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Posts tagged with "nintendo"

Nintendo Switch Parental Controls App Coming to iOS

Speaking of the Nintendo Switch, the company posted a video earlier today showcasing the functionalities of an upcoming Nintendo Switch Parental Controls app for iPhone, which will allow parents to monitor usage of the Switch console directly from iOS.

Sam Machkovech, writing for Ars Technica, describes how the app will work:

Parents who use the app will be able to remotely monitor the full log-in and gameplay record of any child account, showing game starts, durations of play, and which games kids play. App users can also enforce gameplay time limits, and the video shows a per-day “screen time” allowance. This defaults as a baseline time-per-day rule, though parents can also choose a more granular number of hours on specific days (including a suggestion that perhaps kids get to play the Switch more on weekends).

Should a kid go over his or her allotted time, the app gives parents two options: send a on-screen warning to the child that time is up, or immediately lock the system. Nintendo is giving parents the option to let kids police their own over-time gameplay, perhaps to find a save point or other logical stoppage, but parents can send a remote account shutdown should the child disobey such an alarm’s warning. In one sequence, the video shows Bowser Jr. continuing a full hour past his alarm (the little brat). What the video doesn’t clarify, however, is whether parents will be able to send remote shutdown notices, or if they only find out about kids’ time overages after the fact.

Aside from the tiny iPhone used by Bowser in the video, the app looks fairly impressive – it can send notifications to a Switch, set daily limitations, and even display gameplay stats collected by the console. Between parental controls and the upcoming online services, it seems like Nintendo will be delegating key features of the Switch to dedicated iOS apps. Interesting strategy.

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Super Mario Run Is a Defense of Craftsmanship

Excellent point by Sam Rosenthal on Super Mario Run:

Borrowing a staple from modern console Mario games, each level in Super Mario Run has multiple tiers of coins to collect. The coins fundamentally change the way you navigate the space, and sometimes the space itself changes to accommodate them. A just out of reach coin reminds you about the spin jump’s utility. Former obstacles are recontextualized as potential platforms.

If the game’s initial tutorial feels like a concession to a broader audience, the coins remind us why Nintendo’s game design deserves to be treasured. Even on another company’s platform, in a genre they didn’t invent, they unearth an astonishing amount of surprise and delight.

Collecting all the coins shows how Super Mario Run isn’t just “a runner game for iOS” – it’s a classic Nintendo game. There’s an ingenuity to each level that can only be appreciated by playing to get the harder coins. Seriously – if you think you’ve completed Super Mario Run by clearing all the stages, go back and try to collect all the coins. The game changes quite deeply.

Unfortunately, most people won’t even see the fourth stage. And that’s a shame, because I think Nintendo delivered a lesson in iOS game design that everyone should experience.

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Super Mario Run Sets Records

In a press release today, Nintendo detailed some of the App Store records Super Mario Run broke in the days immediately following its release last week. TechCrunch reports that:

…the company says that in addition to its top ranking in the “free” chart of the App Store in 140 different global markets (of the 150 where it’s available), it’s also now in the top 10 ranking for best grossing games in 100 different markets.

The press release also includes a quote from Phil Schiller, Apple’s Senior Vice President of Marketing confirming the record-smashing downloads.

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Super Mario Run Arrives in the App Store

The announcement of Super Mario Run for iOS was a big surprise during Apple’s September 7th iPhone event. It feels like hardly a week has gone by since then without some sort of news about the game.

The wait is finally over. As of a short time ago, Super Mario Run began rolling out worldwide on the App Store. The game features three modes, an endless runner-style mode in which you tap the screen to help Mario reach platforms, collect coins, and avoid enemies, a head-to-head competition mode called Toad Rally, and a building mode called Kingdom Builder. This gameplay video posted by Nintendo last week walks through each part of the game:

Super Mario Run requires a constant connection to the Internet. Nintendo says it implemented the feature to combat piracy of the game – a decision that has been roundly criticized as user-hostile in the days since the requirement was revealed.

You can download Super Mario Run from the App Store for free, but a $9.99 in-app purchase is required to unlock the full game.

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Super Mario Run Requires a Constant Internet Connection

Adam Rosenberg, writing for Mashable, interviewed Shigeru Miyamoto on the upcoming release of Super Mario Run. According to Miyamoto, Nintendo had to implement an always-on requirement for an Internet connection due to “security” concerns, which he clarified thusly:

Just to be clear: When you say “security,” you mean the risk of piracy, right?

That’s correct.

Unlike our dedicated game devices, the game is not releasing in a limited number of countries. We’re launching in 150 countries and each of those countries has different network environments and things like that. So it was important for us to be able to have it secure for all users.

Miyamoto also argues that two of the game’s three modes rely on an Internet connection, and it was easier to go all-in with the requirement. Nintendo may have their reasons, but I don’t think this will go down well with customers who will pay to play a game that was advertised as ideal for one-handed gameplay on subways, where Internet connections are spotty.

I wouldn’t be surprised if Nintendo reverses the decision, at least for the main mode. If they don’t, it’s still a disappointment.

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Super Mario Run is Coming

The Super Mario Run marketing blitz has begun. With the launch of Super Mario Run on iOS just one week away, Shigeru Miyamoto was interviewed by The Verge and BuzzFeed News. The creator of Mario spoke at length with both publications about the game, Nintendo’s goals for it, and how it was made.

Miyamoto discussed the thought process behind Super Mario Run’s gameplay with The Verge:

“We felt that by having this simple tap interaction to make Mario jump, we’d be able to make a game that the broadest audience of people could play.”

