Recent from talks
Nothing was collected or created yet.
Nintendo mobile games
View on Wikipedia

Nintendo, a Japanese home and handheld video game console manufacturer and game developer, has traditionally focused on games that utilize unique elements of its consoles. However, in the early 2010s, the company saw several successive fiscal quarters where they were running at an operating loss. This financial turmoil prompted a shift in strategy to enter the mobile gaming market with the aid of mobile platform development partner DeNA, using mobile titles as a marketing tool to entice that audience into purchasing Nintendo's dedicated video game hardware.
Several of these titles would enter the top-downloaded games list on the iOS App Store and Google Play stores, earning over US$1 billion in total revenue by 2020.[1]
History
[edit]Prior to 2015
[edit]Leading into the 2010s, Nintendo principally offered its portable console, the Nintendo DS, and its home console, the Wii; along with several internally-developed titles in several major video game franchises, such as Super Mario and The Legend of Zelda, which would release exclusively on their hardware. Driven by novel hardware concepts such as the dual-screen nature of the DS line and the motion Wii Remote, both systems had become Nintendo's best-selling handheld and home consoles by the end of 2009.[2][3] Entering the new decade, Nintendo resolved to maintain this strategy and the overall "dedicated hardware and software" business model with the successor devices to these consoles, the Nintendo 3DS and Wii U, respectively.[4]
The 2010s saw the growth of mobile gaming with wide adoption of smartphones and tablet computers. By 2012, the mobile gaming market was estimated to be worth US$9 billion, compared to the overall video game industry's net value of US$86.1 billion, and expected to be the largest driver of growth in the video game market over the next several years, according to research firm Newzoo.[5]
As mobile gaming grew, Nintendo was criticized for not taking risks in this area, prompted when the valuation of GungHo Online Entertainment, the publishers of the financially successful Puzzle & Dragons, exceeded that of Nintendo's in June 2013.[6][a] These concerns were also compounded by lower-than-projected sales numbers for the aforementioned Nintendo 3DS and Wii U, which had caused Nintendo's stock price to drop.[4] In an interview with The Wall Street Journal during E3 2013, Nintendo global president Satoru Iwata addressed the allure of developing for the mobile market, saying he had opted to not take Nintendo in that direction, focusing instead on providing compelling games that would drive their hardware sales, retaining their unique approach. Iwata believed that while they could easily obtain short-term gains by addressing the mobile market, "20 years down the line, we may look back at the decision not to supply Nintendo games to smartphones and think that is the reason why the company is still here."[4] Previously, Iwata had also asserted that "Nintendo would cease to be Nintendo" if they started development for mobile games.[7] These sentiments were later echoed by Nintendo of America president Reggie Fils-Aimé saying "When the consumer wants to play Mario, Zelda, and Pokémon, they have to purchase our hardware to do so. And that preserves our overall financial model."[8]
In January 2014, when issuing a lowering of its financial forecast for the fiscal year due to continued underperformance, Iwata expressed a more open attitude towards the mobile market, saying "Given the expansion of smart devices, we are naturally studying how smart devices can be used to grow the game-player business," but that "It's not as simple as enabling Mario to move on a smartphone."[9] Later that year, Iwata went further by stating "... I believe that the era has ended when people play all kinds of games only on dedicated gaming systems."[10]
This coincided with The Pokémon Company, a joint venture company created to manage the Pokémon brand separately from Nintendo's other intellectual property, beginning work with third-party developers to create games for smartphones and tablets, initially with Pokémon TCG Online released in September 2014.[11]
2015–2020
[edit]Following the end of the 2014 fiscal year, Iwata, Tatsumi Kimishima, Genyo Takeda, and Shigeru Miyamoto crafted a new strategy for Nintendo to bring them back into profitability, which included approaching the mobile market, creating new hardware, and "maximizing [their] intellectual property"[12]
For the mobile gaming area, Iwata initiated discussions with DeNA, a large Japanese mobile platform developer and provider. In March 2015, Nintendo and DeNA announced a partnership to jointly develop at least five mobile game titles, with one title planned to be released by the end of that year.[13][14] Part of this deal including Nintendo acquiring 10% of DeNA's stock, while DeNA obtained about 1.24% of Nintendo's.[15] When elaborating on the partnership, Iwata said that Nintendo had found a way with DeNA to bring its franchises to mobile devices that took advantage of unique control methods offered by these devices, and stated their belief that their mobile effort will "become an opportunity for the great number of people around the world who own smart devices—but do not have interest in dedicated video game hardware—to be interested in Nintendo IP and eventually to become fans of our dedicated game systems."[13] To prevent speculation that the company would be ceasing hardware development, Nintendo also announced an upcoming console under the codename "NX" during the conference.[16]
At the time of announcement, Nintendo had not committed to whether their mobile games would be free-to-play or require a single up-front cost, but Iwata did assure that they would stay to payment schemes that parents would be comfortable with for letting their children play.[13] Iwata also said that Nintendo would be able to avoid issues that other mobile developers had, where their success usually rested on one key game; Nintendo instead can take advantage of several of their franchises and develop a range of games.[13]
Iwata died from health complications in July 2015, and Kimishima was named Nintendo's new president. Kimishima continued to have Nintendo follow the mobile approach that Iwata had set forward, considering it a core pillar of Nintendo's strategy. The company's first two mobile titles as part of the DeNA partnership would release in 2016, being Miitomo and Super Mario Run, followed by Fire Emblem Heroes in 2017. In statements to investors made in November 2017, Kimishima acknowledged Nintendo was still adapting to mobile, pointing to missed expectations with Super Mario Run, which utilized an up-front cost as opposed to free-to-play model, stating:
Nintendo has a large stock of valuable IP characters and has developed many games. We cannot, however, simply port our existing games and IP to smart-device applications. A lot of thought is going into what kind of games for smart devices will further our business and how we can continue to foster good relationships with our existing dedicated video game platform business. Among the various ideas, a primary concern is enabling our consumers to play on not only smart devices, but also our dedicated video game systems. We want to build up the smart-device business as a core pillar of Nintendoʼs various businesses, but we have not yet reached that level. Nintendo is not at a stage where we can consider becoming a smart-device platform developer.[17]
Near the end of calendar year 2017, Nintendo was reportedly in talks with additional mobile platform providers including GungHo to expand their mobile game offerings, as well as extending their current DeNA deal, according to The Wall Street Journal.[18]
Upon announcement of the jointly developed and operated title Dragalia Lost in April 2018, Nintendo also announced it had acquired about a 5% stake in Japanese mobile game developer Cygames.[19] Around the same time, Kimishima announced he was stepping down as Nintendo's president, to be replaced by Shuntaro Furukawa. Furukawa stated that he planned to continue Nintendo's drive into mobile games towards being a ¥100 billion (approximately US$1 billion) per year revenue source for the company, and try to create more games that were as successful as Pokémon Go.[20]
2020–present
[edit]Bloomberg News reported in June 2020 that Nintendo was unlikely to further pursue major efforts on the mobile market.[21] While they still would publish and develop games for it and maintain the current ones already available, they would focus less on the mobile market as the success of the Nintendo Switch console coupled with the existing mobile games allowed the company to sustain itself.[22] Bloomberg attributed this to the impact of the COVID-19 pandemic, which caused players to move away from Nintendo's mobile games to other games and failing to reach the projected revenue targets estimated in 2018; Sensor Tower reported double-digit drops in player counts in games like Super Mario Run and Fire Emblem Heroes, while the company's console titles such as Animal Crossing: New Horizons saw massive sales which helped drive Nintendo's profits to a twelve-year high.[21] At a shareholders' meeting the same month, Furukawa stated that there were no new plans for games in the mobile area, though the business still remains important to the company for different reasons outside of revenue including exposure of the brand of Nintendo, its franchises and the establishment of Nintendo accounts into customers.[23]
In March 2021, Nintendo and Niantic announced a partnership to create other mobile games based in Nintendo IP for AR, similar to Pokémon Go. Niantic's Pikmin Bloom was released at the end of 2021.[24][25]
Nintendo quietly shuttered Dr. Mario World in 2021 and Dragalia Lost in 2022, as well as ended support for Miitomo.[26] An Axios report suggested that these were motivated by the low contribution of these titles to Nintendo's financials, as the company had reported over $4.5 billion in revenue from sales of the Switch and its games between April and September 2022, but only $169 million from its mobile games.[25] In 2023, Miyamoto announced that future Mario games would not be mobile, citing that Nintendo's focus is on its hardware and play experiences that integrate with that hardware.[27] Animal Crossing: Pocket Camp would end service in 2024, being replaced with a paid offline version with no microtransactions.[28]
In February 2025, Furukawa would reaffirm Nintendo's commitment to mobile games during an investor Q&A session, stating that the company was "continuing to develop new game applications" and that mobile content remains an important element in generating interest for their core business alongside other initiatives such as theme parks and feature films.[29] Later that year, the company would release Hey, Mario!, an app geared towards young children for both mobile device and Nintendo consoles, and Fire Emblem Shadows, a social deduction game and the second mobile spin-off in the Fire Emblem series.[30][31]
Games
[edit]Nintendo has developed several mobile games through both internal development studios such as Nintendo Entertainment Planning & Development (EPD), as well as closely affiliated studios such as Intelligent Systems, with most of these titles being in partnership with DeNA.
The games here do not include the Pokémon mobile games, which are listed separately at list of Pokémon video games.
