Looks like it'd be good to kill a few minutes and I'm happy that Nintendo is tapping into the mobile market/21st century, but I am not one to play mobile games, especially if I have to pay for it.
Isn't it 99¢ for full unlock? Name one eShop game for that cheap...
Nevermind, had the decimal in the wrong spot. Also screw Apple...
Rayman Jungle Run sucked up a ton of my time and was much cheaper (and looked prettier too).
Top that with the fact that I can't get it on my android phone (and that price point...) means I'll be passing.
How can you complain about the graphics? This looks exactly like every Mario game for a current generation system. They're not trying to reinvent the wheel.
How can you complain about the graphics? This looks exactly like every Mario game for a current generation system. They're not trying to reinvent the wheel.
All I meant was that the graphical style, when compared to Rayman, wasn't as good IMO.
iOS App Store was set to notify me, but I didn't get anything.
Same here. I stumbled upon a random article via Facebook and saw that it was out.
I didn't get an in-phone notification (even opened the App store, no notification but it had a big-assed Super Mario banner on top).
I did, however, get an email at 5:37PM PT yesterday from do_not_reply@new.itunes.com:
You asked us to let you know — Super Mario Run from Nintendo is now available. You can download it by going to the App Store on your iPhone or iPad.
I had heard that they were slammed with notification requests -- either the system broke down, got overwhelmed, or maybe the email to you got sent to spam...?
Just saw this on twitter, retweet for a chance to win a signed Miyamoto drawing for Mario Run, thought some of you might be interested. Would be pretty cool to see someone on NA win, I already entered
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Okay, so is that "five million" figure mean total number of downloads, total number of sales, or total revenue (in USD)?
It means total number of downloads AND total number of revenue.
It would have taken 500,000 of those 5,000,000 downloads to equal 5,000,000 in revenue.
Well 10% of people who downloaded paid for the full unlock. Is that a good ratio for a mobile app?
I would guess that is a good bit higher of a conversion rate than the median.
I would agree with Nathan....10% is pretty good especially for something that costs $10 as a one time download.
Honestly though that was a good move on their part I think a lot of the reason people don't spend money on mobile games is because the whole $5 today then $5 next week etc etc and are worried they won't pay attention to how much they are spending (And I am sure that is the companies intent too).
I would agree with Nathan....10% is pretty good especially for something that costs $10 as a one time download.
Honestly though that was a good move on their part I think a lot of the reason people don't spend money on mobile games is because the whole $5 today then $5 next week etc etc and are worried they won't pay attention to how much they are spending (And I am sure that is the companies intent too).
Maybe if more devs like Nintendo joined the mobile race, they could buck the "race to the bottom" trend of nagware and recurring micropayments for in game consumables.
I read that SMR brought in an estimated $4M this weekend $21M in the four days following its release.
I played it a lot this weekend. Really love many of the level designs and Toad Rally. Looking forward to expanding my kingdom if I can ever win some pink and yellow toads.
It is too bad the reviews are not favorable. I think many just played the free levels (which is nothing more than a demo, really) or raced through all levels without appreciating the goals of collecting pink coins, earning toads in Toad Rally, etc.
Pretty cool that Big N added Christmas items today. Sign that they will support SMR like Miitomo.
Is Nintendo in bed with Apple? Sure seems like it...
Apple might have paid for exclusivity, but that is unlikely. As we all know, Nintendo is extremely high on The QC of what they ship. Apple is much easier to develop for, which is why they probably choose iOS first.
Edit: And to clarify, when I say easier to develop for, I mean they only have to make sure it is perfect for one device, iPhone. Not a corecopia of Android devices.
Is Nintendo in bed with Apple? Sure seems like it...
Apple might have paid for exclusivity, but that is unlikely. As we all know, Nintendo is extremely high on The QC of what they ship. Apple is much easier to develop for, which is why they probably choose iOS first.
Edit: And to clarify, when I say easier to develop for, I mean they only have to make sure it is perfect for one device, iPhone. Not a corecopia of Android devices.
I don't think its being in bed with Apple. Like SwiftFrost says, nintendo is high on QC and I do think they decided to develop one version first so that it was the best possible version.
And whether it's true or not, most companies see iOS as the best and most profitable OS to start with.
Comments
Originally posted by: Andy_Bogomil
Looks like it'd be good to kill a few minutes and I'm happy that Nintendo is tapping into the mobile market/21st century, but I am not one to play mobile games, especially if I have to pay for it.
Isn't it 99¢ for full unlock? Name one eShop game for that cheap...
Nevermind, had the decimal in the wrong spot. Also screw Apple...
http://www.androidcentral.com/super-mario-run-android-everything-you-need-know
Rayman Jungle Run sucked up a ton of my time and was much cheaper (and looked prettier too).
Top that with the fact that I can't get it on my android phone (and that price point...) means I'll be passing.
I have all secret coins through the first two worlds. It's getting challenging!
Same here. The green coins get pretty tricky and I need numerous runs just to find out where they are let alone get them.
Looks like a million other runner games IMO.
Rayman Jungle Run sucked up a ton of my time and was much cheaper (and looked prettier too).
Top that with the fact that I can't get it on my android phone (and that price point...) means I'll be passing.
How can you complain about the graphics? This looks exactly like every Mario game for a current generation system. They're not trying to reinvent the wheel.
All I meant was that the graphical style, when compared to Rayman, wasn't as good IMO.
iOS App Store was set to notify me, but I didn't get anything.
