The numbers on Super Mario Run are in, with App Annie saying that the game has been downloaded over 37m times on the iOS platform between the 15 and 17 December. This doesn’t track how many people purchased the full game or duplicate installs for those with multiple Apple devices, but these numbers were enough to put Super Mario Run to the top of the global app charts, reaching the number 1 spot in the UK within just 4 hours.
Over the first three days, Super Mario Run was downloaded roughly 2M times in the UK, which accounts for around 5% of the worldwide figure.
Develop spoke to Bertrand Salord, App Annie’s senior director of marketing for EMEA and Russia, who said that the numbers indicate that Super Mario Run has been a success for Nintendo, in addition to providing the figures above.
“On top of this, App Annie has also been tracking usage figures of the app, which are only available for the United States currently." said Bertrand Salord "On average, users have spent 13 minutes and 12 seconds on the game each day, which is spread across 2.4 sessions. Interestingly, tablet users are spending considerably more time on the game than those on smartphones, with the former racking up an average of 14 minutes and 10 seconds a day, compared with 12 minutes and 14 seconds."
“These numbers are all encouraging for Nintendo, demonstrating huge public hunger for the company’s games. So far, the release of Super Mario Run has been a strong foot forward from the organisation, but only time will tell if this success continues.”
This quote says nothing of Super Mario Run’s conversation rate, revealing the details on how many of the people installed clicked the purchase button after the first three levels give way to a big shiny purchase button asking for £8 ($9.99).
This average time of between 12-14 minutes might sound low, but considering many people play mobile titles on the move –– and that Super Mario Run requires a constant internet connection –– it might actually be more impressive than you think.
Last week App Annie claimed that the game generated $4m in revenue on its first day, but there’s no telling whether sales continued to follow that trend.