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  • DeNA collects 10 new partners for Mobage titles on iOS

    by 
    Mike Schramm
    Mike Schramm
    11.01.2012

    DeNA, one of the biggest social gaming networks in Japan, has announced a development deal with 10 social and mobile game developers. The company is working to gain inroads with western audiences via iOS and other mobile platforms. Mobage is the giant network that DeNA runs, which recently picked up Ngmoco and several other western publishers and developers to help build a stable of popular games and attract western players. Now, the company has deals with 10 different social and mobile game developers, including XMG Studio, Cobalt Play Games and Joywinds, plus several other small-to-medium developers who've been working hard on iOS and Android. Deals like this are becoming common in the social and mobile landscape. Eastern companies are learning that they need high-quality games to attract customers in the west. At the same time, smaller game developers are looking for funding. DeNA has plenty of that to go around. Typically, the issue is that smaller developers get swallowed up in the big network's money-making machine, and the resulting games lack the quality they need. So we'll see. DeNA is certainly pushing hard for an iOS hit (or two, or three, or 10, presumably). Some of these studios are capable of giving them that, but hopefully the publisher will be smart enough to let these creators do their thing. Show full PR text DeNA Unveils New Partners Coming to Mobage, the Premier Mobile Games Platform Diverse Portfolio of Games and Developers Further Extends the Reach of the Global Network SAN FRANCISCO – November 1, 2012 – DeNA Co., Ltd. (TSE: 2432) announced today that it is partnering with 10 independent social and mobile game developers to bring their games to the Mobage mobile social games network and platform for iOS™ and Android devices worldwide. New developer partners include BigHut, Cobalt Play Games, GameCloud, Electrified Games, Joywinds, Inc., Kyy Games, Massive Damage, Oh BiBi socialtainment, Runaway Play, and XMG Studio, Inc. The Mobage network has launched industry-leading games such as Rage of Bahamut™, developed by partner studio Cygames Inc., and Deity Wars, created by CROOZ, Inc., which have both held top spots on the Apple® App Store™ and Google Play™ top grossing charts. "The Mobage network provides development studios a unique opportunity to reach millions of mobile game players throughout the world," said Barry Dorf, Senior Director of Third Party at DeNA's U.S. subsidiary ngmoco, LLC. "As a global mobile games platform leader, our dedication to building long-term partnerships has enabled us to work with some of the most esteemed developers worldwide to deliver engaging, top grossing games like Rage of Bahamut. This is an exciting time for Mobage as we strive to fulfill our commitment to bringing delight, innovation, and fun to mobile gamers." New Mobage Developer Partners BigHut: The Brazilian independent mobile game development studio strives to make free-to-play games that are fun to play and provide experiences tailored to individual players. The company launched this week Boney the Runner, an endless runner game where players help Boney the skeleton escape through the cemetery from a pack of hungry dogs. To play Boney the Runner for free, please visit: http://moba.ge/boneytherunner Cobalt Play Games: A team of developers based in Asia working on interactive entertainment for the iOS and Android platforms. They have developed more than 10 casual mobile games and have just released their tower-building game Monster Mall on the Mobage platform. To download the free Monster Mall game, please click: http://moba.ge/monstermall Electrified Games: Electrified Games is an experienced independent developer of mobile and online games recognized for its expertise in trading card and strategy games. From its offices in the San Francisco Bay Area, the company has developed games for leading publishers and brands including Kaijudo Online, Kaijudo Battle Game, Tap Tap Revenge Tour, Defense of the Oasis, and Café 51. GameCloud Studios: A leading developer of global social and mobile games striving to bring together the digital and real worlds. Founded in 2009, the company has operations in Southern California and Shanghai, and has been developing innovative games and systems for the