Nintendo announces 40 million downloads for Super Mario Run in four days


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Posted on December 21, 2016 by Brian

 

All sorts of data intelligent firms have come out with figures about Super Mario Run’s initial performance. However, now we have some data straight from the source: Nintendo.

 

Nintendo said in an announcement today that Super Mario Run topped 40 million worldwide downloads in just four days. Nintendo announced. Additionally, the mobile release is the top-ranking free game on the App Store in 140 countries and regions, and is in the top 10 highest grossing games on the App Store in 100 countries.

 

http://nintendoeverything.com/nintendo-announces-40-million-downloads-for-super-mario-run-in-four-days/

  • 2 weeks later...

But how many sales of the $10 IAP? I've heard it's done poorly. I wonder how much of that is due to alienating something like 85% of mobile users by launching exclusively on iOS. Which was probably still the right move, all things considered. I downloaded it day one, played through the free levels, reset the data, and then let my wife play through. I think she'll buy it for her Droid Turbo 2 when it comes out. The Google Play store has a registration page up, so it'll probably be out sooner than later. Nintendo wants the Android users to have a chance to throw money at them after the cold  reception (and 2.5 star rating) on the App Store.

 

If you like running, jumping, and collecting coins on your phone, it's pretty hard to usurp Subway Surfers. That game is free, but with the usual ways to buy coins and keys, but these are unnecessary as the game throws both at you. They also offer a "coin doubling" option for $5. Otherwise, the game is completely free, and does not even have ads, unless you choose to view them for 2 keys every day, or to double prizes (this only works once in a while, though). And if I'm being honest, if Subway Surfers got a Super Mario theme (they change their theme once a month, to a different city), it would be a better Super Mario Run than SMR itself.

On 03/01/2017 at 6:02 AM, dragontology said:

But how many sales of the $10 IAP? I've heard it's done poorly. I wonder how much of that is due to alienating something like 85% of mobile users by launching exclusively on iOS. Which was probably still the right move, all things considered. I downloaded it day one, played through the free levels, reset the data, and then let my wife play through. I think she'll buy it for her Droid Turbo 2 when it comes out. The Google Play store has a registration page up, so it'll probably be out sooner than later. Nintendo wants the Android users to have a chance to throw money at them after the cold  reception (and 2.5 star rating) on the App Store.

 

If you like running, jumping, and collecting coins on your phone, it's pretty hard to usurp Subway Surfers. That game is free, but with the usual ways to buy coins and keys, but these are unnecessary as the game throws both at you. They also offer a "coin doubling" option for $5. Otherwise, the game is completely free, and does not even have ads, unless you choose to view them for 2 keys every day, or to double prizes (this only works once in a while, though). And if I'm being honest, if Subway Surfers got a Super Mario theme (they change their theme once a month, to a different city), it would be a better Super Mario Run than SMR itself.

Super Mario Run has earned $30m in two weeks

90m downloaded it, but only 3m bought the full game.

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