Sales Mario Teaches Typing sold more than 800,000 copies. Fargo considered it a success. The following month, the organization reported that it was the sixth-bestselling software in home education and the ninth top-selling education game. PC Research also reported that
Mario Teaches Typing was the sixth top-selling IBM PC education game in September 1992. It dropped to ninth the following month and tenth in December 1992. At the Software Etc. chain of stores, it was the fifth-bestselling educational software for the week ending December 19, 1992. By January 1993, the title remained number ten on PC Research's list of top-selling IBM PC education games before returning to number nine in February. According to
PC Data,
Mario Teaches Typing was the number eight top education software in July 1994. In November 1995,
MultiMedia Merchandising magazine listed the game eighth on its top education bestsellers chart, based on a compilation of industry surveys and retail reports across the four formats. It remained on the list the following months, dropping to number 15 in December and then rising to number 12 in January 1996. The next month,
Mario Teaches Typing dropped back to fifteenth place, based on sales of only the PC and Mac CD-ROM versions. Also in 1996, PC Data noted that the enhanced CD-ROM Macintosh version was the tenth best-selling Macintosh software of June 1996, as well as the eighth top-selling software for the Macintosh in the first half of the year.
Critical response Mario Teaches Typing received mixed reviews. Commentators were split as to whether all audiences would benefit. Several reviewers compared it to
Mavis Beacon Teaches Typing; they felt
Mario Teaches Typing was a better fit for children and suggested the former for older users. Despite the commentary, Crane reportedly expressed dissatisfaction towards Fargo for creating a successful competitor against
Mavis Beacon Teaches Typing.
PC Magazine echoed similar statements, writing that the familiarity of Mario and the excitement of gaming would keep children interested in typing lessons. Similarly, the editors of
HomePC magazine named it one of the best software titles of 1994 in their holiday shopping guide. Writing for
Electronic Games, Laurie Yates felt that PC CD-ROM release of
Mario Teaches Typing stood out among the rise of child-focused typing programs at the time and recommended it, saying that it is a contender as the sole typing program for families. Lonnie Brown of the
Lakeland Ledger compared it to
Mavis Beacon Teaches Typing, noting that while
Mario Teaches Typing would appeal to children more, the other title provides more thorough lessons. The reception in the United Kingdom was mixed. Sue James of
PC Review was critical, finding it less effective and more "gimmicky" than similar games. While she noted the addition of the teaching aid on the status bar, James felt the amount of activity on the screen precludes players from using it. She wrote that the animations and sound effects hindered rather encouraged learning. James considered the passive error tallying, which did not interrupt the user's pace, and the less distracting drill-based mode as positive aspects along with the statistical feedback during and after lessons.
Retrospective Mario Teaches Typing received mixed retrospective reviews in the decades since.
Kill Screens Henry Crouch recalled a negative impression from using it in elementary school, describing it as "lazily constructed" and "no fun". He noted that he could advance by "frantically [mashing] the keyboard," negating the usefulness. While acknowledging that
Mario Teaches Typing was not as exciting as the
Mario platform games, Brett Alan Weiss of
Allgame felt it could "keep most kids entertained for a while". Reviewing the Macintosh version, he praised the learning curve, audiovisuals, and interface, specifically the hand diagram teaching aid. Conversely,
Eurogamers Johnny Chiodini lambasted the game, calling it a "horrible spin-off" and recommending against it. The next year,
Innovation & Tech Todays Anthony Elio recommended that players avoid the software citing its ineffectiveness and the frightening Mario head. Writing for
NPR in 2021, Brittany Vincent noted that the inclusion of a child-friendly character like Mario in an educational game makes sense now but acknowledged that it was strange at the time. She commented that one of the strange parts was the "creepy" 3D floating Mario head. ==Legacy==