What’s more impressive, however, is that the number of gamers that paid the $10 to unlock the full game stands at just over 5 percent. While that take-rate might see rather low at first, 5 percent is higher than many games that cost a fraction of Super Mario Run’s price of entry.
Despite the relative success of Super Mario Run, Nintendo executives still aren’t patting themselves on the back just yet. Nintendo President Tatsumi Kimishima had envisioned that Super Mario Run would have double-digit percentages with regards to those that would pay for the full game. Nintendo likely set those lofty goals after seeing the blockbuster success of Pokémon Go.
“Pokemon did exceptionally well,” said Tatsumi Kimishima told reporters. “But we’re also trying to sell more of other titles and weren’t able to do that.”
Nintendo probably could have garnered a better take-rate for Super Mario Run had it been available for $5 (or less), but there would have been no guarantee that the company would have seen a significantly higher percentage of paid unlocks or generated much higher revenue from customers. With that being said, Nintendo has the opportunity for increased downloads and sales revenue once Super Mario Run lands on the Android platform in March.
Looking forward, Nintendo is on track to release its next mobile game, Fire Emblem Heroes, for iOS and Android on February 2nd. Animal Crossing, however, has been pushed back to “next fiscal year” which likely means a 2018 release.