One of the biggest complaints voiced when Nintendo finally decided to bring a Super Mario title to mobile was the way in which it wasn’t the free game most expected. Not that they ever indicated Super Mario Run would be available for free, but it appears that this is what quite a lot of gamers were hoping for.
In any case, it seems that a fairly high number of Mario fans have be more than happy to pay the required price to unlock the game in full, which in the United States costs a relatively modest $10. Specifically, of the 78 million people that have so far downloaded the game, around 5% have gone the whole hog and paid to unlock it in full. This is a pretty impressive achievement, given the way in which conversion rates of less than 5% are usually the norm for games that charge just $1 or $2 to unlock all their features.
As far as Nintendo is concerned, this represents earnings in the region of $53 million from what’s widely considered the company’s first true mobile release. But at the same time, Nintendo chief executive Tatsumi Kimishima said he’d hoped the conversation rate would be in the double digits, meaning that the game has actually performed in this particular sense at least 50 per cent worse than expected.
Which is of course, a bummer.
Still, it all represents more positive news of a welcome turnaround for Nintendo, following a few incredibly bleak years that led many to believe they could be on their way to folding. The company’s latest third quarter earnings report indicated profits in the region of $569 million, out of total revenues of around $1.5 billion.