Chris Kohler, Wired, got the chance to ask Shigeru Miyamoto about Super Mario Run.
One highlight, talking about simply porting Super Mario to iOS:
“I don’t want to do anything that boring. We’ve been making Mario games for a long time, and Mario’s evolved with every new platform.
“For me, it wouldn’t be interesting work to just take the existing Super Mario Bros. game, put it on an iPhone, (and) emulate a plus control pad. That’s not very fun creatively. We’re more interested in looking at how we can be creative with Mario, and design for iPhone in a way that takes advantage of the uniquenesses of that device and the uniquenesses of that input and the features that that device has. For us, that is much more rewarding creative work.”
Super Mario Run is a fantastic game. In my opinion, it is well worth the $10. I hope it reverses the “race to the bottom” iOS game pricing trend, helps make it easier for developers to make a living creating great apps.
I like it so far and do not mind the $10 price point. I’d much rather pay $5-10 for a good quality game than be stuck with “free” games that are designed to be too difficult to proceed without purchasing extras in-app. I can see a place for both in the market, but I’m with Dave in hoping this helps reverse the current trend.
I hope so, too, but I hope if that reversal occurs, it doesn’t end the way it started. From the Family Sharing unfriendly IAP, to the punish-our-honest-customers always connected requirement, to the overly laborious first run experience, not everything Super Mario Run does should become a president.
The IAP not only does not support family sharing, it is an expendable, meaning you’ll have to pay again to unlock the levels if you delete the game and later reinstall it.
The Rayman Run and Rayman Adventures games blow Mario out of the water, and they’ve been around for years. I’m very disappointed in Nintendo’s weak effort with this game.