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	<title type="text">Super Mario Run: everything you need to know about Nintendo&#8217;s first smartphone game &#8211; The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2016-12-21T13:45:24+00:00</updated>

	<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/15/13971938/super-mario-run-nintendo-mobile-app-smartphone-game" />
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		<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run was downloaded a record 40 million times in its first four days]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/21/14037982/super-mario-run-40-million-downloads-iphone-ipad" />
			<id>https://www.theverge.com/2016/12/21/14037982/super-mario-run-40-million-downloads-iphone-ipad</id>
			<updated>2016-12-21T08:45:24-05:00</updated>
			<published>2016-12-21T08:45:24-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[Nintendo's first proper smartphone game has proved to be a huge hit. According to the company, Super Mario Run was downloaded more than 40 million times in its first four days of availability on iOS, breaking the App Store record for number of downloads during that span. Previous reports pegged the game's debut at around [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Amelia Holowaty Krales / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606131/akrales_161207_1310_A_0036.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>Nintendo's first proper smartphone game has proved to be a huge hit. <a href="https://www.nintendo.co.jp/corporate/release/2016/161221.html">According to the company</a>, <em>Super Mario Run</em> was downloaded more than 40 million times in its first four days of availability on iOS, breaking the App Store record for number of downloads during that span. Previous reports pegged the game's debut at <a href="http://www.theverge.com/2016/12/16/13982844/super-mario-run-first-day-downloads">around 2.85 million downloads in its first day</a>, though these are the first official numbers to come from Nintendo.</p>
<p>That success was aided in part by a global launch, that saw <em>Super Mario Run</em> debut in 140 different countries. Nintendo doesn't say how many players actually spent money on the game; while it's free to download, <em>Super  …</em></p>
<p><a href="https://www.theverge.com/2016/12/21/14037982/super-mario-run-40-million-downloads-iphone-ipad">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run was downloaded 2.85 million times in its first day]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/16/13982844/super-mario-run-first-day-downloads" />
			<id>https://www.theverge.com/2016/12/16/13982844/super-mario-run-first-day-downloads</id>
			<updated>2016-12-16T11:24:47-05:00</updated>
			<published>2016-12-16T11:24:47-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[Super Mario Run is on pace to have the biggest launch in the history of the App Store. According to analytics firm Apptopia, the game was downloaded 2.85 million times in its first day of availability. Those numbers handily beat out Pok&#233;mon Go, which was downloaded 900,000 times in its first day, according to Apptopia's [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Amelia Holowaty Krales" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606121/akrales_161207_1310_A_0012.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p><em>Super Mario Run</em> is on pace to have the biggest launch in the history of the App Store. According to analytics firm <a href="https://apptopia.com/">Apptopia</a>, the game was downloaded 2.85 million times in its first day of availability.</p>
<p>Those numbers handily beat out <em>Pok&eacute;mon Go</em>, which was downloaded 900,000 times in its first day, according to Apptopia's data (that number jumped to 5.6 million by day three). Of course, the comparison isn't entirely fair: <em>Super Mario Run</em> was available in 150 countries at launch, while <em>Pok&eacute;mon Go</em> debuted in just three before a staggered rollout brought it out to the rest of the world (it was <a href="http://www.theverge.com/2016/12/13/13940212/pokemon-go-india-south-asia-launch">only recently made available in India and South Asia</a> …</p>
<p><a href="https://www.theverge.com/2016/12/16/13982844/super-mario-run-first-day-downloads">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Megan Farokhmanesh</name>
			</author>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[How to master Super Mario Run: 13 quick and easy tips]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/15/13966390/super-mario-run-tips-nintendo-ios" />
			<id>https://www.theverge.com/2016/12/15/13966390/super-mario-run-tips-nintendo-ios</id>
			<updated>2016-12-15T14:00:01-05:00</updated>
			<published>2016-12-15T14:00:01-05:00</published>
