Super Mario Run
{{Short description|2016 mobile game}}
{{Use mdy dates|date=December 2017}}
{{Infobox video game
| title = Super Mario Run
| image = Super Mario Run logo.svg
| caption = Logo
| developer = Nintendo EPD{{efn|Additional work by DeNA and SRD}}
| publisher = Nintendo
| series = Super Mario
| engine = Unity (uncredited)
| platforms = {{Unbulleted list|iOS|Android}}
| released = iOS{{vgrelease|WW|December 15, 2016|KOR|February 1, 2017}}Android{{vgrelease|NA/EU|March 22, 2017|EA/AU/HK/ROC|March 23, 2017}}
| genre = Auto-running, platform
| modes = Single-player
| director = Shigeru Miyamoto{{cite web|url=https://variety.com/2023/digital/news/shigeru-miyamoto-new-mario-games-mobile-apps-nintendo-1235562472/|title=Mario Is Moving Away From Mobile Games, Reveals Nintendo's Shigeru Miyamoto (EXCLUSIVE)|last=Ethan|first=Shanfeld|work=Variety|date=April 4, 2023|access-date=April 5, 2023|archive-date=April 4, 2023|archive-url=https://web.archive.org/web/20230404235531/https://variety.com/2023/digital/news/shigeru-miyamoto-new-mario-games-mobile-apps-nintendo-1235562472/|url-status=live}}
| producer = {{ubl|Takashi Tezuka|Shigeru Miyamoto}}
| designer = Takashi Tezuka
}}
{{nihongo foot|Super Mario Run|スーパーマリオ ラン|Sūpā Mario Ran|lead=yes|group=lower-alpha}} 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 four 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|2018|9|lc=y}}.
Gameplay
File:Super Mario Run gameplay.jpg
Super Mario Run plays as a side-scrolling, auto-runner platform game. The plot begins with Mario accepting Princess Peach's invitation to her castle, only to witness Bowser kidnapping the Princess and destroying the Mushroom Kingdom, tasking Mario to undo his actions.{{cite web|url=https://www.shacknews.com/article/98199/what-is-super-mario-run-everything-you-need-to-know|title=What Is Super Mario Run? Everything You Need to Know|last=Moser|first=Cassidee|work=Shacknews|date=December 15, 2016|access-date=April 23, 2020|archive-date=August 3, 2020|archive-url=https://web.archive.org/web/20200803093119/https://www.shacknews.com/article/98199/what-is-super-mario-run-everything-you-need-to-know|url-status=live}}{{cite web|url=https://techcrunch.com/2016/12/15/super-mario-run-review|title=Super Mario Run is a hopeful glimpse of Nintendo's mobile ambitions|last=Heater|first=Brian|work=TechCrunch|date=December 15, 2016|access-date=April 23, 2020|archive-date=August 15, 2020|archive-url=https://web.archive.org/web/20200815204950/https://techcrunch.com/2016/12/15/super-mario-run-review/|url-status=live}} Mario automatically runs from left to right and jumps on his own to clear small gaps or obstacles.{{cite web | url = http://www.gamasutra.com/view/news/287784/With_the_launch_of_Super_Mario_Run_Nintendos_mobile_push_has_begun.php | title = With the launch of Super Mario Run, Nintendo's mobile push has begun | first = Alissa | last = McAloon | date = December 15, 2016 | access-date = December 15, 2016 | work = Gamasutra | archive-date = October 11, 2018 | archive-url = https://web.archive.org/web/20181011013815/http://www.gamasutra.com/view/news/287784/With_the_launch_of_Super_Mario_Run_Nintendos_mobile_push_has_begun.php | url-status = dead }} The player can control Mario by tapping the touch screen to make him jump over larger obstacles;{{cite web|url=http://www.gamespot.com/articles/mario-coming-to-iphone-and-ipad-in-super-mario-run/1100-6443382/|last=Hussain|first=Tamoor|work=GameSpot|title=Mario Coming to iPhone and iPad in Super Mario Run|access-date=September 7, 2016|archive-date=October 11, 2018|archive-url=https://web.archive.org/web/20181011053637/https://www.gamespot.com/articles/mario-coming-to-iphone-and-ipad-in-super-mario-run/1100-6443382/|url-status=live}} the longer the screen is touched, the higher he jumps.{{cite web|url=http://www.eurogamer.net/articles/2016-09-07-finally-mario-comes-to-iphone|last=Yin-Poole|first=Wesley|work=Eurogamer|title=Finally, Mario comes to iPhone|date=September 7, 2016|access-date=September 7, 2016|archive-date=March 29, 2019|archive-url=https://web.archive.org/web/20190329174154/https://www.eurogamer.net/articles/2016-09-07-finally-mario-comes-to-iphone|url-status=live}} Like other Super Mario games, the player must maneuver Mario over gaps, onto enemies, and into coins to collect them. The player's end goal is to steer Mario safely across the level and reach the flagpole before time is exhausted but and accumulate as many coins as possible.{{cite web|url=https://www.shacknews.com/article/96672/super-mario-run-announced-for-ios|title=Super Mario Run announced for iOS|last=Keefer|first=John|work=Shacknews|date=September 7, 2016|access-date=August 22, 2020|archive-date=November 30, 2021|archive-url=https://web.archive.org/web/20211130114702/https://www.shacknews.com/article/96672/super-mario-run-announced-for-ios|url-status=live}} In addition to controlling when and how high he jumps, a hidden ability exists where the player swipes and holds the screen in the direction opposite of Mario, stalling his jumps during his descent and moving him slightly in that direction.{{cite web|url=https://toucharcade.com/2016/12/15/super-mario-run-how-to-midair-stall/|title='Super Mario Run' – How to Midair Stall|last=Dotson|first=Carter|work=TouchArcade|date=December 15, 2016|access-date=April 18, 2020|archive-date=August 14, 2019|archive-url=https://web.archive.org/web/20190814123209/https://toucharcade.com/2016/12/15/super-mario-run-how-to-midair-stall/|url-status=live}}{{cite web|url=https://www.businessinsider.com/super-mario-run-tips-tricks-and-secrets-2016-12|title=Tips and tricks to master 'Super Mario Run,' the first ever Mario game for iPhone|last=Gilbert|first=Ben|work=Business Insider|date=December 17, 2016|access-date=April 18, 2020|archive-date=January 27, 2019|archive-url=https://web.archive.org/web/20190127095449/https://www.businessinsider.com/super-mario-run-tips-tricks-and-secrets-2016-12|url-status=live}} Standing on pause blocks pauses the timer and Mario's running, and standing on blocks marked with directional arrows changes the direction of his jump. Bubbles are collectible items used to send him backward, letting the player repeat sections of the level. If a bubble is available, it is automatically used to rescue Mario from impending death.{{cite web|url=https://www.polygon.com/2016/12/14/13956966/super-mario-run-guide-faq-iphone-ipad-ipod-touch|title=Your biggest Super Mario Run questions, answered (update)|last1=Parkin|first1=Jeffrey|last2=Tach|first2=Dave|work=Polygon|date=December 15, 2016|access-date=April 2, 2020|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108132746/https://www.polygon.com/2016/12/14/13956966/super-mario-run-guide-faq-iphone-ipad-ipod-touch|url-status=live}}{{cite magazine|url=https://time.com/4609258/super-mario-run-tips-yoshi-purple-coins/|title=10 Pro Tips to Master Super Mario Run|last=Eadicicco|first=Lisa|magazine=Time|date=December 21, 2016|access-date=April 2, 2020|url-status=live|archive-url=https://web.archive.org/web/20161222044026/http://time.com/4609258/super-mario-run-tips-yoshi-purple-coins/|archive-date=December 22, 2016}} Otherwise, the player can only restart the level. Replayability comes from collecting all the normal coins and finding special coins in each level. First, the player must find five pink coins. Collecting those unlocks five purple coins and collecting those unlocks five black coins, so it takes at least three playthroughs to collect everything in a given level.
