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Super Mario Run: The legend lives on in iPhones
During Apple’s highly anticipated iPhone 7 event, celebrated game designer Shigeru Miyamoto briefly took the centerstage to announce Super Mario’s official debut in the mobile gaming scene. The best bit? Miyamoto actually eats a burger with one hand while playing Super Mario Run with the other. One example he offers is bicep curls.
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The game has been created to be played using a single touch so as to attract new audiences from the iPhone lovers’ community, Miyamoto told The Verge in an interview. It turns out that isn’t the case, and bringing a franchise as huge as Mario to platforms like iOS and Android will open an additional revenue stream during a time where Nintendo is transitioning from one console to another.
Let’s be honest: turning the Super Mario series into a side-scrolling runner was totally expected move.
Nintendo said from the start that its mobile games wouldn’t be direct ports of classic games, which meant we wouldn’t have to weather iffy virtual buttons for precision-based experiences.
And that’s what we’re seeing with Super Mario Run. Instead of relying on a directional pad and buttons, you now control the feisty plumber in much the same way you’d steer runners in games like “Subway Surfers” and ‘Temple Run.’ That is to say, you don’t; you pretty much just avoid obstacles and smash things that get in your way.
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This eliminates the difficulty element of trying to make Mario run and jump at the same time, Miyamoto told The Verge.