Another day, another article accusing a video game of "stale, retrograde gender stereotypes" because it's low-hanging fruit and makes for good social signaling to others of a similar political bent who don't actually care that much about games, but find they make an easy target. Everyone knows video games are super sexist, after all.

The problem with this argument is that Super Mario Run does, in fact, try. Both Princess and Toadette are playable characters in the game. They're simply unlockable characters. As with many mobile games (and non-mobile games, for that matter) Super Mario Run has rewards for completing certain benchmarks. Like many, many other games, these rewards include unlocking various characters.


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I like it a lot. I'm finding myself addicted. I'm not sure it's really doing anything differently than other fantastic mobile games out there on phones. But, in some ways, I don't care.

But beware: Super Mario Run needs to be connected to the internet in order to work. Yes, you read that correctly. Much like Hearthstone and other online-connected games, Super Mario Run won't work unless you've got Wi-Fi or mobile data. That can be limiting in subways or planes. It's hugely annoying.

The game also costs more than most mobile games. Even though the app is free to download (here) and includes a few free game modes, the rest costs $9.99, 7.99 or AU$14.99. Is it worth the 10 bucks? I'd pay two lattes for it, but I'm having issues with its lack of offline play.

The courses are fast, but they still feel like Mario levels. If you've ever played a single-button jump-type mobile game (Rayman Adventures from Ubisoft comes to mind), expect something similar here. Mario keeps running no matter what you do, and even hops over small enemies automatically. Tapping or holding down on the screen is used for leaping to higher platforms, kick-jumping and spin-jumping. But the courses I tried all look like they could have come from New Super Mario Bros. Some even had some puzzle solving, and I had two tiny boss battles at the end of the fourth course in each world.

I'd buy it. I never spent more than a few dollars on Pokemon Go, and I don't like spending more than $5 on a mobile game unless it's great. But Super Mario Run seems like enough entertainment to keep me happy. Still, it also doesn't seem like the sort of massive game Mario fans playing on the 3DS or Wii U might expect.

I've dived deep into plenty of games that twist Mario's basic run-and-jump-and-explore formula to the point of near-unrecognizability. After playing a four-level demo of the mobile Super Mario Run at an Apple Store this morning, though, I think I've experienced the weirdest official take on Mario yet.

Perhaps it's a mistake to expect the first Mario game on a button-free mobile platform to capture the same feeling as pretty much all the games that came before it. But despite the weird experiments and gameplay tweaks that Mario has seen in his long history, the sight of those overalls and those familiar question-mark boxes has traditionally implied a certain type of game. A Mario game encourages exploration, precision jumping, deep investigation for secrets, and puzzles that sometimes require slow contemplation.

Super Mario Run[b] is a 2016 platform game developed and published by Nintendo for iOS and later Android. It is Nintendo's first mobile game that is part of one of the company's long-running and major franchises.

In Super Mario Run, the player controls Mario or other characters as they automatically run across the screen while timing jumps to collect coins and dodge enemies and hazards. As a Super Mario game, it contains a common plot wherein Mario must rescue Princess Peach, who has just been captured by Bowser. However, the player must also rebuild the Mushroom Kingdom destroyed by Bowser. The game had involvement of series creator Shigeru Miyamoto, and its development team consisted mostly of the original Super Mario development team, featuring many similar gameplay concepts adapted for ease of mobile controllers. The first three levels of Super Mario Run are free to play, but unlocking the rest of the game requires a one-time payment.

Super Mario Run received overall positive reviews by critics. Reviewers generally praised the game's replay value and addictive gameplay, though common criticism was directed towards its comparatively high price in the mobile market, as well as its required connectivity to the internet. With 50 million downloads, it became the most downloaded mobile game in the first week. The total figure of downloads was 300 million as of September 2018[update].