In addition to the main game, there is the "Toad Rally" game mode where players can challenge "ghost" versions of other players' prerecorded playthroughs of levels.{{cite web|url=http://www.usgamer.net/articles/mario-comes-to-ios-in-super-mario-run|work=USGamer|title=Mario Comes to iOS in Super Mario Run|last=Oxford|first=Nadia|date=September 7, 2016 |access-date=September 7, 2016|archive-date=April 2, 2019|archive-url=https://web.archive.org/web/20190402110413/https://www.usgamer.net/articles/mario-comes-to-ios-in-super-mario-run|url-status=live}} Access to Toad Rally requires the player to use a Rally Ticket, which can be earned either through completing levels in the main game mode, trading My Nintendo coins, or other in-game tasks.{{cite web | url = http://www.polygon.com/2016/12/19/14010628/super-mario-run-toad-rally | title = Super Mario Run's most polarizing mode is Toad Rally | first = Allegra | last = Frank | date = December 19, 2016 | access-date = December 21, 2016 | work = Polygon | archive-date = April 2, 2019 | archive-url = https://web.archive.org/web/20190402145246/https://www.polygon.com/2016/12/19/14010628/super-mario-run-toad-rally | url-status = live }} Playing either game mode earns the player coins that can be used to buy items for creating and customizing their own "Mushroom Kingdom" in a third gameplay mode comparable to FarmVille. The player can gain or lose Toads that populate their Mushroom Kingdom in Toad Rallies. The player can unlock other characters to play as through these game modes, such as Luigi, Princess Peach, Toad, Toadette, and Yoshi.{{Cite web | url = http://www.gamespot.com/articles/how-to-unlock-super-mario-runs-5-extra-playable-ch/1100-6446299/ | title = How to Unlock Super Mario Run's 5 Extra Playable Characters | first = Eddie | last = Makuch | date = December 15, 2016 | access-date = December 15, 2016 | work = GameSpot | archive-date = December 18, 2016 | archive-url = https://web.archive.org/web/20161218224638/http://www.gamespot.com/articles/how-to-unlock-super-mario-runs-5-extra-playable-ch/1100-6446299/ | url-status = live }} These characters have slightly different gameplay attributes; using the different characters is not required to complete any level, but they give players the tools for completing levels with different approaches.
Since launch, Nintendo has released updates introducing features and other changes. For example, a "Friendly Run" version of Toad Rally does not require any Rally Tickets, but can only be played up to five times per day, and will not earn the player coins for winning.{{Cite web | url = http://www.polygon.com/2016/12/21/14037656/super-mario-run-friendly-run-mode | title = Super Mario Run has a new game mode, with a daily cap | first = Brian | last = Crecente | date = December 21, 2016 | access-date = December 21, 2016 | work = Polygon | archive-date = December 22, 2016 | archive-url = https://web.archive.org/web/20161222025034/http://www.polygon.com/2016/12/21/14037656/super-mario-run-friendly-run-mode | url-status = live }} An easy difficulty mode assists players having difficulty in beating levels in World Tour by granting them unlimited bubbles and removing the time limit. However, coins collected will not count while playing in that mode. Another update raised the maximum cap number of Toads from 9,999 to 99,999, and added support for Game Center and Google Play Games achievements.{{cite web | url = http://www.nintendolife.com/news/2017/04/super_mario_run_version_2_1_0_is_now_live | title = Super Mario Run Version 2.1.0 Is Now Live | first = Mitch | last = Vogel | date = April 25, 2017 | access-date = April 28, 2017 | work = Nintendo Life | archive-date = April 28, 2017 | archive-url = https://web.archive.org/web/20170428215401/http://www.nintendolife.com/news/2017/04/super_mario_run_version_2_1_0_is_now_live | url-status = live }} A later update added nine new levels, courses, Princess Daisy as a playable character, and buildings, all of which can be unlocked by completing various goals and challenges. The levels are themed as "a forest, a ship packed with coins, and a whole airship armada",{{Cite news|url=http://www.businessinsider.com/super-mario-run-iphone-update-new-levels-character-android-2017-9|url-access=subscription|title=The Super Mario game for iPhones just got brand new levels|last=Wesling|first=Kif|work=Business Insider|access-date=September 28, 2017|archive-date=September 28, 2017|archive-url=https://web.archive.org/web/20170928182133/http://www.businessinsider.com/super-mario-run-iphone-update-new-levels-character-android-2017-9|url-status=live}} and a new game mode, titled "Remix 10", has players run through ten very short levels in a random order, with each level only taking "a few seconds to complete."{{Cite news|url=https://www.theverge.com/2017/9/28/16380152/super-mario-run-remix-10-update-iphone-android|title=Super Mario Run's new rapid-fire remix mode is just what the game needed|last=Webster|first=Andrew|work=The Verge|access-date=September 29, 2017|archive-date=September 29, 2017|archive-url=https://web.archive.org/web/20170929045343/https://www.theverge.com/2017/9/28/16380152/super-mario-run-remix-10-update-iphone-android|url-status=live}}
Development
The game was developed jointly by Nintendo and DeNA.{{cite web | url = http://fortune.com/2016/09/08/super-mario-iphone-nintendo-shares/ | title = Super Mario's iPhone Surprise Sends Nintendo Shares Soaring | date = September 8, 2016 | access-date = September 9, 2016 | agency = Reuters | publisher = Fortune | archive-date = September 9, 2016 | archive-url = https://web.archive.org/web/20160909172423/http://fortune.com/2016/09/08/super-mario-iphone-nintendo-shares/ | url-status = live }} Takashi Tezuka served as the game's designer and Shigeru Miyamoto as the producer and director.{{cite magazine|last1=Peckham|first1=Matt|title=The Man Behind Mario Explains Nintendo's New iPhone Game|url=https://time.com/4482878/super-mario-run-apple-iphone-shigeru-miytamoto/|magazine=Time|access-date=September 7, 2016|archive-date=November 28, 2016|archive-url=https://web.archive.org/web/20161128163917/http://time.com/4482878/super-mario-run-apple-iphone-shigeru-miytamoto/|url-status=live}} This was the first game that Miyamoto had been closely involved in its development since 2007's Super Mario Galaxy. The development team consisted mostly of the original Super Mario development team. Super Mario Run shares a similar 2.5D graphic style with New Super Mario Bros.{{cite web|url=https://arstechnica.com/gaming/2016/09/super-mario-run-announced-for-ios/|last=Machkovech|first=Sam|work=Ars Technica|title=Super Mario Run announced for iOS|date=September 7, 2016|access-date=September 7, 2016|archive-date=September 7, 2016|archive-url=https://web.archive.org/web/20160907190605/http://arstechnica.com/gaming/2016/09/super-mario-run-announced-for-ios/|url-status=live}} The game's three gameplay modes were developed in parallel by separate groups within the development team. The game was built using the Unity engine.