Same here. I stumbled upon a random article via Facebook and saw that it was out.
I didn't get an in-phone notification (even opened the App store, no notification but it had a big-assed Super Mario banner on top).
I did, however, get an email at 5:37PM PT yesterday from do_not_reply@new.itunes.com:
You asked us to let you know — Super Mario Run from Nintendo is now available. You can download it by going to the App Store on your iPhone or iPad.
I had heard that they were slammed with notification requests -- either the system broke down, got overwhelmed, or maybe the email to you got sent to spam...?
Just saw this on twitter, retweet for a chance to win a signed Miyamoto drawing for Mario Run, thought some of you might be interested. Would be pretty cool to see someone on NA win, I already entered
http://venturebeat.com/2016/12/16/sensor-tower-super-mario-run-has-already-made-an-estimated-5-million-in-less-than-24-hours/
SMR makes five million in 24 hours.
http://venturebeat.com/2016/12/16...
App is free to download. 5 million downloads does not equal $5 million in sales.
SMR makes five million in 24 hours.
http://venturebeat.com/2016/12/16/sensor-tower-super-mario-r...
App is free to download. 5 million downloads does not equal $5 million in sales.
I don't believe they are considering each download a sale. If they were it would be around $35 million in sales.
My guess is that they are saying around 5 million downloads. But then basing their sales numbers off the actual data of users that upgraded.
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Okay, so is that "five million" figure mean total number of downloads, total number of sales, or total revenue (in USD)?
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Okay, so is that "five million" figure mean total number of downloads, total number of sales, or total revenue (in USD)?
It means total number of downloads AND total number of revenue.
It would have taken 500,000 of those 5,000,000 downloads to equal 5,000,000 in revenue.
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Okay, so is that "five million" figure mean total number of downloads, total number of sales, or total revenue (in USD)?
It means total number of downloads AND total number of revenue.
It would have taken 500,000 of those 5,000,000 downloads to equal 5,000,000 in revenue.
Well 10% of people who downloaded paid for the full unlock. Is that a good ratio for a mobile app?
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Okay, so is that "five million" figure mean total number of downloads, total number of sales, or total revenue (in USD)?
It means total number of downloads AND total number of revenue.
It would have taken 500,000 of those 5,000,000 downloads to equal 5,000,000 in revenue.
Well 10% of people who downloaded paid for the full unlock. Is that a good ratio for a mobile app?
I would guess that is a good bit higher of a conversion rate than the median.
Yo $5M/$10 (per upgrade) = 500,000 upgrades. That's very reasonable.
That is the way I looked at it.....I think people got thrown off because the revenue equaled the number of downloads.
Which of course makes abosolutely "no" sense.
Okay, so is that "five million" figure mean total number of downloads, total number of sales, or total revenue (in USD)?
It means total number of downloads AND total number of revenue.
It would have taken 500,000 of those 5,000,000 downloads to equal 5,000,000 in revenue.
Well 10% of people who downloaded paid for the full unlock. Is that a good ratio for a mobile app?
I would guess that is a good bit higher of a conversion rate than the median.
I would agree with Nathan....10% is pretty good especially for something that costs $10 as a one time download.
Honestly though that was a good move on their part I think a lot of the reason people don't spend money on mobile games is because the whole $5 today then $5 next week etc etc and are worried they won't pay attention to how much they are spending (And I am sure that is the companies intent too).
I would agree with Nathan....10% is pretty good especially for something that costs $10 as a one time download.
Honestly though that was a good move on their part I think a lot of the reason people don't spend money on mobile games is because the whole $5 today then $5 next week etc etc and are worried they won't pay attention to how much they are spending (And I am sure that is the companies intent too).
Maybe if more devs like Nintendo joined the mobile race, they could buck the "race to the bottom" trend of nagware and recurring micropayments for in game consumables.
I played it a lot this weekend. Really love many of the level designs and Toad Rally. Looking forward to expanding my kingdom if I can ever win some pink and yellow toads.
It is too bad the reviews are not favorable. I think many just played the free levels (which is nothing more than a demo, really) or raced through all levels without appreciating the goals of collecting pink coins, earning toads in Toad Rally, etc.
Pretty cool that Big N added Christmas items today. Sign that they will support SMR like Miitomo.
Any word on when Android is going to get it?
No date yet. It isn't just delayed. They chose to create the iOS version first and then work on the android version next.
I'm guessing next spring at the earliest.
Any word on when Android is going to get it?
No date yet. It isn't just delayed. They chose to create the iOS version first and then work on the android version next.
I'm guessing next spring at the earliest.
Apple might have paid for exclusivity, but that is unlikely. As we all know, Nintendo is extremely high on The QC of what they ship. Apple is much easier to develop for, which is why they probably choose iOS first.
Edit: And to clarify, when I say easier to develop for, I mean they only have to make sure it is perfect for one device, iPhone. Not a corecopia of Android devices.
Apple might have paid for exclusivity, but that is unlikely. As we all know, Nintendo is extremely high on The QC of what they ship. Apple is much easier to develop for, which is why they probably choose iOS first.
Edit: And to clarify, when I say easier to develop for, I mean they only have to make sure it is perfect for one device, iPhone. Not a corecopia of Android devices.
I don't think its being in bed with Apple. Like SwiftFrost says, nintendo is high on QC and I do think they decided to develop one version first so that it was the best possible version.
And whether it's true or not, most companies see iOS as the best and most profitable OS to start with.