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  • Daily iPhone App: My Town 2

    by 
    Mike Schramm
    Mike Schramm
    11.11.2011

    You probably remember Booyah's MyTown, which eventually claimed more users than even Foursquare for a time. Booyah's management has switched up a bit since then, but the company is still plugging away at the iOS market, most recently releasing a sequel to MyTown called (not surprisingly) My Town 2. This version runs is more of a traditional social game, similar to Farmville, Cityville or any number of time-based management titles. Much like the original, the draw of My Town 2 is that you build cities with real places from your own neighborhood. Checking in to those places helps you break open rewards and items that you can't get anywhere else. Unfortunately, this means My Town 2 is sticky with the marketing. There's a whole lot of brand placement and not a lot of game play. I'd prefer more action and less marketing of the in-app purchases. But Booyah has been at this a while and they've reached an acceptable balance, especially considering that this is a freemium game and service. If you enjoyed the first MyTown, or if you just want to see what Booyah is all about, My Town 2 is well worth the download. It's free on the App Store in a universal version right now.

  • Daily iPhone App: Early Bird

    by 
    Mike Schramm
    Mike Schramm
    08.30.2011

    Booyah is a company, originally founded by ex-Blizzard guys, that made some big steps in the relatively early days of the App Store with its social game MyTown. Since then, it looks like the development over there has taken a turn for the more traditional. Early Bird is the studio's latest product, and it's a physics-based puzzle platformer that's actually more similar to golf than anything else. The idea is that you control a bird by swiping across the screen (Did I mention that Booyah has gone a little more traditional? At least it's not angry), trying to make your way across a level to a target where a worm has taken up residence. Get there in fewer swipes than the game offers for each level, and you'll be the early bird, with a star rating to match. Run out of swipes, and you've got to start the level over. This one checks pretty much all the marks -- the graphics and sound are cute, the gameplay is solid (though the swiping mechanic is a little simple), and there are plenty of rewards to go after, from that aforementioned rating to bonuses for landing right on the target and so on. Both Game Center and OpenFeint integration are included, and there's apparently more content coming soon. The game is just US 99 cents for iPhone, or there's a $1.99 HD version out for iPad as well. Early Bird's not quite as risky or groundbreaking as Booyah's other titles, but it's a solid game for sure, and shows that when Booyah wants to focus strictly on hitting the right market with a well-made game, they can do just that.

  • Booyah gets 10,000 to download new Nightclub City DJ Rivals

    by 
    Mike Schramm
    Mike Schramm
    03.11.2011

    Earlier this week, social game company Booyah (whom we've spoken with before) released its latest game for iOS, called Nightclub City: DJ Rivals. Booyah first found huge success with an iOS social game called MyTown, and then went over to Facebook to create Nightclub City, a social app about sharing music among friends. Now the company is back on iOS with DJ Rivals, and early indications are that it's going to be popular: it's already garnered over 10,000 downloads in just over a day. Last week at GDC 2011, I spoke with Booyah's Brian Cho about the game and the plan behind it, and he told me that Booyah is "taking the best parts of MyTown and the learning that we had on Nightclub City," and combining those into both a persistent social game, as well as an arcade-style music game to play inside of it. He showed me the app as well -- after creating an avatar in the style of Nightclub City, you then claim locations around you (or around your friends, even if you're not in the same place), and then your DJ can play music battles (akin to Guitar Hero or DJ Hero on consoles) to take over those locations.

  • GDC Online 2010: Booyah's InCrowd, or how to develop an app in four weeks

    by 
    Mike Schramm
    Mike Schramm
    10.06.2010

    Booyah first made a big splash on the App Store with the check-in game MyTown, then they stepped over to Facebook to release a game called Nightclub City before returning to Apple's platform a little while back with a title called InCrowd. Most App Store releases are known for their short development times (usually around six months or less), but InCrowd might set a record. As Booyah's Jon Parise explained in his panel at this year's GDC Online conference, Booyah created the app in just four weeks. There were a few reasons for doing this. First and foremost, the app is designed to work in conjunction with Facebook's new Places service, and because of Booyah's success with Nightclub City, Facebook granted them early access to work on and release an app for launch day (just four weeks after development began). While Parise didn't say it directly, his speech gave the impression that Booyah just wanted to try it -- could they really take an idea and turn it into a viable App Store product and brand in just four weeks' time? That, as Parise pointed out, is just about the length of Adobe Photoshop's trial period. In fact, one of their developers downloaded and used the expensive photo editor's trial all within the time of development.