Miitomo (2016)
[edit]Miitomo was the first mobile app developed through the Nintendo/DeNA partnership, released in March 2016. It was a social networking game, having players interact with their virtual Mii avatars and those of others through the My Nintendo service. The game used a freemium structure, allowing players to use real-world money to purchase in-game currency (which could also be earned through other in-game actions) that can be then used to buy customization options for the player's Mii within the game. Miitomo attracted more than 10 million downloads within a month of its release, though interest waned in the following months. Nintendo ended support for the app in May 2018.[32]
Super Mario Run (2016)
[edit]Super Mario Run was first released in December 2016 for iOS, and in March 2017 for Android. The game is a type of auto runner, where the player guides Mario and other characters through a course to collect coins, only requiring the player to control the timing and length of Mario's jump. Unlike most mobile games, Nintendo released Super Mario Run as a single-purchase title for US$10, though offering a free limited demo to allow players to try the game. Nintendo had planned on profiting on the sale of conversions from the demo into the full game. While the game was downloaded more than 200 million times, topping app store charts, Nintendo affirmed that they had not reached a 10% target conversion rate worldwide, but were still exploring this approach for future titles. Analytics firm Sensor Tower estimated that Super Mario Run had about $56 million in revenue in its first year.[33]
Fire Emblem Heroes (2017)
[edit]Fire Emblem Heroes was first released in February 2017, developed primarily by Intelligent Systems. It uses the same tactical role-playing game elements from the Fire Emblem series, in which players control a party of heroes to battle foes. Unlike Super Mario Run, Fire Emblem Heroes used a more traditional free-to-play model; players could play as many missions as they could while their party still had stamina, which otherwise refreshes by waiting some amount of time or by using in-game purchases to restore stamina and heal the party. In-app purchases could also be used to purchase new heroes for the player's party. While the game was only downloaded 10 million times by April 2017, it had made US$100 million, about 10 times more reported for Super Mario Run.[34] Within its first year, it had brought in nearly US$300 million in revenue according to Sensor Tower.[33]
Animal Crossing: Pocket Camp (2017)
[edit]Animal Crossing: Pocket Camp was released in October 2017. Based on the Animal Crossing series, the game is a social simulation game that has the player work to earn a living and improve their home in a town filled with anthropomorphic creatures. Like Fire Emblem Heroes, Nintendo used a free-to-play mechanism, allowing players to purchase in-game items that reduce activity cooldown timers. The title was downloaded more than 15 million times within its first week of release.[35] Sensor Tower estimated the game exceeded US$50 million in revenue within about 10 months from its release.[36] On August 21, 2024, it was announced that the game will reach end of service on November 29 and be replaced with a paid version without microtransactions[28] called: Animal Crossing: Pocket Camp complete.
Dragalia Lost (2018)
[edit]Dragalia Lost is an action role-playing game developed by Cygames.[37][38] It was announced in April 2018, and launched in Japan, Taiwan, and the United States on September 27, 2018.[39] By July 2019, The game generated over US$100 million in revenue.[40] Dragalia Lost was shut down on November 30, 2022.[41]
Dr. Mario World (2019)
[edit]In January 2019, Nintendo announced Dr. Mario World, a part of the Dr. Mario series, would release for iOS and Android devices, co-developed by Nintendo EPD, Line Corporation, and NHN Entertainment.[42] The game was initially released on July 9, 2019, in 59 territories,[43][44] and follows the approach set by Candy Crush Saga. As with Dr. Mario, players attempts to clear colored viruses on a stage by matching 2-colored capsules in a match-3 style game. Rather than an open-ended game, Dr. Mario World follows the approach for mobile games set by Candy Crush Saga, with each level designed with a fixed number and location of viruses and blocks, and the player required to complete the level with a limited number of capsules. Monetization is also similar to Candy Crush Saga - the player earns coins in-game and can spend real-world money on diamonds, both which then can be used to purchase special power-ups, or new doctor characters such as Dr. Peach, Dr. Yoshi, and Dr. Toad each with their own unique skill.[45] On July 28, 2021, Nintendo announced that they would be ending service for the game starting on October 31, 2021. [46]
Mario Kart Tour (2019)
[edit]In January 2018, Nintendo announced a mobile version of the Mario Kart series, Mario Kart Tour, for iOS and Android devices.[47][48] Nintendo announced in April 2019 that they would be holding a closed beta for the game, exclusively for Android users, which took place from late May to early June.[49] Initially expected to be released by March 2019, the game was released on September 25, 2019.[50][51][needs update] The game was downloaded more than 10 million times on its first day, beating the previous first-day record holder Pokémon Go which had 6.7 million, according to Apptopia.[52]
Pikmin Bloom (2021)
[edit]In March 2021, Nintendo and Niantic announced a partnership with games developed and published by Niantic for mobile, with the Pikmin franchise being the first one to be released in 2021.[24]
Hey, Mario! (2025)
[edit]In August 2025, Nintendo released an app aimed at children, where players can interact with a 2D Mario's face, in a similar fashion to Super Mario 64's title screen. They can manipulate Mario's face, and summon a number of power-ups and enemies to affect the screen and make things happen to Mario. It is currently only available in Japan.[30]
Fire Emblem Shadows (2025)
[edit]In September 2025, Nintendo released a second mobile game in the Fire Emblem series featuring real-time strategy and social deduction multiplayer gameplay.[53]
Other mobile apps
[edit]Nintendo Switch Parental Controls
[edit]The Nintendo Switch Parental Controls is a companion mobile app to the Nintendo Switch. Although the console itself includes standard parental control settings, the app introduces additional features such as monitoring game play activities of child users, setting daily time limits, and a manual software suspension function. Standard parental control settings can also be configured via this app. This is made possible via child accounts registered on a parent's own Nintendo Account. The app was launched alongside the Nintendo Switch in March 2017.
Nintendo Switch App
[edit]While the Nintendo Switch has various online and networking functionalities, Nintendo elected to use a separate mobile app, Nintendo Switch Online, for features such as in-game voice chat, adding friends, and managing of the Switch Online subscription service to access more advanced features. According to Fils-Aimé, they wanted to use a mobile app for these features so that players could take advantage of their existing mobile devices that are already geared for aspects like voice chat, and to eliminate some of the latency problems that players may encounter if they were playing the Switch in its handheld mode.[54] The app was released in July 2017 in some countries.[55] The app was soft-launched in July 2017, alongside the release of Splatoon 2. A full version of the app was released in September 2018.
In 2025, the app was rebranded to Nintendo Switch App, and allowed for non-membership focused features such as an in-depth friends list and viewing screenshots taken on the user's Nintendo Switch 2.[56][57]
Although the Nintendo Switch officially launched in mainland China in December 2019 in partnership with Tencent, Switch units officially distributed in mainland China lack support for the Nintendo Account log in system, which is required to use the Nintendo Switch's Parental Controls and Switch Online mobile apps as available in other markets. However, Tencent replaced Nintendo's online services with their own WeChat log in system integrated into the Chinese Nintendo Switch system software. Consequently, Tencent embedded additional widgets, or "mini programs", to their WeChat mobile app to give Chinese Nintendo Switch users an alternative method for support functionality such as remote parental controls and eShop pay support, as well as game-specific functions, such as the ability to track play statistics for Ring Fit Adventure.[58][59]
Nintendo Store
[edit]In October 2020, Nintendo released a mobile app called My Nintendo exclusively in Japan. The app allowed users to see news on Nintendo products, browse the My Nintendo Store, see upcoming events and watch Nintendo Directs live, in addition to seeing playtime for Nintendo Switch, Wii U and Nintendo 3DS software.
In November 2025 the app was overhauled and retitled Nintendo Store. The app was redesigned to remove some features, and made the app available internationally.[60][61]
Nintendo Music
[edit]Released in October 2024, the Nintendo Music app allows users to stream or download Nintendo soundtracks, create and share playlists, and also has the ability to extend songs up to 60 minutes.
Nintendo Today!
[edit]Released in March 2025, the Nintendo Today! app delivers Nintendo news and updates to users daily, including news about Nintendo Switch 2, game information and events. Users can personalise the app with themes and choose to show and hide news about specific Nintendo franchises. The app also supports home screen widgets.[62][63]
Commercial impact
[edit]Following the release of Pokémon Go, Nintendo's value rose by over US$17 billion, emphasizing the importance of the mobile gaming sector to the company.[64] The company reported that about ¥20 billion of its revenue in the 2016 fiscal year came from mobile games, while in the first six months of the 2017 fiscal year, about ¥17.6 billion in revenue was reported.[18] While these numbers did not quite meet expected revenues, Nintendo has asserted it still remains strong on the mobile strategy as to help lead mobile players into purchasing their consoles and games.[18] By the end of March 2018, their mobile games had brought in more than ¥39.3 billion, an increase of 172% from 2017.[65][66] Kimishima said of these 2017 fiscal year numbers that "we have not reached a satisfactory profit point yet, so our goal is to further expand the scale of this business to develop it into one of the pillars of revenue".[67]
In 2017, Rob Fahey of GamesIndustry.biz stated that the commercial success of Nintendo's mobile games were not as great as they could be, believing that while Fire Emblem Heroes had made the transition to mobile well, Nintendo was still struggling with how to take its IP into a mobile format that would entice people to play. He noted that while Super Mario Run's approach to monetization was counter to most mobile titles, Animal Crossing: Pocket Camp was more of a standard free-to-play game, but lacked significant attention since its gameplay format was atypical for mobile devices.[68]
By August 2023, Appmagic estimated that the total revenue from all of Nintendo's mobile games had reached US$1.5 billion, with the most having come from Fire Emblem Heroes with US$810 million.[28]
Notes
[edit]- ^ Nintendo would later partner with GungHo for the release of Puzzle & Dragons Z + Super Mario Bros. Edition in 2015 for the Nintendo 3DS, which used Mario characters atop the existing Puzzle & Dragons gameplay.
References
[edit]- ^ Williams, Katie (January 2020). "Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending". Sensor Tower. Retrieved August 22, 2024.
- ^ O'Gorman, Patricio (2008). "Wii: Creating a blue ocean the Nintendo way". Palermo Business Review. 2: 97–108.
- ^ Mitchell, Richard (January 29, 2010). "Wii sales surpass NES; DS Nintendo's best-selling hardware ever". Joystiq. Archived from the original on February 5, 2010. Retrieved November 21, 2021.
- ^ a b c Wakabashi, Daisuke (June 11, 2013). "Nintendo Chief Defends Console Strategy". The Wall Street Journal. Retrieved December 5, 2017.
- ^ Takahashi, Dean (June 6, 2013). "Mobile growth will fuel global game market that hits $86.1B by 2016". Venture Beat. Archived from the original on July 7, 2022. Retrieved December 5, 2017.
- ^ Negishi, Mayumi (June 11, 2013). "How Nintendo Got Upended by 'Puzzle & Dragons'". The Wall Street Journal. Retrieved December 5, 2017.
- ^ Thomas, Lucas M. (September 13, 2011). "Nintendo + Smartphones? Iwata Says "Absolutely Not"". IGN. Ziff Davis. Retrieved September 3, 2015.
- ^ Cheng, Roger (October 23, 2013). "Nintendo cracks open door to smartphones, tablets -- sort of". CNet. Retrieved December 5, 2017.
- ^ Wingfield, Nick (January 18, 2014). "Resisting Mobile Hurts Nintendo's Bottom Line". The New York Times. Retrieved December 9, 2016.
- ^ "Second Quarter Financial Results Briefing for the 74th Fiscal Term Ending March 2014 – Q & A". Nintendo. 2014. Archived from the original on November 1, 2017. Retrieved March 29, 2020.
- ^ Matulef, Jeffrey (September 30, 2014). "The Pokémon Trading Card Game has arrived on iPad". Eurogamer. Retrieved August 22, 2024.
- ^ Nakamura, Yuji; Amano, Takashi (October 28, 2016). "Nintendo's Big Switch: Q&A With President Tatsumi Kimishima". Bloomberg. Retrieved December 9, 2016.
