a habit of falling out with those that don't and they disappear quite quickly. Awful shame.
Thanks awfully.
@THENAMESNORM I think you have the best username I've ever seen.
@MadAdam81 No XBox is trash. Greener pastures as in FF15, MGS5, Resi7, Uncharted4, Kingdom Hearts3, Persona5, Ni No Kuni 2, DragonQ11, FF7, DQHeroes, Witcher3, and many other first and third party titles. Of course I'm still planning on getting a Switch but Nintemdo's mess of a business is pushing me towards PlayStation.
@russellohh It's not that it's unaffordable, I bought the game, I just think the price is too high for what the game is, especially for mobile where people aren't used to paying any more than 99 cents up front.
For me, the issue is not so much the price, but the need for a constant internet connection! This looked like the ideal game to play on my phone on the way to work, especially the fact that you only need obe hand to play, so could play it while stood up holding on to the handrail on a packed underground train. Oh, but the game needs to connect to the internet at the start and end of each level? Well that puts a stop to that idea then. So why should I bother buying something I'll only end up playing at home, just like all the other New Super Mario Bros games I already own?? Pointless!
@HappyMaskedGuy But you're a prime bickering partner!
Ten dollars is a great price. I will always pay the Nintendo premium. If ten dollars is to much for you then you have bigger problems then buying a Mario game. save that money for food for the family.
I'm having a hard time understanding the people saying "Pff if you make even minimum wage, you should just buy Mario Run". Maybe the people don't know, or care that much about Mario? Not everyone is a die-hard Mario/Nintendo fan like many people on this website are. Maybe they just don't like the game enough to bother spending the 10 bucks? If we just bought everything that we semi-wanted, we'd all be broke by the end of the day. I'm sure if they really, really cared about the game, they would spend the 10 dollars. I don't think they should whine about the price, but I also don't think all these elitists should be acting like everyone's a cheap hobo just because they didn't want to buy a mobile game because the price was a bit too high, lol.
@Pokefanmum82 I think there has been a misunderstanding here- my comment was pointing out that those who COMPLAIN about the price of Super Mario Run and have bought an Apple device are contradicting themselves. Apple products are a ripoff. I think you've maybe misread my meaning.
Besides, doesn't someone have to pay for a gift in order to give it?
@ProfessorToad I won't lie- I do enjoy a good old bicker. You've placed a conundrum upon me..
This game is not better than Rayman Jungle Run. It's a good game though, but to expensive and short in comparison to Jungle Run.
People here defends the price, because Mario is more premium and popular than Rayman. But that is just so ridiculous and stupid fanboyism. A game should only be judged on quality and value for money, not popularity.
Please go and play Rayman Jungle Run, and compare it to Super Mario Run. Mario Run is a nice clone, but doesn't do anything new or better.
It's not a bad game at all, but how often does Nintendo fans not blame other games for being ripoffs of popular Nintendo games? Please stop the hypocrisy, and if you really like Super Mario Run, then you owe yourself to try Rayman Jungle Run as well.
I am not saying that you shouldn't buy Super Mario Run. Just saying there is a cheaper and better game out there already.
@HappyMaskedGuy yay! Now we're friends... Anyway, I did end up buying the game. It's decent, a bit short and simple but it plays well. However, for such a simple game on a phone, I don't think $9.99 is a justifiable price. It may be fine for some Nintendo fans, but for most casual mobile gamers, well even though they may spend more money on micro-transactions, they are likely to be turned off by a 10 dollars upfront cost.
@ProfessorToad
I don't know about that. First of all, the upfront mobile cost for the game is "free".
Also, for all those that complain about the price... who cares, don't buy it. This game is currently the top grossing game in the iOS app store so... a lotta these "casual mobile gamers" don't seem to have a problem paying $10 for a quality mobile gaming experience.
@Turbo857 It's only free for four levels... the game isn't free. Who cares if it costs nothing to download. You still have to pay.10 dollars to get more than 5 minutes of gameplay. Top grossing? How much money does that mean? For how long?
