
Super Mario Run
GameBy Nintendo Entertainment Planning & Development · Released Dec 15, 2016
Super Mario goes mobile! Unlike other games in the franchise, Mario will run on his own. All you do is tap the screen to jump. The longer you tap, the higher the jump meaning that you can play the game with one hand.
- Articles
- 19
Connections
Each row is a game or company named alongside Super Mario Run, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Dec 15, 2016
- Developer
- Nintendo Entertainment Planning & Development
- Publisher
- Nintendo
- Genres
- Platform, Adventure, Arcade
- Platforms
- Android, iOS
- Links
- Official site, Wikipedia
Game data from IGDB.com
Key figures from the reports
Super Mario Run experienced a 200% increase in both daily revenue and downloads following a promotional campaign that allowed players to unlock up to 50% of the game for free to coincide with the Super Mario Bros. Movie release.
GameRefinery, 2023 · BarbieOps: How Mobile Games Are Using Blockbuster Movies to Boost Engagement
Super Mario Run is the company’s most-downloaded mobile game with 244 million installs (54% of the total), yet it accounts for only 7% of total revenue.
Sensor Tower, 2020 · Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending
The mobile segment has become a core revenue pillar, highlighted by Super Mario Run surpassing 300 million downloads.
Nintendo, 2018 · Six Months Financial Results Briefing: Fiscal Year Ending March 2019, p. 18
Industry analyst Dr. Serkan Toto has estimated that Super Mario Run could reach 1.5 billion downloads.
Mobile Dev Memo, 2016 · Nintendo’s Mobile Mario Game: Three Questions
Super Mario Run revenue fell 41% year-over-year to $2.3 million, accounting for only 3% of Nintendo's total mobile earnings for the quarter.
Sensor Tower, 2019 · Nintendo's Mobile Revenue: Q1 2019 Analysis
Documents about Super Mario Run
The Perfect Game: The Effect of Perfectionism and Performance on Game Experiences
Perfectionism functions as a domain-specific trait rather than a global psychological constant, particularly within the context of interactive entertainment.
- The study of 40 undergraduates found no significant relationship between perfectionism levels and overall game experience, suggesting that perfectionists do not necessarily experience higher distress over mistakes in gaming as they do in academic or workplace settings.
- There was no observed interaction effect between perfectionism and game performance on the game experience, indicating that high-perfectionism players do not report different satisfaction levels based on success or failure in a low-stakes environment.
- Participants with low perfectionism recorded a mean Game Experience Questionnaire (GEQ) score of 59.69, while high-perfectionism participants recorded a mean score of 56.00, a difference that was not statistically significant.
Tim Cook Oversaw One of Gaming’s Biggest Platforms for 15 Years But Didn’t Seem to Notice
This opinion piece from the mobilegamer.biz newsletter, published April 21, 2026, argues that Tim Cook, who is stepping down as Apple CEO in September in favor of hardware chief John Ternus, presided over one of the world's largest gaming platforms for 15 years while treating games with indifference.
- Apple, under Tim Cook's 15-year tenure, became one of gaming's largest platform holders, with iPhone and iPad users playing more games than PC and console players combined.
- A significant portion of Apple's surging services revenue, which includes a 30% cut from in-app purchases, historically came from games.
- Despite its substantial role in the gaming market, Apple, particularly under Tim Cook, maintained a dismissive approach towards game players and developers.
This Week's Need-to-Know Jobs, Data and New Game News
The April 10, 2026 edition of the mobilegamer.biz newsletter, which says it has over 12,000 subscribers, is a weekly roundup of mobile games business coverage.
- The mobile gaming industry is seeing new releases including Borderlands, Plants vs Zombies 3, Dicero, Game of Thrones, Netflix Playground, Jetpack Joyride Racing, Jackbox, and new Apple Arcade titles.
- Playtika, valued at $3 billion, is currently for sale, as reported in the data digest.
- The data digest also covers Q1's top-earning mobile games, spending statistics from Aream, and numbers for Last Asylum: Plague and MapleStory: Idle RPG.
Mobile Game Genres Explained
"Mobile Game Genres Explained" serves as a comprehensive guide to the diverse landscape of mobile gaming, aiming to categorize and define the myriad genres that engage players globally.
- The mobile gaming market has matured into a diverse ecosystem comprising over 20 distinct categories, ranging from high-intensity action and strategy to accessible puzzle and social casino games.
- A primary development trend involves the use of hybrid models that integrate disparate mechanics, such as combining RPG elements with gacha systems or strategy with tower defense, to improve player retention.
- The analysis is based on a track record of acquiring over 300 million users since 2018, providing a foundation for understanding current industry performance metrics.
BarbieOps: How Mobile Games Are Using Blockbuster Movies to Boost Engagement
This analysis examines how mobile games leverage blockbuster movie collaborations and LiveOps events to enhance engagement, downloads, and revenue, particularly in the context of declining cinema attendance post-pandemic.
- Strategic movie tie-ins can significantly boost mobile game performance, as evidenced by Stumble Guys, where a Barbie-themed event doubled daily US revenue.