{{cite web|last1=Osborn|first1=Alex|title=Super Mario Run Created With Unity|url=http://www.ign.com/articles/2016/11/01/super-mario-run-created-with-unity|work=IGN|date=November 1, 2016|access-date=November 2, 2016|archive-date=January 24, 2021|archive-url=https://web.archive.org/web/20210124210459/http://www.ign.com/articles/2016/11/01/super-mario-run-created-with-unity|url-status=live}} Shortly before release, Nintendo's Reggie Fils-Aimé said the game would not be coming to the Nintendo Switch, due to different development architecture.{{cite web|last1=Campbell|first1=Evan|title=Super Mario Run Won't Come To Nintendo Switch|work=IGN|url=http://ign.com/articles/2016/12/08/super-mario-run-wont-come-to-nintendo-switch|date=December 8, 2016|access-date=December 16, 2016|archive-date=October 10, 2022|archive-url=https://web.archive.org/web/20221010213058/https://www.ign.com/articles/2016/12/08/super-mario-run-wont-come-to-nintendo-switch|url-status=live}}
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.{{cite web|first=Lucas M.|last=Thomas|work=IGN|date=September 13, 2011|access-date=September 3, 2015|title=Nintendo + Smartphones? Iwata Says "Absolutely Not"|url=http://www.ign.com/articles/2011/09/14/nintendo-smartphones-iwata-says-absolutely-not|archive-date=July 30, 2017|archive-url=https://web.archive.org/web/20170730121534/http://www.ign.com/articles/2011/09/14/nintendo-smartphones-iwata-says-absolutely-not|url-status=live}} 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.{{cite web | url = https://www.nytimes.com/2014/01/18/technology/resisting-mobile-hurts-nintendos-bottom-line.html?_r=0 | title = Resisting Mobile Hurts Nintendo's Bottom Line | first = Nick | last = Wingfield | date = January 18, 2014 | access-date = December 9, 2016 | work = The New York Times | archive-date = July 28, 2017 | archive-url = https://web.archive.org/web/20170728200642/https://www.nytimes.com/2014/01/18/technology/resisting-mobile-hurts-nintendos-bottom-line.html?_r=0 | url-status = live }} 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.{{cite magazine|url=https://time.com/3748920/nintendo-mobile-games/|title=Exclusive: Nintendo CEO Reveals Plans for Smartphones|last=Peckham|first=Matt|magazine=Time|date=March 18, 2015|access-date=July 13, 2015|archive-date=April 23, 2015|archive-url=https://web.archive.org/web/20150423091350/http://time.com/3748920/nintendo-mobile-games/|url-status=live}} The first of these was Miitomo, based on the Mii avatars used in Nintendo's console software.{{cite web|last1=Kohler|first1=Chris|title=Mii Avatars Star in Nintendo's First Mobile Game This March|url=https://www.wired.com/2015/10/miitomo-nintendo-mobile/|work=Wired|access-date=October 29, 2015|date=October 28, 2015|archive-date=October 30, 2015|archive-url=https://web.archive.org/web/20151030060950/http://www.wired.com/2015/10/miitomo-nintendo-mobile/|url-status=live}} Separately, Nintendo collaborated with Niantic and The Pokémon Company to release Pokémon Go.{{citation| url = https://www.bloomberg.com/news/articles/2016-07-25/nintendo-may-have-further-to-fall-after-biggest-drop-in-26-years| title = Nintendo Faces More Pressure After Biggest Drop in 26 Years| first1 = Yuji| last1 = Nakamura| first2 = Takashi| last2 = Amano| date = July 25, 2016| work = Bloomberg News| access-date = March 11, 2017| archive-date = December 17, 2016| archive-url = https://web.archive.org/web/20161217114455/https://www.bloomberg.com/news/articles/2016-07-25/nintendo-may-have-further-to-fall-after-biggest-drop-in-26-years| url-status = live}}{{Cite web |title = Pokémon GO shows Nintendo the promise of mobile |url = http://www.ft.com/cms/s/2/237ab9e6-4724-11e6-b387-64ab0a67014c.html |last = Lewis |first = Leo |work = The Financial Times |date = July 11, 2016 |access-date = July 11, 2016 |archive-date = July 11, 2016 |archive-url = https://web.archive.org/web/20160711102118/http://www.ft.com/cms/s/2/237ab9e6-4724-11e6-b387-64ab0a67014c.html |url-status = live }}
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.{{cite web | url = https://www.buzzfeed.com/josephbernstein/shigeru-miyamoto-interview-super-mario-run-iphone-ipad-for-t | title = Shigeru Miyamoto Explains Why Nintendo Finally Brought Mario To The iPhone | first = Joseph | last = Bernstein | date = December 7, 2016 | access-date = December 9, 2016 | work = BuzzFeed | archive-date = December 8, 2016 | archive-url = https://web.archive.org/web/20161208163512/https://www.buzzfeed.com/josephbernstein/shigeru-miyamoto-interview-super-mario-run-iphone-ipad-for-t | url-status = live }} 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. 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.
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.{{cite web | url = https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview | title = A Chat With Shigeru Miyamoto on the Eve of Super Mario Run, Nintendo's First Smartphone Game | first = Andrew | last = Webster | date = December 8, 2016 | access-date = December 8, 2016 | work = The Verge | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213149/https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview | url-status = live }} 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".{{cite magazine | url = https://www.wired.com/2016/12/miyamoto-interview-2/ | title = 7 Surprising Insights Into Super Mario Run, Straight From Shigeru Miyamoto | first = Chris | last = Kohler | date = December 15, 2016 | access-date = December 15, 2016 | magazine = Wired | archive-date = November 26, 2020 | archive-url = https://web.archive.org/web/20201126135836/https://www.wired.com/2016/12/miyamoto-interview-2/ | url-status = live }}
Release and updates