@ProfessorToad Got to love a happy ending! Is the game better or worse than you expected? I'd buy it if it were on android. If only to source more bickerage material
@HappyMaskedGuy Honestly the game is better than I anticipated. It's a fun pastime you can play for a minute or two or a long time if you really want to perfect your timing. So yeah get it when it comes to android if you're interested... of course though... I'm sure the ios version will be superior to the android release
@RainbowGazelle glad to see someone who stands up for their beliefs even if they stand alone.
@ProfessorToad
People complaining that $10 is a ridiculous amount of money for this game are out of their minds. I ask you and anyone else with the same attitude about the price, do you ever go see movies at a movie theater? A movie, I might add that usually lasts between an hour and a half to 2 hours. A movie that once you paid for it and are out, there is no more value. Ok, now lets compare that to this $10 game that YOU CAN play after 2 hours, as a matter of fact after you pay the measly 10 bucks, you can play it for eternity. Are you starting to get the idea on how ridiculous you are when you address the price of this game as "ridiculous".
@HawkeyeWii Sure,movie theaters are overpriced too. This is about mobile video games though. Based on other similar mobile games such as Rayman Run series this is overpriced.
A ridiculous price are those recent "special additions" and whatnot for PS4 and Xbox One that are around $100. That my friends, is ridiculous, especially when said games will end up being half that much in a few months after release. We are in the age of season passes, and BS special and ultimate editions and I absolutely hate it. How hard is it to just release the whole game at once? All of you suckers who actually buy into those season passes and the full price of games at launch are crazy and just supporting the prices.
@ProfessorToad
"Top grossing? How much money does that mean?"
Top grossing = making more money than everyone listed below it (which includes popular apps like Spotify, Pandora, Netflix, Tinder, Pokemon Go; depending on which of the 30 countries top grossing iOS app store list you choose to go by).
"How much money?" = A lot (considering the point I made above)
Gotta look at the big picture here.
And yes, since the game is free to download and play. Who cares if it's not the entire game. The three-four levels it offers is apparently enough to top Free app lists as well.
http://appleinsider.com/articles/16/12/16/super-mario-run-tops-apples-highest-grossing-free-app-charts-hours-after-launch
@ProfessorToad simple as it comes. Don't buy it. People say paying $5 for a year is ridiculous when it really is a good price. The only way people will say it fair if its only free.
@ProfessorToad Wait, you bought this game? That is actually hilarious.
@ProfessorToad I got your back, bicker buddy
@TearTheRoofOff At least @ProfessorToad gave the game a chance. Would be far easier to bash it from a distance, wouldn't you say?
@Turbo857 umm I didnt need definitions
@Hinaru77 im sorry but what does that last sentence mean?
@TearTheRoofOff @HappyMaskedGuy thanks there. I guess he just wants to to laugh at me for buying the game since I made a big stink about the price
@ProfessorToad Twas a fair stink, to be fair.
Stink?
@ProfessorToad In all honesty, I would adjust the price slightly. Maybe £5, here in the UK.
@HappyMaskedGuy that sounds like a more reasonable price to be sure.
@HappyMaskedGuy oh... umm... why did you say "stink?" with a question mark. I'm confoozed
I don't have an Apple device, I have an Android, so the only way I can play this game is to DL the .apk (or whatever it is for Apple apps) and play it on Bluestacks. I wouldn't pay for something like this, though. At $10 or more on mobile, I expect something closer to Chaos Rings, Infinity Blade, or some other 3D game. Or an (S)RPG, like Final Fantasy Tactics or Banner Saga. It sounds like Super Mario Run is too watered down to really hold my interest. The required internet connection at the beginning and ending of the levels also seems like a needless expenditure of energy, unless you're opting into a time attack leaderboard or something... It just seems like something to track you/collect your information, like a forced virtual toll booth.
@AlternateButtons You forgot the deranged green guy who kicks while he jumps and is scared of ghosts, yet somehow always kills them with ease, and STILL somehow manages to be on the top five Mario character list of almost anyone, including me. Now that's what I call diversity.
@TearTheRoofOff Every single Mario game I have played has been mediocre in my opinion, so that's why I said they're mediocre. It's a comment section for my opinion.
@hendie001 Thank you.
