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Super Mario Run launches on iPhone and iPad on December 15, will be free to download but unlocking full game will cost $10; Android release info not announced

Cost $9.99, but there's a free option too  —  Nintendo's Mario makes his grand appearance on the iPhone and iPad …

Polygon Brian Crecente

Context & Ripple Effects

Nintendo first committed to bringing Mario to Apple devices in September's iOS-first announcement, promising a holiday release with the price still undecided. Today's reveal answers that open question: a free download on December 15 with a single $9.99 unlock for the full game, and no Android date attached.

The pricing structure is the story — Nintendo skipped the free-to-play mechanics dominating mobile and chose a one-time premium unlock, while Shigeru Miyamoto has framed the title as an on-ramp that introduces new players to Nintendo. Whether console-grade IP can command a flat $10 on phones is now a live test.

First-order effects

  • iPhone and iPad owners get the side-scrolling runner free on December 15, with one $9.99 in-app purchase unlocking the entire game — no level packs or energy timers.
  • Android users get nothing yet: Nintendo has announced no release information for their platform, leaving the launch window exclusive to Apple devices through the holidays.

Second-order effects

  • The flat $10 unlock forces a comparison against free-to-play rivals on the App Store charts, testing whether Nintendo's brand alone can convert downloads into revenue without microtransactions.
  • The unannounced Android date keeps Samsung- and Google-device owners in limbo, giving Nintendo a captive audience read on iOS demand before committing resources to a second port.

Third-order effects

  • If the premium-unlock model underperforms, Nintendo faces pressure to adopt free-to-play economics for future mobile titles; if it works, other console publishers gain a template for charging upfront on phones.
  • Subsequent coverage showed Nintendo did commit — confirming a March Android launch and then shipping it with the same free-three-levels, $10-unlock structure — suggesting the iOS exclusivity was a staging window, not a strategy, and mobile is positioned as a funnel into Nintendo's broader catalog rather than a standalone business.

The trend: Console IP holders are entering mobile through timed iOS exclusives and premium unlocks, using phone releases as acquisition funnels for their larger franchises rather than standalone profit centers.