Nintendo had been hesitant about developing titles for the mobile gaming market since its onset in the early 2010s, as the company was highly protective of its franchise characters and desired to have them only featured in games for their hardware. At that time, Nintendo president Satoru Iwata felt that by developing mobile titles, they would "cease to be Nintendo" and lose their identity.[29] By 2014, the company recognized that the growth of the mobile market was impacting their financial performances, with sales of its hardware and software declining greatly and posting a $240 million loss for the financial year.[30] By the next year, Iwata's views had shifted significantly, and he led Nintendo into a partnership with mobile developer DeNA to start bringing Nintendo's brands to mobile, including five planned Nintendo titles.[31] The first of these was Miitomo, based on the Mii avatars used in Nintendo's console software.[32] Separately, Nintendo collaborated with Niantic and The Pokmon Company to release Pokmon Go.[33][34]

The concept of the game arose from ideas for new Mario games on the Wii, including one where the player would need to control Mario in time to the rhythm of the music. This concept was fleshed out further as part of New Super Mario Bros., but led to the idea of a simply-controlled game. Nintendo was also inspired by speedrunners, and had noticed that these players, in racing through the various Mario games, never let go of the forward direction control, effectively making Mario run all the time, and considered how to allow all players to have that experience.[16][35] Similarly, they observed speedrunners were adept at performing certain types of difficult timed jumps that enabled quick completion times; Nintendo included special blocks that players would encounter in Super Mario Run to easily complete similar jumps, so that they could "give even beginner players an opportunity to get a taste for what's fun about the more skilled style of Mario play", according to Miyamoto.[16] The game was developed to be played with the mobile device in a vertical orientation. This gave the developers more gameplay ideas to stretch the vertical space of the game, as well as to emphasize the simplicity of the game's controls.[18]

Super Mario Run is the second mobile game under the DeNA partnership, and Nintendo's first mobile game to use one of their established intellectual properties. Miyamoto explained that some of their game franchises became increasingly more complex with every installment, making it difficult to attract new players, and that the company believed they could use mobile games with simplified controls not only to target the broadest audience of people, but also to draw them to their consoles by reintroducing these properties.[36] While it would be possible for them to port their existing titles to mobile device with the creation of virtual controllers on the touchscreen, Miyamoto felt that would not be as "interesting", instead they were "more interested in looking at how we can be creative with Mario, and design for iPhones in a way that takes advantage of the uniqueness of that device and the uniqueness of that input and the features that that device has".[16]

Industry analyst Michael Pachter suggested that the low user ratings reflect the non-traditional single-point-of-purchase approach for monetization, and that mobile gamers are more amenable towards free-to-play games that provide a larger amount of free content prior before any microtransactions are required to proceed forward.[66] GamesIndustry.biz agreed, noted that mobile gamers have been highly critical of games with "hard" paywalls that require in-app purchases to continue, and the last several years of free-to-play mobile games has created consumers unwilling to pay for mobile games, a factor Nintendo will need to contend with for its future applications.[67] Polygon considered that based on the negative feedback from players, that Nintendo kept too many of its own practices for its consoles and handhelds, such as the use of the Friend Code system and the lack of any planned expansions, into Super Mario Run, as well as eschewing typical mobile gaming practices, and believed that Nintendo should have worked better to adapt the game for the expectations of mobile gamers.[68] Responding to the player complaints, Miyamoto acknowledged that Nintendo had made a mistake with the game's pricing.[69] At The Game Awards 2017, it was nominated for "Best Mobile Game".[70]

App-tracking service Apptopia reported that Super Mario Run was downloaded 2.85 million times on the day of its iOS release, while grossing over US$5 million.[74][75] The title had 40 million downloads over the first four days, surpassing Pokmon Go as the most downloaded mobile game in the first week of release; that week's figure totaled over 50 million.[76] App Annie estimates that about one million of those downloads lead to the user paying for the title, with 55 percent being from the United States, earning $14 million in sales.[77] The iOS version of Super Mario Run was the tenth most downloaded app in 2016[78] and the top downloaded free game in 2017.[79] With the company's end-year report for fiscal year 2016, which ended on March 31, 2017, the combined downloads for Super Mario Run across iOS and Android was approaching 150 million,[80] and climbed to 200 million six months later.[81] 0852c4b9a8

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