mobile space. With a unique approach to sports simulation games, the company introduces an innovative intuitive play system for their current mobile sports games. Joywinds, Inc.: A new mobile game developer from Shanghai whose core value is to connect people through imagination. Their newest title World of Wizards is set to launch this month on Mobage, and turns players into legendary wizards by learning different spells, collecting equipment and capturing magical pets. Kyy Games: Kyy Games is an independent game development studio located in Tampere, Finland. The company is known for their game Cabals: The Card Game, a revolutionary online trading card game that re-invents the genre with the introduction of a gameboard and an original game world that is inspired by different esoteric traditions. Kyy games has also launched Legends of Elendria: The Frozen Maiden, and Cooties: The Revenge of the Appendix. Massive Damage: Massive Damage, Inc. is an award-winning mobile games studio building the future of massively multiplayer social role-playing games on mobile. The studio recently released its cult-hit title Please Stay Calm, a location-based zombie survival game, and it is currently working on other titles coming soon to the Mobage platform. Oh BiBi socialtainment: Oh BiBi socialtainment is a French company specialized in developing and publishing social games for smartphones and tablets. The young and wild company benefits from the solid handheld game design expertise of its founder Stanislas Dewavrin, the former Creative Vice President at Gameloft and the Asphalt franchise creator. Oh BiBi socialtainment is committed to providing innovative, full-featured social games, promising brand new user experiences. Runaway Play: Based in New Zealand, Runaway Play is currently developing a Mobage mobile version of Flutter, a butterfly simulation game that gained a loyal following on Facebook. The developer also released the mobile games Puzzle Planets and Howling Mouse. Runaway Play works closely with philanthropic partners National Geographic and the World Wildlife Fund to continue to raise awareness surrounding wildlife conservation. XMG Studio Inc.: XMG is an award-winning mobile games developer based in Toronto. They have released 12 mobile games in various genres, including the popular Drag Racer franchise, the original franchise that created the drag racing genre in mobile games. Additionally, the company was named one of the top up-and-coming global mobile game developers to watch for by industry media. For developers interested in opportunities to publish their mobile games on DeNA's Mobage mobile games platform, please visit: https://developer.mobage.com About DeNA DeNA Co., Ltd. is a global Internet company focused on social games, e-commerce and other Web services for mobile devices and PCs. DeNA's current flagship business is its mobile social games platform Mobage, which offers first-, second- and third-party games on four localized user networks across Japan, China, South Korea and the rest of the world. The original Mobage network in Japan currently serves over 43 million registered users with more than 2,000 titles. Founded in 1999 as a small startup in Tokyo, DeNA currently has over 2,000 employees worldwide working at offices and development studios in 16 cities across 11 countries and regions. The company generated annual sales of more than 1.8 billion U.S. dollars in the fiscal year ended March 2012. DeNA is listed on the Tokyo Stock Exchange (2432). For more information, visit dena.jp/intl. About Mobage The Mobage social games network and platform hosts over 50 first-party and third-party games that are available on the Apple® App Store™ and Google Play™. Mobage features chart-topping apps including Rage of Bahamut, Blood Brothers and Ninja Royale™, casual games such as Zombie Farm® and Tiny Tower, licensed intellectual properties such as Marvel: War of Heroes, and core games such as Quests & Sorcery™, Hellfire and Warriors of Odin. Mobage also hosts mobile social games in other languages via separate regional networks. Mobage offers developers access to a suite of features to enhance their development environment, including a payment API, production and marketing support and analytics tools. To learn more about Mobage, visit: http://mobage.com. For developers interested in publishing opportunities on Mobage, please visit: https://developer.mobage.com

