'Dr. Mario World's' First Month Lags Behind Nintendo's Other Mobile Offerings

DrMarioWorld - Publicity - H 2019
Courtesy of Nintendo

The puzzle game has generated just $1.4 million in player spending since its July 10 launch.

Prognosis: negative.

Nintendo's fifth mobile game, Dr. Mario World, failed to generate the same revenue as its predecessors over its first month of release, analytics firm Sensor Tower reports.

The game, co-developed with Tokyo-based app maker LINE and launched on July 10, generated $1.4 million in player spending over its first 30 days, a far cry from the previous four mobile titles debuted by Nintendo. The biggest mobile game launch for the company came with 2017's Fire Emblem Heroes in February of that year, which earned $67.6 million in its first month. Super Mario Run, Nintendo's first mobile offering, which bowed in 2016, holds the second spot with $30.5 million, while last fall's Dragalia Lost and 2017's Animal Crossing: Pocket Camp round out the list with $26.4 million and $13.6 million, respectively.

Still, Dr. Mario World delivered a sizable number of installs at 7.4 million, though, even then, the only title with less in its first month was Dragalia Lost, which recently became Nintendo's second-highest mobile earner when it crossed the $100 million mark last month. What the install numbers show in relation with the revenue generated is that Dr. Mario World lags far behind Nintendo's other mobile titles at just $0.19 spent per install. (In comparison, Dragalia Lost, Nintendo's best performer by this metric, generated $16.50 per download over its first 30 days.)

What is promising, however, is that Dr. Mario World outperformed a number of other puzzle games based on licensed IP from competing mobile companies. Jam City's Snoopy Pop+, launched in July 2017 and based off the popular Peanuts character, generated an estimated $1 million in player spending and registered two million installs in its first 30 days, according to Sensor Tower.