Super Mario Run Reaches 78m Downloads, Struggles To Keep Up With Pricing

Last month, Nintendo made the move we have all been waiting for: Super Mario, for the first time ever, made its mobile debut on iOS platforms. The recognition it received within the first few days was astonishing.

 

Millions of people rushed to the app store to be able to download the new Super Mario game which was said to be a free download. With nostalgia filling their minds, users were delighted to see one of their most loved childhood games on a new platform which would be easily accessible to all. Within the first four days of its release, Nintendo saw more than a million downloads of the game and an equal amount of buzz going about in the gaming community. The game received critical acclaim and was seen as a good modern alternative the original PC side-scroller.

A single glance at the game would lead you to think that the developers followed a similar route while making the game as they did for the PC version. Since side scrolling can be difficult on a mobile screen and may be off-putting for some, Nintendo decided to revamp the game and make it in the style of automatic running games, like Temple Run, that has seen popularity on mobile devices.

When the game was released, it was advertised as a free to play the game. However, users soon discovered that they would, in fact, have to pay to progress to certain parts of the game. Users were given free access to the first three levels of the game and if they liked the game, they had an option to pay for the rest of the levels. The $9.99 markup on the game agitated a majority of the games users who felt that the price was a little too much considering that most games on the app store sell for something between $.50 to $2 on an average.

This price in the form of an in-app purchase for the levels proved to be a major turn-off for most gamers, causing a decline in a number of downloads of the game. Nintendo hasn’t released a statement saying what the exact number of people coming back and paying for the game actually is, but experts like Yuji Nakamura have predicted that this number is around five percent, which is far less than what Nintendo anticipated.

There is still hope out there for one of our most loved childhood games. Nintendo will be releasing an android version of the game in March and hopefully will make some changes to the paying scheme of the game. The have released surveys to their current gamers asking them to give their opinions on what the appropriate price for the game should be. Nintendo plans to use this information to help formulate the ideal purchase rate for their near release.

Till then, the only two options seem to be to either pay for advancing beyond level three or whipping out the old floppy disk (or downloading it) and taking a trip down memory lane.

 

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