Shortly after "Super Mario Run" was unveiled in the iOS platform, fans were excited, especially considering the fact that Android fans would have to wait until January 2017 to have a taste of it. However, it was not long before criticisms started appearing online.
Some features and requirements of the game, as marked out by Polygon, may have been the problem. But that is not all. Here are five displeasures that "Super Mario Fans" have at the moment:
1. There are compulsory internet connectivity requirements.
One bothersome shortcoming of "Super Mario Run" is its constant online connectivity requirement. Players will have to connect to a network in order to start and play the game.
Each time a player completes a level or earns something, "Super Mario Run" will access the internet. So if there is no reliable connection, the game will prompt them to find another one.
This means that playing in some places like a subway will be difficult or next to impossible. Even worse, players on planes will have to pay for Wi-Fi and so forth.
2. Nintendo is charging for "Super Mario Run."
On downloading the app, many Mario fans thought that "Super Mario Run" would be free-meum game. But after playing some levels, the game prompted them to make a purchase. Some of them took to Twitter to expel their frustrations.
When you play through the first three levels in #SuperMarioRun and find out you gotta pay for the rest pic.twitter.com/8ZUyvIrmAi
— Humbug (@MarveIousMisfit) December 15, 2016
I'm not quite sure #SuperMarioRun is worth $10. pic.twitter.com/6B5tdi5vkS
— #AskElissia Vids (@Ask_Elissia) December 15, 2016
— Wowzers! (@SuchWowz) December 16, 2016
#SuperMarioRun
10$ for the next world... You have to pay money to save the princess... OH MY GOD NINTENDO'S HOLDING PEACH FOR RANSOME pic.twitter.com/BGYpbjR49O
— 97,, (@alrightrowland) December 15, 2016
10$ to save peach?? she can die . #SuperMarioRun
"Super Mario Run" has a free version that starts as a demo, according to BBC. However, to access all the three modes of the game requires the player to buy the whole package at a cost of $9.99 in the United States and £7.99 in the United Kingdom.
3. There is limited control.
Even after years of Mario's evolution, players feel that the gaming experience is compromised by lack of precise control. A player is not required to do much, and that, according to some people, is mind-numbing.
At the beginning of "Super Mario Run," Mario runs towards the right automatically. When a player taps the screen, he does a small jump, and when they hold the screen longer, he performs a higher jump. Other than getting into the flow of the game and getting the timing right, there is nothing more.
4. Kingdom Builder is more work than fun.
"Super Mario Run's" Kingdom builder is a piece of work. Players will be required to spend much of their time playing the Toad Rally mode if at all they wish to unlock the offerings of the game.
The reward for playing the Toad Rally is more Toads for the player's personal kingdom. This then plays into a third mode, which is the Kingdom Builder.
The Kingdom Builder lets the player build their own personalized Mushroom Kingdom. One can purchase decorative items and buildings in order to unlock new playable characters- Peach, Luigi, and Toad.
However, the Builder itself is a dull routine and players will need to play and replay Toad Rally mode levels repeatedly. Only in this manner will they recruit hundreds of Toads to get access to new items and buildings.
5. Players fail to capture enough of Mario.
After Debut, many reviews have described "Super Mario Run" as an enjoyable game. However, they have also explored the other side of the coin, asserting that it is an imperfect adaptation of Mario games on smartphones and touchscreen devices in general.
Here is a review of "Super Mario Run":