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Friday, December 9, 2016

Super Mario Run

Andrew Webster:

Now Nintendo is finally moving with them. Next week will see the launch of Super Mario Run on iPhone and iPad (an Android version is coming later), marking the first proper Nintendo-developed game on a mobile device. It’s a very different tactic compared to the “blue ocean strategy.” Instead of creating its own space, Nintendo is diving into one of the most crowded and competitive markets around, going up against the more than 2 million apps available in Apple’s digital marketplace. But with that comes a great opportunity. While Nintendo’s best-selling hardware reached 150 million people, Apple sold its billionth iPhone this summer. It’s a chance to introduce a new generation of players to the company’s characters, just as the original Super Mario Bros. did on the NES more than 30 years ago.

[…]

Miyamoto says that Nintendo has been toying with the idea of a one-button Mario game since the days of Wii. “As we were doing those experiments, we thought that that kind of approach would perhaps best be suited to iPhone,” he says. “So that became the basis for Super Mario Run.” But whether it was for Wii or iPhone, the goal behind this streamlined Mario was the same: to bring the distinct flavor of Super Mario to as many people as possible. “Nintendo has been making Mario games for a long time, and the longer you continue to make a series, the more complex the gameplay becomes, and the harder it becomes for new players to be able to get into the series,” Miyamoto says. “We felt that by having this simple tap interaction to make Mario jump, we’d be able to make a game that the broadest audience of people could play.”

Mitchel Broussard:

Shigeru Miyamoto has confirmed that Nintendo’s upcoming iPhone game Super Mario Run will require an always-on internet connection to play, which Miyamoto said is “a requirement that’s been built into the game to support security.” The security element is one of the big reasons why the company decided to launch on iPhone first, Miyamoto said, and it helps the game’s three separate modes function together while always keeping the software secure and safe, preventing piracy in the process (via Mashable).

This is to prevent piracy.

Update (2016-12-10): John Gruber:

But people on planes and subways do play games on their phone.

UPDATE: Another big problem: kids with iPod Touches and old SIM-less iPhones.

Update (2016-12-16): Tim Hardwick:

Undoubtedly many users tapped or clicked the button thinking they would be first to play Nintendo’s debut title on iOS. But the delay between the game’s appearance in the App Store and the actual delivery of notification prompts has left many users skeptical of the feature.

I never received the notification.

See also: Marco Arment on the e-mail notification.

I loved the original Super Mario Bros. but find Super Mario Run rather boring.

John Gruber:

The first-run on-boarding process is clunky though. You have to pick your country, and the United States is way down at the bottom of a long alphabetically sorted list. I’d rather be asked to grant access to my location — my phone knows where I am. And there was some confusing shit about creating a Nintendo account.

Update (2016-12-19): I have been reading that Super Mario Run doesn’t follow the App Store guidelines and ties its in-app purchase to your Nintendo account instead of to your Apple ID. If you don’t have a Nintendo account, you can’t restore your purchase.

Update (2017-01-02): Madeline Farber (via fuckingappstore):

Reviews in Apple's App Store (so far, the game is only available on iPhone) show an average rating of two and half stars out of five. Overall, there have been nearly 50,000 reviews. Its reviews make it among the lowest rated app among those at the top of the download rankings, according to Bloomberg.

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[…] is supposed to help with marketing for certain types of apps. Previously, it was only available to Super Mario Run. The best news, in my opinion, is that the pre-order feature is launching simultaneously for iOS […]

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