@RainbowGazelle I want to apologize for starting a rant against you. I didn't know it caused THIS much argument. You are completely entitled to your own opinions, even if most don't agree with them. The only thing that ticked me off is that you said Mario fans were arrogant. Of course, that's not ALWAYS true, but I think I'm gonna be able to get over it. So seriously-
EVERYBODY CHILL OUT!!!
Anyways, Yoshi beats out Mario times 1,000,000
$10 isn't the worst I've seen, but I'll agree that the "this is free to play- psych!" type of thing is really obnoxious. I've encountered it more than a few times on mobile devices, and I really wish they'd be forthright with the pricing. You're allowed to have a demo version of the App Store, yet they instead try to reel in customers with promises of free candy like some creep with an unmarked van.
And yet the only reason it gets a free pass is because everyone else on the App Store has committed far worse sins, save for the few who treat the service like a regular marketplace. They're the martyrs!
@ProfessorToad When one compartmentalizes what is actually being bought here, the value suddenly doesn't seem so great. You've probably noticed how most people tend to refrain from breaking down what they're getting- "$10 for the whole package" sounds a lot nicer than "21 short levels for 48¢ each." We are coaxed to perceive only one transaction, but if you think about it, it's really a bundle of 21 micro transactions. The refusal by many long time Nintendo fans to acknowledge this is the result of cognitive dissonance. We want every new Mario game to live up to the series legacy, but that just isn't possible on a game designed for a phone in every way... Including the paywall barrier that appears 20 seconds into the first boss level, instead of after it.
@CanisWolfred I think one of the worst examples that SMR has of exclaiming, "Yes, this is a phone game," is cutting off the player from going any further after 20 seconds in the first boss level. Not after the level, but right in the middle of it.
@RainbowGazelle Well, when you put it like that, no complaints!
You didn't mention the DRM/always online requirement in the review? That's the one thing that would stop me from buying the game (other than me being on Android).
@TearTheRoofOff @XxYoshiGamerxX Thanks, guys. I'm glad that didn't end in a big argument. I'll try to be a bit more diplomatic in the future.
@PlywoodStick That argument about the game being a bunch of micro-transactions can be said about pretty much any game, especially games with levels, chapters ect ect.
Besides, the game is not about just rushing through all the levels. It's about collecting all the special coins, finding different paths, competing against other players ect ect.
@gcunit aren't you kind! Thank you kind sir!
@RainbowGazelle Every single one? Wow. From a gamer? On a Nintendo site? Wow.
Not trying to (re)start an argument. This is just your opinion, I know. It's just one I never have and never thought I would hear from a gamer.
...
I think Final Fantasy VI is boring.
@KirbyTheVampire It's true that the value of every game can be compartmentalized. However, as they become more complex, it becomes increasingly difficult to do that.
With Super Mario Run in particular, it's easier to do than most Mario titles. It's pretty clear cut that you're buying 21 levels for 48¢ each, along with some multiplayer and extra bonuses. Whereas on the other hand, for example, it starts getting a bit silly to say that New Super Mario Bros. Wii was originally sold as a pack of about 76 levels for about 65¢ each, based on the initial MSRP. The player(s) buy the game before playing; they aren't told that they have to make a transaction to continue, about 20 seconds into the first boss level, like in SMR. And of course, discount sales for console and PC games can alter this metric; whereas for many mobile games like SMR, the metric will likely stay the same for the duration of it's existence, which is much more common for microtransactions in particular.
Once you start getting into more complex games, especially RPG's, it starts getting ridiculous to try to put a monetary value on every line of text, location, piece of equipment, combat parameters, etc. I can't even begin to imagine trying to compartmentalize the value of the tens of thousands of lines of text in games like Planescape: Torment. That hasn't stopped companies from trying with some newer games, but the attempt doesn't make the concept any less whacked out.
@ProfessorToad
I agree with you completely. This game was pretty good, but overpriced. I think five bucks would have been ideal, maybe six, and from the start. That fake-free-to-play junk is all over the App Store. When you see a game on the App Store that says it's free and looks good, you want to get it. Then once you get into the game you realize "Oh, wait, this is ten bucks. I don't want to pay this" and you delete it. I payed it this time since it was Nintendo, but normally I'd just trash it.
