By any measure, Super Mario Run managed to register an outstanding initial sales run in its first four days. Indeed, the game from Nintendo just became the first mobile app to breach the 40 million download mark on Apple’s App Store. Despite its early success, Super Mario Run unfortunately has already started taking some flak, especially from consumers who were not happy that they will be made to pay a rather steep $10 price in order to unlock all the levels of the game. It did not help that after playing the game for only about 10 minutes or so, most players already have conquered the first three levels (that were made accessible free of charge).
According to a new report published by Slice Intelligence, so far Super Mario Run has captured a 30 percent share in all mobile game spending on all devices powered by Apple’s iOS mobile operating system. That is cool and all, but Slice’s new report also shows that the app’s buyer population is now beginning to show signs of decline.
In the first few days since its launch, the Super Mario Run mobile game managed to surpass another familiar blockbuster title, Pokemon Go, by amassing 3.3 times the volume of in-game buyers. Of course, despite being both mobile games, Super Mario Run and Pokemon Go have vastly different payment models. It is true that there are in-game purchases in Pokemon Go, but generally, users can fully enjoy the game without having to worry about paying anything. As for Super Mario Run, you have to pay ten bucks to in order to gain access to everything, or else you will have to be content with just playing the first three levels over and over again.
It was hardly a surprise that Super Mario Run attracted such a large volume of buyers in the first few days right after it was released. Needless to say, these first buyers would want to play the game in its entirety, not just three levels. But as Slice’s report has noted, this buyer population instantly diminished after a few days -- which strongly suggests that not all of the first buyers are willing to pay the additional $10 in order to gain complete access to all of the game’s levels. Now contrast this to Pokemon Go, who took more than a week’s time to hit its peak paying population. By the time it did in mid-July earlier this year, the volume of in-game buyers was 74 percent bigger compared to that of Super Mario Run on its date of launch.
For more of Slice’s report, you can visit it here.
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