			<category scheme="https://www.theverge.com" term="Apple" /><category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Super Mario Run, Nintendo's first true smartphone game, arrives today on iOS. It's a little different than your typical Mario fanfare, which typically send the mustachioed plumber out on a grand adventure. Instead, the game has three modes - which you can test out for free - for players to sink their time into. The [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606127/akrales_161207_1310_A_0065.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p><em>Super Mario Run, </em>Nintendo's first true smartphone game, <a href="http://www.theverge.com/2016/11/15/13636450/super-mario-run-iphone-ipad-release-date-price">arrives today</a> on iOS. It's a little different than your typical Mario fanfare, which typically send the mustachioed plumber out on a grand adventure. Instead, the game has three modes - which you can test out for free - for players to sink their time into.</p>
<p>The game does include in-game purchases with coin currency and a one-time fee of $9.99 to unlock its full features, and it will require an <a href="http://www.theverge.com/2016/12/9/13897344/super-mario-run-internet-connection">active internet connection</a> to play. To help you make the most of your mobile Mario time, we've compiled our best tips and tricks.</p>
<h2 class="wp-block-heading" id="SfgdpU">World Tour Mode</h2>
<p>World Tour Mode is a mashup of classic side-scroll …</p>
<p><a href="https://www.theverge.com/2016/12/15/13966390/super-mario-run-tips-nintendo-ios">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run review: a fun but compromised Mario on iPhone]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/15/13961146/super-mario-run-review-nintendo-mobile-app-iphone-ipad" />
			<id>https://www.theverge.com/2016/12/15/13961146/super-mario-run-review-nintendo-mobile-app-iphone-ipad</id>
			<updated>2016-12-15T13:00:01-05:00</updated>
			<published>2016-12-15T13:00:01-05:00</published>
			<category scheme="https://www.theverge.com" term="App Reviews" /><category scheme="https://www.theverge.com" term="Apple" /><category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Reviews" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Oftentimes Super Mario Run, the first smartphone game created by Nintendo, feels like a compromised version of the classic games. To work comfortably on a touchscreen held in one hand, Nintendo has had to change its proven formula. This isn't new for Nintendo, a company that, particularly with portable gaming, has found creative ways to [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Amelia Holowaty Krales / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606119/akrales_161207_1310_A_0050.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>Oftentimes <em>Super Mario Run</em>, the first smartphone game created by Nintendo,<em> </em>feels like a compromised version of the classic games. To work comfortably on a touchscreen held in one hand, Nintendo has had to change its proven formula. This isn't new for Nintendo, a company that, particularly with portable gaming, has found creative ways to adapt its most beloved franchise. But <em>Super Mario Run</em> is, for better and worse, different.</p>
<p>While <em>Super Mario Run</em> may look like a traditional side-scrolling game, it's actually an automatic runner, a genre popularized on mobile by <em>Canabalt</em> and <em>Temple Run</em>. On his own, Mario perpetually runs to the right of the …</p>
<p><a href="https://www.theverge.com/2016/12/15/13961146/super-mario-run-review-nintendo-mobile-app-iphone-ipad">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>James Vincent</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run is available now to download on iOS]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/15/13965418/super-mario-run-download-app-store" />
			<id>https://www.theverge.com/2016/12/15/13965418/super-mario-run-download-app-store</id>
			<updated>2016-12-15T12:32:06-05:00</updated>
			<published>2016-12-15T12:32:06-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Mobile" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Super Mario Run is now live on the App Store - buy it yourself for $9.99. The much-anticipated game is Nintendo's first real attempt to puts its storied back catalogue of video game characters to use in the mobile world. Super Mario Run is a take on the endless runner type of game, letting players [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606129/akrales_161207_1310_A_0073.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p><em>Super Mario Run </em>is now <a href="https://itunes.apple.com/us/app/id1145275343?mt=8&amp;ign-mpt=uo%3D4">live on the App Store</a> - buy it yourself for $9.99. The much-anticipated game is Nintendo's first real attempt to puts its storied back catalogue of video game characters to use in the mobile world. <em>Super Mario Run </em>is a take on the endless runner type of game, letting players control Mario in a traditional side-scrolling platformer environment, but with just one control: tap to jump. It's a simple set-up, but appropriate considering that Mario's first ever video game appearance, in 1981's <em>Donkey Kong</em>, saw him billed as simply "Jumpman."</p>
