

That's pretty much the gameplay in a gist it's just a lot of jumping. To make things easier, the character will automatically vault over certain enemies and obstacles in your path so you don't even need to hit jump for those. You can tap once to make a short jump or press and hold for a longer one. In Super Mario Run, your character automatically runs forward and the only control you have at your disposal is jump. That seems to be the main pitch for the game, which makes sense as it's not easy to play games on the phone with a lot of complex controls and the best games are often those that require just one finger input. 31 years later, some things are bound to have changed, but a lot have remained the same.įor starters, Super Mario Run is optimized for one-handed use. It is in fact a 2D side scrolling platformer, much like the game that started this series back in 1985. While the name brings to mind Temple Run and the million other games that spawned in its wake, Super Mario Run is not an endless runner. And thus we have the Super Mario Run, the first Nintendo game made exclusively for mobile. But then at the iPhone 7 launch event came the announcement that people have been waiting for years Nintendo was finally going to make a game for mobile itself, and it was going to be based on none other than its crown jewel IP, the Super Mario. Made in collaboration with Niantic, the game turned out to be a worldwide phenomenon, and for a while it seemed like no one will ever talk about anything else. The Japanese gaming giant seemed too uptight when it came to leaving its own ecosystem of devices and stepping into the somewhat murky waters of mobile gaming, and would rather go down with the ship, if it came to that, than evolve with the times.īut with the launch of Pokémon GO, it seemed like things are starting to change. There was a time when it seemed Nintendo would never make a game for the mobile market.