- ^ a b c d Peckham, Matt (March 18, 2015). "Exclusive: Nintendo CEO Reveals Plans for Smartphones". Time. Archived from the original on April 23, 2015. Retrieved July 13, 2015.
- ^ Makuch, Eddie (March 18, 2015). "Players More Important Than Money, Nintendo Pres. Says About Smartphone Deal". GameSpot. CBS Interactive. Retrieved July 21, 2015.
- ^ Crossley, Robert (March 17, 2015). "Nintendo Reveals Plan to Develop Mobile Games". GameSpot. Retrieved December 12, 2017.
- ^ Yin-Poole, Wesley (March 17, 2015), "Nintendo NX is "new hardware with a brand new concept"", Eurogamer, archived from the original on October 20, 2016
- ^ Batchelor, James (November 8, 2017). "Mobile still a "core pillar" of Nintendo's strategy, despite Super Mario Run shortfall". GamesIndustry.biz. Retrieved December 6, 2017.
- ^ a b c Mochizuki, Takashi (December 12, 2017). "Big Boss Nintendo Seeks New Sidekicks in Smartphone Battle". The Wall Street Journal. Retrieved December 12, 2017.
- ^ Fogel, Stephanie (April 27, 2018). "Nintendo Reveals New Mobile Action RPG 'Dragalia Lost'". Variety. Retrieved April 28, 2018.
- ^ Arif, Shabana (May 2, 2018). "Nintendo's New President Plans To 'Expand' The Company's Mobile Presence". IGN. Retrieved May 2, 2018.
- ^ a b "Nintendo Chills Mobile Ambitions After Animal Crossing Success". Bloomberg.com. June 21, 2020.
- ^ Savov, Vlav; Mochizuki, Takashi (September 2, 2025). "Switch 2 Shows Nintendo Is Still the Weird Genius of Gaming". Bloomberg News. Retrieved September 5, 2025.
- ^ "Nintendo's Mobile Business is Here to Stay". July 4, 2020.
- ^ a b "Niantic and Nintendo announce Pikmin mobile app designed to make walking more fun". March 23, 2021.
- ^ a b Totilo, Stephen (December 1, 2022). "Nintendo's mobile games are in decline". Axios. Retrieved March 25, 2024.
- ^ Carpenter, Nicole (March 25, 2024). "The Wii U's failure forced Nintendo to look elsewhere — into mobile". Polygon. Retrieved March 25, 2024.
- ^ Shanfeld, Ethan (April 4, 2023). "Mario Is Moving Away From Mobile Games, Reveals Nintendo's Shigeru Miyamoto". Variety. Retrieved March 25, 2024.
- ^ a b c Robinson, Andy (August 22, 2024). "Nintendo is ending service for another mobile game: Animal Crossing". Video Games Chronicle. Retrieved August 22, 2024.
- ^ "Nine Months Financial Results Briefing for Fiscal Year Ending March 2025 (Online) – Q & A Summary" (PDF). Nintendo. February 7, 2025. Archived (PDF) from the original on February 8, 2025. Retrieved September 25, 2025.
- ^ a b "A quick look at Hello, Mario!, a free Switch and mobile app that lets kids pull Mario's face". Retrieved August 29, 2025.
- ^ Doolan, Liam (September 25, 2025). "Surprise! A New "Free-To-Start" Fire Emblem Game Is Out On Mobile Devices Today". Nintendo Life.
- ^ Frank, Allegra (January 24, 2018). "Miitomo is shutting down in May". Polygon. Retrieved January 24, 2018.
- ^ a b Kerr, Chris (February 21, 2018). "Report: Fire Emblem Heroes pulled in nearly $300M during first year". Gamasutra. Archived from the original on February 22, 2018. Retrieved February 21, 2018.
- ^ Frank, Allegra (April 27, 2017). "Fire Emblem Heroes bests Super Mario Run profits, despite 10 times fewer downloads". Polygon. Retrieved December 5, 2017.
- ^ Bisset, Jennifer (November 27, 2017). "Animal Crossing: Pocket Camp hits 15M downloads in 6 days". CNet. Retrieved December 5, 2017.
- ^ Kerr, Chris (September 10, 2018). "Report: Animal Crossing: Pocket Camp lifetime revenue hits $50 million". Gamasutra. Archived from the original on September 10, 2018. Retrieved September 10, 2018.
- ^ Plunkett, Luke (April 26, 2018). "Nintendo Releasing All-New RPG For Phones". Kotaku. Retrieved April 26, 2018.
- ^ Nakamura, Yuji; Furukawa, Yuki (April 26, 2018). "CyberAgent Soars on Partnership With Nintendo for Mobile Games". Bloomberg Businessweek. Retrieved April 26, 2018.
- ^ Byford, Sam (August 28, 2018). "Nintendo's new mobile RPG is coming to the US and Japan next month". The Verge. Retrieved August 28, 2018.
- ^ Malafeev, Alex (July 24, 2019). "Dragalia Lost Has Grossed $100 Million Worldwide, Becoming Nintendo's Second Most Successful Mobile Game". Sensor Tower. Retrieved September 9, 2019.
- ^ "Nintendo Support: Dragalia Lost End of Service Announcement". en-americas-support.nintendo.com. Retrieved September 26, 2022.
- ^ Plunkett, Luke (January 31, 2019). "A New Dr. Mario Game Is Coming To Phones". Kotaku. Retrieved January 31, 2019.
- ^ Craddock, Ryan (June 18, 2019). "Dr. Mario World Only Launching For Specific Mobile Platforms In Some Countries". Nintendo Life. Retrieved June 19, 2019.
- ^ "Dr. Mario World Launches A Day Earlier Than Expected, Out Now On iOS And Android". Nintendo Life. July 9, 2019. Retrieved July 17, 2020.
- ^ Makuch, Eddie (June 17, 2019). "Dr. Mario World Launching In July; First Gameplay And Microtransaction Pricing Revealed". GameSpot. Retrieved June 17, 2019.
- ^ "Nintendo is shutting down 'Dr. Mario World' on November 1st". Engadget. Retrieved October 12, 2021.
- ^ Plunkett, Luke (January 31, 2018). "Mario Kart is coming to smartphones". Kotaku. Retrieved January 31, 2018.
- ^ MUDHAR, RAJU (June 15, 2018). "E3 interview with Nintendo's Reggie Fils-Aimé: What's so special about Canadian videogamers?". The Star. Retrieved June 16, 2018.
- ^ Porter, Jon (April 25, 2019). "Nintendo opens beta signups for Mario Kart Tour". The Verge. Retrieved April 25, 2019.
- ^ Bankhurst, Adam (August 26, 2019). "Mario Kart Tour Release Date Announced". IGN. Retrieved August 26, 2019.
- ^ Dayus, Oscar (January 31, 2019). "Mario Kart Tour Delayed, Nintendo Confirms". GameSpot. Retrieved January 31, 2019.
- ^ Robinson, Andy (September 26, 2019). "Mario Kart Tour 'breaks mobile game launch record'". Video Games Chronicle. Retrieved September 26, 2019.
- ^ Michael, Cale (September 25, 2025). "What is Fire Emblem Shadows? New Mobile Game Release Shocks Franchise Fans". Sports Illustrated.
- ^ Dell-Cornejo, Daniel (January 14, 2017). "Reggie Fils-Aimé talks Switch online service, 3DS's future, more". Nintendo Wire. Retrieved November 6, 2017.
- ^ Frank, Allegra (July 19, 2017). "The Nintendo Switch Online app: Everything you need to know". Polygon. Retrieved December 6, 2017.
- ^ Blake, Vikki. "Nintendo Refreshes Nintendo Switch Online App". IGN.
- ^ Reynolds, Ollie. "Nintendo Switch Online App Undergoes Major Revamp For Switch 2". Nintendo Life.
- ^ Ahmad, Daniel (November 30, 2020). "The new system update for the Nintendo Switch in China adds a parental controls WeChat mini program. China Switch consoles use WeChat logins". Daniel Ahmad on Twitter. Retrieved April 12, 2021.
- ^ "监护管理设置(监护人设定的使用限制)" (in Chinese). Mainland China Nintendo Switch support page for Parental Controls. Retrieved April 12, 2021.
- ^ Holt, Kris. "An official Nintendo Store app hits iOS and Android". Engadget.
- ^ Phillips, Tom. "Nintendo Store App Lets You Track Your Switch, 3DS And Even Wii U Gameplay Down to The Hour". IGN.
- ^ Reynolds, Olly (March 27, 2025). "'Nintendo Today', A New Mobile App, Will Deliver Fresh Switch 2 News Every Day". Nintendo Life. Retrieved March 28, 2025.
- ^ "'Nintendo Today! – A smart device app from Nintendo". Nintendo. Retrieved March 28, 2025.
- ^ "Pokemon Go May Force Nintendo to Change Its Long-Term Business Strategy". Reuters. July 18, 2016. Retrieved December 5, 2017.
- ^ Kharpal, Arjun (January 31, 2018). "Nintendo ups its Switch sales expectations to 15 million units after profits rise 261%". CNBC. Retrieved January 31, 2018.
- ^ Kerr, Chris (April 26, 2018). "Nintendo reports jump in profits as Switch tops 15M sales". Gamasutra. Retrieved April 26, 2018.
- ^ Kerr, Chris (May 1, 2018). "Nintendo hasn't achieved 'satisfactory profit' on mobile". Gamasutra. Archived from the original on May 1, 2018. Retrieved May 1, 2018.
- ^ Fahey, Rob (February 22, 2018). "Nintendo's disappointing year on mobile". GamesIndustry.biz. Retrieved February 22, 2018.
