"Super Mario Run" has been downloaded 78 million times, with more than 5 percent of those downloads converting into purchases of the full game. This translates to about 4 million people paying for the full version. The game dealt with some criticism, though, due to the $10 paywall.

Good Or Bad For Nintendo?

It's a significant conversion rate for the mobile industry, mainly considering the game's high price. Titles that charge a dollar or two usually only achieve a conversion rate of less than 5 percent, a Tokyo-based game analyst told The Verge. The free-to-play title has also made over $53 million in revenue for Nintendo, so far, ahead of its announcement of an Android version in March.

Nintendo said its smartphone game "Super Mario Run" has taken in more than $50 million since going on sale in December -- a performance that analysts said was better than anticipated. Nevertheless, Nintendo's chief executive Tatsumi Kimishima wasn't satisfied because the company had reportedly been expecting a double digit turnout.

"Super Mario Run" Easy Mode Update

In related news, Nintendo just rolled out an update to "Super Mario Run" that offers a collection of new features and bug fixes, along with an "Easy Mode." The relaxed mode turns off time limits for every course and gives players bottomless bubbles. This way, they can finish a course as long as they want to and die as many times as needed to get past the difficult levels, writes MacRumors.

The update to "Super Mario Run" also includes compatibility with Korean users, new events, an adjustment to how many toads are gained and lost in Toad Rally and more. A few days after the game was launched last month, Nintendo began surveying players and asking their thoughts. Reportedly, the developer is trying to cull information on the feasibility and market response to a potential "Super Mario Run 2." Keep posted for updates.

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