Super Mario Run [iOS]
Posted: Wed Nov 16, 2016 5:49 pm
The PlayStation gaming community of Filipinos worldwide
https://pinoyps.com/
hindi ko trip ang mga fighting games pag touch na pero kung multiplayer mukhang ok heheDaniel wrote:smash bros sa mobile? paano kaya? hehe
Super Mario Run is set to debut next week; the first Mario game for iPhone. In the game, Mario runs forward automatically and players use one finger to make him jump up onto new platform, avoid obstacles and collect coins. Both Apple and Nintendo is hyping its launch with demos at retail stores and a round of press interviews.
However, one tidbit is putting a bit of a downer on the whole thing. It turns out that Super Mario Run will require a persistent internet connection to be playable, which significantly limits the appeal of a mobile game …
In an interview with Mashable, producer Shigeru Miyamoto explains that Super Mario Run will require a constant connection to a network for the game to be played, as the company is worried about software piracy.
The game is free to download but features a one-time $9.99 purchase to unlock all levels. iOS software piracy is possible on jailbroken devices with app stores dedicated to downloading cracked apps and games.
From Mashable, Miyamoto says there is no ability to play offline to protect against software piracy:
For us, we view our software as being a very important asset for us. And also for consumers who are purchasing the game, we want to make sure that we’re able to offer it to them in a way that the software is secure, and that they’re able to play it in a stable environment.
We wanted to be able to leverage that network connection with all three of the [Super Mario Run] modes to keep all of the modes functioning together and offering the game in a way that keeps the software secure. This is something that we want to continue to work on as we continue to develop the game.
Just to be clear: When you say “security,†you mean the risk of piracy, right?
That’s correct.
According to the transcribed interview, Nintendo is worried about piracy risks as the game is launching in 150 countries on devices it does not control. He says that the network connection is used to update game saves and sync progress across devices via a Nintendo cloud account. They wanted to have the World Tour story mode available offline ‘at one point’ but this proved to be a technical challenge as the game state has to cooperate with the other two modes, Toad Rally and Kingdom.
It does not seem like this news will be received well. One of the primary advantages of iPhone games is that they are not tethered to a particular location and can be played anywhere. Requiring an internet connection means the game will be unavailable on plane journeys, underground trips and various other places users might conceivably want to play.
There’s a chance Nintendo could relax the restrictions in a future update. Miyamoto does not sound steadfast in his statements, indicating that the design is based off the ‘current development environment’. Nevertheless, offline play will not be available at launch and this will likely dampen the enthusiasm for an otherwise blockbuster iOS title.
Super Mario Run will be available on the App Store for iPhone and iPad next week, December 15. The title is free to download and try with a one-time $9.99 purchase to unlock all content and levels. You can sign up to be notified when the game launches.
SOURCE: http://www.siliconera.com/2016/12/19/ni ... investors/Nintendo’s shares dropped earlier this morning after early reviews and sales of their latest smartphone game, Super Mario Run, failed to impress investors. Analysts expressed their concern about the game. Here’s more from The Wall Street Journal.
Since the launch of Super Mario Run, Nintendo has seen a drop in shares with a five-day streak which saw its stock drop more than 16%, and 7.1% lower in Tokyo Stock Exchange trading on Monday.
The free-to-try title requires $9.99 to unlock all the features, but it was met with subpar reviews on the App Store regardless of it performing well in various regions, including the United States that saw it become the top-downloaded app in just seven hours after launch.
It’s easy to see how Super Mario Run had big expectations after the success of Pokémon GO that was developed by Niantic; however, analysts pointed out that Pokémon GO earns its revenue from micro-transactions and it also keeps things fresh with new content via updates. Meanwhile, Super Mario Run requires a one-time payment of $9.99 to fully enjoy the game, and if you’re wondering about additional content, a Nintendo spokesman said that they don’t have plans to release any, free or paid.
Here’s a quote from Ace Research Institute analyst, Hideki Yasuda:
[i]“If you were hoping that Mario would perform like Pokémon, then Mario clearly didn’t achieve its mission. But that was placing expectations too high because the Mario game’s business scheme is so different from Pokémon.â€[/i]
According to research company SuperData’s forecast, Super Mario Run would generate around $15 million in its first month. Pokémon GO and other Pokémon goods helped Nintendo with an operating profit of about $100 million from July through September when the smartphone game was released.
Former Nintendo game director Motoi Okamoto also said that poor reviews on the Apple platform may end up hurting the game’s performance on the upcoming Android version, but we can still expect to see one more revenue bump when it releases. He did, however, say that he finished Super Mario Run and how it was well thought out but its payment structure wasn’t ideal, as players might not warm up to the extra $9.99 after seeing it as a free download.
Super Mario Run is available on iPhone and iPad. The Android version will release in 2017.