The game was announced by Miyamoto on September 7, 2016, at Apple's annual iPhone event.{{cite web|url=https://www.businessinsider.com/nintendo-working-with-apple-is-a-really-really-big-deal-2016-9|title=The biggest news at Apple's big iPhone event wasn't from Apple|last=Gilbert|first=Ben|work=Business Insider|date=September 8, 2016|access-date=April 18, 2020|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108132355/https://www.businessinsider.com/nintendo-working-with-apple-is-a-really-really-big-deal-2016-9|url-status=live}} The game initially launched in 10 languages in 150 countries.{{cite web|last1=Lazarides|first1=Tasos|title='Super Mario Run' Will Have a Single IAP and Will Launch in More Countries|url=http://toucharcade.com/2016/10/27/super-mario-run-will-have-a-single-iap-and-will-launch-in-more-countries/|work=TouchArcade|date=October 27, 2016|access-date=October 28, 2016|archive-date=October 28, 2016|archive-url=https://web.archive.org/web/20161028151719/http://toucharcade.com/2016/10/27/super-mario-run-will-have-a-single-iap-and-will-launch-in-more-countries/|url-status=live}}{{cite web|url=https://www.nintendo.co.jp/corporate/release/en/2016/161115.html|title=SUPER MARIO RUN LAUNCHES FOR iPhone & iPad ON DEC. 15|website=Nintendo.co.jp|access-date=November 16, 2016|archive-date=November 16, 2016|archive-url=https://web.archive.org/web/20161116015126/https://www.nintendo.co.jp/corporate/release/en/2016/161115.html|url-status=live}} Super Mario Run was released on iOS devices on December 15, 2016,{{cite web|url=http://kotaku.com/official-new-mario-game-announced-for-ios-1786329332|last=Schreier|first=Jason|work=Kotaku|title=Nintendo Announces Super Mario Run For iOS [UPDATE: Android Later]|date=September 7, 2016 |access-date=September 7, 2016|archive-date=September 7, 2016|archive-url=https://web.archive.org/web/20160907174819/http://kotaku.com/official-new-mario-game-announced-for-ios-1786329332|url-status=live}} and on Android devices on March 22, 2017.{{Cite news | url = http://www.polygon.com/2017/3/17/14964312/super-mario-run-android-release-date-google-play-store-nintendo | title = Super Mario Run coming to Android next week | first = Michael | last = McWhertor | date = March 17, 2017 | access-date = March 17, 2017 | work = Polygon | archive-date = March 18, 2017 | archive-url = https://web.archive.org/web/20170318125657/http://www.polygon.com/2017/3/17/14964312/super-mario-run-android-release-date-google-play-store-nintendo | url-status = live }} For the iOS release, the game runs on both iPhone and iPad.{{cite web|url=http://www.polygon.com/2016/9/7/12836294/mario-iphone-games-ios-super-mario-run|last=Frank|first=Allegra|work=Polygon|title=Super Mario Run coming to iOS this holiday (update)|date=September 7, 2016 |access-date=September 7, 2016|archive-date=September 8, 2016|archive-url=https://web.archive.org/web/20160908194240/http://www.polygon.com/2016/9/7/12836294/mario-iphone-games-ios-super-mario-run|url-status=live}} While still using the freemium model, Nintendo eschewed requiring players to keep paying to access more levels, instead offering the game as a free demo with the first world unlocked and requiring a one-time payment to unlock the rest of the game.{{cite web|last1=Ingraham|first1=Nathan|title='Super Mario Run' is just as much fun as we'd hoped|url=https://www.engadget.com/2016/12/08/super-mario-run-iphone-hands-on/|work=Engadget|date=December 8, 2016 |access-date=December 8, 2016|archive-date=December 8, 2016|archive-url=https://web.archive.org/web/20161208062524/https://www.engadget.com/2016/12/08/super-mario-run-iphone-hands-on/|url-status=live}} Part of the reason for this pricing scheme was to make it transparent to parents who may be purchasing the game for their children so that they would not incur further costs.{{cite web | url = https://venturebeat.com/2017/01/28/super-mario-runs-not-so-super-success/ | title = Super Mario Run's not-so-super success | first = Nicolas | last = Cuneo | date = January 28, 2017 | access-date = January 30, 2017 | work = VentureBeat | archive-date = January 28, 2017 | archive-url = https://web.archive.org/web/20170128165039/http://venturebeat.com/2017/01/28/super-mario-runs-not-so-super-success/ | url-status = live }} Fearing piracy of the game, Nintendo added always-on DRM, which requires that players have a persistent Internet connection to play.{{cite web | url = http://mashable.com/2016/12/08/super-mario-run-shigeru-miyamoto-interview/ | title = 'Super Mario Run' apparently requires an always-on internet connection | first = Adam | last = Rosenberg | date = December 9, 2016 | access-date = December 9, 2016 | work = Mashable | archive-date = December 9, 2016 | archive-url = https://web.archive.org/web/20161209014709/http://mashable.com/2016/12/08/super-mario-run-shigeru-miyamoto-interview/ | url-status = live }} Polygon speculated that Nintendo opted to develop the game first for the iOS platform because of its stronger security options and consistent ecosystem compared to Android.{{cite web | url = http://www.polygon.com/2016/12/8/13887792/super-mario-run-details-nintendo-miyamoto | title = Super Mario Run was inspired by speedrunners, and other fun facts | first1 = Samit | last1 = Sarkar | first2 = Allegra | last2 = Frank | date = December 8, 2016 | access-date = December 15, 2016 | work = Polygon | archive-date = December 11, 2016 | archive-url = https://web.archive.org/web/20161211015858/http://www.polygon.com/2016/12/8/13887792/super-mario-run-details-nintendo-miyamoto | url-status = live }}{{cite web | url = http://www.polygon.com/2016/12/15/13972094/when-is-super-mario-run-out-on-android | title = When's Super Mario Run coming to Android? | first = Allegra | last = Frank | date = December 15, 2016 | access-date = December 15, 2016 | work = Polygon | archive-date = January 27, 2021 | archive-url = https://web.archive.org/web/20210127022302/http://www.polygon.com/2016/12/15/13972094/when-is-super-mario-run-out-on-android | url-status = live }}
Since its inception, Super Mario Run has seen updates that mostly expanded support for Nintendo accounts or added or changed gameplay content. An update released in January 2017 introduced "Easy Mode", reduced the number of Toads lost in Toad Rally, and added Korean language support.{{cite web | url = http://www.nintendolife.com/news/2017/01/the_pressure_is_off_with_super_mario_runs_new_easy_mode | title = The Pressure Is Off With Super Mario Run's New Easy Mode | first = Darren | last = Calvert | date = January 31, 2017 | access-date = January 31, 2017 | work = Nintendo Life | archive-date = February 1, 2017 | archive-url = https://web.archive.org/web/20170201132254/http://www.nintendolife.com/news/2017/01/the_pressure_is_off_with_super_mario_runs_new_easy_mode | url-status = live }} The game launched in South Korea on the same date.{{cite web|url=https://www.cnet.co.kr/view/?no=20170201110053|title=Syupeo Mario Reon, du dalmane guknae jeongsik chulsi|script-title=ko:슈퍼 마리오 런, 두 달만에 국내 정식 출시|author=Kim Sang-Yeon|work=CNET|language=ko|trans-title=Super Mario Run officially launches in Korea after two months|date=February 1, 2017|access-date=April 17, 2020|archive-url=https://web.archive.org/web/20200417093446/https://www.cnet.co.kr/view/?no=20170201110053|archive-date=April 17, 2020|url-status=live}} An April 2017 update allowed players to use Miitomo via their Nintendo Accounts to add friends already registered on their Nintendo Account, as well as customize their Mii icons, including implementing any costumes they own. A significant update in September that year added Daisy as a new character, World Star and the Remix 10 game mode.