Nintendo mobile games
View on GrokipediaHistory
Pre-2015 reluctance and early experiments
Throughout its history, Nintendo maintained a strong reluctance to enter the mobile gaming market prior to 2015, prioritizing its integrated hardware-software ecosystem over third-party platforms like smartphones and tablets. Company president Satoru Iwata repeatedly emphasized this stance, arguing in 2011 that developing for smartphones would undermine Nintendo's identity, stating, "If we did this, Nintendo would cease to be Nintendo." He further expressed concerns about the lack of incentives for creating high-value content on mobile devices, where free or low-cost games dominated, potentially diluting the quality and premium pricing associated with Nintendo's offerings. By 2013, Iwata reiterated that dedicated gaming systems were essential for delivering "unparalleled fun," contrasting them with the casual nature of mobile titles. This philosophy stemmed from Nintendo's tradition of controlling the entire user experience, from hardware design to software distribution, to preserve intellectual property value and avoid fragmenting its audience across platforms. Financial pressures intensified this reluctance but also prompted initial shifts. The underperformance of the Wii U console, released in 2012, led to significant losses, with Nintendo reporting a net loss of 23.2 billion yen in fiscal year 2014. Investors and analysts urged diversification into mobile gaming, a sector projected to generate $30 billion globally in 2015, but Nintendo resisted porting core franchises like Mario or Zelda to iOS or Android, fearing it would alienate dedicated fans and compromise game depth. Instead, the company focused on enhancing its existing handheld systems, such as the Nintendo 3DS, with freemium elements in titles like Steel Diver: Sub Wars (2013) and Pokémon Shuffle (2015), though these remained console-bound. Nintendo's early forays into mobile were limited to non-gaming utilities rather than full-fledged titles, marking tentative experiments in digital distribution. In November 2012, the company released Pokédex for iOS in Japan, followed by a North American and European launch in December, as its first official app on Apple's App Store. Priced at $1.99 initially, with additional regional Pokédex expansions available for purchase, the app provided detailed reference information on Pokémon up to Generation V, including 3D models, stats, and evolutions, but excluded gameplay mechanics. This move allowed Nintendo to test mobile deployment without risking its core IP in interactive formats. By early 2014, amid ongoing Wii U struggles, Iwata signaled a subtle pivot, indicating Nintendo would "actively" leverage smart devices for customer connectivity rather than direct game releases, such as through extensions of its Miiverse social platform. These steps laid groundwork for broader engagement but stopped short of committing to mobile games, reflecting caution over rapid market entry.2015–2019 expansion through partnerships
In March 2015, Nintendo announced a strategic business and capital alliance with DeNA Co., Ltd., a prominent Japanese mobile gaming company, marking a significant pivot toward mobile expansion.[3] This partnership aimed to leverage DeNA's expertise in smart device applications to develop and operate new games featuring Nintendo's intellectual properties, while also creating a unified membership service across devices to replace the discontinued Club Nintendo program.[3] Under the agreement, DeNA acquired a 1.24% stake in Nintendo for approximately 22.1 billion yen, fostering closer collaboration on global mobile markets.[2] The DeNA alliance facilitated Nintendo's entry into mobile gaming by providing infrastructure for online features, user accounts, and monetization models suited to free-to-play formats with in-app purchases.[3] This enabled the release of several titles between 2016 and 2019, including social app Miitomo and action-platformer Super Mario Run, which introduced Nintendo characters to smartphone users worldwide and generated initial revenue streams, with Super Mario Run alone earning over $15 million in its first three days post-launch.[3] The partnership also supported the rollout of My Nintendo in 2017, a loyalty program integrating mobile, console, and web services to enhance cross-platform engagement.[3] Building on the DeNA foundation, Nintendo pursued additional partnerships to broaden its mobile portfolio and tap into diverse development strengths. In April 2018, Nintendo collaborated with Cygames, Inc., known for its successful gacha-based RPGs, to co-develop and operate Dragalia Lost, an original action RPG emphasizing real-time multiplayer elements and Nintendo's design input on characters and story.[4] This venture targeted the lucrative mobile RPG market, achieving an estimated $3.5 million in revenue and over 800,000 downloads within its first five days following its global launch on September 27, 2018.[5][4] Further diversifying its approach, Nintendo partnered with LINE Corporation and NHN Entertainment in February 2019 to co-develop Dr. Mario World, a match-three puzzle game optimized for casual play on messaging-integrated platforms.[6] LINE's vast user base in Asia, exceeding 200 million monthly active users, was leveraged to promote and distribute the title, which launched globally in July 2019 and introduced stage-based challenges alongside multiplayer modes.[6] These alliances collectively expanded Nintendo's mobile presence from experimental releases to a sustained ecosystem, emphasizing hybrid free-to-play models while protecting core IP integrity through selective collaborations.[3]2020–present consolidation and new releases
Following the initial wave of mobile game launches in the late 2010s, Nintendo shifted its strategy in 2020 toward consolidation, prioritizing the maintenance of existing titles over aggressive expansion into new developments. This pivot was driven by underwhelming revenue from premium-priced apps like Super Mario Run and a desire to refocus resources on the booming Nintendo Switch ecosystem, particularly after the success of Animal Crossing: New Horizons. Nintendo president Shuntaro Furukawa indicated that the company would approach mobile gaming more cautiously, avoiding large-scale investments in new free-to-play titles with heavy monetization.[7][8] This period saw the discontinuation of several underperforming games, signaling a streamlining of Nintendo's mobile portfolio. Dr. Mario World, a puzzle game released in 2019, ceased operations on November 1, 2021, after just over two years, with Nintendo citing insufficient player engagement as a factor. Similarly, the action RPG Dragalia Lost, co-developed with Cygames and launched in 2018, ended service on November 30, 2022, following announcements of no further content updates earlier that year. These closures left core titles like Fire Emblem Heroes, Mario Kart Tour, Super Mario Run, and Animal Crossing: Pocket Camp as the primary active offerings, with ongoing but minimal updates to sustain user bases without major new content pushes.[9][10] One notable exception to the slowdown was the 2021 release of Pikmin Bloom, a location-based augmented reality game developed in partnership with Niantic, which encouraged outdoor exploration by having players plant virtual flowers that attract Pikmin characters. Launched on October 27, 2021, for iOS and Android, it marked Nintendo's continued collaboration with external specialists for innovative mobile experiences, though it adopted a free-to-play model without aggressive gacha elements. By late 2024, Animal Crossing: Pocket Camp transitioned to a paid "Complete" edition on December 2, bundling all prior content into a one-time purchase app without microtransactions, reflecting Nintendo's move toward sustainable, non-exploitative monetization for long-term titles.[11] In 2025, Nintendo resumed new mobile releases amid renewed interest in the platform, starting with the Japan-exclusive Hello, Mario! app on August 26—a simple, free interactive experience for young children allowing users to poke and manipulate Mario's face like a digital toy, also available on Nintendo Switch. This was followed by the global launch of Fire Emblem Shadows on September 25, a real-time strategy game incorporating social deduction multiplayer elements, developed internally and marking Nintendo's first major original mobile title since Pikmin Bloom. These releases, alongside statements from Nintendo confirming ongoing development of additional mobile apps, suggest a selective revival focused on family-friendly and franchise-extending content rather than broad market dominance.[12][13][14]Core Nintendo games
Miitomo (2016)
Miitomo was Nintendo's inaugural mobile application, developed as a social networking service centered around customizable Mii avatars. Released in partnership with DeNA through their joint venture, the app aimed to foster casual interactions among users by turning everyday conversations into playful exchanges.[15][16] It launched first in Japan on March 17, 2016, for iOS and Android devices, followed by a global rollout including the United States, United Kingdom, and other markets on March 31, 2016.[17] The app integrated with Nintendo's newly introduced My Nintendo rewards program, allowing users to link their Nintendo Accounts for bonuses such as exclusive virtual clothing items upon preregistration.[16] At its core, Miitomo emphasized social connectivity over traditional gameplay, drawing inspiration from Nintendo's life-simulation titles like Tomodachi Life. Users created or imported Mii characters to represent themselves, then engaged in dialogue by answering randomized questions about personal preferences, such as favorite songs or beliefs in extraterrestrial life, which were shared with connected friends.[16] These responses unlocked virtual wardrobe items, enabling users to dress their Miis and share outfits or composite images via the Miifoto feature, which superimposed Miis onto user-uploaded photos for humorous social media posts.[18] Integration with platforms like Twitter and Facebook facilitated broader sharing, while friend suggestions and a coin-based economy for premium items encouraged ongoing participation.[18] The app's design prioritized lighthearted discovery of friends' personalities, with over 300 million conversations and 20 million Miifotos generated in its early months.[17] Upon launch, Miitomo achieved rapid adoption, surpassing 10 million downloads worldwide within three weeks, driven by Nintendo's brand appeal and free-to-start model.[17] It topped app store charts in multiple regions, including becoming the most-downloaded iOS app in the U.S. on its debut day.[19] However, sustained engagement proved challenging; data indicated high initial churn rates, with only about 25% of downloaders remaining active weekly, as the novelty of question-based interactions waned without deeper gameplay mechanics.[20] Despite generating some revenue through in-app purchases for coins—used to buy cosmetic items—the app's monetization was modest compared to later Nintendo titles.[21] Service for Miitomo ended on May 9, 2018, at 12:00 a.m. PT, after approximately two years of operation, with the app becoming inaccessible and undownloadable thereafter.[18] Nintendo cited declining user numbers and the need to reallocate resources toward more promising smart device projects, such as full-fledged games in established franchises.[18] Users received refunds for unused coins, and Miis created in the app could be transferred to Nintendo Accounts for use as avatars in other services.[22] While Miitomo marked Nintendo's experimental entry into mobile social apps, its closure highlighted the challenges of adapting the company's console-focused IP to the free-to-play mobile ecosystem.[23]Super Mario Run (2016)
