Super Mario Run, one of Nintendo’s first mobile games, has generated over $60m (45.4m) revenue since its launch on iOS in September 2016, with 77 per cent of that spend coming from Apple’s App Store.
These figures come from a Sensor Tower Store Intelligence report, which has shown that the revenue split has started to shift towards Google Play in the first quarter of 2018, increasing to 35 per cent of the game’s revenue. The game released on the Google Play store six months after its iOS launch.
Super Mario Run is however, still one of the worst performing games in Nintendo’s initial mobile offering, performing worse than Animal Crossing: Pocket Camp and Fire Emblem Heroes. For comparison, Fire Emblem Heroes crossed the $300m (£227.5m) mark this year.
Nintendo has previously said the Super Mario Run’s payment model where people pay in advance to gain access to the full game, was an experiment. As all games since then, and the forthcoming Mario Kart Tour, are all free to play, this could be viewed as an acknowledgement that the experiment didn’t perform as expected.
The game was most successful in the US, which netted about 43 per cent of revenue coming from the region.