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It's really more than you might think.

http://www.idownloadblog.com/2015/01/09/monument-valley-piracy/

For example, 60% of Monument Valley installs were pirated. I know a couple of devs, they say that this isn't an anomaly; their apps too get quite pirated as well. Mario on iOS is getting crazy amounts of hype, so I wouldn't blame them too much for trying to protect it.
That article stinks to me. I have that game and had it on my old phone, new phone and iPad. I've also reinstalled my phone. Without them actually knowing how many times people have done that they can't possibly know how much is piracy and is nothing more than a wild and pretty rediciloous guess. For android where installing an apk is so easy sure but not iOS.
 
The game will be free to download and play.

It will have an in app purchase of £9.99 to unlock the full features of the game.
I'm hoping that you are mistaken for those that share apps with their family. A single $10 purchase versus a $10 in-app purchase per device. So far it hasn't been definitively clear as to which way it will go, so below is simply the information that I had come across prior to this thread. We have a little less than a week to see which way Nintendo will go.

I had originally heard about the two different applications through Outside Xbox's alternate channel Outside Xtra on YouTube, but PCMag.com seems to be reporting the same thing.

"Refreshingly, Super Mario Run has no in-app purchases. There's a demo consisting of three levels available for free, and the full, paid-for game priced at $9.99. However, there's one additional barrier to play beyond the price. Nintendo decided to only allow the game to be played if an active Internet connection is maintained. If you happen to travel somewhere your iPhone or iPad loses its signal, Super Mario Run can't be played." (the source article is hyperlinked up above)

I'm not overly excited for the excessive requirement for constant online connection, but I'm hopeful Nintendo will back off of their requirement and just notify the user that certain functions are unusable when offline.
 
Nintendo was bound to shoot itself in the foot with this. They haven't done something right since the GameCube.

The GameCube? It's one of the worst selling Nintendo console in their history, only the Virtual Boy and Wii U had worst sales.
 
I'm hoping that you are mistaken for those that share apps with their family. A single $10 purchase versus a $10 in-app purchase per device. So far it hasn't been definitively clear as to which way it will go, so below is simply the information that I had come across prior to this thread. We have a little less than a week to see which way Nintendo will go.

I had originally heard about the two different applications through Outside Xbox's alternate channel Outside Xtra on YouTube, but PCMag.com seems to be reporting the same thing.

"Refreshingly, Super Mario Run has no in-app purchases. There's a demo consisting of three levels available for free, and the full, paid-for game priced at $9.99. However, there's one additional barrier to play beyond the price. Nintendo decided to only allow the game to be played if an active Internet connection is maintained. If you happen to travel somewhere your iPhone or iPad loses its signal, Super Mario Run can't be played." (the source article is hyperlinked up above)

I'm not overly excited for the excessive requirement for constant online connection, but I'm hopeful Nintendo will back off of their requirement and just notify the user that certain functions are unusable when offline.
Oh, maybe you're right. I had read about the in app purchase in a couple of places.

I also have family sharing on my iCloud account so hopefully it has two apps.
 
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I don't get why it has to check constantly. Surely it could check less frequently for subway users, etc, and still prevent privacy piracy.
It doesn't need to. Apple/iOS has a built in way of validating the authenticity of a device/user offline. Nintendo seems to have chosen not use this.
 
Oh really, we should stop acting like 10 year old children over the very serious issue of a game depicting a mustachioed plumber traveling through the Mushroom Kingdom leaping for giant coins floating in the air?
Depends whether or not they are magic mushrooms.
 
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do people not realize that pirated things are common outside of the US? I mean i don't want mention names: starts with a "c" ends with a "hina". Or that one country that starts with a "R" and ends with a "ussia". just to name a few without going to the "easts" in the middle.
[doublepost=1481306184][/doublepost]seriously though, there needs to be a better way to authenticate the game because playing on a plane would be nice.
 
So, Mario will be trying to run with an achilles heel. Unbelievable.
This news is devastating to my purchase decision. It really turns me off and creates a dark cloud over the whole thing. Nintendo seems to be operating in fear/greed mode. This is so annoying. And btw, how much freaking data is this thing going to suck? Should be called Super Mario Tease.
 
I'm hoping that you are mistaken for those that share apps with their family. A single $10 purchase versus a $10 in-app purchase per device. So far it hasn't been definitively clear as to which way it will go, so below is simply the information that I had come across prior to this thread. We have a little less than a week to see which way Nintendo will go.