Super Mario Run is an endless runner platform game developed and published by Nintendo for iOS and Android devices.[24] It marks Nintendo's first major foray into mobile gaming, featuring the iconic character Mario in a side-scrolling adventure designed specifically for touchscreen controls.[25] The game was produced by Shigeru Miyamoto, Nintendo's longtime creative director, who aimed to adapt Mario's classic platforming mechanics to a one-handed, portable format.[26] Development began as part of Nintendo's broader strategy to expand beyond consoles, influenced by the success of Pokémon GO and partnerships like DeNA.[25] Miyamoto, collaborating with director Takashi Tezuka, experimented with auto-running mechanics dating back to Wii-era prototypes, focusing on simplicity to appeal to non-gamers and leverage smartphones' vertical orientation.[25] The team prioritized core elements like precise jumping and coin collection while omitting complex controls unsuitable for mobile, resulting in Mario automatically advancing forward with players tapping the screen to jump, perform spins, or climb walls.[26] Additional modes include Toad Rally, a competitive race against ghost data from other players, and Kingdom Builder, where users construct a customizable world using earned items inspired by casual games like Neko Atsume.[26] The game launched on December 15, 2016, exclusively for iOS in 60 countries, with an Android release following on February 23, 2017, after optimization efforts.[27] It employs a freemium model: free to download with the first three worlds accessible, but a one-time $9.99 payment unlocks the full six worlds, all modes, and unlimited lives.[24] In its first three days, Super Mario Run achieved 37 million downloads worldwide, generating $14 million in revenue, with strong performance in the U.S. ($8 million) and Japan ($3 million).[28] By day four, downloads reached 40 million, surpassing records set by titles like Pokémon GO.[29] Reception was mixed, praised for its polished design and faithful Mario charm but criticized for its short length, repetitive levels, and the upfront paywall, which contrasted with prevalent free-to-play models.[30] Critics noted the auto-run mechanic's limitations in precision platforming and the delay in Android availability, contributing to a 2-star average user rating on the App Store amid backlash over pricing.[31] The launch impacted Nintendo's stock, which fell over 16% in five days due to concerns over conversion rates from free downloads.[32] Despite this, it demonstrated Nintendo's potential in mobile, influencing subsequent titles with its emphasis on accessible, console-quality experiences.[25]Fire Emblem Heroes (2017)
Fire Emblem Heroes is a free-to-play tactical role-playing game developed by Intelligent Systems and published by Nintendo for iOS and Android devices.[33] It was released worldwide on February 2, 2017, marking Nintendo's third major mobile title following Miitomo and Super Mario Run.[33] The game adapts the core mechanics of the Fire Emblem series into a mobile format, featuring touch-based controls and gacha-style summoning to collect and deploy characters from across the franchise's history.[33] Designed with Intelligent Systems' expertise in strategy games and assistance from Nintendo EPD and DeNA for mobile optimization, it emphasizes quick, strategic battles on grid-based maps.[34] In the game's storyline, players assume the role of a summoner who joins the Order of Heroes in the kingdom of Askr to combat the invading Emblian Empire.[35] The narrative unfolds across multiple "books," each introducing new realms, conflicts, and antagonists drawn from Fire Emblem lore, such as the icy kingdom of Nifl or the fiery domain of Múspell.[35] As of November 2025, the story has progressed through nine books, with ongoing events incorporating original characters like Gullveig and crossovers featuring heroes from titles like Fire Emblem Engage.[35] Gameplay centers on turn-based tactics where players assemble teams of up to four heroes—summoned via orbs that function as a gacha currency—and maneuver them on compact maps to defeat enemies, leveraging weapon advantages, terrain, and special skills.[33] Heroes can be upgraded through leveling, skill inheritance, and equipment, promoting deep customization and replayability.[33] Monetization relies on in-app purchases for orbs to summon rarer heroes, though the game offers progression through free means like story missions and login rewards.[33] This model has sustained regular content updates, including seasonal events, voting gauntlets for popular characters, and quality-of-life improvements like Aether Raids for competitive PvP modes.[35] Commercially, Fire Emblem Heroes has been Nintendo's most successful mobile title, generating approximately $1.3 billion in lifetime revenue by early 2025, with $47.93 million earned in 2024 alone.[36] Its enduring popularity is evidenced by consistent monthly earnings around $1 million as of late 2025, driven by a dedicated community and ties to the broader Fire Emblem franchise.[37]Animal Crossing: Pocket Camp (2017)
Animal Crossing: Pocket Camp is a free-to-play social simulation mobile game developed by Nintendo Entertainment Planning & Development (EPD) and NDcube in cooperation with DeNA, and published by Nintendo.[38][39] It was announced on October 25, 2017, during a Nintendo Direct presentation and released worldwide on November 22, 2017, for iOS and Android devices.[40][41] The game draws from the Animal Crossing series, allowing players to manage a customizable campsite rather than a full town, emphasizing portable, session-based play suited to mobile platforms.[42] In the game, players act as campsite managers, collecting resources like wood, cotton, and shells through activities such as fishing, bug-catching, and shaving down trees to fulfill requests from anthropomorphic animal villagers.[42] These requests increase friendship levels with over 80 villagers, unlocking new amenities, clothing, and campsite decorations. Players can craft or purchase furniture and items to personalize their campsite, host villagers for events, and visit other players' campsites via online connectivity.[39] Seasonal events, such as holiday-themed gatherings or limited-time scavenger hunts, introduced new content like exclusive furniture sets and character variants throughout the game's run. The title incorporated augmented reality features in later updates, enabling players to overlay campsite elements or take photos with villagers in real-world settings.[42] Monetization relied on a freemium model, where basic progression used in-game currency earned through tasks, but premium "Leaf Tickets" accelerated crafting, resource gathering, and access to special items via microtransactions.[43] This system drew some criticism for encouraging spending to bypass grinding, though core gameplay remained accessible without purchases.[44] The game required an internet connection for multiplayer features and events, fostering a community-driven experience with daily login rewards and fortune cookie gacha mechanics for randomized item pulls.[42] Upon release, Animal Crossing: Pocket Camp received generally positive reviews, earning a Metacritic score of 72 out of 100 based on 31 critic reviews.[45] Critics praised its adaptation of the series' relaxing vibe to mobile's bite-sized sessions, with IGN awarding it 8 out of 10 for distilling Animal Crossing elements like customization and social interactions effectively.[43] TouchArcade highlighted its ability to evoke the franchise's charm despite simplified mechanics, calling it a "fabulous job at scratching the Animal Crossing itch."[46] However, some outlets noted the monetization as intrusive, potentially disrupting the serene pace, though overall consensus viewed it as a successful mobile entry for Nintendo.[44] Commercially, the game amassed approximately 64 million downloads and generated over $260 million in lifetime revenue by mid-2024, making it one of Nintendo's more successful mobile titles behind Mario Kart Tour and Fire Emblem Heroes.[47] It saw peak engagement during the 2020 Animal Crossing: New Horizons boom, with $77.5 million in revenue that year alone, a 23.6% increase from 2019.[48] Online services ended on November 28, 2024, after which Nintendo released a paid offline version, Animal Crossing: Pocket Camp Complete, on December 2, 2024, preserving all prior content without microtransactions for $9.99.[11] This transition reflected Nintendo's shifting focus away from live-service mobile games toward premium experiences.[49]Dragalia Lost (2018)
Dragalia Lost is an action role-playing game (RPG) developed by Cygames and published by Nintendo for iOS and Android devices. Released on September 27, 2018, it marks the first original mobile title from Nintendo in partnership with Cygames, featuring swipe-based controls and real-time combat centered on bonds between human adventurers and dragons. The game incorporates gacha mechanics for summoning characters and wyrmprints, alongside stamina-limited quests and cooperative multiplayer for up to four players. The project originated from a collaboration announced in April 2018, led by Nintendo producer Hideki Konno and Cygames producer Hiroki Matsuura, who previously worked at Nintendo's Brownie Brown studio. Development emphasized shared values of player enjoyment and meticulous detail, with frequent coordination between teams in Tokyo and Kyoto to adapt console-quality RPG elements for mobile platforms. The story draws from a fantasy world where players control a young prince or princess combating an ancient evil, supported by over 600,000 characters of dialogue across the main campaign, side quests, and events, all featuring full voice acting in multiple languages. The title "Dragalia Lost" blends "dragon," "regalia," and "lost" to evoke themes of royalty and mystery, while the soundtrack was composed by artist DAOKO to enhance its epic tone. Gameplay revolves around assembling teams of adventurers with unique weapons, skills, and elemental affinities to tackle dungeons and bosses in short, accessible sessions. Players swipe to execute combos, dodges, and skills, with advanced mechanics like chain co-abilities and dragon transformations adding depth for skilled play. Multiplayer raids encourage coordination, and facilities in the player's Alberia kingdom can be upgraded to boost progression. Events and collaborations, such as with Princess Connect! Re:Dive, introduced limited-time content to maintain engagement. Upon release, Dragalia Lost received mixed reviews, earning a Metacritic score of 69/100 from critics who praised its polished combat and generous free-to-play model but criticized repetitive grinding and gacha reliance. IGN highlighted its successful integration of mobile-friendly elements into a substantive ARPG, noting fluid co-op battles and vibrant character designs during early impressions. Nintendo World Report lauded the extensive content and production values, calling it a standout in the genre despite monetization hurdles. Commercially, the game achieved 4.2 million global downloads and generated approximately $166 million in lifetime revenue, with Japan accounting for the majority of spending at around $35 per download initially. Player spending peaked in the first year at $106 million from 3.2 million installs, though it declined over time amid competition in the mobile RPG market. Service for Dragalia Lost ended on November 29, 2022, following the completion of its main storyline in July 2022, as announced by Nintendo and Cygames to conclude the game's four-year run. In-game purchases ceased earlier, with the shutdown attributed to shifting priorities rather than specific performance issues.Dr. Mario World (2019)
Dr. Mario World is a free-to-play match-three puzzle video game developed by Nintendo in collaboration with LINE Corporation and NHN Entertainment.[6] It was released worldwide on July 10, 2019, for iOS and Android devices.[50] The game adapts the falling-block mechanics of the classic Dr. Mario series into a mobile format, where players control doctors like Dr. Mario and Dr. Peach to eliminate colorful viruses by matching capsules in a grid-based field.[51] In gameplay, capsules rise from the bottom of the screen rather than falling from the top, requiring players to strategically place them to align halves with viruses of matching colors—red, blue, or yellow—or with each other to form lines of three or more for combos.[51] Levels feature obstacles such as brick blocks, ice, and bubbles, alongside objectives like collecting coins or clearing specific virus counts within a limited number of moves.[51] Players can select from 10 playable characters, each with unique skills activated via a meter filled by matches, and pair them with assistant characters like Toad or Yoshi for additional abilities, such as area clears or virus freezes.[51] The single-player campaign includes over 40 worlds with hundreds of stages at launch, while a versus mode pits players against friends or AI in shrinking arenas, emphasizing quick reflexes and planning.[50] A stamina system limits attempts with hearts that refill over time or via in-app purchases, though successful clears grant extras.[50] Monetization follows a gacha model, where coins earned in-game or diamonds purchased with real money ($1.99 to $69.99 packs) unlock doctors and assistants, with rare pulls requiring premium currency.[51] Additional capsules, skill boosts, and heart refills are available for purchase, though the game requires a constant internet connection and offers no offline play.[51] In its first month, the game achieved 7.5 million downloads and generated $1.4 million in revenue, primarily from Japan, which accounted for 55% of spending at $0.19 per install.[52] By late 2019, totals reached 9.2 million downloads and $3.6 million in gross revenue, with lifetime figures estimated at 13 million downloads and $11.2 million.[53] Reception highlighted the engaging puzzle depth and versus mode's strategic tension, praising its adaptation of series traditions for short mobile sessions.[50] However, critics noted performance issues on mid-range devices, including battery drain, overheating, and input lag, alongside unease with the gacha and stamina systems that encouraged spending.[50] Service for Dr. Mario World ended globally on October 31, 2021, after about two years, as part of Nintendo's adjustments to its mobile offerings; no refunds were issued for unused diamonds, and a commemorative website operated until April 2022.[9]Mario Kart Tour (2019)