  • Macworld | iWorld 2012: XMG Studios working on a location-based Ghostbusters game

    by 
    Mike Schramm
    Mike Schramm
    01.28.2012

    XMG Studio is an indie iOS developer in Toronto that's gotten to work with some very decidedly un-indie licenses. They have made a few popular and original iOS games already (including Cows vs. Aliens and Cannon Cadets), but lately they've been getting more and more involved in licensed work. They delivered an Inspector Gadget game last year, have an app out about the Canadian TV series Degrassi High, and now they've wrangled the official Ghostbusters license for iOS. And VP of Game Development Adam Telfer told us this week at Macworld that they're making a location-based game with it, of all things. The game will be out this summer, and will use the iPhone's location tech to have players track down virtual ghosts in their real-world environments, both searching them on a map and then using the iPhone itself as a PK meter. They're using a Foursquare-style service to place the ghosts, too, so a ghost might appear at your regular Starbucks stop, you'll get a notification, and once you search for it, you'll be able to earn items and upgrades for searching for and capturing more ghosts. Location-based gaming is a genre that's kind of foundered on the iPhone, but Telfer says he and XMG have some ideas they're excited about, and he thinks the Ghostbusters franchise is a perfect fit. The game is set for a "soft launch" in Canada in a few months, with a launch in North America sometime in June. As for XMG as a company, Telfer says that "this year we exploded." While the company started out with just six people working on an original game, the office is now up to about 45 employees, and rather than original IPs, Telfer says XMG is looking more for licensing bigger properties, and co-production on titles. Totally Amp'd is another example of that -- it's an app centered around a video series, where you can not only watch the video content, but also interact with the show and its characters in various ways. We'll look forward to that Ghostbusters app as well. XMG is definitely finding some interesting business deals -- hopefully their take on the location-based gaming genre will live up to the much-loved movie license.

  • Powder Monkeys offers challenging fun for young gamers

    by 
    Dave Caolo
    Dave Caolo
    10.25.2011

    Powder Monkeys from XMG Studio (US$0.99, universal) is a big, varied game for the iPhone and iPad with enough going on to entertain kids and adults alike. Its good looks, many quests, game mechanics and upgrade opportunities increase longevity and keep players coming back for more. Plus, who wouldn't want to help monkey pirates battle enormous bugs on the high seas? Here's our look at Powder Monkeys. Way back in the 17th century, a "powder monkey" was a member of a warship's crew. It was his job to deliver bags of gunpowder to the gun crew, and keep the fight alive. XMG has had a bit of fun with the term, casting animated monkeys as its seafaring heroes, sworn to defend their turf against evil, enormous bugs. As the player, you must aide the monkeys by completing quests, surviving battles, upgrading your weapons and more. Before we get to that, let's take a look at the game itself. UI Powder Monkeys features big, chunky "cartoonish" illustrations that look fantastic on the iPad as well as a less detailed overview of your character's position on the sea. Other elements are easily identified, like treasure chests, islands of interest and enemy ships. There's not a lot of reading to be done, either, which benefits younger players (both my 6-year-old and 8-year-old tested out Powder Monkeys for me). %Gallery-137476% As you sail around the environment, seeking adventure, a large ship's wheel appears, though you only really need to drag to move. If you're on a quest, an arrow points you in the right direction. Other elements, like the store (for buying ammo, coins and upgrading equipment) repair shop and quest log are also attractive and legible, and a badge identifies the number of open quests you've got. Finally, two badges in the lower right-hand corner of the screen monitor your inventory. Gameplay The real advantage here is the variation. This could easily have become a game of repetitive shooting, which gets old fast. Instead, XMG has included asset management, travel and some puzzle solving, which keeps the games interesting. You begin by sailing into a cluster of islands and receiving a quest to visit one in particular. Of course, the bugs are waiting! Engage in your first battle. Battle mode begins as two ships line up side-by-side. Each ship has four canons and various "bullets," including watermelons, darts and, if you're desperate, cutlery. Load a canon by tapping the type of ammo you'd like to load and then tapping the desired canon (bullets will destroy incoming bullets mid-air). A shot is fired and health decreased. The first player to run out of XP loses. Fortunately, you've got powerups at your disposal. These special, upgradeable attacks will slow down the action, erect a defensive shield or increase your rate of attack, among other things. They're all handy when your enemy's vessel is superior to your own. If you win, a barrage of coins appear. Pick them up with a tap. Pick up additional quests by traveling from island to island. One required me to navigate a maze filled with superior ships. Another had me escort a companion across dangerous seas. Again, the variation keeps it interesting. Other elements Gather coins by winning battles and completing quests. You'll also need wood, iron and special Banana Coins. These can be obtained by completing quests, opening treasure boxes (found floating in the sea) or spinning the wheel! Some treasure boxes contain goodies, while others offer a Wheel-Of-Fortune type spinner, lined with various assets. Tap anywhere to stop the spinner and see what you've won. Coins are used to buy additional ammo, powerups and upgrades via the "store." Additionally, changes to your ship's hull, canons, rigging and armor also require wood and iron. The all-important Banana Coins can be found in the game or purchased with real money via an in-app purchase. My 6-year-old was tempted to put dad's hard-earned cash down on a pretend coin, but I put the kibosh on that (big meanine). Plus, the app required my Apple ID (as you'd expect) which he does not have. Conclusion My only complaint is with the overhead map. You can zoom out at anytime to get an overview of your location, but must zoom back in to move. This probably defeats the sense of adventure, but I'd like to be able to move while in the distant, overhead view. Plus, the tiny island icons are tiny indeed on the iPhone. Other than that, Powder Monkeys is a winner. It feels much deeper than you'd expect from a 0.99 app, with all the questing and upgrade options. Game Center achievements are also supported. It's just as comfortable on both devices and just plain fun. Plus, I dare you to get that Caribbean theme song out of your head.

