Super Mario Run surpasses $60 million in revenue, 77% comes from iOS

Super Mario Run surpasses $60 million in revenue, 77% comes from iOS
Nintendo’s Super Mario Run was initially announced back in September of 2016 alongside the iPhone 7 lineup and, upon its release in December of that same year, remained an iOS exclusive for just over three months. Since then, the game has managed to rake up total revenues of $60 million but if data from Sensor Tower is accurate, it’s quite unevenly distributed.

Despite just a three-month head start, around 77% of Super Mario Run’s total revenues, or just over $46 million, come from Apple’s App Store. For comparison, the Google Play Store has produced just under $14 million, which works out to 23%. Despite the relatively low amount of revenue generated through Android devices, however, the platform’s share has gradually increased over the course of time, with Google Play Store sales accounting for 35% of all sales during the first three months of 2018, although details regarding the second quarter are yet to be revealed.

Ultimately, it’s clear that iOS has proven to be a much more profitable platform for Nintendo and it wouldn’t be surprising to see future releases focus once again on Apple’s devices initially before a much wider rollout on Android. Despite the game’s popularity which has seen it achieve over 200 million downloads, though, as of October of last year, Nintendo claimed Super Mario Run had yet to achieve an acceptable profit level, with this largely attributed to the $9.99 one-time cost of the game.

source: Sensor Tower

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24 Comments

1. Zylam

Posts: 1817; Member since: Oct 20, 2010

Such figures are why developers usually focus on iOS. At the end of the day it's a business and whatever brings in the money is the way to go. Google needs to step up and stop letting OEM's and carriers molest Android into the ground. The quality of Apple's eco system will always surpass Android's as long as multiple parties (not to mention the Chinese spyware companies) keep fragmenting Android. But hey the Rampant piracy on Android is a feature and an "option". Just like fragmentation, outdated software with bloat is eh.

5. sgodsell

Posts: 7451; Member since: Mar 16, 2013

Before Super Mario Run came to Android, and shortly after it released on iOS , there was already some developers that made a few clone like Super Mario run games for Android. By the time it came to Android there was like 5 different clones of that game. There is like 10 different versions of that game today, and with full levels. No payments needed. So Nintendo lost out on Android because they didn't release it at the same time for iOS. People act like that game was tough to make or something like that. When in reality it's just a scrolling type game, you can't even move backwards. BTW show me the completely free clone versions of Mario Run for iOS.

7. Zylam

Posts: 1817; Member since: Oct 20, 2010

So lets get this straight, Android has such low regard for quality, apart from rampant piracy, theft of intellectual property happens even before the actual product is realised and its not just ignored or dealt with but celebrated by Android fans? And you are blaming developers for not investing in teams to develop for the 80+ different configurations of Android phones where their product is pirated and cloned with no justice or ramifications? Oh boy Android really sounds like a dream for legitimate developers, top quality crowd, you got me there sgdshell. Great stuff bro.

8. sgodsell

Posts: 7451; Member since: Mar 16, 2013

Let's get one thing straight. Cloning an app with similar functionality definitely happens. But flat out piracy isn't allowed on the Play store, period. But why did a simple game like this Super Mario Run take so long to come out for Android? Especially something like this running game. It's made out to be like this is some great game, when in reality its a simpleton game. I guess that is why it has so much success on iOS, because that is where you find the vast majority of simpletons in this world. You fit in perfectly with iOS Zylam. So did you pay to play that game Zylam? Is it because you couldn't find a free clone on iOS.

10. rouyal

Posts: 1583; Member since: Jan 05, 2018

Android users have such low standards, of course they’d rather play some counterfeit Mario Run instead of the genuine and better thing . After all, they are using a counterfeit iPhone.

13. Back_from_beyond

Posts: 1438; Member since: Sep 04, 2015

I've played Mario Run and it was absolutely not worth spending any money on. If a knock-off version offers nearly the same experience and doesn't cost anything, then why would you pay for the real thing. That said I've easily spent over $200 on games on Android.

16. Back_from_beyond

Posts: 1438; Member since: Sep 04, 2015

You don't exactly make a poster boy of high standards for iPhone users. But hey if you feel the need to pay more money to get some semblance of gratification, go right ahead. Just don't compare the rest of us to a sad act like yourself.

