Friday, 16 December 2016

Review - Super Mario Run (iOS)


We've been waiting a while for this one, huh?

The Mushroom Kingdom serves,
naturally, as your hub.

The gameplay is familiar territory for fans of Super Mario Bros, with a twist to fit it into the smartphone (specifically touchscreen) realm. It's another endless running game very much along the lines of Rayman Run, but set in the Mushroom Kingdom. The main game sees you work through 6 worlds each of 4 stages in typical Mario style - except you can't stop running. Tapping the screen causes Mario to jump, holding it longer leads to a higher jump. Small enemies are automatically vaulted, and tapping the screen as Mario does so will add flair to the move and increase the coins collected. There are 5 pink coins on each stage and these represent the main replayability - collect them all and their placement changes, and then again so that each stage requires you to get the 5 coins three times for full completion. Each level remembers your highest score - in coins collected - which you can compare to any friends you might add.

The level select screen,
unlocked with a *gulp*
In App Purchase..!

Collecting a Super Mushroom grows you into Super Mario as you'd expect, granting you one extra hit point in case you make a mistake. Dying, however, is not the end - you have a set number of bubbles (usually two) that carry you back a short way in the level to try again when you die, similar to New Super Mario Bros when played multi-player. You will occasionally find extra bubbles in item blocks to further protect you from failure.

Winning an online run is
quite gratifying.

Playing through the main campaign you will also unlock tokens which enable you to access the online competitive mode which sees you run against the ghosts of others to finish a stage with the most coins and in the most style - the winner gains Toads who repopulate their kingdom and unlock decorations and buildings to improve the kingdom. This is quite fun, and it's certainly satisfying to win a run. Matchmaking seems pretty solid with a choice of opponents based on your current placing.

Stages are themed around
familiar Super Mario levels.

This is great fun, and pretty much exactly what you thought it would be - a well-crafted game that goes far beyond most disposable iOS games. Whilst not as fully fleshed-out as its peers on Wii U or 3DS, it certainly carries and condenses all the charm and joy of its big Bros. The price of entry is also considerably lower than for Mario's other games - more so if you already have an iPhone or iPad, but don't own a Nintendo console.


You didn't think Bowser would
miss out on the action,
did you?
Afterthoughts:
This is the first time I recall Apple having allowed a game to sit on the App Store as "coming soon" for several months before release. I'm sure it helped build some hype amongst gamers who have long waited for Nintendo to cease their stubborn ways. Unfortunately I fear we're seeing a downside of Nintendo bringing its IP to other hardware - the game stands at 3 stars on the App Store a day after release, with many 1 star ratings. Reading through the internet, as you do, reveals that a lot of people are displeased at the cost of the game - apparently all smartphone games should cost less than one of whichever currency you use. Super Mario Run costs £7.99, €9.99 or $9.99. It's a fair price for the content on offer - a game that they could easily charge twice as much for on their own platforms, compared to what else is out there.

Unfortunately, Nintendo have a long way to go to shake off a reputation that leads them to consistently "lose" the console race with each new generation. I must say that this reputation is unjust, and Nintendo consistently produce great games to match their hardware, but at least this is a step in the right direction, and sure is a great experience for those that want it, but I fear that Nintendo won't find a new audience on the iPhone outside of the already converted. It's a shame, but it's not easy to sway public opinion when that opinion is negative. Super Mario Run, I feel, is likely to remain a niche product, loved by many, but shunned by most. The cost of entry is clearly a problem for a lot of people, and will place the game amongst the likes of the Final Fantasy series on iOS - games that will be picked up by people that are already fans but ignored by those who are used to paying €0,99 for Angry Birds.

At least I didn't have to pay for it twice to play it on my iPad as well as my iPhone...

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