Mario Kart Tour is a free-to-play kart racing video game developed primarily by Nintendo Entertainment Planning & Development (EPD) in collaboration with Bandai Namco Studios, and published by Nintendo for iOS and Android devices.[54][55] Announced during a Nintendo financial briefing on January 31, 2018, the game entered a closed beta phase for Android users in select regions in May 2019 before its global launch on September 25, 2019.[56][55] It marks Nintendo's adaptation of the Mario Kart series to mobile platforms, emphasizing touch-based controls and online multiplayer racing.[57] Gameplay centers on racing across a rotating selection of tracks inspired by real-world cities like New York and Tokyo, as well as classic courses from previous Mario Kart titles, such as Rainbow Road and Mario Circuit. Players select from a roster of drivers, karts, and gliders, each with unique stats and special abilities that activate during item usage, such as Mario's Fireball or Toadette's Mega Mushroom.[57] The core loop involves automated acceleration with manual steering via tilt or touch, power sliding for speed boosts, and collecting items from boxes to hinder opponents or gain advantages. A distinctive "Frenzy mode" triggers when players collect three of the same item, allowing unlimited use until the power-up ends, adding a layer of chaotic strategy. Multiplayer supports up to eight players in real-time races, while single-player challenges include time trials and bonus games for earning currency.[55] The game updates biweekly with new "tours," introducing themed events, exclusive tracks, and character variants to keep content fresh.[57] Monetization follows a gacha model, where players spend in-game Rubies—earned through play or purchased—to pull from "pipes" for randomized drivers, karts, and gliders, many of which are leveled up using additional resources. A subscription-based Gold Pass, priced at $4.99 monthly after a free trial, provides bonus rewards, exclusive items like Metal Mario, and accelerated progression.[58] This system has drawn criticism for encouraging spending to access popular characters and competitive edges, though the base game remains playable without purchases. By 2021, Mario Kart Tour had surpassed 200 million downloads and generated over $200 million in revenue, establishing it as one of Nintendo's top-earning mobile titles despite mixed reception.[59] Reviews praised its accessible controls and nostalgic appeal but faulted the aggressive microtransactions and limited offline play, with IGN awarding it a 6.7 out of 10.[58] As of 2025, the game continues to receive tours and events, including crossover content, maintaining an active player base.[59]Pikmin Bloom (2021)
Pikmin Bloom is an augmented reality mobile game co-developed by Niantic and Nintendo as the first title in their partnership to create location-based experiences encouraging physical activity.[60] Announced in March 2021, the game reimagines the Pikmin series' plantlike creatures in a real-world exploration format, similar to Niantic's Pokémon GO but focused on gardening and walking rather than capturing.[61] It was released worldwide on October 26, 2021, for iOS and Android devices, free-to-play with in-app purchases for items like nectar.[62] In gameplay, players start by planting virtual flower seedlings obtained from expeditions or daily logins, then walk in the real world to nurture them into Pikmin eggs.[63] As steps accumulate, the egg hatches into a Pikmin that joins the player's squad, which can be viewed in augmented reality and sent on tasks like gathering fruit or destroying mushrooms for rewards such as nectar to bloom flowers on their heads.[63] Bloomed Pikmin leave petal trails during walks, which players collect to plant more flowers and create "Big Flowers" for bonuses; the game tracks daily routes via a scrapbook feature, capturing photos and step counts to document exploration.[64] Social elements include Party Walks for group outings, Weekly Challenges to collaboratively plant flowers or walk set distances, and Decor Pikmin—over 600 variants with unique designs based on real-world locations—that evolve through friendship levels.[65] Updates since launch have expanded these, adding collaborative goals in 2022 to foster community without competitive raids.[66] The game received positive reception for its charming, low-pressure design that promotes casual walking and creativity, with reviewers praising the passive social collaboration and integration of Pikmin's aesthetic into everyday routines.[67] Eurogamer highlighted its blend of light strategy and local exploration, while Polygon noted its appeal in avoiding Pokémon GO's competitive grind, emphasizing joyful memory-making after extended play.[68] It achieved 2 million downloads within two weeks of launch, demonstrating strong initial interest, and has grossed over $63 million in lifetime revenue as of late 2024, with more than half earned in the prior two years amid sustained updates.[69][70]Hello, Mario! (2025)
Hello, Mario! is a free mobile application developed and published by Nintendo, released on August 26, 2025, initially in Japan with a worldwide rollout planned for 2026.[71] The app targets young children and their parents, offering simple, intuitive touchscreen interactions with a 3D rendered Mario character, inspired by the plumber's expressive face from classic titles like Super Mario 64.[72] It requires iOS 15 or later for iPhone and iPad, or Android 6.0 or later, and supports offline play without in-app purchases or ads.[72] As part of Nintendo's broader "My Mario" product line, which includes physical toys and merchandise, the app emphasizes tactile, toy-like engagement to foster family bonding.[71] Gameplay centers on manipulating Mario's oversized, animated face using touch gestures, such as pulling, stretching, rotating, or poking, which elicit over a dozen varied reactions including smiles, frowns, winks, and surprised expressions.[73] Users can also interact with environmental elements like floating mushrooms or warp pipes that appear sporadically, adding minor variety to the sessions, though the core experience remains focused on facial animations rather than progression or challenges.[72] Designed for short play sessions of 5-10 minutes, it encourages collaborative play between children and adults, with no scoring or objectives to promote relaxed exploration.[74] The app's minimalist interface and soothing sound effects, including Mario's iconic voice clips, contribute to its appeal as a digital toy rather than a traditional game.[75] Upon launch, Hello, Mario! received positive feedback for its charm and accessibility, earning a 4.5-star rating on Google Play from early users who praised its simplicity for toddlers.[73] Reviews highlighted its nostalgic nod to Mario's deformable face in older games, though some noted its limited depth makes it unsuitable for prolonged engagement beyond introductory play.[75] By November 2025, the app had garnered over 50,000 downloads on Android platforms in Japan, reflecting modest but steady adoption within Nintendo's mobile ecosystem.[73] It aligns with Nintendo's strategy of using mobile apps to extend brand accessibility to non-gamers, particularly families, without competing directly with core console titles.[71]Fire Emblem Shadows (2025)
Fire Emblem Shadows is a free-to-play mobile strategy game developed by Intelligent Systems and DeNA, and published by Nintendo for iOS and Android devices.[76] Released worldwide on September 25, 2025, it blends real-time tactics with social deduction mechanics, where players navigate battles between forces of light and shadow while identifying hidden traitors among their allies.[76] The game requires a persistent internet connection and a Nintendo Account for users aged 13 and older, with an age rating of PEGI 7 for mild violence.[76] In terms of gameplay, Fire Emblem Shadows features grid-based battles that incorporate auto-battler elements, simplified weapon triangle systems (such as green units beating blue), and online multiplayer sessions limited to three players, one of whom acts as a saboteur.[77] Players select weapons, magic skills, and treasures purchasable with in-game Gold, engaging in real-time strategy to outmaneuver opponents while deducing the traitor's identity through social interactions and battle outcomes.[76] The social deduction aspect draws comparisons to games like Among Us, but sessions are constrained by player matchmaking and time limits, often resulting in automated or rushed encounters.[77] Additional features include weekly content updates, challenge modes, and new dungeon maps to extend playtime.[77] The narrative centers on a war between goddesses of light and shadow, allowing players to experience the story from dual perspectives to uncover the full truth behind the conflict.[76] It follows protagonists like Kurt, a prince from the kingdom of Ast, as they make choices between light and dark paths, though the plot is described as rigid and lacking depth, with rote genre tropes dominating the experience.[77] Cutscenes adopt a visual style reminiscent of traditional Fire Emblem titles, complemented by a solid soundtrack and character voice acting.[77] Monetization follows a free-to-start model with optional in-app purchases, including a premium battle pass priced at approximately £6-7, which unlocks exclusive content like powerful characters (e.g., Lyn with unique moves available only until late October 2025).[77] Gems and coins serve as currencies for premium summons and enhancements, leading to pay-to-win elements that favor spending players in competitive battles.[77] The game supports multiple languages, including English, Japanese, and several European tongues, broadening its accessibility.[76] Upon release, Fire Emblem Shadows received mixed to negative critical reception, with Nintendo Life awarding it a 4 out of 10 for its simplistic tactics, poor execution of social deduction due to matchmaking issues, and aggressive monetization that undermines fair play.[77] User ratings on Google Play averaged 3.9 out of 5 based on over 10,000 reviews shortly after launch, praising the franchise's art in cutscenes but criticizing the automated battles and lack of engaging multiplayer.[78] Despite these shortcomings, the game introduced innovative hybrid mechanics to the Fire Emblem series on mobile, attracting initial interest from series fans. As of October 2025, it had achieved approximately 800,000 downloads and generated around $200,000 in revenue.[79][77]Pokémon mobile games
Early Pokémon titles (2011–2016)
The Pokémon franchise's initial foray into mobile gaming began modestly in 2011 with experimental apps aimed at engaging fans through tie-ins to existing media. The first official Pokémon mobile title, Pokémon Say Tap?, was released on July 15, 2011, for iOS in Japan, with an Android version following on August 11, 2011. Developed by Creatures Inc. and published by The Pokémon Company, this free rhythm game encouraged players to tap virtual Pokémon Trading Card Game cards in time with the music from the Pokémon Black & White anime ending theme. It featured a high-score system and was available for a limited time, ending downloads on September 30, 2011, for iOS and October 28, 2011, for Android, marking an early test of interactive mobile content tied to the brand's multimedia ecosystem.[80] In 2012, The Pokémon Company expanded mobile offerings with utility-focused titles to complement its handheld games. Pokédex for iOS, developed by Creatures Inc., launched on November 16, 2012, in Japan and December 10, 2012, internationally for iPhone and iPad. Priced at $1.99 with in-app purchases for expansion packs at $5.99, the app served as a digital encyclopedia for Pokémon from Black 2 and White 2, including 3D models, move lists, location data, and QR code scanning for additional entries up to Generation V. This title mirrored the Nintendo 3DS's Pokédex 3D Pro but adapted for touch interfaces, emphasizing accessibility for players seeking in-depth reference material on the go.[81] By 2013, mobile efforts shifted toward multimedia consumption with Pokémon TV, released on February 8, 2013, for iOS and Android by The Pokémon Company International. This free streaming app allowed users to watch episodes from the Pokémon animated series, rotating selections weekly by region and supporting multiple languages, including English, Spanish, French, and German. It later expanded to Kindle Fire on April 23, 2014, and became a staple for global fans, amassing millions of downloads by providing official access to archival content without requiring a cable subscription. In 2014, the lineup grew with Pokémon TCG Online, which received its mobile debut on iPad in September 2014 (with Android open beta in April 2016), developed and published by The Pokémon Company International. This free-to-play digital adaptation of the Trading Card Game included online battles, deck building, trading, and single-player challenges against AI, supported by in-app purchases for booster packs and gems, bridging physical cards with virtual play. Concurrently, Camp Pokémon launched on October 21, 2014, for iOS (Android on April 13, 2016), offering child-friendly mini-games, quizzes, photo editing, and pin collection themed around Pokémon adventures, all free with no in-app purchases.