  • XMG Studio attacks EA for Christmas app promotion at Mobile Games Forum

    by 
    Mike Schramm
    Mike Schramm
    01.26.2011

    While we're in San Francisco at Macworld this week, there's also a Mobile Games Forum going on in London, and one of the discussions over there got a little heated when the talk turned to EA's big Christmas sale on the App Store. Mobile developers have said before that EA's big push down on even its most premium games to 99 cents before the big App Store freeze over the holidays, flooding the App Store's top list with its own titles and claiming lots of the big holiday boosts in sales for itself, was a questionable move. Ray Sharma, founder of indie game developer XMG Studio, had this to say: "I think Electronic Arts really screwed the industry at Christmas time, and it's unfortunate, because of what Apple did to support them... They basically saturated the whole iOS community, they got 160 million units out there, and as a developer you had to sit there and watch Electronic Arts saturate the whole app economy." Sharma also said he estimates that XMG lost 15-20 percent of December revenue from its iOS games because of EA's move and Apple's support of it. Of course, we're not sure where Sharma can get a number like that -- it's very hard to estimate what people would have bought that they didn't, not to mention that a lot of people see developer complaints about EA's pricing as sour grapes. But it is interesting -- Sharma also promises that if the push towards freemium apps on the App Store continues, EA will eventually regret dropping prices so low, as it won't be able to compete with indie developers at the same price levels, given the costs in creating its premium, often licensed games. We'll be talking to more developers of all kinds of software here at Macworld, and we'll be sure to gauge other reactions to EA's price drops as the week goes along.

  • TUAW's Daily App: Inspector Gadget's MAD Dash

    by 
    Mike Schramm
    Mike Schramm
    01.24.2011

    I would say that this Canabalt-like game is good for kids (and it is), but I don't suppose there are too many kids around nowadays who remember the early days of Inspector Gadget like I did in my generation. We 80s babies can fondly look back on Gadget, Penny, Brain and the mysterious Dr. Claw with nostalgia, so while this one is more or less a licensed tie-in game, it's still good to see the old gang kicking around. Actually, just calling it a tie-in game isn't quite right -- there are some new elements here, in the form of coins to collect as you run and a few interesting new sequences (including some hook-jumping and a train for Gadget to dodge). But it basically plays like a running game; Gadget constantly skates forward, and a touch on the screen let's you jump up to safety. It's just as fun, too -- while it doesn't have Canabalt's cool flavor, it does have the Gadget theme, sounds from the series and everything else you'd expect from a licensed title. It also has a nice curve of replayability -- you're not only scored as you play, you're also granted Gadget Coins, which you can use to unlock extras both in-game and out (there's a digital comic and a sound board, both of which are nice meaty add-ons). Plus, the game is half price right now at just US 99 cents ($2.99 for the iPad version). If you've got kids who like Canabalt, or if you just remember being a kid that liked Inspector Gadget, give it a shot.