- Super Mario Run experienced a 200% increase in both daily revenue and downloads following a promotional campaign that allowed players to unlock up to 50% of the game for free to coincide with the Super Mario Bros. Movie release.
- Match Masters saw its daily revenue more than quadruple during its first-ever collaboration event, demonstrating the high impact of introducing limited-time branded content.
Nintendo, Disney, and Cultural Determinism
Matthew Ball challenges the popular thesis that Nintendo is poised for Disney-like growth by expanding its IP into films, theme parks, mobile, and merchandise.
- Nintendo operates a unique business model where 85% of software revenue is generated by its own first-party titles, a stark contrast to industry standards where hardware platforms rely on third-party content.
- Nintendo’s mobile strategy has struggled because the company prioritizes brand protection over industry-standard 'whale' monetization, which typically drives the majority of revenue in the mobile gaming sector.
- The company maintains a rigid creative philosophy that rejects 'games-as-a-service' models, preferring to release sequels only when new hardware or ambitious design ideas justify a complete from-scratch development cycle.
Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending
Nintendo's mobile games have generated more than $1 billion in lifetime gross revenue from global player spending on the App Store and Google Play, according to Sensor Tower Store Intelligence data as of January 2020.
- Nintendo’s six mobile titles have generated over $1 billion in lifetime gross revenue across the App Store and Google Play, supported by 452 million total downloads.
- Fire Emblem Heroes is the primary revenue driver, accounting for 61% ($656 million) of total lifetime mobile earnings despite representing only 4% of total downloads.
- Japan is the most significant market for Nintendo’s mobile revenue, contributing $581 million (54% of the total), followed by the U.S. at $316 million (29%).
Nintendo's Mobile Revenue: Q1 2019 Analysis
Nintendo's mobile games grossed approximately $85 million worldwide on the App Store and Google Play in Q1 2019, up 6 percent from $80 million in Q1 2018, according to Sensor Tower Store Intelligence estimates.
- Nintendo's mobile gaming revenue reached $85 million in Q1 2019, marking a 6% year-over-year increase from $80 million in Q1 2018.
- Fire Emblem Heroes remained the top performer with $46.6 million in revenue, though this figure represents a 30% decline compared to Q1 2018.
- Dragalia Lost generated $23.4 million in Q1 2019, a 55% quarter-over-quarter decline that nonetheless prevented an overall year-over-year revenue drop for the company.
Nintendo's Mobile Revenue: 2018 Performance
Nintendo's four mobile games grossed an estimated $348 million worldwide across the App Store and Google Play in calendar year 2018, a 15 percent increase over 2017.
- Nintendo's total mobile revenue reached $348 million in 2018, representing a 15% year-over-year growth compared to 2017.
- Fire Emblem Heroes remained the primary revenue driver, accounting for approximately 66% of the company's total 2018 mobile earnings with over $230 million in player spending.
- Dragalia Lost generated $58.4 million in 2018 despite only being available for one quarter and limited to five territories, with 66% of its revenue originating from Japan.
High Hopes for Kids Games
An industry analyst writing as a father of a five-year-old argues that children's games need to do better by their youngest players, and sets out reasons for optimism heading into 2019.
- The children's gaming market is shifting away from aggressive micro-transactions and intrusive advertising due to systemic failures in user acquisition and negative impacts on child development.
- Increased regulatory scrutiny regarding data privacy and monetization mechanics like loot boxes is compelling publishers to adopt higher safety standards for minors.
- Developers are pivoting toward subscription-based and bundled content models to secure predictable revenue while providing parents with better tools to moderate exposure.
Six Months Financial Results Briefing: Fiscal Year Ending March 2019
Nintendo is currently executing a growth strategy centered on the Nintendo Switch ecosystem, aiming to solidify its market position through a combination of hardware expansion and a robust software library.
- Nintendo is driving hardware and software growth through a Switch ecosystem that now features over 1,300 titles from more than 500 publishers.
- The mobile segment has become a core revenue pillar, highlighted by Super Mario Run surpassing 300 million downloads.
- The company is utilizing a dual-pronged software strategy, combining evergreen titles with high-profile holiday releases like Super Smash Bros. Ultimate and Pokémon: Let's Go to boost hardware adoption.
Nintendo Financial Results Briefing: Fiscal Year Ended March 2018
The Nintendo financial results briefing for the fiscal year ended March 2018 outlines the company’s strategic focus on expanding the Nintendo Switch installed base, maintaining the Nintendo 3DS legacy, and scaling the smart-device business.
- Digital revenue reached a record high of 60.8 billion yen, driven primarily by downloadable software and add-on content for the Nintendo Switch.
- The Nintendo eShop ecosystem expanded rapidly, hosting over 600 titles from various publishers at a rate ten times faster than the Nintendo 3DS during its comparable launch period.
- The Nintendo 3DS family reached a cumulative total of 72 million units sold, serving as a legacy platform alongside the company's focus on Switch growth.
Companies behind it
As the documents state it.