Reception
{{Video game reviews
| MC = 76/100{{cite web |url=https://www.metacritic.com/game/super-mario-run/critic-reviews/?platform=ios-iphoneipad |title=Super Mario Run for iPhone/iPad Reviews |work=Metacritic |publisher=CBS Interactive |access-date=December 22, 2016 |archive-date=December 22, 2016 |archive-url=https://web.archive.org/web/20161222041009/http://www.metacritic.com/game/ios/super-mario-run |url-status=live }}
| 4P = 60/100{{Cite web|url=https://www.4players.de/4players.php/dispbericht_fazit/Allgemein/Test/Fazit_Wertung/Allgemein/38127/82302/Super_Mario_Run.html|title=Test: Super Mario Run (Plattformer)|language=de|last=Luibl|first=Jörg|work=4Players|date=December 16, 2016|access-date=August 8, 2020|archive-date=October 10, 2022|archive-url=https://web.archive.org/web/20221010213147/https://www.4players.de/4players.php/dispbericht_fazit/Allgemein/Test/Fazit_Wertung/Allgemein/38127/82302/Super_Mario_Run.html|url-status=live}}
| Destruct = 6/10{{Cite web|url=https://www.destructoid.com/review-super-mario-run-406523.phtml|title=Review: Super Mario Run|last=Andriessen|first=CJ|work=Destructoid|date=December 20, 2016|access-date=August 8, 2020|archive-date=November 28, 2020|archive-url=https://web.archive.org/web/20201128195702/https://www.destructoid.com/review-super-mario-run-406523.phtml|url-status=live}}
| Edge = 7/10{{cite magazine|date=February 2017|title=Super Mario Run|magazine=Edge|publisher=Future Publishing|issue=302|pages=123}}
| EGM = 6/10{{Cite magazine|url=http://www.egmnow.com/articles/reviews/super-mario-run-review/|title=Super Mario Run review|magazine=Electronic Gaming Monthly|last=Carsillo|first=Ray|access-date=August 8, 2020|url-status=dead|archive-url=https://web.archive.org/web/20161221060820/http://www.egmnow.com/articles/reviews/super-mario-run-review/|archive-date=December 21, 2016}}
| EuroG = Recommended{{Cite web|url=https://www.eurogamer.net/articles/2016-12-16-super-mario-run-review|title=Super Mario Run review|last=Donlan|first=Christian|work=Eurogamer|date=December 16, 2016|access-date=August 8, 2020|archive-date=October 29, 2020|archive-url=https://web.archive.org/web/20201029115052/https://www.eurogamer.net/articles/2016-12-16-super-mario-run-review|url-status=live}}
| GI = 7/10{{cite magazine|last1=Hilliard|first1=Kyle|title=Super Mario Run iPhone Game Informer Review|url=https://www.gameinformer.com/games/super_mario_run/b/ios/archive/2016/12/15/super-mario-run-iphone-game-informer-review.aspx|magazine=Game Informer|access-date=December 15, 2016|date=December 15, 2016|archive-date=December 17, 2016|archive-url=https://web.archive.org/web/20161217114935/http://www.gameinformer.com/games/super_mario_run/b/ios/archive/2016/12/15/super-mario-run-iphone-game-informer-review.aspx|url-status=live}}
| GSpot = 7/10{{cite news|last1=Brown|first1=Peter|title=Super Mario Run Review|url=http://www.gamespot.com/reviews/super-mario-run-review/1900-6416589/|access-date=December 15, 2016|work=GameSpot|date=December 15, 2016|archive-date=December 22, 2016|archive-url=https://web.archive.org/web/20161222020410/http://www.gamespot.com/reviews/super-mario-run-review/1900-6416589/|url-status=live}}
| GRadar = {{Rating|4|5}}{{cite news|last1=Gray|first1=Kate|title=Super Mario Run review: 'Exactly what you might expect from a mobile Mario'|url=http://www.gamesradar.com/super-mario-run-review/|access-date=December 15, 2016|work=GamesRadar+|date=December 15, 2016|archive-date=December 16, 2016|archive-url=https://web.archive.org/web/20161216142307/http://www.gamesradar.com/super-mario-run-review/|url-status=live}}
| GTM = 6/10{{Cite web|url=https://www.gamestm.co.uk/reviews/super-mario-run-review/|title=Super Mario Run review|work=GamesTM|access-date=August 8, 2020|url-status=dead|archive-url=https://web.archive.org/web/20181024145143/https://www.gamestm.co.uk/reviews/super-mario-run-review/|archive-date=October 24, 2018}}
| IGN = 8/10{{cite news|last1=Otero|first1=Jose|title=Super Mario Run Review|url=http://www.ign.com/articles/2016/12/15/super-mario-run-review|access-date=December 15, 2016|work=IGN|date=December 15, 2016|archive-date=December 15, 2016|archive-url=https://web.archive.org/web/20161215204954/http://www.ign.com/articles/2016/12/15/super-mario-run-review|url-status=live}}
| NLife = {{rating|8|10}}{{Cite web|url=https://www.nintendolife.com/reviews/mobile/super_mario_run|title=Super Mario Run 2016|last=McFerran|first=Damien|work=Nintendo Life|date=December 15, 2016|access-date=August 8, 2020|archive-date=August 23, 2020|archive-url=https://web.archive.org/web/20200823043800/https://www.nintendolife.com/reviews/mobile/super_mario_run|url-status=live}}
| PG = {{rating|4.5|5}}{{cite web |url=https://www.pocketgamer.com/articles/072431/update-super-mario-run-review-nintendo-or-nintendont/ |title=Super Mario Run review – Nintendo or Nintendon't? |last=Brown |first=Mark |date=March 23, 2017 |work=Pocket Gamer |access-date=June 20, 2020 |archive-date=June 21, 2020 |archive-url=https://web.archive.org/web/20200621065306/https://www.pocketgamer.com/articles/072431/update-super-mario-run-review-nintendo-or-nintendont/ |url-status=live }}
| Poly = 7/10{{cite web|last=McWhertor|first=Michael|url=http://www.polygon.com/2016/12/15/13976400/super-mario-run-review-ios-iphone-ipad-android-nintendo-mobile|title=Super Mario Run review|work=Polygon|date=December 15, 2016|access-date=December 16, 2016|archive-date=December 16, 2016|archive-url=https://web.archive.org/web/20161216003038/http://www.polygon.com/2016/12/15/13976400/super-mario-run-review-ios-iphone-ipad-android-nintendo-mobile|url-status=live}}
| TA = {{rating|3.5|5}}{{cite web |url=https://toucharcade.com/2016/12/16/super-mario-run-review/ |title='Super Mario Run' Review – Mario and Luigi Are Doing What They Can |last=Musgrave |first=Shaun |date=December 16, 2016 |work=TouchArcade |access-date=July 3, 2018 |archive-date=October 10, 2022 |archive-url=https://web.archive.org/web/20221010213145/https://toucharcade.com/2016/12/16/super-mario-run-review/ |url-status=live }}
| USG = 4/5{{Cite web|url=https://www.usgamer.net/articles/super-mario-run-ios-review-quite-dashing|title=Super Mario Run iOS Review: Quite Dashing|last=Oxford|first=Nadia|work=USgamer|date=December 15, 2016|access-date=August 8, 2020|archive-date=October 10, 2022|archive-url=https://web.archive.org/web/20221010213113/https://www.usgamer.net/articles/super-mario-run-ios-review-quite-dashing|url-status=live}}
}}
Upon release, Super Mario Run received "generally positive reviews" from critics, holding an aggregated Metacritic score of 76/100. Glixel stated that while the game was "deceptively simple" to play to reach the end of a level, it was "genuinely satisfying to work on the real meat of the game".{{cite web|title=Review: 'Super Mario Run' is a Charming, Gorgeous Grind|url=http://www.glixel.com/reviews/review-super-mario-run-is-a-charming-gorgeous-grind-w456104|last=Davison|first=John|date=December 15, 2016|work=Glixel|access-date=December 15, 2016|archive-date=December 16, 2016|archive-url=https://web.archive.org/web/20161216083502/http://www.glixel.com/reviews/review-super-mario-run-is-a-charming-gorgeous-grind-w456104|url-status=live}} IGN agreed, citing the game's addictive qualities and high replayability in its extra coin-collecting challenges, praising the game for successfully capturing the Super Mario charm, but criticizing it for lacking the originality in gameplay ideas that generally come with new entries in the series.
