Super Mario Run has raked in more than $50 million on iOS, capturing more of a "for pay" market than games with a much lower price point. However, even those impressive figures are not enough to appease Nintendo, it seems.

According to a recent report form Engadget, Super Mario Run earned about $53 million since its launch on iOS, making it a standout hit for the mobile market. However, a lot of factors have the higher ups at Nintendo displeased, as they are comparing their mustachioed plumber's solo romp to other games and publishers in the same market. The original report states that Nintendo hoped to pull down a "double-digit conversion rate," meaning that at least 10 percent of folks who played the free version went on to buy the full game. At present, Super Mario Run rests at a conversion rate of more than five percent, but that's still only about half of what Big Daddy N was hoping to achieve.

At this point, we're kind of starting to wonder if maybe Nintendo's expectations are a bit too high. They aren't exactly comparing apples to apples here and, while the game may not have hit their expectations for the number of folks who would eventually make a purchase, it's hard for us to think of Super Mario Run as anything but a success.

For starters, Super Mario Run has only launched for iOS so far, which means there's an entire audience of Android users out there who are just waiting for their chance to pick up the game when it becomes available in March. Secondly, while only available on that single platform, SMR has only been around for two months. So with that limited audience and only eight weeks under its belt, the game has made $53 million.

Finally, Nintendo is comparing SMR to games like Clash of Clans and its developer Supercell. Clash of Clans is a free-to-play game, which is actually one of the reasons Nintendo's investors were so unhappy from the get-go, as they wanted a similar model to keep the money coming in on a more regular basis. However, SMR costs $10, which is damn near unheard of for a mobile game. As the original report points out, mobile games that cost just $1 to $2 for a full purchase don't typically get near the five percent conversion rate. Nintendo is charging five to 10 times that amount of money for their game and still selling more copies on the strength of the brand alone.

Finally, you can't look at Supercell's numbers in the same light. Yes, they are hugely successful, but they also had three equally hugely successful games pulling in cash throughout the past couple of years across both platforms. Nintendo's mobile market is one $10 game that's been out on one platform for two months. We expect SMR will show some legs, especially when it launches on Android, and Nintendo still has a Fire Emblem and Animal Crossing game coming to the mobile market. We think they're going to be just fine.