The revenues and downloads of Super Mario Run in the first days and days turned out to be very high. Some downloads reached the 37 million mark. We tell you about the first records and indicators of the game.

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The first mobile game of the Japanese company Nintendo was released last Thursday, December 15 as a temporary exclusive on the App Store.

During the first day, the game downloads amounted to more than 10 million, – App Annie reports. Sensor Tower’s estimate is more careful – 5 million. In any case, it’s faster than Pokémon GO and Clash Royale scored in the first day.

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Downloads of the game for the first three days amount to 37 million,” PocketGamer reports, citing as yet unpublished App Annie data. In the USA alone, they amount to more than 11 million.

If the data is confirmed, then Super Mario Run is the fastest downloaded mobile game in the history of the market. The previous record – 10 million in 7 days – belonged to Pokémon GO (according to Sensor Tower data, which contradicted Rovio data).

To date, the game has been in first place in terms of installations in 142 countries.

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It was not only a high-profile brand that helped the game achieve such high rates of installation.

The project has been collecting pre-downloads for a long time using the new iTunes toolkit. By mid-September, he had more than 20 million pre-installations.

The release of Super Mario Run, unlike Pokémon GO, was a one-time release in 150 regions. Recall that the Niantic game on the iOS platform is currently present in only 136 countries. It has not been released in Russia yet.

The App Store promotes Super Mario Run more aggressively than Pokémon GO, Clash Royal and any other game in the first week of release. The Japanese game in the Apple app store took five main banners on the main page at once.

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The game’s revenues for the first day reached more than $4 million according to App Annie and more than $5 million according to Sensor Tower.

All Friday and all weekend Super Mario Run was in first place in the box office top in more than 40 countries. This means that, most likely, the income of the game can be multiplied by three. In total, Super Mario Run has been in the first place in terms of revenue in 55 countries.

Monetization of Super Mario Run is called freemium: access to the full version opens in one payment. Previously, projects with such monetization have never achieved such high box office results.

Due to monetization, the project may quickly lose its current position. Attracted paying players will not be able to pay in it yet, even if they have such a desire.

Despite the large number of downloads and payments, users reacted negatively to the game. In Russia, out of 8 thousand reviews, 6 thousand reviews for “one star”. In the USA, out of 50 thousand reviews, the minimum rating is 25 thousand.

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Slightly below the performance of the game on the iPhone, according to App Annie:

  • The average number of Super Mario Run sessions per day is 2.4;
  • Duration of one session – 5 minutes 35 seconds;
  • The total time spent by players per day is 13 minutes and 12 seconds.

According to Sensor Tower, players, on average, spend 16 minutes a day on Super Mario Run.

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Sources: App Annie, Sensor Tower, PocketGamer

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