While the game received positive reviews from publications, players of the game were more critical.{{cite web | url = http://www.gamesindustry.biz/articles/2016-12-21-super-mario-run-critical-consensus | title = Super Mario Run: Critical Consensus | first = Matthew | last = Handrahan | date = December 21, 2016 | access-date = December 21, 2016 | work = GamesIndustry.biz | archive-date = December 22, 2016 | archive-url = https://web.archive.org/web/20161222002915/http://www.gamesindustry.biz/articles/2016-12-21-super-mario-run-critical-consensus | url-status = live }} The BBC noted that the game's user-driven App Store rating after three days of release was 2.5 stars out of 5, with the most common complaints being about the need for a persistent Internet connection and the fixed US$10 price point compared to similar games on the store.{{cite web | url = https://www.bbc.com/news/technology-38365559 | title = Super Mario Run reviews hit Nintendo share price | date = December 19, 2016 | access-date = December 19, 2016 | work = BBC | archive-date = December 19, 2016 | archive-url = https://web.archive.org/web/20161219194607/http://www.bbc.com/news/technology-38365559 | url-status = live }} The game's Toad Rally mode was a point of division for players, as while some praised the mode, others expressed concern that its competitive features would prevent players without high amount of skill from being able to advance development of their Mushroom Kingdom, as well as the Rally Ticket entry system being seemingly unnecessary for a game without microtransactions.
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.{{cite news | url = https://www.washingtonpost.com/news/the-switch/wp/2016/12/20/why-super-mario-run-disappoints-mobile-gamers | title = Why 'Super Mario Run' disappoints mobile gamers | first = Hayley | last = Tsukayama | date = December 20, 2016 | access-date = December 20, 2016 | newspaper = The Washington Post | archive-date = December 20, 2016 | archive-url = https://web.archive.org/web/20161220184325/https://www.washingtonpost.com/news/the-switch/wp/2016/12/20/why-super-mario-run-disappoints-mobile-gamers/ | url-status = live }} 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.{{cite web | url = http://www.gamesindustry.biz/articles/2016-12-22-super-mario-runs-inevitable-backlash | title = Super Mario Run's inevitable backlash | first = Rob | last = Fahey | date = December 22, 2016 | access-date = December 22, 2016 | work = GamesIndustry.biz | archive-date = December 23, 2016 | archive-url = https://web.archive.org/web/20161223065956/http://www.gamesindustry.biz/articles/2016-12-22-super-mario-runs-inevitable-backlash | url-status = live }} 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.{{Cite web | url = http://www.polygon.com/2016/12/21/14039220/super-mario-run-nintendo-apple-sales-failure | title = Super Mario Run was a failed chance for Nintendo to stop being Nintendo | first = Ben | last = Kuchera | date = December 21, 2016 | access-date = December 21, 2016 | work = Polygon | archive-date = December 22, 2016 | archive-url = https://web.archive.org/web/20161222041324/http://www.polygon.com/2016/12/21/14039220/super-mario-run-nintendo-apple-sales-failure | url-status = live }} Responding to the player complaints, Miyamoto acknowledged that Nintendo had made a mistake with the game's pricing.{{cite web|url=http://www.nintendolife.com/news/2018/08/miyamoto_regrets_design_choices_made_during_development_of_super_mario_run|title=Miyamoto Regrets Design Choices Made During Development Of Super Mario Run|last=Doolan|first=Liam|work=NintendoLife|date=August 26, 2018|access-date=April 23, 2020|archive-date=January 28, 2020|archive-url=https://web.archive.org/web/20200128103515/http://www.nintendolife.com/news/2018/08/miyamoto_regrets_design_choices_made_during_development_of_super_mario_run|url-status=live}} At The Game Awards 2017, it was nominated for "Best Mobile Game".{{cite web|url=https://www.gamespot.com/articles/all-the-2017-game-awards-winners-revealed/1100-6455467/|title=All The 2017 Game Awards Winners Revealed|last=Makuch|first=Eddie|date=December 7, 2017|work=GameSpot|language=en-US|access-date=December 7, 2017|archive-date=December 8, 2017|archive-url=https://web.archive.org/web/20171208045006/https://www.gamespot.com/articles/all-the-2017-game-awards-winners-revealed/1100-6455467/|url-status=live}}
=Commercial=
Shortly after the game's announcement, Nintendo's stock soared to just under the high point it had reached after the release and success of Pokémon Go earlier in 2016. Financial analysts recognized that Super Mario Run would be more significant than Pokémon Go for Nintendo; whereas revenue from Pokémon Go must be split between Niantic and The Pokémon Company, nearly all revenue from Super Mario Run would go to Nintendo directly being an in-house developed title.{{cite magazine|last1=Kohler|first1=Chris|title=Nintendo's Stock Jumps, Again, for Mobile Mario|url=https://www.wired.com/2016/09/nintendo-mario-iphone-stock/|magazine=Wired|access-date=September 10, 2016|archive-date=September 10, 2016|archive-url=https://web.archive.org/web/20160910070242/https://www.wired.com/2016/09/nintendo-mario-iphone-stock/|url-status=live}} After Super Mario Run{{'}}s release date was announced in November, Nintendo's stock rose by 2.8%.{{cite web|last1=Coates|first1=Stephen|title=Nintendo shares rise after company unveils release date for iphone Mario game|url=http://mobile.reuters.com/article/idUSKBN13B00V?rpc=401&|work=Reuters|access-date=November 15, 2016|archive-date=December 17, 2016|archive-url=https://web.archive.org/web/20161217114558/http://mobile.reuters.com/article/idUSKBN13B00V?rpc=401&|url-status=live}} Shortly before release, Nintendo provided a public look at the game during an episode of The Tonight Show Starring Jimmy Fallon featuring Nintendo of America president Reggie Fils-Aimé.{{cite news|last1=Nakamura|first1=Yugi|title=Nintendo Jumps as Public Gets First Taste of Super Mario Run|url=https://www.bloomberg.com/news/articles/2016-12-09/nintendo-jumps-as-public-gets-first-taste-of-super-mario-run|work=Bloomberg News|date=December 9, 2016|access-date=December 9, 2016}}
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.{{cite web|last1=Roettgers|first1=Janko|title='Super Mario Run' Clocks More Than $5 Million in Revenue, 5 Million Downloads|url=https://variety.com/2016/digital/news/super-mario-run-5-million-downloads-1201944212/|work=Variety|date=December 16, 2016 |access-date=December 20, 2016|archive-date=December 19, 2016|archive-url=https://web.archive.org/web/20161219205057/http://variety.com/2016/digital/news/super-mario-run-5-million-downloads-1201944212/|url-status=live}}{{cite web | url = https://www.theverge.com/2016/12/16/13982844/super-mario-run-first-day-downloads | title = Super Mario Run was downloaded 2.85 million times in its first day | first = Andrew | last = Webster | date = December 16, 2016 | access-date = December 16, 2016 | work = The Verge | archive-date = November 7, 2017 | archive-url = https://web.archive.org/web/20171107003440/https://www.theverge.com/2016/12/16/13982844/super-mario-run-first-day-downloads | url-status = live }} The title had 40 million downloads over the first four days, surpassing Pokémon Go as the most downloaded mobile game in the first week of release;{{cite web|last=Sirani|first=Jordan|date=May 2, 2017|orig-date=December 21, 2016|url=https://www.ign.com/articles/2016/12/21/super-mario-run-reaches-40-million-downloads-in-4-days|title=Super Mario Run Reaches 40 Million Downloads in 4 Day|website=IGN|access-date=October 12, 2024}} that week's figure totaled over 50 million.