Can't you simply "restore" the in-app purchase on the other devices? I have never heard that they are limited to single device.
 
I could be mistaken, but I've heard that there will actually be two different apps out on the store. The free one with the first 3 levels for the main game mode, and the paid one with all the levels for the main mode. Both versions will have the Toad Race and Kingdom Builder modes available. I have not heard whether they were going to offer an in-app upgrade for the free or if the only way to get more levels is to delete and purchase the full game.

I hope it's the latter, simply to make purchases with family sharing easier.
 
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I'm hoping that you are mistaken for those that share apps with their family. A single $10 purchase versus a $10 in-app purchase per device. So far it hasn't been definitively clear as to which way it will go, so below is simply the information that I had come across prior to this thread. We have a little less than a week to see which way Nintendo will go.
It's been that way ever since you're able to purchase digital downloads - each purchase is tied to the system and not the user ID. Meaning if you have multiple Nintendo consoles, you'd have to buy each title on each console. $30-40 for each game on the 3DS multiplied by the number of console you have, compared to the typical $0.99 on the iPhone which you can install on all your iOS devices, the difference in price is astronomical. Nintendo can partly blame themselves for the decline of their business and the rise of mobile gaming due to this model.
 
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Oh, maybe you're right. I had read about the in app purchase in a couple of places.

I also have family sharing on my iCloud account so hopefully it has two apps.
I had heard about the in-app purchase route a few times too, so I really don't know either way.

Can't you simply "restore" the in-app purchase on the other devices? I have never heard that they are limited to single device.
Beats me, I generally don't do in-app on iOS so I have no experience. I know for a fact that consumable purchases, such as in-game currencies are a single download and you have to repurchase later if you want more. If it does go the in-app upgrade route, hopefully the purchase can be restored. Makes the two app route moot besides the extra step of reactivating.

I hope it's the latter, simply to make purchases with family sharing easier.
Agreed. I will play it for sure, not sure about my siblings though. I'll find out in a week whether anyone else is interested in the app.
[doublepost=1481307910][/doublepost]
It's been that way ever since you're able to purchase digital downloads - each purchase is tied to the system and not the user ID. Meaning if you have multiple Nintendo consoles, you'd have to buy each title on each console. $30-40 for each game on the 3DS multiplied by the number of console you have, compared to the typical $0.99 on the iPhone which you can install on all your iOS devices, the difference in price is astronomical. Nintendo can partly blame themselves for the decline of their business and the rise of mobile gaming due to this model.
Sadly I'm quite aware that this is how it works on their own consoles. My wife and I have our own copies of Animal Crossing: New Leaf because of it (which doesn't bother me too much as we both quite enjoy the game). And between the two Wiis my family had, we have two different copies of Donkey Kong Country from the virtual console. Thankfully you can at least transfer the license from a Wii to a Wii U or a 3DS to another 3DS (given that you still have the consoles on hand).

I'm so used to paying for applications separately than everyone else in my family since most of them use iPhones while I use an android phone. I agree that it would have been nice for Nintendo to allow some form of purchasing a single license for multiple units as there are cases where a family has multiple consoles... Who wants to buy the same game for each device? I for one would buy more games from the virtual console if it would work on both my Wii U and my New 3DS with a single purchase, bonus points for the Switch getting it as well (not holding my breath though).
 
Can't you simply "restore" the in-app purchase on the other devices? I have never heard that they are limited to single device.

You can. We have multiple devices (3 iPads and 2 iPhones) which all get the in-app purchases which were paid for on one device.

Apple says the following:

If a free app has been shared and a user makes in-app purchases, this is supported; however, if the user leaves the group in which the app was originally shared, the user will need to purchase the app on their own and then restore their purchases.
 
Can't you simply "restore" the in-app purchase on the other devices? I have never heard that they are limited to single device.

Beats me, I generally don't do in-app on iOS so I have no experience. I know for a fact that consumable purchases, such as in-game currencies are a single download and you have to repurchase later if you want more. If it does go the in-app upgrade route, hopefully the purchase can be restored. Makes the two app route moot besides the extra step of reactivating.


