Super Mario Runs to Android (Sometime) in March

Posted on January 19, 2017 by Paul Thurrott in Android, Games, iOS, Mobile with 11 Comments

The eagerly-awaited launch of Super Mario Run for Android just got a bit clearer: It will arrive in March, Nintendo says.

“The Android version of Super Mario Run will be delivered in March 2017,” a Nintendo tweet reads (in Japanese). “Currently, Google Play is accepting signups to inform you of when delivery begins. Please sign up.”

The ability to “pre-register” for Super Mario Run for Android went live in late December, but the game trails the iPhone/iPad version by months. It was first announced at the iPhone 7 press conference in September, where it was literally the only surprise at the event. But it shipped on iOS back in mid-December.

Aside from feeling like a second-class citizen—something I feel keenly now as an Xbox-using Call of Duty fan—Android users have a lot to look forward to: Super Mario Run is a surprisingly rich game, with tons of unique and enjoyable game play. It’s also wrapped in that Disney-esque Nintendo charm and quality, and well worth the $10 asking price.

Why Nintendo can’t just announce the exact release date is unclear.

 

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Comments (11)

11 responses to “Super Mario Runs to Android (Sometime) in March”

  1. 5641

    So, no word on the windows 10 mobile version? /s

    • 9562

      In reply to James_Wilson:

      Soooooon™

      Just wait for Mango™

      Just wait for Tango™

      Just wait for UWP™

      Just wait for Project Islandwood™

      Just wait for Continuum™

      Just wait for the Creators Update™

      Just wait for x86 on ARM™

      ... it's coming, swear!

  2. 442

    Kinda of sad when a game will make so much money on name alone, when the game really isn't that great.  They over simplified it to where it's just flat out boring to play.

    • 217

      In reply to Narg:

      I agree - the game is almost too easy to play, making it boring. 

    • 1186

      In reply to Narg:

      Maybe it depends on how much you choose to get out of the game. While it is true that if you have any experience playing Super Mario games, you can breeze through the Tour mode in an hour or two, but there can be a lot more to the experience if you want there to be.

      I've been having fun trying to collect all of the pink/purple/black coins. Finding them all has been challenging and rewarding for me. I've gotten more than my money's worth with that alone. I started off being indifferent to the Toad Rally mode but over time it has become the first thing I do when I open the game. It is asynchronous multiplayer, sure, but I've had a lot of fun trying to beat out my opponent for coins and style points and I feel the sweat beading up on my brow when I get close to the end and fear that I may lose the rally, and several members of my kingdom's population in the process.

      Everyone has their own checklist for what makes a game great and this one checked all of the right boxes for me. I can understand your perspective, though.

    • 1143

      In reply to Narg:
      May be I can now get thru one world. Back in the day, I could not get thru the first world.
      Edit: Just looked at the video. I think I would not be able to get thru the worlds. I don't have the coordination for action games. I like puzzles, first person shooters, and assassins type games.

       

    • 4800

      In reply to Narg:

      Have you thought maybe you just outgrew the game.  Nintendo has always been geared more towards kids.

  3. 412

    Had a flashback to the Atari days when we eagerly awaited Pac-Man to be released. They had an 800 number dedicated to information about releases and I used to call all the time to verify the Pac-Man release date. Would always get the same woman who would answer "Yes, Pac-Man will be released in March." Never got a day. And I bought into the hype to. I used to dream of what it would be like on the Atari and all of that shattered the moment I powered the Atari On with Pac-Man. Still, I played the heck out of that game...

  4. 8578

    This it to wolters on premium: The Atari VCS had certain limitations that made Pac-Man a bad choice to implement except for the profit potential. The best games were designed specifically around the strengths and weaknesses of the platform and most games ported from arcades were unsuitable.

    • 8578

      In reply to skane2600:

      For those who are interested in why certain games were hard to port to the VCS, here's an old IEEE article published in 1983: http://spectrum.ieee.org/ns/pdfs/DesignCaseHistory-SpectrumMarch1983.pdf

      • 5641

        In reply to skane2600:

        And for even more technical details, here is the Atari VCS rendered in Minecraft!

        https://www.youtube.com/watch?annotation_id=annotation_812660475&feature=iv&src_vid=5nViIUfDMJg&v=jPRkjNDmTlc

        who remembers screen interrupts, buffers etc and writing values directly to them, then flipping them to get smooth scrolling!

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