25. chromoid

Posts: 37; Member since: Oct 03, 2013

And you're the reason why Android don't get the first grade apps iOS gets. Soo many apps in the iPhone that I use on my iPad I can't get on Android,I'm willing g to pay, but I guess the lokes of you supporting stupid copycat games, not willing to pay for premium app, are why I have to have an iOS(iPad) to get them

18. sgodsell

Posts: 7451; Member since: Mar 16, 2013

It's a Mario game in name and graphic images only. It certainly doesn't function like any Mario game before it. If anything it is telling me, and others that iOS users are willing to pay for crap compared to Android users. The clone Mario run games that came before it launched, are all free, and even offer full play modes. Something that ios users have to pay for. Look at the end of the day this game is not rocket science to make that simplton game. As a matter of fact there is lots of examples online, including source code. Do yourself a favor and do a Google search "unity mario run clone". If you don't like unity, then remove unity from the search.

24. chromoid

Posts: 37; Member since: Oct 03, 2013

Those who went for Mario don't want clones they want Mario, so those 5 clones doesn't really matter. Though probably those who would want the game have iPhones already, most of the people I know in college and like Nintendo own an iPhone, maybe not the best logic. But I think for Nintendo case, being the gaming company aside on their own just like apple does. It would apply. Second, apple let developers report clones and they could take them down. Maybe Google should have done that, and protected people's IP

23. Trex95

Posts: 2383; Member since: Mar 03, 2013

Games quality of android not as good as IOS we can't blame developers you can blame Google and how android written from the scratches plus millions of phones with different hardware.

26. mixedfish

Posts: 1561; Member since: Nov 17, 2013

LOL Debating Apple/Android quality of games is like debating which trash stinks less, it's still trashware.

3. Gustavoar

Posts: 22; Member since: Jan 13, 2016

Well, not crying here or anything, I know that most apps makes more money in iOS than Android. But one of the reasons that explains why it has made more revenue in iOS is because it was launched way before for it, so it had more time to make more money. Also, a lot of the revenue is made near the launch because of the hype that was generated. When it was launched for Android most of the hype was already gone.

6. sgodsell

Posts: 7451; Member since: Mar 16, 2013

Plus a few developers made some free Mario Run clone versions of that game, before Nintendo released it for Android.

11. rouyal

Posts: 1583; Member since: Jan 05, 2018

Cheap android users always flock towards free, cheap, and ghetto. They use android after all.

28. ScottsoNJ56

Posts: 125; Member since: Oct 01, 2017

simpleton ios users are just led by the nose lol

4. cmdacos

Posts: 4264; Member since: Nov 01, 2016

For me, it was a horrible game that didn't deserve a penny of my money. It did far better than it should have purely because of nostalgia and hype.

9. AfterShock

Posts: 4147; Member since: Nov 02, 2012

Let's totally compare revenue when everything else is different, even the length or time of sales are only slightly considered. Skewed article.

12. Back_from_beyond

Posts: 1438; Member since: Sep 04, 2015

People still play this s**tty game?!?

19. kiko007

Posts: 7507; Member since: Feb 17, 2016

I don’t care about this crappy game at all. However, my takeaway from these stats: no s**t Sherlock. Android users aren’t exactly known for buying games, or apps in general really. The ones who do are techies like you or I, willing to pay for quality. Do you honestly believe people in Southeast Asia and Africa are gonna waste a whole day’s salary on a mobile game? Hell no... don’t even think about it. This is a problem Android as a platform will always have to weather; no point in arguing reality.

22. TechSceptic

Posts: 1156; Member since: Feb 05, 2018

When you first market and build up hype for a game, then a lot of people are going to be interested, simply because of the momentum of the marketing. When you as an Android user get it a year later, without any marketing and with none of the momentum, then why would they look at it and even buy it? Hell, who says they will even find it in the first place? Furthermore, there are a lot of high quality running games on Android as it is, and you won't have to pay for them. Subway surfers is one. Lastly, when you launch the same game a year later, then it's a little outdated in a scene as fast moving as the smartphone world.

27. mixedfish

Posts: 1561; Member since: Nov 17, 2013

"subway surfers", "Quality"....mobile games have a long long long long time to go. Which is funny because mobile phone processor power make a Nintendo 3DS look a like it's running on a razor shaver.

* Some comments have been hidden, because they don't meet the discussions rules.

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