  • Booyah releases InCrowd for iPhone and iPod touch

    by 
    Mike Schramm
    Mike Schramm
    09.01.2010

    Booyah has released an iPhone and iPod touch version of its Facebook game, InCrowd, and it's now available on the App Store. The app, like the very popular MyTown, uses location check-ins to create a game around social networking. But unlike MyTown, this app was originally released as a Facebook game. Booyah originally started InCrowd as its first Facebook venture, but it's now bringing the game back to the iPhone, where it's presumably more comfortable at development. But the Facebook and iPhone versions work together (in fact, you need a Facebook account to play it), so check-ins on either platform can be seen in the app. As for the game itself, it's exactly the kind of thing that's very popular among the huge tween audience for Facebook games -- there's a cartoonish avatar that can interact with friends socially, and checking-in to certain places earns the avatars popularity and status. There's a microtransaction element as well -- interacting uses energy, and if you don't want to wait for a refresh, you can spend 99 cents to get more. Standard social gaming stuff, although Booyah is pretty good at putting it together by now. Booyah remains a company to watch in the social gaming space -- it doesn't seem to have had quite the success it wanted on Facebook, but the company is flexible enough to switch a game like this over to Apple's platform without skipping a beat. We'll have to wait and see whether or not the free app gains MyTown's level of adoption, however.

  • Ngmoco's iPhone titles nominated for a few GDC Online awards

    by 
    Mike Schramm
    Mike Schramm
    08.25.2010

    Nominations have been announced for the Game Developers Choice Online Awards (to be announced at the upcoming GDC Online conference in Austin), and iPhone developer Ngmoco has secured a few spots in among the rest of the big PC game developers. We Rule picked up nominations for Best Online Game Design, Best Online Audio, and Best New Online Game, and Godfinger was recognized in the Best Online Visual Arts category. iPhone developers Booyah and Digital Chocolate also got nominated, but both of those companies were chosen for their Facebook titles, not their iPhone creations. So congrats to Ngmoco -- the company has certainly made a splash on the App Store with its freemium model, but these nominations show that former EA exec Neil Young's company is competing on quality with much larger PC titles like League of Legends, Aion and Dungeon Fighter Online. The awards will be given out at GDC Online, taking place October 5-8 in Austin, Texas.

  • MyTown adds product check-ins

    by 
    Mike Schramm
    Mike Schramm
    07.26.2010

    Booyah's very popular MyTown app has updated again, this time bringing some more innovation to the "check-in" idea. Instead of just checking in to locations, the app will now "check-in" to various products with the iPhone's camera. So when you use a certain product, you can use the camera to scan a barcode, and presumably, MyTown will recognize it, add it to your check-in history, and then reward points and progress as usual. Of course, this also means that Booyah will get a list of your favorite products and merchandise, which CEO Keith Lee says is "a holy grail for marketers and brands" in the press release. It seems a little unfair to take such valuable information from consumers while simply rewarding them with a few achievement points and virtual stickers, but MyTown definitely has a following, and the app's fans can't seem to get enough of their virtual collecting. The app will eventually include other types of gaming in the service, like scavenger hunt for certain items On the plus side for Booyah, this just means that marketers and brands will be even more interested in supporting the app. We can expect to see even more agreements with real-world businesses from them in the future.

