Super Mario Run Players Are Slamming It With One-Star Reviews

Apple has been hyping Nintendo's first mobile game for iPhone, Super Mario Run, for months now, but that hasn't stopped frustrated players leaving a rash of 1-star reviews in the App Store. The hotly-anticipated title, which brings gaming icon Mario to iOS in a simple 2D, coin collecting side-scroller, is designed for one-handed play, with straightforward tap-to-jump control. That's gone down well among many players – ourselves included – but not everyone is convinced.

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If you're at all familiar with classic Mario titles from previous Nintendo games, Super Mario Run shouldn't come as too much of a surprise. By default Mario runs left to right through each level, jumping and bouncing to collect coins and avoid enemies. It's a simplicity which makes it easy to crash through a few levels while you're holding onto the rail in a bus or on a train, but has also met with some push-back from vocal reviewers.

They've taken to the App Store in droves, and while a fair proportion of the more than 35,000 reviews left have been 5-stars and glowing, even more have been just 1-star. Currently, Super Mario Run has a 2.5-star average rating. Fans praise the easy gameplay and retro nostalgia.

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Still, that hasn't stopped negative reviews from piling in, and while there are a variety of complaints to justify low ratings, there are nonetheless a few common themes. The loudest, unsurprisingly, is the cost, with many taking issue about the $9.99 price Nintendo has set. There, the game company does need to shoulder a little of the blame.

Paid mobile games aren't unsuccessful, on iOS particularly; it's not like iPhone and iPad users are averse to coughing up a few bucks for a download. What seems to have rubbed many reviewers the wrong way is how Nintendo has used in-app purchase to make that charge.

Rather than asking for $9.99 upfront, Super Mario Run is a free download. However, if you want to get past the most basic of taster levels, you'll need to buy the game through iOS' in-app purchase system. After that, Nintendo has said, there'll be no further charges, though you can of course buy things with the in-app gold coin currency gathered through gameplay.

Undoubtedly giving a taste of Super Mario Run before asking for payment is going to go down well with some users, but others have been less impressed. Indeed, its drawn comparisons – and generally not positive ones – with Niantic's Pokemon Go, which has also been criticized for its reliance on in-app purchases. Whether the decision will come back to haunt Nintendo remains to be seen.

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Other complaints are arguably more justified. The fact that you can't play Super Mario Run without a network connection is something we knew was the case, but is no less frustrating for having been forewarned. Nintendo says it's a matter of avoiding piracy, but you probably won't be so understanding when you next want to play on the subway or on a plane.

Proving you can't please everyone, all the time, other reviews have criticized the one-handed control, requesting a way to manually move Mario through each level. Some have taken issue with the absence of Family Sharing support, and the fact that game progress is saved to a Nintendo account, not iCloud.

Deal-breakers? Probably not, given Super Mario Run is already taking on Pokemon Go for first-day download records. It's probably worth a download to try out yourself, just don't be surprised when Nintendo asks for its ten bucks.

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