Variety reports Nintendo’s “Super Mario Run” endless runner game, which debuted in September 2016, has brought in $60 million in global revenue. More than 75% of that income has come from iOS players.
Although the Variety report bundles the iOS and Android income figures into the $60 million figure, with no indication of which platform performed best, income-wise, the Sensor Tower estimates the report was based on do break the income numbers down.
Sensor Tower data shows that about 77 percent of the game’s revenue to date has come from the App Store, where the game was released six months earlier than on Google Play. In the first quarter of this year, the revenue split shifted towards Google’s platform slightly, increasing to 35 percent there.
In terms of where the money has come from geographically, approximately 43 percent is from players in the United States, while revenue from Japan accounts for about 17 percent of the total.
The report indicates the game was released six months earlier on the iOS platform than it was on Android. However, while Super Mario Run was unveiled for the iOS platform in September 2016, it didn’t actually become available until December 15 of that same year.
The game was released for Android approximately three months later, on March 22, 2017
That makes the 77% share of income coming from iOS sales even more impressive. The game charges $9.99 to unlock the entire game.
The iOS App Store has long generated more income for developers from app sales, subscriptions, and in-app purchases than Google Pay’s Android store.
In April, Randy Nelson, Sensor’s head of mobile insights, stated, “we estimate that for each active Android device in the U.S. last year, approximately $38 was spent on Google Play-on and in apps-so about $20 less than iOS.”