  • MyTown 4.0 adds item creation, location tips

    by 
    Mike Schramm
    Mike Schramm
    06.05.2010

    Booyah has released MyTown 4.0 for the iPhone, the latest update to their extremely popular check-in game, and it adds a whole new round of social functions to the system. Properties that you own (which you get by checking-in at real-life properties) can now create items of their own, and different categories, like shopping or dining, will create different types of items. Additionally, items can now be traded with friends in the game, and all of this adds a new level to the gameplay -- not only are you earning points for checking-in, but you're collecting items, and those items can give you extra boosts or otherwise mix up the game. Plus, actual virtual items helps out Booyah's in-app sales, and I'm sure they will eventually put some of their branding agreements to work by making some of those created items brand-name products. Version 4.0 also adds "location tips," which allow users to leave comments at certain locations (to enable Yelp-style discussions), and check-ins now recharge over time, while max level players can check-in as much as they want. MyTown's growth has been phenomenal, and with the amount of work going into the app, that growth likely won't slow down any time soon. The app is free and on the App Store right now.

  • Booyah raises $20m, aims for 6m users

    by 
    Mike Schramm
    Mike Schramm
    05.18.2010

    I've lately been guessing that Booyah might eventually hook up with Ngmoco, since they're both iPhone gaming/app companies with somewhat similar goals that could help each other out. But it looks like Booyah doesn't need any help any more -- it's just raised a whopping $20 million from investors in a new round of funding. Booyah was originally included in the iFund investment, but that contribution pales in comparison to this one, which sets Booyah up as one of the heaviest single-brand hitters in the app market. Booyah is made up of a few ex-Blizzard developers (we interviewed CEO Keith Lee back at GDC), and the growth of its second app, MyTown, has been amazing -- a little while back, they said the app was growing by 100,000 users a week, and they're aiming to hit 6 million users by the end of the summer (presumably with a new app coming as well, not all inside just MyTown). Their user investment is huge as well -- they say that average usage of the app was over an hour a day, and they're now hitting 8.3 million virtual item impressions a day. Along with selling virtual items, they're also putting together high-profile partnerships with companies like H&M and The Travel Channel. And they've done all of this while still standing in the shadow of more well-known check-in services like Gowalla and Foursquare. There's a heck of a lot of activity and potential coming out of Booyah, and with this big chunk of funding, they're set up to do some more amazing things with their next app. We'll have to keep an eye on them.

  • Ngmoco buys Stumptown Game Machine, EA and Gameloft report revenue growth

    by 
    Mike Schramm
    Mike Schramm
    05.13.2010

    A few news items from the business side of iPhone games this week, courtesy of the folks over at Mobile Entertainment. Ngmoco has purchased developer Stumptown Game Machine, creators of their popular Touch Pets Dogs release. Unfortunately, there's no information on how much the deal was worth, but it's a pretty obvious pickup for Ngmoco, which is working on building a stable of freemium titles and developers to produce them. My money's still on an Ngmoco/Booyah deal at some point, too -- Ngmoco has the money to pick up a few other smaller developers thanks to funding, and Booyah has the app and the dedicated users that Ngmoco wants. The two companies have already collaborated with a MyTown promotion on Ngmoco's We Rule, but I can see it going farther eventually. Elsewhere, EA Mobile reported a big growth in profits over the last quarter, up 12% year-over-year. The company attributes revenues to the iPhone and, soon, the iPad -- EA had two of the top three grossing titles as the iPad launched in Need for Speed and Scrabble, even though those sales will count towards next quarter's profits. While indie games have found their own place on the iPhone, many of the biggest titles are still produced by larger studios like EA. Gamevil also saw a nice jump in profits (up a whopping 99% from last year), and also credits its growth to the App Store, supported by Android and other mobile phone markets. Zenonia and its sequel were drivers there, along with sales overseas and the company's Baseball Superstars title. Lots and lots of sales coming out of the App Store, and I'm sure a new phone in June won't hurt things at all.

