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Super Mario Run Old Version - The Best Way to Experience the Legendary Platformer



Super Mario Run received 3.5 million downloads in its first day, eclipsing another highly popular app game, Pokémon GO, which had only 900,000.[14] It has reached the No. 1 spot in the App Store's top grossing and top free charts in the United States.


During an October 2017 Financial Results Briefing[15], it was reported that the app had been downloaded more than 200 million times worldwide, with 90% of the downloads being from outside Japan. Despite the large amount of downloads, it was also stated that the game had failed to reach an "acceptable profit point."




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Super Mario Run can be downloaded for free and after you purchase the game, you will be able to play all the modes with no additional payment required. You can try out all four modes before purchase: World Tour, Toad Rally, Remix 10, and Kingdom Builder.


Super Mario Run received overall positive reviews by critics. Reviewers generally praised the game's replay value and addictive gameplay, though common criticism was directed towards its comparatively high price in the mobile market, as well as its required connectivity to the internet. With 50 million downloads, it became the most downloaded mobile game in the first week. The total figure of downloads was 300 million as of September 2018[update].


App-tracking service Apptopia reported that Super Mario Run was downloaded 2.85 million times on the day of its iOS release, while grossing over US$5 million.[74][75] The title had 40 million downloads over the first four days, surpassing Pokémon Go as the most downloaded mobile game in the first week of release; that week's figure totaled over 50 million.[76] App Annie estimates that about one million of those downloads lead to the user paying for the title, with 55 percent being from the United States, earning $14 million in sales.[77] The iOS version of Super Mario Run was the tenth most downloaded app in 2016[78] and the top downloaded free game in 2017.[79] With the company's end-year report for fiscal year 2016, which ended on March 31, 2017, the combined downloads for Super Mario Run across iOS and Android was approaching 150 million,[80] and climbed to 200 million six months later.[81]


Despite these numbers, the game missed some of the anticipated metrics, particularly in Japan. On the Monday following the game's release on iOS, Nintendo's and DeNA's stock price dropped over seven percent due to its poor market reception.[65][82] By December 26, Super Mario Run was no longer the top grossing app in any nation, though remained one of the top downloaded apps in 63 countries. Nintendo's stocks had dropped over 18 percent within the first two weeks of release.[83] Within three weeks, market analysis firm Newzoo estimated that the app had been downloaded over 90 million times, with approximately $30 million in revenue from the roughly three percent who had purchased the full game.[84][85] Wall Street Journal's Dan Gallagher stated this conversion rate represented the difficulty in convincing mobile gamers to purchase content.[84] Nintendo later reported in a total of 78 million downloads, with more than five percent paying for the full game, by January 2017 in fiscal year earnings report. This generated 6 billion ($53 million) in revenues from the game.[86][87] The game sold 4 million paid downloads by this time.[88]


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Nintendo was anticipating that they would obtain 10 percent conversion of app downloads into full purchases, and noted in February 2017 that twenty countries account for 90 percent of the game's revenue, and that within those countries they were approaching this 10 percent conversion rate.[89] However, Nintendo's president Tatsumi Kimishima was disappointed the next month, when the revenue from the iOS version failed to fulfill the company's expectations.[90] Nintendo's next mobile title, Fire Emblem Heroes, released two months after Super Mario Run and which used the freemium payment approach, had only 10 percent of the previous title's downloads, yet had outperformed it in overall revenue by the end of Nintendo's fiscal year 2016.[91] Kimishima said that Nintendo had learned several lessons in development and releasing of mobile games from Super Mario Run.[81] Kimishima said that "we honestly prefer the Super Mario Run model",[90] though in a June 2017 investor question-and-answer session, he said "in the future we will consider not only a single set price, but other methods that incorporate a