<div class="wp-block-vox-media-highlight vox-media-highlight alignnone"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7653053/Screen_Shot_2016_12_15_at_6.27.13_PM.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="">
<h2 class="wp-block-heading" id="e6Jcqb"><a href="http://www.theverge.com/2016/12/15/13961146/super-mario-run-review-nintendo-mobile-app-iphone-ipad">Super Mario Run review: a fun but compromised Mario on iPhone</a></h2></div>
<p>The game features th …</p>
<p><a href="https://www.theverge.com/2016/12/15/13965418/super-mario-run-download-app-store">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>James Vincent</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run will need an active internet connection to play]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/9/13897344/super-mario-run-internet-connection" />
			<id>https://www.theverge.com/2016/12/9/13897344/super-mario-run-internet-connection</id>
			<updated>2016-12-09T05:40:37-05:00</updated>
			<published>2016-12-09T05:40:37-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Mobile" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Super Mario Run is coming out December 15th, but to play it you'll need an active internet connection. That means no using the game on a subway or plane - unless you're above ground or connected to Wi-Fi. Mario creator Shigeru Miyamoto confirmed this detail in an interview with Mashable, saying the requirement was introduced [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606127/akrales_161207_1310_A_0065.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p><em>Super Mario Run</em> is <a href="http://www.theverge.com/2016/12/8/13882802/super-mario-run-preview-hands-on-ios-iphone-android">coming out December 15th</a>, but to play it you'll need an active internet connection. That means no using the game on a subway or plane - unless you're above ground or connected to Wi-Fi. Mario creator Shigeru Miyamoto confirmed this detail in <a href="http://mashable.com/2016/12/08/super-mario-run-shigeru-miyamoto-interview/#YmAc7EQmpiqo">an interview with <em>Mashable</em></a>, saying the requirement was introduced to curb piracy.</p>
<p>"For us, we view our software as being a very important asset," said Miyamoto. "And also for consumers who are purchasing the game, we want to make sure that we're able to offer it to them in a way that the software is secure […] We wanted to be able to leverage that network connection with all three of  …</p>
<p><a href="https://www.theverge.com/2016/12/9/13897344/super-mario-run-internet-connection">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run hands-on: like Mario, just simpler]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/8/13882802/super-mario-run-preview-hands-on-ios-iphone-android" />
			<id>https://www.theverge.com/2016/12/8/13882802/super-mario-run-preview-hands-on-ios-iphone-android</id>
			<updated>2016-12-08T10:19:52-05:00</updated>
			<published>2016-12-08T10:19:52-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[A week ahead of the release Nintendo's first true smartphone game, Super Mario Run, we had a chance to spend a half-hour with the portable platformer. How does it feel? Surprisingly like a classic Mario game. Super Mario Run strips the core of a Mario game to its very basics. Unlike classic Mario games, in [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Amelia Holowaty Krales / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606131/akrales_161207_1310_A_0036.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>A week ahead of the release Nintendo's first true smartphone game, <em>Super Mario Run</em>, we had a chance to spend a half-hour with the portable platformer. How does it feel? Surprisingly like a classic Mario game.</p>
<p><em>Super Mario Run</em> strips the core of a Mario game to its very basics. Unlike classic Mario games, in which you control the forward and backward movement of Mario, this game is an automatic runner, which means that Mario will run on his own. You control when he jumps.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>With one button, the game accomplishes a lot</p></blockquote></figure>
<p>A light tap will cause a quick hop, while a longer press will send the mustachioed plumber soaring through the air. Moves can be …</p>
<p><a href="https://www.theverge.com/2016/12/8/13882802/super-mario-run-preview-hands-on-ios-iphone-android">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[A chat with Shigeru Miyamoto on the eve of Super Mario Run, Nintendo’s first smartphone game]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview" />
			<id>https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview</id>
			<updated>2016-12-08T00:30:01-05:00</updated>
