Nintendo’s risky mobile games push with paid Super Mario launch on iPhones

Nintendo Co will make a big push into mobile gaming on Thursday with the launch of the popular Super Mario Bros franchise on the iPhone, a risky bet because users will need to pay upfront, at a time when the gaming market is getting crowded.

While investors are hoping Super Mario Run will be a hit for Nintendo, its decision to charge $9.99 for full access to the game may limit revenues and put its fate at the mercy of loyal Nintendo console-game fans.

I’m betting it will be a huge success. Let’s face it, that’s not much money for a game that so many people enjoy.



5 thoughts on “Nintendo’s risky mobile games push with paid Super Mario launch on iPhones”

  1. It’s not much, but App Store customers are skinflints, expectations of everything being free or underpriced set by Apple. Squenix usually sets prices in the $10-20 range, and gets hated on by many (I buy almost everything they put out).

    So I’m cautious about it. Nintendo might get a lot of downloads, then a lot of complaints about the $10 upgrade.

  2. A game that so many people enjoy? Who are these “so many” people that have played this game, Jim?

    Mario may be a character that many people enjoy, but no one has played this game yet. It’s not your standard Mario platformer, and the tap to jump games are boring. $10 is WAY too much for a tap to jump game.

  3. I think they’ll take a beating in the reviews because they went Free To Play. The $10 IAP isn’t a big dal, but they might have done better to just charge $10 for the initial purpose. I know I’d pay $10 sight unseen for it. It’s not a lot for a Nintendo game, and if I end up unsatisfied I just won’t buy the next one they put out.

    There are certain companies I’m willing to blindly bet $10 on, and Nintendo is one of them.

  4. There’s no doubt that many App Store customers are skinflints, so this will be a very interesting litmus test. If Nintendo can’t be successful with a premium game, I’m not sure who can.

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