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Super Mario Run

Super Mario Run has been given a minor update to fix some small bugs. The most important issue seems to be related to loading the game and trying to link it to your Facebook, which could cause a crash. The patch notes are as follows:

– Issue with Friend List linking has been fixed.
– Other minor issues have been fixed.

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Update: Bumped to the top. As usual, Sensor Tower is reporting different data. They said Super Mario Run was downloaded 25 million times in four days. Sensor Tower also estimates that the game generated over $21 million in revenue.


Original: Based on the latest data from App Annie, Super Mario Run was downloaded over 37,256,946 times between December 15 and December 17. 11,052,106 of those downloads are said to be from the United States. There were also 1,991,086 downloads in the UK.

During the initial three day period, users played Super Mario Run 2.4 times each day. App Annie says the average play time was 5 minutes 35 seconds (13 minutes 12 seconds a day).

Play sessions of Super Mario Run were slightly longer on iPad. While it was played for 14 minutes and ten seconds every day on iPad, iPhone users played for 12 minutes and 14 seconds.

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The Wall Street Journal is reporting that Nintendo has no plans for “additional content, either free or paid” in Super Mario Run. That information comes directly from a company representative.

Now, we do know that Super Mario Run is already being updated with new items and tie-ins to My Nintendo. That’s what we’ll likely be seeing going forward. The core experience won’t change, and we’re unlikely to see new levels based on what Nintendo is saying.

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Super Mario Run has gotten a small update, adding a few festive items to decorate your Mushroom Kingdom with. The Poinsetta, Sparkly Christmas Tree, and Sparkly Snow Globe can now be purchased for the Kingdom Builder mode.

Super Mario Run is finally here, and various companies are coming forward with initial launch data for the game. That includes intelligence firm Sensor Tower.

Sensor Tower says that Super Mario Run grossed over $5 million worldwide in its first 24 hours. Some countries aren’t contributing to the total as much, such as Japan. But as Sensor Tower points out, “a variety of factors are undoubtedly at play, including regional income and spending habits.” Super Mario Run also beat out Pokemon GO’s first day gross revenue by roughly 67 percent and Clash Royale by more than 400 percent.

In terms of engagement, players spent about 16 minutes in the game on its first day. That number was 22 minutes for Pokemon GO and 28 minutes for Clash Royale to compare.

It’s also worth noting that Sensor Tower also has its own figure for first day downloads, coming in at five million. We’re not making quite as big a deal out of that figure though, since the actual range could be anywhere from about 2.85 million to 5 million.

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Update: Bumped to the top. There are some discrepancies in these reports. Business intelligence and analyst firm App Annie says Super Mario Run was downloaded an estimated 3.5 million times in the U.S. alone in its first 14 hours.


Original: Super Mario Run was downloaded on 2.85 million devices in its first day, data from Apptopia reveals. It managed to surpass Pokemon GO, which only had 900,000 downloads during its first 24 hours.

It is important to point out that Pokemon GO had more of a staggered launch whereas Super Mario Run was issued worldwide. Hitting three million downloads is still an impressive feat, however.

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Super Mario Run has quickly risen to the top of the App Store charts. A few hours after it launched, the game shot up to the seventh top-grossing iPhone app in America, and second in the UK. It was also the top-downloaded app in 62 countries, including the United States.

The latest positioning for Super Mario Run now has it as the top-grossing app in both the United States and the UK. It’s also at the sixth spot in Japan.

Super Mario Run is doing very well for itself thus far. Hopefully it will be able to maintain momentum over the next few weeks.

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Super Mario Run

Super Mario Run doesn’t take advantage of Apple’s Family Sharing. This is due to the nature of the download, which is an in-app purchase. However, by going through a few steps, it is actually possible to use something similar to Family Sharing so that those who you are close to won’t need to purchase Super Mario Run on their own.

Here’s what you’ll need to do, as pointed out by Gabe3208:

1. First, purchase the game on your device.
2. Then on the iPhone/iPad you want to share the in-app purchase with, go to settings and log out of the app store.
3. Log back into the App Store with the same account that made the in-app purchase. SUPER IMPORTANT: If you don’t don this, you will be charged $9.99 again.
4. Open the Super Mario Run app, and try to purchase the game again. You will get a pop-up asking if you’re sure you want to buy, hit yes, and then another pop-up will appear saying you can download again for free since you’ve already purchased it.

The third step is pretty important here. Since you’re logging in to your account on another device, you’ll probably only want to complete this with people you really know well and trust.

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iMessage has received another update, adding a few new stickers based on Super Mario Run. The first four pictured above are the latest ones. Luigi, Peach, Toad, and Yoshi are entirely new.

We have one information about how Super Mario Run is performing on its first day on iOS. As reported by GamesBeat, the game is already the top-downloaded app in 62 countries, including the United States. Additionally, it is the top-grossing app in Germany, the Netherlands, Mexico, Guatemala, and Colombia.

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