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Super Mario Run made up 30% of all iOS spending during its first three days

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Super Mario Run made up 30% of all iOS spending during its first three days

Super Mario Run accounted for 29.5% of all iOS spending in the first three days of its launch according to Slice Intelligence.

The intelligence firm compared the game's performance to other game launches, particularly Nintendo's other big game of 2016, Pokemon GO.

It found that Super Mario Run had 3.3 times the amount of paying players as Pokemon GO on its launch day. However, Pokemon GO's peak paying players were 74% larger than Super Mario Run's.

Different strokes

This isn't entirely surprising. Super Mario Run had a major marketing campaign leading up to its launch, but comes with a one-off IAP to unlock the full game. Pokemon GO instead encourages repeat spending and launched slower than Super Mario Run.

In terms of who is buying the game, Slice Intelligence found that "millennials" were the key driving force, with 43% of all purchasers covered in that age range.

The game has also been purchased by an overwhelming majority of male players. Males account for 79% of all purchases, compared to 58% for Pokemon GO.


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Ric is the Editor of PocketGamer.biz, having started out as a Staff Writer on the site back in 2015. He received an honourable mention in both the MCV and Develop 30 Under 30 lists in 2016 and refuses to let anyone forget about it.