			<published>2016-12-08T00:30:01-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[In 2004, Nintendo released a strange dual-screened handheld called the DS, and with the hardware, a broader initiative the company called its "blue ocean strategy." Instead of battling against heavyweight competitors like Sony and Microsoft, Nintendo would carve out its own unique space in the market. While video game consoles became increasingly complex, the DS [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Amelia Holowaty Krales / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/7606125/akrales_161207_1310_A_0200.0.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>In 2004, Nintendo released a strange dual-screened handheld called the DS, and with the hardware, a broader initiative the company called its "blue ocean strategy." Instead of battling against heavyweight competitors like Sony and Microsoft, Nintendo would carve out its own unique space in the market. While video game consoles became increasingly complex, the DS and its touchscreen were meant to be more approachable, a way to bring in new players who were intimidated by complicated controllers. And it worked - for a time. The DS and Nintendo's "blue ocean" console, the Wii, combined to sell more than 250 million units, besting iconic devices …</p>
<p><a href="https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Super Mario Run is launching on December 15th for $9.99]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/11/15/13636450/super-mario-run-iphone-ipad-release-date-price" />
			<id>https://www.theverge.com/2016/11/15/13636450/super-mario-run-iphone-ipad-release-date-price</id>
			<updated>2016-11-15T09:13:43-05:00</updated>
			<published>2016-11-15T09:13:43-05:00</published>
			<category scheme="https://www.theverge.com" term="Apple" /><category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Super Mario's long-awaited mobile debut is coming very soon: Nintendo has announced that Super Mario Run will be launching on December 15th for iOS devices. The game will feature three different modes, each of which you can try out for free. But in order to get the complete experience you'll need to pay a one-time [&#8230;]]]></summary>
			
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						<p>Super Mario's long-awaited mobile debut is coming very soon: Nintendo has announced that <em>Super Mario Run</em> will be launching on December 15th for iOS devices. The game will feature three different modes, each of which you can try out for free. But in order to get the complete experience you'll need to pay a one-time fee of $9.99. Nintendo says that the game will be available in 151 countries at launch, and will support multiple languages, including English, Japanese, German, French, Spanish, Portuguese, Italian, Dutch, Russian, and traditional Chinese. The game was <a href="http://www.theverge.com/2016/9/7/12836392/nintendo-mario-iphone-apple">first announced in September</a>, when <em>Mario</em> creator Shigeru Miyamoto appeared onst …</p>
<p><a href="https://www.theverge.com/2016/11/15/13636450/super-mario-run-iphone-ipad-release-date-price">Read the full story at The Verge.</a></p>
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				<name>Lauren Goode</name>
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			<author>
				<name>Sam Byford</name>
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			<title type="html"><![CDATA[Super Mario creator Miyamoto on why Nintendo turned to iPhone]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2016/9/8/12848458/nintendo-miyamoto-interview-super-mario-run-iphone-consoles-games" />
			<id>https://www.theverge.com/2016/9/8/12848458/nintendo-miyamoto-interview-super-mario-run-iphone-consoles-games</id>
			<updated>2016-09-08T12:12:57-04:00</updated>
			<published>2016-09-08T12:12:57-04:00</published>
			<category scheme="https://www.theverge.com" term="Apple" /><category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Almost nothing at yesterday's iPhone event was a major surprise, given that everything about the new iPhone leaked in advance. The most unexpected part of it actually happened within the first few minutes, with the announcement of the first Super Mario game for the iPhone. Nintendo's talismanic designer Shigeru Miyamoto, who created the iconic Donkey [&#8230;]]]></summary>
			
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<p>Almost nothing at yesterday's iPhone event was a major surprise, given that everything about the new iPhone leaked in advance. The most unexpected part of it actually happened within the first few minutes, with the <a href="http://www.theverge.com/2016/9/7/12836392/nintendo-mario-iphone-apple">announcement of the first Super Mario game for the iPhone</a>.</p>
<p>Nintendo's talismanic designer Shigeru Miyamoto, who created the iconic Donkey Kong, Super Mario, and Zelda series among many others, was even on hand to introduce the new game, called <em>Super Mario Run</em>. It's launching first on the iPhone this December, and will eventually come to Android, Nintendo said in a later interview with <em>The Verge</em>.</p>
<p>But, while Miyamoto's appearance  …</p>
<p><a href="https://www.theverge.com/2016/9/8/12848458/nintendo-miyamoto-interview-super-mario-run-iphone-consoles-games">Read the full story at The Verge.</a></p>
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