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Super Mario Run

Shigeru Miyamoto made an appearance at the SoHo Apple Store in New York City, where he touched on some of the concepts behind Super Mario Run, as well as his own growth as a developer. Part of what inspired the simple design of Super Mario Run was the difference between advanced and novice Mario players, where the former knows how to properly run, while the latter might find holding the run button troublesome. The constant running was ideal to appease both camps, and items like Special Blocks were added to give some variance. He also noted that the idea for a one-button Mario had been floating around between him and frequent co-developers Takashi Tezuka and Toshihiko Nakago for a while.

Miyamoto was also asked about the differences in developing from when he started to the current day. On his continued enthusiasm for games, he stated:

I keep making games because people keep playing games, and one of the reasons I like to continue to make games is because technology keeps evolving and I keep having my own personal life experiences and I keep looking for ways to combine the two into new games.

He also noted the differences between early games and how small their teams could be, whereas modern games require larger teams, where people’s individual work can get lost. He also pointed out the benefit of how much easier it is to update games.

Miitomo has featured various Nintendo collaborations since launching earlier this year. Today, the latest one went live. Users will find new activities centered around Super Mario Run.

The full announcement notice from Nintendo reads:

According to an interview by Mashable.com, Super Mario Run will require an online connection for all three game modes due mainly to “security elements”.

It seems Super Mario Run will be one of the only Nintendo games to require a constant online connection to function, according to Shigeru Miyamoto. While Miyamoto said that Nintendo attempted to have the World Tour mode be playable offline, but it proved unfeasible due to how World Tour affects the other modes, and how these modes rely on network saves. 

When asked about the online requirement and if there were any plans for an offline mode, Miyamoto had this to say:

IGN has uploaded some new direct feed footage of the Super Mario Run demo to YouTube. You can watch the footage below.

If you visit the Apple Store today, you’ll be able to try out a new demo for Super Mario Run. Off-screen footage of it can be seen below.

CNET is another publication to have put up an interview with Nintendo of America president Reggie Fils-Aime. Just as we’ve seen with these discussions, much of it is about Nintendo on mobile and Super Mario Run. Reggie confirmed that the mobile game won’t be on Switch, but won’t rule out Apple TV. On the other hand, NES games won’t be coming to smartphones.

You can read up on a roundup of Reggie’s comments below. Be sure to view CNET’s article CNET“>here as well.

Super Mario Run was partially inspired by speedrunners, according to Shigeru Miyamoto. Miyamoto shared that noteworthy nugget of information with BuzzFeed.

The site reports:

“According to Miyamoto, part of the inspiration for Super Mario Run’s auto-running came from a surprising source: ‘super players.’ 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? Ironically, the most skilled Super Mario players in the world may be partially responsible for introducing Mario to thousands and thousands of first-time players.”

BuzzFeed also reports that Nintendo “considered building GPS into its 3DS” at one point for a Pokemon GO-esque game. However, “Nintendo decided that it made more sense to put the game on millions of devices that already had satellite location tracking.”

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Over at Famitsu, two more off-screen videos showing more Super Mario Run gameplay are available. View them below.

With all of the Super Mario Run information coming in tonight, a new set of interviews with Shigeru Miyamoto are beginning to appear. The Verge is one of the first outlets with a discussion with the legendary developer.

During the chat, there was plenty of talk about Super Mario Run including how some of its origins are tied to Wii. Miyamoto also spoke about Pokemon GO’s success, and said that some franchises like Nintendogs may be better-suited as mobile-only.

Here’s a roundup of Miyamoto’s comments:

Thanks to a new Eurogamer preview, we have the latest details about Super Mario Run. A summary of information can be found below, with the full article at the source link.

– There are ways to briefly disrupt Mario’s ever-forwards movement and different paths through each level to follow, usually in pursuit of some hard-to-snag collectible
– These are exceptions rather than the norm
– Mario can roll jump, long jump, vault jump, perform a landing roll, parkor roll over enemies or pull off a stall jump to slow things down
– Can even mantle up onto ledges
– Most diverse 2D move-set ever for Mario
– Pause Blocks let you take a second to breathe and analyze the level in front of you
– They usually appear before a collectible you’ll need to react quickly to reach
– Use your new stall jump move by tapping and dragging backwards to slow Mario’s speed
– Can use one of Mario’s life bubbles to float backwards and take another crack at a collectible
– 24 levels at launch
– Play the first four for free
– No free-to-play mechanics, no in-game currency
– World Tour: face your friends’ level times and high-scores
– Toad Rally bases its levels on those of the main game, but offers twists to different sections to always keep you on your toes
– The object here is more about completing the level with more style
– Get points for stylish jumps, enemies stomped, coins collected and all number of other things
– Progress then gets totted up in the form of Toads who come to watch your run
– The winner between you and a friend (or other random player) gets to keep all the Toads as inhabitants of your own Mushroom Kingdom
– Kingdom Builder lets you spend the coins you collect on features for your own little Mushroom Kingdom
– Trees and warp pipes up to new Toad Houses available
– Toad Houses offer bonuses every so often
– Homes for unlockable characters such as Yoshi and Luigi
– You’ll need a certain level of Toad population before you can unlock the more elaborate objects
– A high enough level of Toads will even allow you to expand your miniature Mushroom Kingdom into multiple screens

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