One of the biggest shocks of Apple's iPhone 7 reveal event happened just as the event was getting started,The Liar (2014) when famed Nintendo director Shigeru Miyamoto -- creator of Mario -- stepped onto the stage.
Miyamoto introduced a Nintendo first: a Super Mario game built especially for a touch screen. Debuting on iOS devices later this year, Super Mario Runneeds just one tap to play, as Mario speeds across classic-looking levels on his own.
SEE ALSO: More Women Game Developers Means More Success, 'Animal Crossing' Director SaysAs Miyamoto told Mashable, Super Mario Runhas been in development for about a year, first as a prototype being tested on other hardware that soon blossomed into the perfect mobile opportunity.
"What’s interesting is in traditional Mario games, the best players play without stopping," Miyamoto said. "We wanted to figure out how to replicate that for people who aren’t necessarily the best players, so we had to think of the right balance."
Super Mario Run is meant to appeal to anyone who uses a smartphone, particularly those people who haven't played a Mario title in a long time -- or never at all. It sounds just like the mission of many Nintendo titles, but millions of iOS devices in people's pockets, it opens up a whole new audience to those games.
"One of the most important things in any Mario game is that anyone can pick them up and start playing it. It’s pretty straightforward and easy to understand, but a lot of people think it’s challenging," Miyamoto said. "How can we make the game less challenging for people that aren’t great at playing games, but still have the depth and challenge for people have played?"
For those of us who have played, Miyamoto hopes we enjoy the "simple Mario actions" -- aka lots of jumping. The game will feature a variety of block types in each level to vary up the puzzles. These can also start, stop or reverse Mario's run direction, something Miyamoto thought was important if players want to go back to chase something they've missed.
While he didn't specify the game's length, Miyamoto said the levels and worlds will add up to "maybe less than half" of the current Mario platforming titles (like Super Mario 3D Land for Wii U), with levels tailored specifically for shorter mobile play sessions.
During Wednesday's Apple event, Miyamoto made sure to stress Super Mario Runwould only have a single, up-front purchase price, and not be buoyed by microtransactions. When asked why this was important to clarify -- before even actually announcing the game's price -- he said the choice was about younger players.
"A lot of people nowadays are downloading games and paying as they go along, but for Nintendo's audience, we have parents buying the game for their kids," he said. "So they know once they have paid a set price and they don't have to worry about other charges down the line."
Maybe he's been talking to Kanye and Kim Kardashian, who have both complained very publicly about microtransactions on games their daughter plays.
Super Mario Run is out sometime around the holidays for iOS devices.
Topics Apple iPhone Nintendo
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