Super Mario Run
Super Mario Run came out when Nintendo was still testing the waters with their mobile offerings, and it shows. The game is entirely without microtransactions, but to play more than the first couple of levels, you'll need to pay a solid $10. That purchase price does net you a full Mario game that was intentionally designed for one-handed play during bite-sized sessions, but it feels grossly out of place on a platform largely dominated by free-to-play titles. I'm used to seeing console ports like the Final Fantasy series having relatively staggering price tags, but games designed exclusively for mobile rarely require purchases as large as that, at least at one time. Fortunately, once you jump that hurdle, the product you receive is actually pretty good. Super Mario Run is built on the familiar New Super Mario Bros. engine but has a few control alterations to make it feel more at home on mobile. As its title implies, this is a "runner" style game, with Mario consta