[80] The year 2015 saw more substantive gameplay innovations, starting with Pokémon Shuffle Mobile on September 1, 2015, for iOS and Android, developed by Genius Sonority and published by The Pokémon Company. This free match-3 puzzle game involved aligning three or more Pokémon icons to battle wild Pokémon, incorporating Mega Evolutions and competitive daily challenges, with microtransactions for power-ups and extra lives; it built on the 3DS version released earlier that year, attracting over 10 million downloads in its first months. A limited-time release, Dance? Pokémon Band!, arrived on June 30, 2015, exclusively in Japan for iOS and Android, developed by The Pokémon Company as a promotional rhythm app based on the short film Pikachu and the Pokémon Music Band. Players tapped to guide Pikachu and bandmates through musical performances, available for download until September 30, 2015, and playable until October 29, 2015.[82][80] Closing out the period, 2016 introduced celebratory and groundbreaking titles amid the franchise's 20th anniversary. Pokémon Photo Booth (titled Pokémeme on iOS in some regions) debuted on February 24, 2016, for iOS and April 9, 2016, for Android, developed by The Pokémon Company International as a free creative tool. Users could apply AR filters featuring 20 classic Pokémon to their photos or the device's camera feed, sharing results via social media to foster community engagement. The era's pinnacle arrived with Pokémon GO on July 6, 2016, for iOS and Android, co-developed by Niantic in partnership with The Pokémon Company and Nintendo. This location-based augmented reality game tasked players with exploring real-world environments via GPS to capture, battle, and trade Pokémon, integrating social elements like gym raids and events; it shattered records with over 500 million downloads in its first year and generated $1 billion in revenue within 180 days, fundamentally transforming mobile gaming and Pokémon's cultural reach. Nintendo's strategic investment in Niantic underscored its growing commitment to mobile platforms.Peak era releases (2017–2020)
The period from 2017 to 2020 marked a peak in Pokémon mobile game releases, as The Pokémon Company expanded its portfolio beyond the groundbreaking success of Pokémon GO, diversifying into casual, strategy, and educational titles to engage broader audiences. Leveraging the franchise's global momentum—fueled by Pokémon GO's ongoing revenue exceeding $500 million annually during this time—this era saw the launch of several free-to-play apps that emphasized accessibility, gacha mechanics, and Pokémon's whimsical appeal. These releases collectively contributed to the Pokémon franchise's mobile revenue surpassing $2.5 billion by early 2019, with new titles accounting for tens of millions in downloads and player spending.[83][84] One of the era's standout casual entries was Pokémon: Magikarp Jump, released in May 2017, which simplified Pokémon training into a humorous jumping competition mechanic where players nurture the typically weak Magikarp to leap higher through feeding and resting cycles. The game achieved over 21 million downloads worldwide and generated approximately $5.8 million in revenue, appealing to fans seeking lighthearted, bite-sized gameplay without complex battles. Similarly, Pokémon Quest, launched in May 2018, introduced an action-adventure format on a voxel-based island, where players recruit Pokémon squads to explore and auto-battle in real-time. It quickly amassed 7.5 million downloads across mobile and Nintendo Switch platforms, earning around $10 million in mobile revenue through its innovative, paint-like aesthetic and straightforward expedition system.[85][86] Strategy-focused titles further solidified the era's commercial strength, with Pokémon Masters EX debuting in August 2019 as a gacha-based RPG featuring "sync pairs" of trainers and their signature Pokémon in 3v3 battles. Developed in partnership with DeNA, it grossed $26 million in its first week and over $360 million in lifetime player spending as of early 2025, driven by events tied to the main series and deep customization options that attracted competitive players. In contrast, experimental releases like Pokémon Rumble Rush (May 2019) offered real-time arena battles with toy-like Pokémon but struggled with retention, earning under $1 million before service ended in July 2020 after just over a year. Meanwhile, family-oriented apps such as Pokémon Playhouse (September 2017) provided interactive playground simulations for young children, fostering early engagement without monetization, while Pokémon Smile (June 2020) used AR to gamify toothbrushing, accumulating over 500,000 downloads in its debut month.[87][88][89] The culmination of this peak came with Pokémon Café ReMix in June 2020, a match-3 puzzle game where players manage a Pokémon-themed café by linking icons to serve customers, blending relaxation with progression elements like staff recruitment. It garnered 2.9 million downloads and over $1 million in revenue within its first month, later exceeding 10 million total downloads through updates that added gacha features. These releases highlighted The Pokémon Company's strategy of rapid iteration and cross-promotion, capitalizing on the franchise's cultural staying power to sustain mobile growth amid Pokémon GO's maturation. However, not all titles endured, with closures like Rumble Rush underscoring the challenges of maintaining player interest in a saturated market.[90][91][90]Recent and upcoming Pokémon games (2021–present)
The era of Pokémon mobile games from 2021 onward has emphasized innovative gameplay mechanics beyond traditional RPG and AR formats, incorporating multiplayer battles, lifestyle integration, digital collecting, and casual puzzles to broaden accessibility and engagement. Developed in partnership with entities like Tencent's TiMi Studios and DeNA, these titles leverage free-to-play models with in-app purchases, aligning with Nintendo's strategy to extend the franchise's reach on iOS and Android platforms. Key releases have focused on cross-platform compatibility where possible, while ongoing support for earlier apps like Pokémon GO has included major events and expansions, though new standalone titles dominate this period. Pokémon UNITE, released on September 22, 2021, for iOS and Android, marks the franchise's entry into the multiplayer online battle arena (MOBA) genre. Developed by TiMi Studio Group and published by The Pokémon Company, it features 5v5 team-based matches on Aeos Island, where players control Pokémon to score points by depositing Aeos energy while leveling up and evolving their creatures in real-time battles. The game emphasizes strategic teamwork, with matches lasting about 10 minutes, and supports cross-play with the Nintendo Switch version launched earlier that year. It has received regular updates adding new Pokémon, such as Mamoswine and Sylveon at launch, and cosmetic items like Holowear, amassing over 100 million downloads by mid-2023 through its accessible controls and competitive ranked modes.[92][93] In 2023, Pokémon Sleep introduced a novel sleep-tracking app integrated with gameplay, launching globally on July 17 for iOS and Android. Created by Select Button and published by The Pokémon Company, it uses device sensors or compatible wearables like Pokémon GO Plus+ to monitor sleep patterns, classifying them into styles such as Dozing or Slumbering, which attract specific Pokémon to befriend and research on virtual islands. Players interact with Snorlax as a central figure and Professor Neroli for guidance, earning rewards like berries to befriend over 70 Pokémon species based on sleep quality and duration. The app promotes healthy habits without requiring active play, featuring a Sleep Style Dex for collection, and has expanded with seasonal events and new islands, reaching millions of users by emphasizing passive entertainment tied to real-life wellness.[94][95] Pokémon Trading Card Game Live, released on June 8, 2023, for iOS and Android (along with PC and Mac), serves as the successor to Pokémon TCG Online. Developed and published by The Pokémon Company International, this free-to-play app provides the full digital experience of the Trading Card Game, including online multiplayer battles, deck construction, trading, and events using official rules. It supports cross-platform play, in-app purchases for card packs and entry fees, and integration with physical TCG codes, attracting competitive players and collectors with regular expansions tied to the physical game releases.[96] Pokémon Trading Card Game Pocket, debuting on October 30, 2024, for iOS and Android, digitizes the collectible card game experience with a mobile-first approach. Developed by Creatures Inc. and DeNA, it allows daily openings of two free booster packs containing nostalgic reprints and exclusive "immersive" cards with 3D visuals and animations, alongside simplified 20-card deck battles against AI or online opponents. Players build decks featuring Pokémon ex and build upon the original TCG's 1996 roots, with expansions like Genetic Apex introducing over 200 cards at launch. The game supports trading rare cards via a wonder pick system and has seen rapid adoption, surpassing 60 million downloads within weeks, bolstered by events and a focus on collection over complex competitive play.[97][98] The year 2025 brought Pokémon Friends, a puzzle game released simultaneously on July 22 for iOS, Android, Nintendo Switch, and Switch 2. Published by The Pokémon Company and developed internally, it challenges players with over 1,200 brainteaser puzzles—ranging from sliding blocks to match-3—to collect yarn, which is used in the Plush-O-Matic machine to craft customizable Pokémon plush toys. Users decorate virtual rooms in Think Town, complete quests for residents, and unlock DLC packs for additional content, supporting up to five save files for family play. Its immediate launch following a Pokémon Presents announcement highlighted its casual appeal, with free-to-start access on mobile including optional purchases, and it quickly gained praise for blending relaxation with creative expression.[99][100] Looking ahead, Pokémon Champions was announced on February 27, 2025, during a Pokémon Presents event, with a planned 2026 release for iOS, Android, Nintendo Switch, and Switch 2. This battle-focused title, developed by Pokémon Works, combines single and double battles in a competitive format, supporting cross-play and modes inspired by the Video Game Championships. It will launch as free-to-start with optional paid expansions, featuring a roster of select Pokémon at debut and integration with Pokémon HOME for transfers, aiming to centralize battling experiences across platforms. Further details, including exact launch timing, are expected closer to release.[101][102]Companion and utility apps
Hardware companion apps
