'Super Mario Run' tops Apple's highest grossing, free app charts hours after launch
Less than 12 hours after its launch on Thursday, Nintendo's ultra-hyped "Super Mario Run" now sits atop two of Apple's Top Charts as the most popular free and top grossing app.

As seen above, Super Mario Run is listed as the most popular free app on the U.S. iOS App Store, while at the same time coming in at No. 1 on the highest grossing list. The app debuted to much fanfare on Thursday.
While free to download, Super Mario Run includes an in-app purchase that is all but required to actually play the game. Paying the $9.99 entry fee provides full access to all six game worlds, 20 Toad Rally tickets and 3,000 coins.
Without the unlock, gamers can only play through three levels before being rate limited to 20-second try-outs.
At the time of this writing, Super Mario Run has an average 3-star rating with well over 21,000 reviews.
Considering the speed at which Nintendo's title soared to the top of Apple's charts, it is likely that both companies are making significant gains -- more so for Nintendo -- from gamers eager to get their hands on Mario's latest adventure.
Announced in September, Super Mario Run is Nintendo's first official attempt at an in-house iOS game. Hyped for months, the release might have temporarily crashed Apple's online storefronts due to expectedly high demand.
For those who tried out the sample levels, or have yet to download the title, and are on the fence about dishing out $9.99 for a full unlock, make sure to check out AppleInsider's in-depth review.

As seen above, Super Mario Run is listed as the most popular free app on the U.S. iOS App Store, while at the same time coming in at No. 1 on the highest grossing list. The app debuted to much fanfare on Thursday.
While free to download, Super Mario Run includes an in-app purchase that is all but required to actually play the game. Paying the $9.99 entry fee provides full access to all six game worlds, 20 Toad Rally tickets and 3,000 coins.
Without the unlock, gamers can only play through three levels before being rate limited to 20-second try-outs.
At the time of this writing, Super Mario Run has an average 3-star rating with well over 21,000 reviews.
Considering the speed at which Nintendo's title soared to the top of Apple's charts, it is likely that both companies are making significant gains -- more so for Nintendo -- from gamers eager to get their hands on Mario's latest adventure.
Announced in September, Super Mario Run is Nintendo's first official attempt at an in-house iOS game. Hyped for months, the release might have temporarily crashed Apple's online storefronts due to expectedly high demand.
For those who tried out the sample levels, or have yet to download the title, and are on the fence about dishing out $9.99 for a full unlock, make sure to check out AppleInsider's in-depth review.
Comments
Simply show them how it's done.
Only Nintendo is able to charge $9.99 and get away with it. The mobile games market has been ruined by Apple, with developer fleeing back to PC/Console.
Way to go Nintendo, but a big middle finger to Apple.
How about we let the market decide? I think Nintendo should win or lose based on their choices with the game. Fortunately for them, then can remove their copy protection whenever they wish, raise or lower the price, and get plenty of free press when they do. At some point I figure each level will be hacked or ripped off, but maybe by then Nintendo will have already recouped their cost, made a profit, and feel that their position in the iOS game market is jeopardized by thieves.
PS: How did you come up with $10 as tipping point? Why not $5 or $25?
This world. Really.
Sounds to me like having a "top demo" category :P
The market makes poor decisions which is why we have IAP freemium games that cost players more money than flat fee and dumb copy protection schemes that disallow playing without internet.
/shrug
Its not like Apple is going to make a policy about this but it certainly is player hostile.
My objection was was his comment, "a big middle finger to Apple." Apple's making iOS available as a development platform does not FORCE Nintendo -- or any other developer -- to use it. The Development community for iOS is very strong -- and growing. That in no way suggests that iOS is the best platform for all games; it is not (as you've described well).
Seriously??? Could we get a list of those for whom this level of demand was 'unexpected'?
It was a serious centerpiece of an Apple demo, after all!
Yeah... this falls under the "Nintendo is gonna Nintendo" category unfortunately. A whole lot of iOS games these days require a constant connection, but I do question whether or not the implementation here was necessary, given the type of game it is.