  • MyTown updates to version 3.1, adds collectibles and social features

    by 
    Mike Schramm
    Mike Schramm
    05.06.2010

    MyTown is one of the hottest things going on the App Store right now in terms of social apps. As we mentioned in the interview with CEO Keith Lee a while back, they've actually got more users than Foursquare. The company has just released version 3.1 of the app, which introduces more collectible rewards earned by checking-in to certain local, real life locations (which you can then use to customize the properties you "own"), as well as more social features. You can now browse through the top trending properties, see your most frequent check-ins, and browse through where your friends are going out to and checking-in from. Additionally, Booyah tells us that the app is growing by over 100,000 players each week. They're suggesting that the average player of the game spends "more than an hour a day within the app." That's kind of incredible, but if it's true, that's one heck of an attachment rate. In fact, those are exactly the kind of usage stats that Ngmoco's Neil Young would drool over. Considering that MyTown just made an appearance in Ngmoco's We Rule splash screen, odds are that the two companies are at least sharing notes and, at most, possibly primed for a partnership. We'll have to wait and see what happens.

  • iFund doubles to $200 million, supporting Ngmoco, Booyah, and others on the iPad

    by 
    Mike Schramm
    Mike Schramm
    04.01.2010

    The iFund has been one of the driving forces behind some of the biggest names in iPhone development, so it's not a surprise at all that the investors are expanding their money pool and oversight to include the iPad as well. They're opening up the funding to a full $200 million (double what the original iFund offered to iPhone companies), and they've already got a whole slate of apps lined up from big iPhone companies like Ngmoco, Booyah, and Shazam. There will undoubtedly be a lot of successful apps on the iPad, but these are probably the biggest no brainers we'll see. It is important to note that these are all iPhone-specific companies. While there are lots of companies on the App Store that are doing iPhone as "just another platform" or have the iPhone as part of their overall strategy, the companies spotlighted by iFund all tend to be companies who are focusing on the iPhone (and now the iPad) as their business. Just as the iFund likely paid off for their iPhone investments, odds are good that they'll see the same result on the iPad. We'll have to wait and see.

  • Kleiner Perkins iFund doubles to $200m, investing in iPad apps from Shazam, ngmoco and more

    by 
    Nilay Patel
    Nilay Patel
    03.31.2010

    Apple said it expects the iPad to be a "second gold rush" of app development as consumers rush to add content to their new devices, and it looks like Kleiner Perkins Caufield & Byers agrees: the venture capital firm just announced that it's expanding the iFund to $200 million to invest in iPad app development. If you'll recall, the iFund was originally announced alongside the iPhone OS 2.0 SDK, and provided $100 million in total investments to 14 iPhone app developers like Shazam, ngmoco, and Shopkick -- companies responsible for 18 apps that have hit the App Store Top 10. Keep in mind that this money was promised before the iPhone App Store was even launched -- so given how that bet paid off, it's not surprising that KPCB's decided to double down on the iPad, which looks like it'll have even higher app prices. Along with the announcement, some iFund devs announced the following iPad apps: Pinger: Doodle Buddy and Starsmash Booyah: MyTown, a popular location-based game Shazam: Shazam, optimized for the new screen size, ngmoco: Flick Fishing, a new MMO called CastleCraft, Charadium (described as "massively multiplayer Pictionary"), God Finger, We Rule, WarpGate, and one more we missed -- anyone catch it? GOGII: TextPlus Nothing too surprising here, but it looks like the heavy hitters are going to be on the iPad bandwagon from day one -- and pushing hard for this thing to be a success.

  • Booyah releases MyTown 3.0, adds friends lists and social features

    by 
    Mike Schramm
    Mike Schramm
    03.26.2010

    Booyah has released version 3.0 of their MyTown location-based social networking app on the iPhone. As Keith Lee told me at GDC a few weeks ago, this app makes up the largest number of location-based social users on the platform, eclipsing even Foursquare and Gowalla in terms of users. And version 3.0 overhauls the social side of the game, allowing you to now visit friends' towns, view their check-in history inside the app, and track them across leaderboards. You can also send items and gifts to your friends, which will likely make up a huge part of their in-game microtransaction system. The upgrade is available on the App Store right now, and the app is a free download. MyTown is almost the silent contender in the race over check-in apps on platforms like the iPhone -- Foursquare and Gowalla are getting plenty of press, but Booyah is quietly building up a gigantic, dedicated audience for their app. As Keith Lee told us, they're working on "some very interesting viral growth mechanics or loops that haven't worked out yet on iPhone but have been done on other platforms." This social update will likely drive their already sizeable audience to grow even bigger.

