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Nintendo's Super Mario Run For Android is Coming Soon (venturebeat.com)

Following its huge launch on iOS this month, Nintendo's Mario auto-runner, Super Mario Run, comes to Android in 2017. We still don't have a specific release date, but Nintendo has now announced that Android users can now pre-register to learn precisely when the game will be available. From a report: Super Mario Run is up for pre-registration on the Google Play Store. To ensure that that you get a notification when Nintendo launches the mobile platformer, you can sign up for alerts on the game's market page. Once Super Mario Run launches on Android, you can grab it immediately as a free download, but then you will need to pay $10 to unlock the rest of its content after the third stage. Nintendo has already seen huge success with Super Mario Run on iOS. The publisher confirmed that iPhone and iPad owners downloaded it more than 50 million times in a matter of days, which makes it the fastest downloaded app ever in the $36.6 billion mobile gaming industry.

27 of 44 comments (clear)

  1. Great! by TWX · · Score: 1

    So it can be a flop on yet another platform!

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    1. Re:Great! by xanthines-R-yummy · · Score: 1

      Crap? I dunno, I think it's kind of fun, and yes, I played Mario Brothers back when they weren't "Super", so get off my lawn!

    2. Re:Great! by thegarbz · · Score: 1

      I would sign up to have a $14million in 3 days flop on any platform.

    3. Re:Great! by TWX · · Score: 1

      How much are you willing to spend to achieve that $14 million? If you spend $16 million then it's a flop.

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    4. Re:Great! by tlhIngan · · Score: 1

      I would sign up to have a $14million in 3 days flop on any platform.

      The problem is, iOS users are more likely to pay for the app than Android users. With Android it may e downloaded 100 times more than iOS in 3 days, but make 1/10th as much as most users are cheap.

      The good news though is the online only requirement will probably be hacked within a few hours by same Android users (the online only requirement is for anti-piracy purposes, which is odd on iOS since iOS piracy is extremely low - about 10% max. On Android, it's easily 90%, so there's a greater push to pirate it or hack it so it works for free).

    5. Re:Great! by thegarbz · · Score: 1

      If you spend $16 million then it's a flop.

      Then I'll just wait another day and I'll be back in success territory.

      Also if you're spending $16million on a game with a standard and simple engine using 100% pre-existing artwork then you're doing it wrong.

  2. IDGAF by TheMiddleRoad · · Score: 1

    See above.

  3. Re:Only to Disappoint again. by AvitarX · · Score: 1

    I read (here I think) an 8% conversion rate.

    $50 million is pretty decent return I bet.

    Would a game with 50 million in sales be considered a flop? That's 1 million units.

    I bet it'd be considered a moderate success in general, and for a low budget game a pretty big win.

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  4. But it is quite free (and fun) by SuperKendall · · Score: 1

    Does this include the users that downloaded the game, realized that it was nowhere near free or fun

    I'm pretty sure that you, the AC, have never actually played the game...

    You get to play quite a lot for free - the first three levels, race stuff, castle building. A part of the game is, as in past Mario games, trying to improve repeated runs though the same level...

    So there's a lot of time you could spend before you ever pay anything.

    As for fun, I thought it was as fun as any other Mario game - I've not played them all, but the basics of a Mario game are all here, and I think they did a great job thinking about how they could improve a mobile interface for a Mario style game. Frankly Nintendo deserves $10 just for the MANY UI improvements the existence of Mario Run will bring to many other mobile games for years to come...

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  5. No thanks, I already have Vector by drinkypoo · · Score: 1

    Do we need more mobile jump and run games?

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    1. Re:No thanks, I already have Vector by myowntrueself · · Score: 1

      Do we need more mobile jump and run games?

      I just uninstalled 150 different variants of 'Mario' platform game knockoffs from my sons tablet. So yeah I think he'd like more mobile jump and run games too, please.

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    2. Re:No thanks, I already have Vector by thegarbz · · Score: 2

      Do we need more mobile jump and run games?

      Do we need less just because a concept has been done before?

  6. Re:Only to Disappoint again. by Jason1729 · · Score: 1

    Most AAA titles these days cost a heck lot more than $50 million to make. GTAV was $265 million.

    For modern AAA games, $50 million in sales is a huge flop. But this 1-button masher is not an AAA title.

  7. Re:Only to Disappoint again. by AvitarX · · Score: 1

    Yeah, but I bet the general game costs a lot less, but that's just semantics.