Agreed. I will play it for sure, not sure about my siblings though. I'll find out in a week whether anyone else is interested in the app.
You can restore in app purchases on other devices, but not as straight forward as family sharing. On iOS devices used by your family members (signed in to the Apple App Store with their individual IDs), you'll have to temporarily sign them out, sign in with your ID that made the in-app purchase, install that app while signed in to your ID, then restore the purchase within the app.
 
Yes, because piracy is rampant on iOS. :rolleyes:

Nintendo is going to end up like RIM if they keep this up. Their consoles are not that good anymore and seem more like gimmicks than anything. So resistant to move FORWARD all for the sake of fear.
This isn't releasing on only iOS. It bothers me because I pictured playing this on a plane but you're really stretching it. They do move forward, and in fact, move in different directions than others. Sometimes for good, sometimes for bad.
[doublepost=1481311137][/doublepost]
do people not realize that pirated things are common outside of the US? I mean i don't want mention names: starts with a "c" ends with a "hina". Or that one country that starts with a "R" and ends with a "ussia". just to name a few without going to the "easts" in the middle.
[doublepost=1481306184][/doublepost]seriously though, there needs to be a better way to authenticate the game because playing on a plane would be nice.

Yeah, I fly two times or more a week and this was on my list of time wasters...it blows.
[doublepost=1481311560][/doublepost]
It's been that way ever since you're able to purchase digital downloads - each purchase is tied to the system and not the user ID. Meaning if you have multiple Nintendo consoles, you'd have to buy each title on each console. $30-40 for each game on the 3DS multiplied by the number of console you have, compared to the typical $0.99 on the iPhone which you can install on all your iOS devices, the difference in price is astronomical. Nintendo can partly blame themselves for the decline of their business and the rise of mobile gaming due to this model.

It's tied to both your system and the user ID, actually. If you were to lose the system, you can revoke those purchases and be credited for a new system, for instance. Similar to how iTunes used to work, you would need to call customer service to have it done. It's by no means the most convenient way to do this, and it's probably going away with the Switch.

Nintendo is not to blame at all, the decline in their business is primarily with the console end - which will now be merged with the handheld end.
 
The number of people that have jailbroken phones that might pirate this game HAS to be lower than the number of people that won't buy it now with this requirement. Also, those jailbreakers who would pirate it wouldn't have bought it anyway, but now they've made the experience terrible for the people that do buy it.
 
Super Mario Run, the new Super Mario game that is built for a single hand, so you can use it while commuting.

BTW, you can't use it in the metro...
 
Family guy - The quest for stuff is the same. It must have a connection to get past the start up screen. This is very annoying after a while, it's slow to connect and if the connection drops at any point, the game freezes. This also kills the battery quite quickly too; as you can imagine. I can't imagine the bills for mobile data if people aren't careful!

I think Apple really should block this happening in Apps!
 
No, I'm not buying. I'd appreciate it if you didn't libel me. :p



Yep. Fair enough.

In this post from a former thread I said:

"I will probably buy it to support one-off payment games, and to encourage Nintendo to release more on iOS. Unless the game is terrible or something, which I doubt it will be (and they're letting us try it first, so where's the harm?)"

So I was all for it. It turns out 'the harm' (for me) was the then-unknown requirement for an always-on internet connection, which I think is unacceptable for a game of this type. As I indicated in the quote above, my planned purchase was as much about supporting and encouraging Nintendo to release games on iOS as anything... I have enough Mario games across numerous consoles, and I love most of them, so that would have been a bonus, but I can live without it quite happily.

I agree. I was all for buying this game. $9.99 is high for iOS, but low for Nintendo games in general. The always-needed internet connection now means:
• My son can't play it on the iPad for car rides.
• My phone will use the data plan when I just want to play some Mario.

I don't ride on subways, so it's not a direct problem for me, but this was really short-sighted thinking on Nintendo's part.
[doublepost=1481316745][/doublepost]
The internet connection is in another castle.
/thread
 
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i live in new york city where EVERYONE takes the subway. there is no wi-fi or cell service down there (some stations have it and when you are on the train, signal for cellphone goes in and out). i don't see how this makes any sense for someone who would play it at a time like being on a train underground.

and you KNOW this app is going to eat up your data too AND battery power while it keeps looking for and using an always-on signal. pathetic.

lastly, WHO pirates iOS apps? miyamoto thinks we are living in 1997 when playstation games were being copied by the millions (which actually helped playstation beat the n64).
 
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