{{cite web | url = http://www.gamespot.com/articles/super-mario-run-reaches-50-million-downloads/1100-6446497/ | title = Super Mario Run Reaches 50 Million Downloads | first = Tamoor | last = Hussain | date = December 23, 2016 | access-date = December 25, 2016 | work = GameSpot | archive-date = December 26, 2016 | archive-url = https://web.archive.org/web/20161226214425/http://www.gamespot.com/articles/super-mario-run-reaches-50-million-downloads/1100-6446497/ | url-status = live }} 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.{{cite web | url = http://www.gamesindustry.biz/articles/2016-12-20-super-mario-run-made-usd14-million-in-3-days-app-annie | title = Super Mario Run made $14 million in 3 days – App Annie | first = Matthew | last = Handrahan | date = December 20, 2016 | access-date = December 20, 2016 | work = GamesIndustry.biz | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213104/https://www.gamesindustry.biz/super-mario-run-made-usd14-million-in-3-days-app-annie | url-status = live }} The iOS version of Super Mario Run was the tenth most downloaded app in 2016{{cite web|last1=Hillier|first1=Brenna|title=Of course Pokemon Go was the most downloaded release on the App Store last year, but Super Mario Run is on its heels|url=https://www.vg247.com/2017/01/05/of-course-pokemon-go-was-the-most-downloaded-release-on-the-app-store-last-year-but-super-mario-run-is-on-its-heels/|work=VG247|date=January 5, 2017 |access-date=January 5, 2017|archive-date=January 6, 2017|archive-url=https://web.archive.org/web/20170106163406/http://www.vg247.com/2017/01/05/of-course-pokemon-go-was-the-most-downloaded-release-on-the-app-store-last-year-but-super-mario-run-is-on-its-heels/|url-status=live}} and the top downloaded free game in 2017.{{cite web | url = https://www.rollingstone.com/glixel/news/apple-names-game-of-the-year-most-popular-free-paid-games-w513563 | title = Apple: 'Super Mario Run' Top Free Game of 2017, But Not Game of the Year | first = Brian | last = Crecente | date = December 7, 2017 | access-date = December 7, 2017 | work = Glixel | archive-date = December 8, 2017 | archive-url = https://web.archive.org/web/20171208070836/http://www.rollingstone.com/glixel/news/apple-names-game-of-the-year-most-popular-free-paid-games-w513563 | url-status = dead }} 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,{{Cite web | url = https://www.gamespot.com/articles/super-mario-run-expected-to-hit-150m-downloads-soo/1100-6449652/ | title = Super Mario Run Expected To Hit 150M Downloads Soon, Paying Players Growing | first = Eddie | last = Makuch | date = April 28, 2017 | access-date = April 28, 2017 | work = GameSpot | archive-date = November 7, 2017 | archive-url = https://web.archive.org/web/20171107015424/https://www.gamespot.com/articles/super-mario-run-expected-to-hit-150m-downloads-soo/1100-6449652/ | url-status = live }} and climbed to 200 million six months later.{{cite web | url = https://www.polygon.com/2017/10/31/16580724/super-mario-odyssey-sales-snes-classic-sales-nintendo | title = Super Mario Odyssey sold 2 million copies already, says Nintendo | first = Owen | last = Good | date = October 31, 2017 | access-date = October 31, 2017 | work = Polygon | archive-date = October 31, 2017 | archive-url = https://web.archive.org/web/20171031180455/https://www.polygon.com/2017/10/31/16580724/super-mario-odyssey-sales-snes-classic-sales-nintendo | url-status = live }}
Despite these numbers, the game missed some of the anticipated metrics, particularly in Japan. On the Monday following the game's release on iOS, Nintendo's and DeNA's stock price dropped over seven percent due to its poor market reception.{{cite web | url = https://www.wsj.com/articles/nintendo-shares-fall-after-super-mario-run-disappoints-1482142448 | title = Nintendo Shares Fall After 'Super Mario Run' Disappoints | first = Takashi | last = Mochizuki | date = December 19, 2016 | access-date = December 19, 2016 | work = Wall Street Journal | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213059/https://www.wsj.com/articles/nintendo-shares-fall-after-super-mario-run-disappoints-1482142448 | url-status = live }} By December 26, Super Mario Run was no longer the top grossing app in any nation, though remained one of the top downloaded apps in 63 countries. Nintendo's stocks had dropped over 18 percent within the first two weeks of release.{{cite web | url = https://www.bloomberg.com/news/articles/2016-12-26/super-mario-run-no-longer-highest-grossing-app-in-any-country | title = Super Mario Run No Longer Highest Grossing App in Any Nation | first = Yuji | last = Nakamura | date = December 26, 2016 | access-date = December 27, 2016 | work = Bloomberg News | archive-date = December 27, 2016 | archive-url = https://web.archive.org/web/20161227065826/https://www.bloomberg.com/news/articles/2016-12-26/super-mario-run-no-longer-highest-grossing-app-in-any-country | url-status = live }} Within three weeks, market analysis firm Newzoo estimated that the app had been downloaded over 90 million times, with approximately $30 million in revenue from the roughly three percent who had purchased the full game.{{cite web | url = https://www.wsj.com/articles/why-super-marios-run-was-short-1483386448 | title = Why Super Mario's Run Was Short | first = Dan | last = Gallagher | date = January 3, 2017 | access-date = January 3, 2017 | work = Wall Street Journal | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213145/https://www.wsj.com/articles/why-super-marios-run-was-short-1483386448 | url-status = live }}{{cite news|last1=Matulef|first1=Jeffrey|title=Super Mario Run has earned $30m in two weeks|url=http://www.eurogamer.net/articles/2017-01-03-super-mario-run-has-earned-usd30m-in-two-weeks|work=Eurogamer|date=January 3, 2017 |access-date=January 4, 2017|archive-date=January 4, 2017|archive-url=https://web.archive.org/web/20170104235438/http://www.eurogamer.net/articles/2017-01-03-super-mario-run-has-earned-usd30m-in-two-weeks|url-status=live}} Wall Street Journal{{'}}s Dan Gallagher stated this conversion rate represented the difficulty in convincing mobile gamers to purchase content. Nintendo later reported in a total of 78 million downloads, with more than five percent paying for the full game, by January 2017 in fiscal year earnings report. This generated ¥6 billion ($53 million) in revenues from the game.{{cite web | url = https://www.bloomberg.com/news/articles/2017-01-31/nintendo-beats-profit-lifts-forecast-on-pokemon-ahead-of-switch | title = Nintendo Beats Profit, Lifts Forecast on Pokemon Ahead of Switch | first1 = Yuji | last1 = Nakamura | first2 = Takashi | last2 = Amano | date = January 31, 2017 | access-date = January 31, 2017 | work = Bloomberg News | archive-date = January 31, 2017 | archive-url = https://web.archive.org/web/20170131084504/https://www.bloomberg.com/news/articles/2017-01-31/nintendo-beats-profit-lifts-forecast-on-pokemon-ahead-of-switch | url-status = live }}{{cite web | url = https://www.wsj.com/articles/nintendo-profit-buoyed-by-weak-yen-1485848404 | title = Nintendo's 'Super Mario Run' Scores Revenue, but CEO Wants More | first = Takashi | last = Mochizuki | date = January 31, 2017 | access-date = January 31, 2017 | work = Wall Street Journal | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213101/https://www.wsj.com/articles/nintendo-profit-buoyed-by-weak-yen-1485848404 | url-status = live }} The game sold {{nowrap|4 million}} paid downloads by this time.{{cite news |title=Nintendo profits spike, but only 4 million people paid for Super Mario Run |url=https://metro.co.uk/2017/01/31/nintendo-profits-spike-but-only-4-million-people-paid-for-super-mario-run-6417115/ |access-date=12 May 2021 |work=Metro |date=31 January 2017 |archive-date=May 12, 2021 |archive-url=https://web.archive.org/web/20210512075202/https://metro.co.uk/2017/01/31/nintendo-profits-spike-but-only-4-million-people-paid-for-super-mario-run-6417115/ |url-status=live }}