  • GDC 2010: Interview with Keith Lee of Booyah

    by 
    Mike Schramm
    Mike Schramm
    03.15.2010

    Booyah is an App Store company with quite a few lessons in its past already. The founders are former developers at Blizzard (they worked on both Diablo and World of Warcraft before setting off on their own), and after their first app, Booyah Society, didn't exactly strike gold on the App Store, they went back to the drawing board on their idea of "real life achievements," and have done much better with their latest app, MyTown -- it's one of the top grossing apps around, with more users and higher engagement than the popular Foursquare. We got to sit down with CEO Keith Lee for an interview at GDC, and he told us about what they learned from Booyah Society, why Booyah is convinced that real-life social gaming is where it's at, and what they think of the iPad (and what Blizzard thinks of the iPhone). Read on for more.

  • Loopt teams with Mobile Spinach for check-in discounts, Booyah talks about MyTown

    by 
    Mike Schramm
    Mike Schramm
    02.08.2010

    If the iPhone has a leading app genre, aside from gaming, I'd say the current surge of "check-in" apps is probably it. Sure, back when the App Store first opened up, Twitter apps were everywhere (and they're still being made daily, it seems), but in terms of a genre that can only exist on a location-aware device like the iPhone, "check-in" apps like Foursquare, Gowalla, and so on, are making their mark right now. Here's news on two such apps continuing to grow on the App Store skyline. First up, Loopt [iTunes link] has announced a partnership with a company called Mobile Spinach to start trying to monetize this kind of app usage. Mobile Spinach delivers local ads, and Loopt says that it'll be using their location-based social networking service to bring specials and deals to users from wherever they check-in from. Note that while Apple doesn't necessarily want location-based advertising as the sole purpose of an app, it seems to be all right with location-based advertising as an extra feature like this. Loopt tells us at TUAW that it's a great deal for the company, as it is "an easier and cost-effective way to do online/mobile advertising," and that it means "Loopt users can get great free offers on everyday things they want in need just by walking around in the neighborhood." It'll be interesting to see just how useful this extra advertising can be. After the link below, read about how MyTown finally got the success they'd been hoping for.

  • MyTown's uncanny success

    by 
    Mike Schramm
    Mike Schramm
    01.21.2010

    I posted a few things last year about Booyah, an app that promised a lot, but turned out to be not much more than your standard social networking/check-in app. And despite a little hype around its introduction, Booyah had some trouble finding an audience. But the developers (former Blizzard folks still supported by some execs there) came right back with MyTown [iTunes link], and this time, they appear to have hit gold -- despite the app's low profile, it already boasts more users than the well-known Foursquare and Gowalla apps. That's probably because it's more of an actual game; rather than just checking-in, the app has a currency to it, where you can "buy" places you check-in from, and then charge money to the next person that stops by. Imagine Foursquare mixed up with Monopoly -- instead of meaninglessly becoming the mayor of some place you visit, you can actually own and make money off of other people showing up there. It's an interesting idea, and it seems to be working. MyTown has just reached version 2.0, increasing the number of levels you can earn and items you can buy with the virtual cash. It's still a free app, and originally, we heard that Booyah was going to earn money by teaming up with retail and business partners -- Taco Bell would pay them, and then they'd attach some promotion to checking in from a Taco Bell. But they haven't moved on to that point yet, apparently; right now it's just about building up a userbase and setting up a solid formula. And so far, while the original Booyah app may not have been able to do that, MyTown seems to be rolling right along.

