Carl Williams writes, "Super Mario Run received quite a bit of publicity leading up to its release. That is a fact. You could hardly visit a website without seeing something about the debut Nintendo game on the iOS platform. Did you notice much advertising though? That is right, Nintendo made great use of the “free advertising” websites that are willing to garner a few clicks from potential readers. We are no different here at Retro Gaming Magazine, we cover what is good and what we like, whether there is advertising to match it or not (not many Sega Master System ads floating around, but we still love that console and cover it regularly). This release is also interesting to point out that even Mario is not impervious to poor sales conversions in the mobile market."
Princess Peach. Beloved royalty of the Mushroom Kingdom, and the constant damsel in distress that sets the tone for most Super Mario games. However, there is a darkness in this one, and she is not all smiles, pink hearts, and expensive parasols. No, no. She is not quite what she seems.
Many immediately found the negativity of Nintendo's approach to mobile gaming, but The Never Yak thinks that the move is actually a positive one for both Nintendo and gaming in general.
I really liked Mario Run's model. Pay once, unlock everything.
Unfortunately, people prefer to be whales, so Nintendo saw real money lies in microtransactions and gacha mechanics. So now I feel less and less excited for each new mobile game they announce.
Nintendo was too protective of the Mario brand to top mobile revenue charts with Super Mario Run, so it's trying to change that with Dr. Mario World and Mario Kart Tour. But is it working?
Because people are spoiled and dumb and the entire mobile app market echo system needs to be revamped.
Like all other mobile games, this is complete shit.
Too much is demanded for too little content. Look at the Rayman mobile titles, both at pricepoint and content, and you see where Super Mario Run fell short. When I beat the first three levels in a four level world in all of five minutes, I should have known the game wouldn't last. I purchased with hesitance, got a couple hours out of it, and haven't opened the app since because I have nothing left to do. People aren't opposed to a one time payment. They're opposed to paying a premium for a demo all because Nintendo has an ever skewed value of their own IP. This is hardly an issue restricted to mobile in terms of Nintendo having issues with pricing and working with the market.
The price hurt it a lot... and letting people play before buying as well. That's awesome for consumers, but I think hurt sales. While fun, most deemed it not worth 10 bucks
I love traditional Mario gameplay but I sort of can't stand endless runner gameplay. That reason alone is why I haven't even downloaded it. I'm sure there are many fans of Mario that feel the same way.