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Forums - Nintendo - Super Mario Run tops 40 million downloads in four days

Super Mario Run tops 40 million downloads in four days

Top-ranking free game download in 140 countries and regions.

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Super Mario Run, which launched on December 15, has surpassed 40 million worldwide downloads in four days, Nintendo announced. It is also 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.  

Super Mario Run is currently available for iOS via the App Store in 150 countries and regions. It is available as a free download allowing players to try elements of the game’s three modes for free. A one-time payment of $9.99 will grant unlimited access to each of the three modes.

Read more about the game here.

http://gematsu.com/2016/12/super-mario-run-tops-40-million-downloads-four-days



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Useless numbers. Gimme revenue!



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

Great numbers.
If NS Mario is coming at launch, then Nintendo can profit big on this .



In the wilderness we go alone with our new knowledge and strength.

let's hope!!!!!

I want ninty to be very very rich and make games for us!



Switch!!!

vivster said:
Useless numbers. Gimme revenue!

Useless revenue. Gimme profit!



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and around 3.2 million purchase it so far seems a good number too

http://www.phonearena.com/news/Super-Mario-Run-40-million-downloads-not-many-converted-to-purchases.-Nintendo-explains-why-it-decided-on-10-pricing_id89280



SpokenTruth said:
vivster said:
Useless numbers. Gimme revenue!

Current figures suggest $16 million in the first 4 days.

http://www.gamesindustry.biz/articles/2016-12-21-more-time-needed-to-judge-super-mario-run-experiment

So current figures is showing that out of the 40,000,000 people that downloaded the game, only 1,600,000 purchased it?

That seems wrong to me. Only 4% of people purchased it? That is not realistic at all.



irstupid said:
SpokenTruth said:

Current figures suggest $16 million in the first 4 days.

http://www.gamesindustry.biz/articles/2016-12-21-more-time-needed-to-judge-super-mario-run-experiment

So current figures is showing that out of the 40,000,000 people that downloaded the game, only 1,600,000 purchased it?

That seems wrong to me. Only 4% of people purchased it? That is not realistic at all.

I'll just say that the only official numbers we have are "40 million download in 4 days". The rest are numbers published by analytic firms who have been proven inaccurate now that we can compare their estimates to Nintendo's official statement. 



I have one complaint about Super Mario Run, and it's really a head-scratcher. No, it's not the DRM.

It's Toad Rallies tickets, you need these tickets to race other players competitively, the rallies are super addictive and they keep you coming back for more.

Rallies and completing the single-player mode to 100% give the game tons of replayability. But once you collect all the pink/purple/green coins, it will be Toad Rallies mode's turn to keep you coming back to the game.

However... once you run out of "tickets", you can't participate in those rallies anymore. So how do you get more tickets? Buy them through Micro-transactions? No. You play a small puzzle that depends entirely on luck.

The puzzle has 4 doors, 2 of these doors can grant you a single ticket, the other 2 are the "wrong" doors and you end up with nothing if you choose them. There's no way to tell which doors are the correct ones. So you have a 50% chance to get an extra ticket to spend on a single Toad Rally if you choose one of the right doors. 

"OK, what's the problem? Just play the puzzle over and over until you collect enough tickets."

You can only play the puzzle once every 8 freaking hours. So every 8 hours there is a 50% chance that I'll get ONE ticket giving me the chance to participate in a SINGLE rally, and it's ridiculous.

Why would you limit the replayability of such an addictive part of the game by this ridiculous design choice? It doesn't make any sense. Japanese players are kicking my ass on those rallies and I bet most of them want to continue competing, but they can't do that and they have to try and win a single ticket to use on a single rally once every 8 hours. Just WTF.


The "always online" policy only affected me once so far, and unfortunately, it was right after I achieved my best score in a Toad Rally. So what happened? I lost the race despite the fact that I won, and despite the fact that my cellular connection dropped AFTER the I finished the game and AFTER the score was counted... smh


Finally, we all know Nintendo is experimenting. I think the most valuable and immediate lesson to take from this experience is to ask for the 10-dollars upfront, or have the demo & the full game in separate Apps.

Why? Because this way, those who aren't willing to pay 10 dollars, don't get the chance to complain about the price and give the game 1 or 2 stars driving the review scores down because of its price.

The App store allows people to review an App ONLY after they install it, and by making users pay before they install SMR (or any future Nintendo game), all the negative reviews complaining about the price won't be there, or they will be left under a separate free demo, and not the full game.

I am very annoyed by the fact that the game has a score of 1.5 out of 5 in the freaking Russian stores, fuck you, Russia.



It's a great start, but the real question is "How many are paying for the game?" I think Nintendo made a mistake making it paid game; mobile users are spoiled with free-to-start games nowadays, and this will hold Mario Run back



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