Super Mario Run reviews roundup
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, News | 0 comments
Now that Super Mario Run has arrived, the reviews have as well. We’ve rounded up some of the early verdicts below.
IGN – 8 / 10
USGamer – 4 / 5
Nintendo Life – 8 / 10
GameXplain – “Liked a lot”
Game Informer – 7 / 10
Kotaku – N/A
GamesBeat – 70 / 100
GameSpot – 7 / 10
GamesRadar – 4 / 5
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Super Mario Run footage
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, Videos | 0 comments
Now that Super Mario Run is here, footage from the new mobile game is starting to appear online. Catch the videos below.
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Super Mario Run file size
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, News | 4 Comments
Super Mario Run’s page has been updated ahead of tomorrow’s launch. We can now say that the game will require 205 MB.
Even though Super Mario Run isn’t out yet, there’s also a mention of a 1.0 update. It’s small in nature though, as it apparently only encompasses bug fixes.
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Listen to Miyamoto’s full Super Mario Run discussion from the SoHo Apple Store event
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, Videos | 2 Comments
Update (12/13): You can now listen to and watch the official recording on iTunes here.
Original (12/9): Shigeru Miyamoto stopped by the Apple Store in SoHo last night for a special Super Mario Run event. He talked about the mobile game in-depth with Katie Linendoll from The Today Show. You can now listen to the entire discussion below.
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Super Mario Run gets a few more iMessage stickers
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, News | 1 Comment
Nintendo updated the Super Mario Run stickers for iMessage within the past week. These new ones are pictured above in the top row, and can be used now. The Super Mario Run stickers are now at version 1.1.
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Rumor: Super Mario Run needs 75 MB of data per hour with “constant, involved” play
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, Rumors | 3 Comments
If a new report from AppleInsider is to be believed, Super Mario Run will require 75 megabytes of data per hour with “constant, involved” play. However, the site says “significantly less” data will be needed in “most cases”.
AppleInsider’s article indicates that data usage will vary depending how you play. The site sadly doesn’t provide any specifics. Could the mode you’re playing in have an impact?
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A sneak peak of all 24 Super Mario Run levels
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, Videos | 0 comments
Tucked away inside the Super Mario Run demo at the Apple Store are names and images of all 24 levels in the game. If you’d like to have a look, view the video below.
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Nintendo Minute – “Super Mario Run Challenge”
Posted on 7 years ago by Brian(@NE_Brian) in General Nintendo, Mobile, Videos | 0 comments
This week’s episode of Nintendo Minute has gone live. In today’s video, Kit and Krysta show off Super Mario Run. Check it out below.
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Reggie on Super Mario Run for Android, says VR has potential but not there yet, more
Posted on 7 years ago by Brian(@NE_Brian) in General Nintendo, Mobile, Videos | 7 Comments
Bloomberg recently spoke with Nintendo of America president Reggie Fils-Aime, and has now posted its full interview. Nintendo on mobile was discussed, including when we’ll see Super Mario Run on Android. Virtual reality was a topic as well. Listen to what Reggie had to say below.
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Off-screen Super Mario Run intro footage
Posted on 7 years ago by Brian(@NE_Brian) in Mobile, Videos | 0 comments
Some off-screen footage has been captured from Super Mario Run’s intro through the game’s playable demo at Apple Stores in Europe. Check it out below.