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'Super Mario Run' Review - Mario and Luigi Are Doing What They Can
I feel pretty confident saying that Super Mario Run [Free] is the most hyped game release in the history of iOS. It has had the full marketing weight of two of the biggest giants in the industry behind it since its announcement, with Apple even going so far as to introduce a new notification system to allow players to pre-order it. That hype is there for good reason, of course. This is a historical moment for the video game industry. It's the first time a Mario game developed by Nintendo has released on non-Nintendo hardware since, I think, the original Mario Bros. back in the early 1980s. The legendary game designer Shigeru Miyamoto took a direct hand in the development of Super Mario Run, something he hasn't done for a Mario game since Super Mario Galaxy back in 2007. While the concept of Miitomo [Free] felt a bit underwhelming, Super Mario Run is Nintendo committing to mobile with unexpectedly fierce intensity. All of that leads to expectations, and those can be tricky things to manage. For most, it would be impossible to live up to those twin spires of hype and history, but if anyone could pull it off, it would be Nintendo. I wish I could tell you that they did it. I would rather be writing a completely beaming review of one of the finest games to grace the app store, a game that through sheer quality justifies all of its hoops and irregularities relative to the rest of the App Store. I love Mario. But that's not the review I'm writing today. Today, I'm writing about a pretty decent runner, polished to a shine, that just happens to feature one of gaming's most famous icons. For many, that's probably going to be enough to merit picking up Super Mario Run, but I can't help but think this could have been better.
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