  • Cannon Cadets now includes level builder, scoring, and a TUAW level

    by 
    Steve Sande
    Steve Sande
    10.15.2010

    Back in August, XMG Studio released a fun game called Cannon Cadets (US$0.99), and it quickly became popular with those of us who love games where we shoot or fling things at targets. I enjoyed Cannon Cadets, although lack of a cohesive scoring mechanism made it difficult to measure my progress, and the sound effects -- which consisted mainly of farts and burps -- were annoying. XMG listened to feedback from the many people who purchased the game, and it's now out with even more special features, cool sounds, and an updated soundtrack. The updated version is universal, so you can now kill robots on your iPad as well. If you have an iPhone 4, you'll be thrilled to see that Retina Display support is included. A scoring mechanism has been built into Cannon Cadets, but even better, you can now build your own levels and share them with other players. XMG Studio reported that in less than a week, over 500 user-generated levels have been developed. All are available for gameplay from within Cannon Cadets, and we're happy to say that Brandon at XMG created a difficult level for TUAW (see screenshot above). If you have Cannon Cadets, go to "Download User Made Levels", search for tuaw by brandonmat, download it, and enjoy. It should keep you busy over the weekend!

  • Celebrate the launch of Cannon Cadets with XMG Studio and TUAW

    by 
    Steve Sande
    Steve Sande
    08.12.2010

    When you're tired of flinging birds at pigs, here's a new way to have fun -- an addictive game called Cannon Cadets (US$1.99) from XMG Studio. I was fortunate enough to get a preview of Cannon Cadets a few weeks ago, and quickly jumped into the fun. The back story of Cannon Cadets is that there's a very unhappy monkey by the name of Gordo who seeks to remove fun from the universe with his army of evil robots. Your mission is to use your cannon to launch your characters -- RocketBoy, RocketGirl, Pop, Granati and Beats -- at the robots, structures, and flying targets to try to knock out the robot army and finish a level. There are 80 levels on four different planets (not including hidden levels) to work your way through, all of which are challenging and fun to look at. The game physics are a lot of fun -- there are objects in higher levels that are more like Rube Goldberg devices than just knock 'em down structures, with spinning and swinging bits that are a delight to work with. The sound effects are musical and crazy (yes, those two adjectives do work together in this game), and the graphics really pop on the iPhone 4 Retina Display. You need to work your way through one level to unlock the next level, or if you're impatient, you can spend $0.99 on an in-app purchase that will automatically unlock all levels. What will delight some players and irritate others is that there is no scoring in Cannon Cadets. You basically work your way through the levels, and if you're unsuccessful, you try again. There are some levels further on in the game that are just so much fun to defeat that you'll find yourself playing them again just to watch the game in action. If you'd like to win a copy of the game or a specially-designed Cannon Cadets / TUAW skin for your iDevice, read on.

  • TUAW exclusive: Cannon Cadets brings frantic robot-killing action to iPhone

    by 
    Steve Sande
    Steve Sande
    08.02.2010

    I spent about the last two weeks working my way through the levels of Angry Birds HD, a wacky and addictive game for iPad in which you slingshot birds at pigs to kill them. Yeah, I know it sounds weird, but if you have played the game, you know that it's a great way to kill a few hours days worth of spare time. When I was approached about previewing a new, similar game called Cannon Cadets, my first inclination was that it wasn't going to be as fun. I'm glad to say I was wrong. Based on a pre-release version of the game I tested, Cannon Cadets from XMG Studio is a blast (no pun intended). As you can see in the video above, the back story consists of an evil monkey who has created an army of robots to kill all of the fun in the universe. Rather than using a slingshot to fire suicidal birds, you use a small cannon to fire small characters at the robots. There are a number of different planets on which you can play, each with a variety of increasingly difficult levels. As with Angry Birds, sometimes a straight shot at a target is not the answer, while blasting away at structures causes them to topple and knock off a bunch of robots. There are flying targets that, when destroyed, provide access to hidden levels. Other targets launch your characters when destroyed, so a direct hit can take out a string of robots. If you're unsuccessful in killing off the robots in a level, you can either try again or move to another level to try your luck. The graphics in Cannon Cadets appear to be optimized for the iPhone 4's Retina Display, since they really pop on the device. The game is expected to be in the App Store soon; stay tuned to TUAW and we'll let you know when you can start killing robots. Cannon Cadets will be released for iPhone and iPod touch first, followed by a version for iPad.