Nintendo’s strategy to expand its audience extends beyond gameplay though, as Miyamoto explained to BuzzFeed News:

“Kids are playing on devices that they’re getting from their parents when their parents are upgrading,” Miyamoto said. “We wanted to take an approach of how can we bring Nintendo IP to smart devices and give kids the opportunity to interact with our characters and our games.”

It’s a strategy that makes a lot of sense given the dominance of smartphones and rise of casual gaming.

Nintendo’s goal to make Super Mario Run a one-handed game necessitated designing it for portrait mode, which led to new opportunities for Nintendo’s creative team. Miyamoto told The Verge that:

“Once we did start to focus on the vertical gameplay and one-handed play, we were surprised at how much having that vertical space in a Mario game could add to the verticality of the game itself and how that added a new element of fun to Mario,” Miyamoto explains. “They’re all brand new levels that we created for this game, but because of the vertical orientation, it gave us a lot of new ideas for how to stretch the game vertically. I think it’s been maybe since the Ice Climbers days that we’ve had a game where you’re trying to climb a tower.”

Miyamoto also shared with BuzzFeed News that the inspiration for creating an “endless runner” style Mario game was influenced by fans who do speed runs through Mario and other games. You may have seen videos of speed runs; there is no shortage of them on YouTube. BuzzFeed explains that:

Watching online videos of these gamers’ astounding speed runs and other feats of gaming skill, Nintendo employees noticed that the gamers never let up on the D-Pad. Mario always kept running, and all of the skill came down to the incredible precision of the jumping. What if, the Nintendo braintrust reasoned, all players could have that experience?

In addition, Nintendo executive Reggie Fils-Aimé and Shigeru Miyamoto paid a visit to The Tonight Show Starring Jimmy Fallon last night, demoing Super Mario Run and the Nintendo Switch console that is slated for release in March. If anyone wasn’t sure before, there is no doubt that Jimmy Fallon is a huge Nintendo fan and geek. This video is wonderful:


Super Mario Run Launching on December 15

With a press release issued this morning, Nintendo has announced that Super Mario Run – the company’s first Mario game for iOS devices revealed at Apple’s September event – will be released in one month, on December 15.

From the press release:

The first-ever mobile game featuring the most iconic video game hero of all time goes on sale for iPhone and iPad on Dec. 15 in United States time zones. Super Mario Run can be downloaded from the App Store at no cost, and players can try elements of the game’s three modes for free.

“The wait is almost over for a Super Mario game that can be played on mobile devices,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Developed under the direction of Mario creator Shigeru Miyamoto,Super Mario Run brings a new take on the series’ beloved action-platforming gameplay to iPhone and iPad for the first time.”

Super Mario Run will be available in 151 countries next month, and it’ll be a free download from the App Store. A single $9.99 In-App Purchase will unlock all three game modes, which we previously detailed in our overview of Super Mario Run.

Super Mario Run will be modeled after the tradition of “endless runner” games for iOS that can be controlled with one hand by tapping on the screen to make Mario jump.

Update: You can watch a new gameplay video of Super Mario Run below.


The Man Behind Mario Explains Nintendo’s New iPhone Game

Matt Peckham, writing for Time, spoke with Mario creator Shigeru Miyamoto shortly after today’s Apple keynote where it was announced that a new game, Super Mario Run, would be coming to the iPhone this December.

Time: When I asked [late Nintendo CEO Satoru] Iwata back in early 2015 about Nintendo’s smartphone plans, he said “that being ‘unique’ or ‘unprecedented’ was appreciated far more than being ‘better’ than the others.” How are you working to differentiate Super Mario Run from existing mobile runners?

Miyamoto: That’s true. So the basic premise this time was, we started by wanting to make a Mario game that you play one-handed. And if you think about Mario games up until now, generally Mario games are very simple and anyone can play them. But as you get deeper into the mechanics it gets more challenging. For some people, they have a hard time running, using the ‘B’ button to dash, or jumping while trying to run and dash at the same time. So the approach we took was, “How can we take that essence of the simplicity of Mario and bring it to mobile devices?” And that meant thinking about a game that would run automatically, on its own, but where there’s still the challenge of jumping and things like that, that are uniquely Mario.

We’ve also prepared the battle mode, as you saw, and this is really geared toward people who just have a few minutes to play. It’s a short mode you can play very quickly. And the other thing is we’re bringing in a number of elements that add skill and technique. As you get better at those skills and techniques, you’ll have a lot of motivation to compete for high scores and things like that.

Despite the fact that this was quite a brief interview (comprised of 5 questions), Miyamoto’s answers are quite detailed and provide some real insight into Nintendo’s thinking with this new Mario game. Super Mario Run has been designed to “take advantage of the uniqueness” of the iPhone and “perfect for that sort of simple interface and broader user base”. Nintendo is hoping that new people will discover the joy of Mario and seek out other Mario games that exist on Nintendo’s own hardware.

So of course as you’ve seen with Pokémon Go, we have millions of people who may never have played a Pokémon game, or maybe just knew the name Pokémon, who are now playing that game and learning the names of each individual Pokémon. And the result of that is that we’re also seeing sales of things like our original Pokémon Red and Blue games on the rise as a result of that. We think we’ll see a similar effect with Super Mario Run, and especially as we continue to develop Mario games for our own platforms that have more robust action and those sorts of elements, we think those will be appealing to the audience playing Super Mario Run on mobile devices.

If you’re interested, be sure to read Matt Peckham’s full interview with Miyamoto on Time.

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