  • Booyah starts off slow, offers $1000 in contest

    by 
    Mike Schramm
    Mike Schramm
    08.06.2009

    I've been playing with the hyped-up Booyah Society app for about a week or so now, and I don't think my reaction is too singular: it's not all that great. The idea is certainly a good one: take your real-life achievements and turn them into a game, complete with points and an avatar, but in practice, it's not quite there yet. Achievements are honor-based, which means you can make as many or as few points as you want just by punching anything in, and while the avatar is pretty nifty, it doesn't seem like there's that much to do with the little guy besides spin him around until he gets sick. That's not to say that the potential isn't still there -- the app's "Booyah" recommendations can give you some interesting things to do if you need them, and if they ever get the app using some actual iPhone mechanics (how about traveling a certain distance according to the GPS or playing a certain song or sound into the microphone?), it could be really addictive. But they're not quite there yet, and while we don't have any info on how many downloads they've gotten, the App Store rating is less than impressive at two-and-a-half stars.And they're not giving up yet -- they just announced a giveaway of up to $1000 over on Facebook. You'll have to log in to see it, but if you become a fan of their service and fill out a quick sweepstakes form, you're entered in to win a $500 Apple gift card for yourself, as well as a chance to give $500 to five more friends.Sure, the contest is blatant promotion (and it might even just be a shot in the dark to try and grab a Facebook audience). But what will be interesting here is to watch and see what happens with the app -- these guys have a legendary game development background (coming from Blizzard Entertainment), and at least $4.5 million in VC financing already. Whether they sink or swim, they're making for a very interesting case study of big-time development on the iPhone.

  • iPhone app offers achievements for life, booyah!

    by 
    JC Fletcher
    JC Fletcher
    07.27.2009

    What is the point of doing anything if you don't get achievements? Really, if you don't get points for it and proof on a public database, does it even count as having done something? We spent like an hour mowing the lawn yesterday in three-digit temperatures, for example, and nobody even knew about it until we told you -- just now. A developer called Booyah, started by three ex-Blizzard employees, is bringing the all-important "cheevos" to daily life activities, with a free iPhone app called Booyah Society. The "game," set to launch today, allows players to create a custom avatar and log activities in 108 different categories (like "Food & Dining," "Fitness," and more -- with achievements based on writing short notes about what you've done in each category), earning credits for each achievement logged. The achievements can be private or public, shared with a friends list, and streamed to Facebook or Twitter.Writing this post announcing this achievement game was the last "freebie" for us. From now on, we're not doing anything unless we get points for it.

  • Booyah releases Booyah Society, an app/game that tracks "life achievements"

    by 
    Mike Schramm
    Mike Schramm
    07.27.2009

    Booyah is a company I've had my eye on for a while -- they're a couple of veterans from Blizzard Entertainment (makers of the popular Diablo and World of Warcraft games, two of my favorites) who have been teasing a big-time iPhone app. Just today, they've finally showed their cards, and have released Booyah Society, a 3D, interactive, social network-connected "achievement system for life." If that sounds like an idea that's pretty floaty, you probably heard it right. Basically it's a game system that more or less overlays on what you're already posting to Facebook and Twitter. If you do anything from conquering a new videogame to doing a new exercise to visiting a new restaurant, you can earn achievements and points for an ingame avatar and scoreboard. In essence, they're aiming to take the things we already tell each other we're doing, and put this game/scoring system on top of that. There are plans to use the iPhone's hardware to do some self-reporting (GPS to track where you've been), but for now, everything's basically on the honor system. Will it work? Who knows. The app is available for free right now, and they're planning to include microtransactions in the future to let you buy things to dress up your avatar with, as well as looking at partnerships with other businesses (i.e., you can get a certain achievement by going to Wendy's and ordering some fries). Very interesting -- as with most social app ideas, this one seems like it'll make or break it based on who chooses to play it faithfully. They've got quite a pedigree with the Blizzard background, and built-in audiences with Facebook and Twitter integration, but whether or not people will find themselves invested in tracking these achievements and scoring points for their avatars, only time will tell.