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Forums - Sales - Mario Run is already number 1 on the charts!- Top downloaded app in 80 countries and top grosser in 30 -edit-10 million downloads, 4 million gross

Captain_Yuri said:
pray4mojo said:

NSMB was 72 levels and 50 dollars. That's about .69 cents a level. This is 24 levels for 10 dollars which would come out to about .41 cents a level. 

Yea but this is also on mobile where there are tons of other platformers that are also equally enjoyable if not more so which costs less while giving more levels. The game almost plays by itself apart from jumping.

If you feel that way, fair enough. But it's alot cheaper than their console versions which I think is fair. It SHOULD be cheaper since it's not as deep and has less levels. 



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spurgeonryan said:
http://www.gonintendo.com/stories/270451-super-mario-run-becomes-top-downloaded-app-in-62-countries

Number one on ios!

Very nice! 



Pocky Lover Boy! 

I have an Android... :'(



Captain_Yuri said:
pray4mojo said:

NSMB was 72 levels and 50 dollars. That's about .69 cents a level. This is 24 levels for 10 dollars which would come out to about .41 cents a level. 

Yea but this is also on mobile where there are tons of other platformers that are also equally enjoyable if not more so which costs less while giving more levels. The game almost plays by itself apart from jumping.

Well this game has absolutely no micro transactions at all.  So all the alternate characters, stages, rally tickets, buildings, etc are unlocked  naturally and fairly.  So yeah, it's more expensive but you actually own it.

And while I thought the same that it "played itself", after watching gameplay of it, it's much more involved and tricky than I thought as the real challenge is getting the special coins starting with the Pink, progressing to Purple I think, and then finally Black I think.  All of which require good timing, reflexes and quick thinking.  

So just food for thought.



Next thing we know, people will stop walking and just start walking and jumping over thing on the streets.



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1

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pray4mojo said:
Yerm said:
i have to say, more mobile developers should take notes from Nintendo. i dont have an Apple device to play it on and i havent enjoyed auto-run games much at all, but the game itself just seems so clean.

obviously you pay $10 for it, and then there are no ads, micro-transactions, no stupid gold/gems/energy systems. its an actual game that you buy and start playing, and can play the whole way through in a single go. never any "you ran out of lightning bolts. watch an ad to get more lightning bolts or wait 10 hours." normally gamers would be use to this but on mobile devices it is so much more of a big deal. it makes me wish all games had a pay once format on mobile devices.

my only complaint though is the vault mechanic. Mario has never vaulted in any game before so it looks a bit weird, and unnecessary.

also i dont understand why there couldnt be an option to play in landscape mode. i get that it was made for single-handed gameplay so portrait mode is more optimal for that, but it doesnt do the game any good to not have it.

maybe i will try it out when it comes to android but until then i rate it 7.5/10

I've been playing Mario since 1986 and I'll admit that it's the first ios platformer that "gets it right". It's designed to work well with the input device and it works flawlessly. But as fun as it is, it drives me nuts not to be able to stop, run backwards etc. It's too simplistic for someone like me. 

But I suppose they're not aiming for me now are they? lol

Constantly Running forward, and not backwards, adds unique tension to the game. The portrait mode works because you will be jumping a lot, some of colored coins are located in tricky high locations and you need to time your jumps carefully if you want to collet those coins in a single run and be rewarded for it. Missteps and premature/late jumps are punished because you can't run backwards, and you will have to replay the level and get these colored coins in a single run if you want that 100%. 

It's simplistic if you just want to run from start to finish. For completionists, it's a very tough game to clear. Rallies require lot of focus to win as well. 



300 Million sales at $10. It's on track.



LurkerJ said:
pray4mojo said:

I've been playing Mario since 1986 and I'll admit that it's the first ios platformer that "gets it right". It's designed to work well with the input device and it works flawlessly. But as fun as it is, it drives me nuts not to be able to stop, run backwards etc. It's too simplistic for someone like me. 

But I suppose they're not aiming for me now are they? lol

Constantly Running forward, and not backwards, adds unique tension to the game. The portrait mode works because you will be jumping a lot, some of colored coins are located in tricky high locations and you need to time your jumps carefully if you want to collet those coins in a single run and be rewarded for it. Missteps and premature/late jumps are punished because you can't run backwards, and you will have to replay the level and get these colored coins in a single run if you want that 100%. 

It's simplistic if you just want to run from start to finish. For completionists, it's a very tough game to clear. Rallies require lot of focus to win as well. 

Fair points (and it's a good game) but I still prefer the freedom to move as I choose. lol. 



Cloudman said:
That sounds pretty good so far. Any solid numbers yet?

That's up to Nintendo.

The good news is that the game doesn't depend on players to play it daily to be a money maker. You buy it, you play it. A strong successful launch means the game had done its duty sales-wisde. Unlike freemium games that depend on ads and microtransactions, a strong release for those type of games isn't always good news.



Barkley said:
300 Million sales at $10. It's on track.

Where is this number coming from?

And no, it's not.