Nintendo's hardware companion apps are mobile applications designed to enhance and extend the functionality of its console hardware, particularly the Nintendo Switch and Nintendo Switch 2 systems, by providing features such as social connectivity, content management, and parental oversight directly from smartphones or tablets. These apps integrate with the consoles via a Nintendo Account, allowing users to access services without needing to interact solely with the hardware itself. Launched as part of Nintendo's strategy to bridge mobile and console ecosystems, these tools focus on utility rather than standalone gaming, supporting online multiplayer, media sharing, and family management.[1] The primary hardware companion app is the Nintendo Switch App, a free iOS and Android application that rebranded from the earlier Nintendo Switch Online app to broaden its scope beyond subscription services. It enables users to monitor friends' online status and currently played games, add new friends via QR code scanning, and view or share the 100 most recent screenshots and videos captured on the Switch or Switch 2 within the last 30 days directly to social media platforms. Compatibility extends to both original Nintendo Switch models and the Nintendo Switch 2, requiring a Nintendo Account for basic access, though a Nintendo Switch Online membership is necessary for advanced features like online voice chat in supported games (excluding Switch 2 exclusives, which use the console's built-in GameChat).[103][104] Additionally, the app incorporates game-specific services to deepen hardware integration. For instance, Zelda Notes allows players of The Legend of Zelda titles to access in-game notes and maps without a subscription, while SplatNet 3 provides detailed statistics, gear management, and salmon run schedules for Splatoon 3 players, exclusively for Nintendo Switch Online members. These features exemplify how the app serves as an extension of the console's capabilities, facilitating remote access to gameplay data and social interactions that enhance the overall user experience on Nintendo's hybrid hardware.[103] Complementing the Nintendo Switch App is the Nintendo Switch Parental Controls app, another free iOS and Android tool specifically tailored for family management of Switch and Switch 2 consoles. It permits parents or guardians to set play-time limits, monitor gaming activity including hours played and software titles used, and receive push notifications for real-time alerts on children's console usage. The app connects wirelessly to the hardware, allowing restrictions such as bedtime shutdowns or usage suspensions, and generates detailed reports on play patterns to promote healthy gaming habits. Unlike the main Switch App, it does not require a Nintendo Switch Online membership but necessitates linking the target console to the user's Nintendo Account during setup.[105] These apps represent Nintendo's focused approach to hardware companions, prioritizing seamless integration with its current-generation consoles while phasing out support for legacy systems like the Wii U or Nintendo 3DS, where no active official mobile companions remain available as of 2025. By leveraging mobile devices for ancillary functions, Nintendo enhances accessibility and convenience without altering the core hardware design.[1]Music and lifestyle apps
Nintendo's foray into music and lifestyle mobile apps began with Miitomo, its inaugural smartphone application launched on March 17, 2016, in Japan and March 31, 2016, internationally for iOS and Android devices.[106] This freemium social networking app allowed users to create customizable Mii avatars and engage in casual conversations by answering daily questions about personal interests, fashion, and hobbies, fostering connections with friends through shared responses and virtual item exchanges.[107] Miitomo incorporated lifestyle elements by enabling users to shop for virtual clothing and accessories to style their Miis, integrating social sharing with light gamification to encourage daily interaction.[108] Despite initial popularity, with millions of downloads, the app struggled with user retention and was discontinued on May 9, 2018, marking Nintendo's early experiment in mobile social features.[18][109] In 2025, Nintendo expanded its lifestyle offerings with the release of Nintendo Today! on March 27 for iOS and Android, a free app designed to integrate Nintendo content into users' daily routines.[110] The app features an animated calendar customizable with themes from franchises like Super Mario, The Legend of Zelda, and Animal Crossing, allowing users to track dates, events, and game releases with visual flair.[111] It delivers personalized daily updates, including news, videos, comics, and lore summaries tailored to user preferences via a required Nintendo Account, and supports integration with device calendars for seamless scheduling.[111] Additional lifestyle enhancements include home screen widgets with Nintendo artwork and downloadable themed wallpapers, promoting ongoing engagement without gameplay demands.[111] Available worldwide (with regional variations), the app requires iOS 16.0 or Android 9.0 and an internet connection, emphasizing accessibility for casual fans.[111] On the music front, Nintendo introduced the Nintendo Music app on October 31, 2024, exclusively for Nintendo Switch Online subscribers on iOS and Android.[112] This streaming service provides access to thousands of tracks from Nintendo's extensive library, spanning franchises such as Super Mario, The Legend of Zelda, Animal Crossing, and others, with options to stream, download for offline playback, and create/share playlists.[113] Features include browsing by category, franchise, or composer; personalized recommendations based on Switch play history; and tools like track looping up to 60 minutes or spoiler filters for unfinished games.[113] Requiring a Nintendo Account and active NSO membership (Individual or Family, with a 7-day free trial available), the app is not supported in all countries and may incur data charges.[113] It represents Nintendo's effort to extend its audiovisual heritage to mobile, blending utility with nostalgic appeal for subscribers.[114]Business strategy
Development partnerships
Nintendo's entry into mobile game development was significantly shaped by its 2015 business and capital alliance with DeNA Co., Ltd., a Japanese mobile gaming specialist. Under this agreement, Nintendo acquired a 24.9% stake in DeNA, while DeNA purchased shares in Nintendo, enabling collaborative development of smartphone apps featuring Nintendo's intellectual properties. This partnership facilitated the creation of several flagship titles, including Miitomo (2016), Super Mario Run (2016), Fire Emblem Heroes (2017), Animal Crossing: Pocket Camp (2017), and Mario Kart Tour (2019), leveraging DeNA's expertise in mobile platforms and user engagement systems.[2] To further strengthen its mobile and digital services infrastructure, Nintendo and DeNA established a joint venture company, Nintendo Systems Co., Ltd., in April 2023, with Nintendo holding an 80% stake. Nintendo Systems focuses on research, development, and operations for Nintendo's IP across smart devices and online services, supporting ongoing mobile projects such as the 2025 release Fire Emblem Shadows, co-developed with Nintendo's Intelligent Systems division. This entity builds on the original alliance by integrating DeNA's mobile technology with Nintendo's content creation capabilities, aiming to enhance cross-platform experiences without diluting core console strategies.[115] Beyond DeNA, Nintendo pursued targeted partnerships for specialized mobile experiences. In 2018, Nintendo collaborated with Cygames, Inc., acquiring a 5% stake in the developer to co-create Dragalia Lost, an action RPG launched that year for iOS and Android, which emphasized real-time multiplayer elements and original storytelling within the Nintendo universe. The game operated until its shutdown in 2022, marking an experiment in gacha-based mechanics tailored to mobile audiences.[116] In the augmented reality domain, Nintendo partnered with Niantic, Inc., in March 2021 to develop location-based mobile titles using Niantic's real-world AR platform. This alliance produced Pikmin Bloom (2021), a walking app that integrates Pikmin characters with fitness tracking, encouraging exploration through AR interactions. The partnership extends Nintendo's IP into casual, health-oriented mobile play while aligning with Niantic's expertise in geospatial gaming.[60]Monetization models
Nintendo's approach to monetizing its mobile games has evolved significantly since entering the market in 2015 through partnerships like DeNA, initially favoring premium models before shifting toward free-to-play structures to align with mobile industry norms and boost long-term revenue.[117] By 2025, the company's nine major mobile titles had collectively generated over $2.27 billion in lifetime revenue from 816 million downloads, with free-to-play games accounting for the majority of earnings through in-app purchases (IAP) rather than upfront costs.[118] The premium pay-once model was exemplified by Super Mario Run (2016), Nintendo's first major mobile release, which is free to download but requires a one-time $9.99 payment to unlock the full game after sampling the initial levels, eschewing ongoing IAP to maintain a traditional console-like experience.[119] This approach yielded about $60 million in revenue by 2018 but underperformed compared to freemium alternatives, prompting Nintendo to reconsider its strategy for broader accessibility and sustained income.[119] Freemium models dominate Nintendo's portfolio, offering core gameplay for free while monetizing via IAP for virtual currencies, items, and progression boosts, often incorporating gacha mechanics where players spend on randomized summons. Fire Emblem Heroes (2017), the highest-earning title at over $1.3 billion by 2025, uses orbs—purchasable with real money or earned slowly—to pull heroes in a gacha system, enabling player investment in rare characters and faster advancement.[36] Similarly, Mario Kart Tour (2019) employs rubies for gacha-style "pipes" to acquire drivers, karts, and gliders, supplemented by a $4.99 monthly Gold Pass subscription for exclusive rewards and unlimited lives; Nintendo later removed gacha elements in 2022 to reduce perceived aggressiveness.[120][121] Pokémon GO (2016), developed with Niantic, follows a comparable path with PokéCoins bought via IAP for items like incubators and raid passes, alongside revenue from sponsored locations and ticketed events, contributing to billions in total earnings though Nintendo receives a licensing share.[122] Other titles blend these elements with lifestyle-oriented purchases. Animal Crossing: Pocket Camp (2017) originally relied on IAP for leaf tickets to acquire furniture and clothing, generating steady but modest revenue until its 2024 service end; a subsequent paid version, Pocket Camp Complete, adopted a one-time $9.99 fee (rising to $19.99 in 2025) to remove all microtransactions, emphasizing offline play without ongoing costs.[123] The 2025 release Fire Emblem Shadows continues the gacha tradition but with more generous free-to-play progression, though it emphasizes IAP for competitive edges in social deduction modes, earning $90,000 on iOS in its first week amid criticism for aggressive prompts.[124] Overall, Nintendo balances revenue growth—exceeding $1 billion by 2023—with brand protection by avoiding ads and gradually softening predatory elements, ensuring mobile titles complement rather than cannibalize console sales.[125][117]Service endings and legacy
Several Nintendo mobile games developed in partnership with companies like DeNA and Cygames have discontinued online services, reflecting challenges in sustaining long-term player engagement and revenue in the competitive free-to-play market. Miitomo, Nintendo's first mobile app launched in 2016 as a social networking tool featuring Mii avatars, ended service on January 21, 2019, after failing to retain users amid low daily active players and shifting priorities toward dedicated gaming titles. Similarly, Dr. Mario World, a puzzle game released in 2019, shut down on November 1, 2021, with Nintendo citing the need to allocate resources to other projects, as the title struggled with monetization despite initial downloads exceeding 5 million. Dragalia Lost, an action RPG co-developed with Cygames and launched in 2018, concluded its main story updates in July 2022 and fully ended service on November 30, 2022, due to declining player bases and operational costs outweighing returns. More recently, Animal Crossing: Pocket Camp, which debuted in 2017, terminated online services on November 29, 2024, allowing offline play thereafter; Nintendo attributed this to strategic realignment, though it provided in-game compensation to users. These closures highlight Nintendo's cautious approach to mobile, avoiding heavy reliance on aggressive microtransactions that could tarnish its family-friendly brand image. The legacy of Nintendo's mobile ventures, initiated in 2015 through a partnership with DeNA, has been one of experimentation rather than dominance, generating an estimated $2.27 billion in lifetime revenue across nine titles as of October 2025, with 816 million downloads worldwide. While successes like Super Mario Run (over 366 million downloads since 2016) and Fire Emblem Heroes (ongoing since 2017, with over $1 billion in revenue) expanded franchise accessibility and introduced touch-optimized gameplay to broader audiences, the frequent service endings underscore limitations in adapting console-centric design philosophies to mobile's live-service model. Nintendo's strategy emphasized using mobile games to promote its intellectual properties and drive hardware sales—exemplified by how Pokémon GO boosted 3DS titles—without compromising core values, as former president Satoru Iwata stated in 2015 that mobile efforts would support, not supplant, dedicated gaming platforms. This approach influenced the industry by prioritizing user-friendly mechanics and limited gacha elements, but also led to scaled-back ambitions; by 2020, Nintendo reportedly halted new mobile developments to focus on the Switch, though president Shuntaro Furukawa affirmed in 2025 that the company continues exploring mobile opportunities. Overall, these initiatives enhanced Nintendo's global reach, particularly in emerging markets, while reinforcing its commitment to quality over volume in digital expansion.[118][126]References
- https://miiwiki.org/wiki/Miitomo