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It is now official -- as hinted before, Super Mario Run will be made available for Android powered mobile devices starting on March 23rd. In other words, Android users will join their iOS brothers and sisters in playing the first ever Super Mario game specifically designed to be played on smartphones and tablet devices.
For those still not familiar with the mobile game, it is basically a one tap type of game in which players try to navigate the world’s most popular plumber through a series of obstacles by making him jump with a tap. It is as simple as it sounds, but knowing exactly when to tap may need some figuring out. There is no doubt that Android users are excited to be able to start tackling daily challenges, as well as challenge other fellow Android players as well, and ultimately, pile up and spend enough virtual in-game currency in order to build out their virtual Mushroom Kingdom.
While Super Mario Run is basically free, consumers may need to spend some money in order to acquire the full version and unlock all game levels. Back in December of last year, Super Mario Run had made its debut on iOS. Android using fans of Super Mario may have felt cheated that the Android version did not immediately follow, but for Nintendo, it was a qualified success. Sure, the actual volume of paying customers never quite met Nintendo’s overly optimistic expectations (on hindsight), but still, the game did manage to pull in $53 million in revenue just about a month after the game was released.
In the later part of January earlier this year, it was reported that only 5 percent of players have paid to unlock Super Mario Run. Nintendo had originally projected that there would be two times as many paying users for the game. For context, Niantic’s monstrous Pokemon Go pulled in as much as $142 million in its first thirty days alone from the iOS App Store.
It is not always fair to compare Super Mario Run to Pokemon Go. For one, the two employed different approaches in marketing themselves to consumers. Super Mario imposed an upfront fee in order for customers to unlock game levels after the first five levels. Pokemon Go, on the other hand, offered in-app purchases that were significantly less expensive than the $10 unlocking fee set by the creators of Super Mario Run. Now that Super Mario Run is now made available to users of the world’s most popular mobile operating system, it is certainly interesting to see how it will fare in the next weeks or months to come.
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