Today, Super Mario Run made its debut on the Apple App Store. The entire carousel of the App Store has been designed around Super Mario Run. After the success of Pokémon Go, it seems that Super Mario Run may be another money maker for Nintendo, combining the popularity and versatility of mobile games and the Mario intellectual property. Super Mario Run is available exclusively on the Apple App Store for free [Direct Link].
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Showing posts with label Super Mario Run. Show all posts
Showing posts with label Super Mario Run. Show all posts
Thursday, December 15, 2016
Saturday, December 10, 2016
Stupid Mario Run: Nintendo's Patent-Pending Anti-Piracy Measure
With Super Mario Run coming out this Thursday, Nintendo is ready to line its wallets with another round of mobile in-app purchases. To unlock the full version of Super Mario Run, a $9.99 price tag is hidden in the in-app purchases section. But that's not why I'm writing this post.
Nintendo has made the facepalming decision to require Super Mario Run to connect to the internet continuously... to prevent piracy [Source: Mashable]. Piracy... on iOS? I would think the whole point of making a big deal of announcing your first Mario game on mobile at an Apple event would be to utilize the technologies Apple gives to you. A huge plus for developers on the Apple App Store is that they don't have to worry about piracy. Most iOS users don't know how to pirate. Meanwhile on the Play Store, piracy is completely rampant. Androids simply need an APK file of the app to get a free copy. Even games with advertisements will work without internet, which disables the ads. So, why would Nintendo want to burden iOS users with an anti-piracy feature? I'm not sure, but it's certainly making that $9.99 price tag look less appealing. And you're certainly not going to be able to use this app on a subway as advertised. School WiFi networks already blocked Miitomo, Nintendo's other game, so this will likely use up data.
The execution seems to be another problem. Having a continuous connection wastes data and battery life. Once every 24 hours maybe? Even the Xbox One had better anti-piracy tactics than this. I mean, get real. Am I going to have a valid copy of the game at the beginning of the day and by noon, it will be pirated? Are there enough pirates out there to justify having this continuous connection? While they're less common, iPod Touches will have no means of running this app since they don't have cellular data. Younger kids won't be able to play as their favorite Italian plumber because of an anti-piracy measure. I see the trending hashtag now: #MarioGate.
Am I over exaggerating? Maybe a little. How much data can this take up? Will this have an impact on my battery? I shouldn't judge this until we have some hard evidence to make an argument. But at the same time, is piracy a big enough of an issue to justify bricking Super Mario Run when you have no signal? For all we know, all this data checking if your app is pirated may mess up Nintendo's servers, just like Pokémon Go. In the words of George Santayana, "Those who do not learn history are doomed to repeat it."
Nintendo has made the facepalming decision to require Super Mario Run to connect to the internet continuously... to prevent piracy [Source: Mashable]. Piracy... on iOS? I would think the whole point of making a big deal of announcing your first Mario game on mobile at an Apple event would be to utilize the technologies Apple gives to you. A huge plus for developers on the Apple App Store is that they don't have to worry about piracy. Most iOS users don't know how to pirate. Meanwhile on the Play Store, piracy is completely rampant. Androids simply need an APK file of the app to get a free copy. Even games with advertisements will work without internet, which disables the ads. So, why would Nintendo want to burden iOS users with an anti-piracy feature? I'm not sure, but it's certainly making that $9.99 price tag look less appealing. And you're certainly not going to be able to use this app on a subway as advertised. School WiFi networks already blocked Miitomo, Nintendo's other game, so this will likely use up data.
The execution seems to be another problem. Having a continuous connection wastes data and battery life. Once every 24 hours maybe? Even the Xbox One had better anti-piracy tactics than this. I mean, get real. Am I going to have a valid copy of the game at the beginning of the day and by noon, it will be pirated? Are there enough pirates out there to justify having this continuous connection? While they're less common, iPod Touches will have no means of running this app since they don't have cellular data. Younger kids won't be able to play as their favorite Italian plumber because of an anti-piracy measure. I see the trending hashtag now: #MarioGate.
Am I over exaggerating? Maybe a little. How much data can this take up? Will this have an impact on my battery? I shouldn't judge this until we have some hard evidence to make an argument. But at the same time, is piracy a big enough of an issue to justify bricking Super Mario Run when you have no signal? For all we know, all this data checking if your app is pirated may mess up Nintendo's servers, just like Pokémon Go. In the words of George Santayana, "Those who do not learn history are doomed to repeat it."
Friday, December 9, 2016
Apple Store Employees Wear Mario Pins for Super Mario Run
In honor of the upcoming release of Super Mario Run, many Apple Store employees are sporting a new 8-bit Mario pin. This is because of the upcoming release of Super Mario Run. Yesterday, Super Mario Run demos were installed on Apple Store devices, giving the public a chance to check out the new game. It's cool to see this app have such an effect on the store as a whole.
Thursday, December 8, 2016
Pokémon Go and Starbucks
In hopes to reignite the hype for Pokémon Go, Niantic has made a deal with Starbucks, turning every café into a Pokéstop. In addition, there's a Pokémon Go Frappuccino. This news comes during the week we expect Pokémon Go to add about 100 generation 2 Pokémon. Pokémon Go was also just named the Breakout Hit of the Apple App Store for 2016. Also, Super Mario Run will be releasing next week. It is definitely a big week for Nintendo in mobile gaming.
Friday, December 2, 2016
Super Mario Run Release Details
Super Mario Run, a runner game from Nintendo similar to Temple Run, will be releasing on December 15. While the base game will be free to purchase, the full game costs $9.99 as an in-app purchase. Although this is cheap by Nintendo standards, most seem to think this is a bit too much given what we've seen. In addition, Nintendo believes Super Mario Run will outdo Pokémon Go. Unless they mean in revenue, there's no way the amount of downloads will exceed that of Pokémon Go, especially considering this is an iOS exclusive for the time being. Super Mario Run will be free when it releases [Direct Link].
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