Super Mario Run Nets $14 Million in Revenue in First Three Days
It looks like the naysayers are wrong about Super Mario Run's market viability.
Super Mario Run is Nintendo's first big push into the mobile gaming market, and it's been a controversial week for the Big N. Super Mario Run has been slammed with negative reviews and sentiments in the Apple App Store and elsewhere over it's perceived "high" price of $9.99 for the full version. Concerns over this payment model affecting Super Mario Run's revenue led Nintendo's shares to fall in price in the five days after the release of the game, though they have stabilized in the last two days.
App data collecting firm App Annie paints a different story about Super Mario Run, though. According to the company's data, Super Mario Run was downloaded 37 million times in its first three days on the Apple App Store and netted $14 million in revenue for Nintendo.
According to Sensor Tower, another app intelligence firm, Super Mario Run hit 25 million downloads in a shorter timespan than any other Apple App Store game ever has. Sensor Tower estimates that over the four-day weekend from Super Mario Run's launch, December 15-18, the title earned Nintendo over $21 million in revenue. According to Nintendo itself, the Super Mario Run has been downloaded over 40 million times in its first four days on the Apple App Store.
Market analysis firm SuperData had previously projected that Super Mario Run would earn around $60 million in revenue over the course of its first month on the market. However, after the requirement to always be online came out, SuperData downgraded that forecast to $15 million in revenue.
With Super Mario Run doing better on paper than SuperData, Nintendo Stockholders, and a large number of reviewers thought it would, there's a large disparity between sentiment over the game's price and reality. With Super Mario Run well on track to meet SuperData's original revenue estimate of $60 million, we have to ask, why all the negativity over an obviously successful title? Perhaps it's just that those who are upset over personal issues with the game are more vocal than the huge number of people who have paid for and are enjoying Super Mario Run.
For more about Nintendo's stock outlook and stock market tips, check out, "Game Trader: Should You Buy Nintendo Stock?"
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Jason Faulkner posted a new article, Super Mario Run Nets $14 Million in Revenue in First Three Days
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I'm glad you provided some context for that number. It sounds like $14 million is down from people's initial hopes but up from the revised "this thing is a disaster for Nintendo" sentiment.
$14 million though is a small drop in their water. They did 4.6 billion in net sales last year. That's like 12 million a day if my math is right.-
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It's a shame about the reviews. It's easily one of the best mobile games ever, and the asking price is fair. The real shame in all of this is the absolute shitty state of the mobile games market. Even if Nintendo released it for free, and rampant with micro transactions, people would still bitch. "You put micro transactions in my Mario!" Double edged sword.
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SMR as free-to-play: http://www.pocketgamer.co.uk/r/iPhone/Super+Mario+Run/feature.asp?c=72473
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i wonder what the development cost for it was, its very polished and well done no doubt, but it is still 24 levels and a far cry from a real mario game.
they probably still profit more on the 3ds games, but lets face it, noones gonna buy a $30 game on iphone and the people who bought nsmb2 got robbed