    I'll buy it if it doesn't require an internet connection, most of the time I want to play games on my phone is because I'm somewhere I can't fuck about on /.

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  8. I don't think it flopped by rsilvergun · · Score: 1

    I think expectations were too high. They made $10 million in like a week. The investors wanted Nintendo to make a Candy Crush and/or Clash of Clans clone built from the ground up by psychologists to take advantage of whales. Nintendo figures that either wouldn't work and/or damage their brand so they just made an above average endless runner. SMR is more or less brand reinforcement. You make sure people don't forget what Mario is so they'll buy the switch. That's fine, but it's not what investors (who want short term gains to pad out their retirement portfolios) want.

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  9. Rooting? by Dwedit · · Score: 1

    Supposedly, Pokemon Go doesn't let you play if you have a rooted phone. Would the same thing apply to this game too?

    1. Re:Rooting? by thegarbz · · Score: 1

      Supposedly whoever came up with this has no idea what they are talking about.

  10. Huge Success? by h4ck7h3p14n37 · · Score: 1

    Nintendo has already seen huge success with Super Mario Run on iOS.

    Yeah, I don't think so.

    Investors disappointed by early reviews and sales of the smartphone game "Super Mario Run" sold off more Nintendo Co. shares on Monday, with some analysts expressing concern over the game's payment model. Nintendo shares closed 7.1% lower in Tokyo Stock Exchange trading on Monday, extending a losing streak to five days, during which the stock has fallen more than 16%.

    Nintendo shares drop on 'Super Mario Run' sales

    1. Re:Huge Success? by thegarbz · · Score: 1

      Yeah, I don't think so.

      $14million revenue in 3 days?

      Yeah if that isn't a success then please sign me up for your idea of a failure any day.

      By the way share price reactions in a horribly volatile market that jumps at the first sign of any hiccup are a horrible way of measuring success.

  11. Why does no-one do a prerelease APK by ninthbit · · Score: 1

    I'm a bit surprised these companies that have the hype don't post a prerelease APK to the store that can just be updated to the actual game upon it's official launch. How hard would it be to have a shell of an app get preinstalled. This could get them the sale early and they could even send a push notification once it's been updated to the demo/full version. It could even include a mini-game or animation of the game being played.

    At a minimum, it would help them gauge the demand upon launch.

    1. Re:Why does no-one do a prerelease APK by Onymous+Hero · · Score: 1

      Please don't say APK or that shitfuck hosts guy will turn up here pimping his malware...

    2. Re:Why does no-one do a prerelease APK by thegarbz · · Score: 1

      At a minimum, it would help them gauge the demand upon launch.

      How? A non-conventional method of installation and distribution used by a very small subset with a very specific technological bias is supposed to gauge general consumer demand?

      Have you heard of a "representative sample"?

    3. Re:Why does no-one do a prerelease APK by farble1670 · · Score: 1

      I'm a bit surprised these companies that have the hype don't post a prerelease APK to the store that can just be updated to the actual game upon it's official launch.

      Google Play has support for "pre-order" for apps. They used it for Allo.

      At a minimum, it would help them gauge the demand upon launch.

      And if demand is low ... what? Don't release the game?

    4. Re:Why does no-one do a prerelease APK by ninthbit · · Score: 1

      Perhaps he was thinking of the opposite situation, where demand is high and their servers can't cope (like Pokemon Go) they can then arrange extra server capacity in advance.

      Exactly. And I realized after the fact that the Play store does actually have a rerelease feature. Mario Run is already in there.
      https://play.google.com/store/...

  12. Re:Only to Disappoint again. by FunkSoulBrother · · Score: 1

    Most AAA titles these days cost a heck lot more than $50 million to make. GTAV was $265 million.

    But how much of that is stuff like modern pop music licensing, voice actors, *localized* voice actors, etc etc etc that doesn't really apply to a Mario game? Even a AAA Mario game of the variety that we'd all rather see must be well cheaper than GTAV.

  13. Re:If 2016 has taught me anything ... by FunkSoulBrother · · Score: 1

    Another big lesson of 2016 is that it's probably worth putting down the video games for a few minutes to vote against fascism. :-P

  14. lol by sootman · · Score: 1

    Remember a few years ago when "Android first" was a thing that everybody knew was going to happen? Good times.

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