Okay, let's talk for real.
Frankly, smart money right now is on Android, which is starting to make serious gains against Apple's market share; and many of us believe that Apple is going to cave to pressure to allow AIR/Flex/Flash apps and web plugins in the next 6-12 months. Which will blow the gaming market on iPhone wide open. So developing a native iOS client app in Objective-C, the iPhone's native app language, which would cost anywhere from $50k for a simple poker client to $300-500k+ for a casino suite, is looking less and less attractive. Unless, of course, you have a lock on being the only gaming app allowed in the app store. In which case, it'd be like your dead uncle willed you a fuckin gold mine. In which case, nice move, but it's got nothing to do with software quality and everything to do with greasing wheels.
You can't get pre-approval for an app to the app store until it's written...at least according to Apple. That means you spend the money, you write tons and tons of code, you make your app...then you submit it and if Apple rejects it from the store, you have no one to appeal to. I'd be curious to know whether 32Red took a total flyer on it and sank a day's gross gaming revs into writing an iPhone app, without knowing whether it would be approved (and knowing that many before had been rejected), or whether there was a bit of back-channel diplomacy going on... like, maybe they sourced Steve Jobs a new stomach. Either way it would make for a pretty interesting story that hopefully will be written someday =)
The mobile market for gaming software will be wildly in play and up for grabs for the next 2-3 years, and especially so when the US comes back into the fold. That's great news for players and for startup companies alike.