Super Mario Run 2 is Out Just in Time to Eat Up Your Weekend

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Nintendo released Super Mario Run 2 for the iPhone and iPad just in time for the weekend. The update for the Mario runner game lets you unlock more levels without paying by completing a Bowser challenge, adds new Yoshi colors for Toad Rally and makes it easier to win rally tickets, and improves overall game play. You can download Super Mario Run for free, and unlocking all of the levels costs US$9.99 as an in-app purchase.

Super Mario Run 2 is Out Just in Time to Eat Up Your Weekend

Report: 3% of Super Mario Run Users Paid to Unlock the Game [Updated]

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super mario run purchase

Many hoped that Nintendo’s single in-app purchase approach for Super Mario Run would save us from the microtransaction free-to-play hell that is the iOS App Store. And while heavy marketing from Apple and the Nintendo brand gave it a boost, in the end only about 3% of users are estimated to have paid.

What You Get for Super Mario Run's $10 In-app Purchase

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Super Mario Run lets you play levels for 20 seconds after you complete the first thee

Super Mario Run for the iPhone and iPad is free to play, but that’s a little misleading. Without making the US$9.99 in-app purchase to unlock all of the game’s levels, there isn’t much you can do. Read on to see what your ten dollars gets you.

Super Mario Run Collects $5 Million in Coins in 24 Hours

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Super Mario Run has garnered as many as five million downloads and US$5 million in revenue in just the first 24 hours since the game launched. VentureBeat rounded up estimates from three third party app metric services, with two of the three offering estimates in that range. If accurate, it would represent a 20% conversion rate of people who have download the free-to-download game. Nintendo gives users access to three levels, plus a tiny taste of the boss level, in the free download. For $9.99, users can unlock the whole game. $5 million is not a lot of money to a company like Apple—and Apple’s cut would be roughly $1.5 million—but it’s likely to be significant for any gaming company. Especially in the first 24 hours. Mobile gaming is big, and Apple has been pushing Super Mario Run hard (as Jeff and I discussed in Friday’s Daily Observations). It would seem that Apple’s user base is responding well to that push. Just for fun, the game’s trailer is below.