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Super Mario Run rakes in estimated $14 million in three days

App research company App Annie suggests that Super Mario Run generated $14 million in its first three days on sale after being downloaded 37 million times.
By
December 20, 2016

Super Mario Run generated an estimated $14 million for Nintendo in its first three days on sale, according to a report from app analytics company App Annie. The free title was downloaded approximately 37 million times during this period, with about 1.4 million users paying the $9.99 fee to unlock the full version of the game.

Of the roughly 4% of converted consumers, App Annie said: “While this number may sound unimpressive, it is important to keep in mind that the game’s pre-launch publicity was unprecedented, casting an unusually wide net. This means that all types of users, including those who were extremely unlikely to pay, were targeted.”

Super Mario Run gameplay video shows off new modes and content (update: also requires constant net connection)
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We previously reported on speculation that Super Mario Run had achieved $5 million in sales on its first day, from five million downloads – numbers which exceed those of Pokemon Go‘s first day on sale. That said, Pokemon Go’s payment structure differs significantly from Super Mario Run’s in that it features in-app purchases for consumable items, rather than Run’s one-time unlock.

Research company Sensor Tower, who provided the estimates above, said the figures aligned with its projections that ten percent of players would pay to unlock the remaining levels.

What are your thoughts on Super Mario Run? How does it compare to Pokemon Go? Give us your thoughts in the comments.