Super Mario Run: Tried the free demo. Wow, does this game's tutorial ever make this look like a game oriented around microtransactions! It has its own virtual economies with tickets and coins. If you buy the game you get bonus tickets and coins too. I had to do everything, including "buying" a structure for my "kingdom" before the game would let me play freely. So anyway, I have never been in love with Mario Bros. It was a brief amusement in the 80s. But I have enjoyed other Mario games, like the 3D World series and at least one of their RPGs, but just not the basic platformer. Actually, I think that platformers are overrated. While it is technically polished (the original game, I mean) it's not much fun. Missing platforms or over-running at the tail of a landing are frustration points that I could never improve. I think that lots of other games were more forgiving of players, and therefore they felt more under control. And so it is with Super Mario Run, where jumping at the wrong time leads to lots and lots of failures. Except that on top of fundamental gameplay difficulty this time the jumping feels less responsive, even sluggish at times. But because you're always running there is even less room to master your moves. Mario doesn't always jump on command. So in my case, I'm not enjoying it and sentimentality isn't getting the better of me. This game is for some people, but it's not for everyone.
INSIDE: Speaking of side-scrolling platformers, I played this all the way through for the second time. It is superb, modern, got some edge-of-your-seat tension, and an awesome gameplay ending. This is what bringing new ideas to the table will get 'ya... I don't think Nintendo was listening.
Just say no to loot crates