@PlywoodStick I paid $10 at GameStop for games like Kirby 20th Anniversary and Mario Power Tennis. I can totally see why this game wouldn't hold your attention. The only reason I still play it is to get all the special coins. And toad rally.
I'm enjoying the game, probably played about 5 hours now. The bulk of the time in Toad Rally, then replaying levels to get all the coins. I've deliberately only finished up to world 4 to stop from rushing through the game. I think 8/10 is a fair score and £8 a fair price. £8 might seem expensive compared to other mobile games, but it's also good value to me compared to e.g. a cinema ticket or a takeaway pizza. All I know for certain is that it's the best value Mario game on iOS!
@PlywoodStick You're right there; it would be ridiculous to tie that model to something with intricate systems like RPGs rather than the more quantitative progression found in, say, 2D platformers, and even then it's dubious due to the replay factors and game modes. If we were to use such a model, though, it seems unwieldy to suggest the value per level model can't be used because of when the one time transaction occurs (although one could argue that you get 3 less levels for your money in SMR as a result of the delay). Also, the metric can change due to decreases in price as you say, but surely it's fairest in this comparison when considering original pricing, which was how much the game was originally deemed to be worth.
I thought the whole point of Nintendo's mobile games was to attract new customers to their consoles, but by adding such a high price tag (for a mobile game) the only people willing to buy it will be people who are already hardcore fans. I hope Nintendo will learn from this for their next mobile game (also please no DRM).
8/10 .. sure... make it 16/10 .. and watch the stock crash more... it should be time for some more honest reviews finally. Everything Nintendo is so hyped up and clearly it doesnt correspond to other reputable sources ... but definatly helps maintaining the "dodgy" feel when buying Nintendo stuff in 2016.
8/10 is a far cry from a user score of 5.6/10 on metascore. 6.5 on here ... 60% on 4players... or just straight from bloomberg.com:
"Nintendo Co. plummeted in Tokyo after the debut of Super Mario Run was met by lukewarm reviews."
" “There are a lot of people writing on the App Store that Super Mario Run isn’t very fun. Perhaps expectations were too high.”
Overhyping stuff on purpose (well, if you LOVE everything Nintendo so much perhaps there should be a disclaimer in your review saying that the score is always at least 2 points above average when it says Nintendo) will just make people forget about this game even faster...
And on top of all that .. whos actually surprised about this "success"... it has been said many times before and I guess that was judgement day for Nintendo trolls.
Make it 1$ and perhaps you will actually really win some new fans or at least have them say "ah.. well, its a dollar... its alright" .. perhaps next time they go into a store they might remember Mario, cause they dont have the "ah, mario, f him ... already wasted 10$ the other day" trauma
Worst Nintendo year ever, with the final nail to it with Mario Runner...
I give it a 4/10.
@rushiosan You have competitive mode, the levels changes as you go for coins, the format is different, etc...
@Kalmaro The levels don't really change when you go for the differently colored coins. They just add up some blocks and place the coins alternatively, but the level design (pipes, traps, enemies, layout) is exactly the same.
@rushiosan that's still a change.i didn't mean it went through a massive graphical overhaul when you played the levels again, just that they changed.
@Kalmaro I get your point, it adds a little of replay value to each stage, but honestly, they could've put more effort into it, like Special Worlds (present in previous NSMB entries) and secret worlds to uncover once you reach a certain hidden exit.
The fact they're not going to add more content to it (as reported today) definitely won't encourage me to pay $10. I hope their next mobile games follow a different path...
I finally downloaded this title and I must say that it's actually pretty good. I've fiddled through the first three levels of World 1 and even went back and replayed them couple of times to get more coins. I've tried the Toad Rally a few times as well. I even spent some coins making my kingdom look a bit nicer.
I'm not too sure it's worth the $14 or not, but the game does look pretty nice and there does seem to be a lot of replay value for those that like to get more and more and more and more and more coins.
@Maxz yep
Will be buying this as soon as it comes to Android, the superior platform.
ID 1746-4910-9912
1811-9539-5660 add me on Mario run
Mario run mobile code 3295-1824-0462
@Sparkydaniel83 no thank you
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