Nintendo was anticipating that they would obtain 10 percent conversion of app downloads into full purchases, and noted in February 2017 that twenty countries account for 90 percent of the game's revenue, and that within those countries they were approaching this 10 percent conversion rate.{{Cite magazine | url = https://time.com/4662446/nintendo-president-switch-interview/ | title = 19 Things Nintendo's President Told Us About Switch and More | first = Matt | last = Peckham | date = February 7, 2017 | access-date = February 7, 2017 | magazine = Time | archive-date = February 7, 2017 | archive-url = https://web.archive.org/web/20170207192823/http://time.com/4662446/nintendo-president-switch-interview/ | url-status = live }} However, Nintendo's president Tatsumi Kimishima was disappointed the next month, when the revenue from the iOS version failed to fulfill the company's expectations.{{cite web | url = http://www.gamesindustry.biz/articles/2017-03-24-nintendo-disappointed-by-super-mario-run-revenues | title = Nintendo disappointed by Super Mario Run revenues | first = Brendan | last = Sinclair | date = March 24, 2017 | access-date = March 24, 2017 | work = GamesIndustry.biz | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213104/https://www.gamesindustry.biz/nintendo-disappointed-by-super-mario-run-revenues | url-status = live }} Nintendo's next mobile title, Fire Emblem Heroes, released two months after Super Mario Run and which used the freemium payment approach, had only 10 percent of the previous title's downloads, yet had outperformed it in overall revenue by the end of Nintendo's fiscal year 2016.{{cite web | url = http://www.polygon.com/2017/4/27/15451060/fire-emblem-heroes-sales-super-mario-run-download | title = Fire Emblem Heroes bests Super Mario Run profits, despite 10 times fewer downloads | first = Allegra | last = Frank | date = April 27, 2017 | access-date = April 28, 2017 | work = Polygon | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213100/https://www.polygon.com/2017/4/27/15451060/fire-emblem-heroes-sales-super-mario-run-download | url-status = live }} Kimishima said that Nintendo had learned several lessons in development and releasing of mobile games from Super Mario Run. Kimishima said that "we honestly prefer the Super Mario Run model", though in a June 2017 investor question-and-answer session, he said "in the future we will consider not only a single set price, but other methods that incorporate a wider variety of elements that allow as many consumers as possible to play", suggesting that Nintendo's mobile strategy may move away from the pay-once model.{{Cite web | url = http://www.gamasutra.com/view/news/301130/How_Super_Mario_Runs_lackluster_sales_are_changing_Nintendos_mobile_strategy.php | title = How Super Mario Run's lackluster sales are changing Nintendo's mobile strategy | first = Alissa | last = McAloon | date = July 5, 2017 | access-date = July 5, 2017 | work = Gamasutra | archive-date = July 7, 2017 | archive-url = https://web.archive.org/web/20170707193753/http://www.gamasutra.com/view/news/301130/How_Super_Mario_Runs_lackluster_sales_are_changing_Nintendos_mobile_strategy.php | url-status = dead }}
Within days of the game's App Store release, journalists noted a number of unofficial video game clones that appeared on the Google Play store, which they believe was prompted by the lack of an Android version of Super Mario Run at the time and allowing developers to take advantage of uninformed consumers. In at least one case, an Android clone contained malware designed to collect sensitive information from a player's device.{{cite web | url = https://www.cnet.com/news/knock-off-super-mario-run-apps-hit-google-play/ | title = Knockoff Super Mario Run apps hit Google Play | first = Joshua | last = Goldman | date = December 16, 2016 | access-date = December 27, 2016 | work = CNET | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213103/https://www.cnet.com/tech/mobile/knock-off-super-mario-run-apps-hit-google-play/ | url-status = live }}{{cite web | url = http://www.tomshardware.com/news/android-marcher-super-mario-run,33350.html | title = Super Malware Bros: Android Marcher Poses As 'Super Mario Run' | first = Nathaniel | last = Mott | date = January 6, 2017 | access-date = January 8, 2017 | work = Tom's Hardware | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213104/https://www.tomshardware.com/news/android-marcher-super-mario-run,33350.html | url-status = live }}{{cite web | url = https://www.zdnet.com/article/android-banking-trojan-malware-disguises-itself-as-super-mario-run/ | title = Android banking Trojan malware disguises itself as Super Mario Run | first = Danny | last = Palmer | date = January 9, 2017 | access-date = January 9, 2017 | work = ZDNet | archive-date = October 10, 2022 | archive-url = https://web.archive.org/web/20221010213200/https://www.zdnet.com/article/android-banking-trojan-malware-disguises-itself-as-super-mario-run/ | url-status = live }} Super Mario Run was the most-downloaded game for Android devices in 2017.{{Cite web | url = https://www.destructoid.com/super-mario-run-is-android-s-most-downloaded-game-of-2017-475655.phtml | title = Super Mario Run is Android's most downloaded game of 2017 | first = Chris | last = Moyse | date = December 1, 2017 | access-date = December 1, 2017 | work = Destructoid | archive-date = August 25, 2018 | archive-url = https://web.archive.org/web/20180825090219/https://www.destructoid.com/super-mario-run-is-android-s-most-downloaded-game-of-2017-475655.phtml | url-status = live }}
By July 2018, Sensor Tower estimated that Super Mario Run had generated a total of {{USD|60 million}}.{{cite web | url = https://www.gamesindustry.biz/articles/2018-07-03-super-mario-run-surpasses-usd60m-revenue-after-two-years | title = Super Mario Run surpasses $60m revenue after two years | first = Haydn | last = Taylor | date = July 3, 2018 | access-date = July 3, 2018 | work = GamesIndustry.biz | archive-date = July 3, 2018 | archive-url = https://web.archive.org/web/20180703100619/https://www.gamesindustry.biz/articles/2018-07-03-super-mario-run-surpasses-usd60m-revenue-after-two-years | url-status = live }} As of September 2018, the game has been downloaded and installed on about 300{{nbsp}}million devices worldwide, including 10 percent in Japan.{{Cite web|author=Nintendo Co., Ltd.|date=31 October 2018|title=Six Months Financial Results Briefing for Fiscal Year Ended March 2019|url=https://www.nintendo.co.jp/ir/pdf/2018/181031_2e.pdf|work=Nintendo|access-date=31 October 2018|archive-date=March 20, 2021|archive-url=https://web.archive.org/web/20210320035243/https://www.nintendo.co.jp/ir/pdf/2018/181031_2e.pdf|url-status=live}}
See also
Notes
{{notelist}}
References
{{Reflist|30em}}
External links
- {{official website|http://supermariorun.com/en/}}
{{Super Mario}}
{{Nintendo mobile games}}
{{Portal bar|Video games}}
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Category:Android (operating system) games
Category:Nintendo Entertainment Planning & Development games
Category:Side-scrolling platformers
Category:Video games developed in Japan
Category:Video games directed by Shigeru Miyamoto
Category:Video games produced by Shigeru Miyamoto
Category:Video games with 2.5D graphics