Super Mario Run outperforms Pokemon GO on a comparison of launch day revenue

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Super Mario Run outperforms Pokemon GO on a comparison of launch day revenue
According to a report from Sensor Tower, Super Mario Run was loaded on 5 million devices on its launch day. That is 10% of the analytical firm's estimate of 50 million installations for the first month of availability. The launch day revenue amounted to $5 million devices for the game, which is free for the first level and then requires you to pay $9.99 for the remaining levels.

The $5 million grossed by Super Mario Run topped Pokemon GO's opening day revenue by 19%. It also topped Clash Royale's revenue on its launch day by 400%. This isn't a completely apple-to-apple comparison because Pokemon GO launched in only a small percentage of markets. On the other hand, Super Mario Run is available for iOS devices only with Android availability on the way. In Super Mario Run's favor, a $9.99 game becoming the top grossing AppStore app is not an easy accomplishment.

One other stat computed by Sensor Tower shows that the average time spent in the Super Mario Run app on launch day was 16 minutes. That is lower than the 18 minutes players spent on average with Pokemon GO when that game debuted, and the 28 minutes spent on Clash Royale on that game's opening day.

By the way, you might recall that the other day we told you about iOS users who requested to receive a notification when Super Mario Run launched. Sensor Tower says that up to 30 million iOS users opted in to receive the alert. While many received it late and some never got it at all, it does tell us that there is much more pent up demand for the game.


source: SensorTower via AndroidAuthority

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