Highlights This Week from the Inside Network Job Board: Digital Chocolate, Storm8, Moblyng, Ohai, & More

Recently, we launched the Inside Network Job Board – dedicated to providing you with the best job opportunities in the Facebook Platform and social gaming ecosystem.

Here are this week’s highlights from the Inside Network Job Board, including positions at Digital Chocolate, Storm8, Moblyng, ohai, Lolapps, Mighty Play, and MeYou Health.

Listings on the Inside Network Job Board are distributed to readers of Inside Facebook and Inside Social Games through regular posts and widgets on the sites. That way, you can be sure that your open positions are being seen by the leading developers, product managers, marketers, designers, and executives in the Facebook Platform and social gaming industry today.

New Hires in Social Gaming: Booyah, Playdom, Playfish, & More

Hiring in the social gaming world has picked up again after a surprising lull last week. This time around five of the major social developers have kept their human resource departments busy, according to data from LinkedIn, while Slide continues its transition over to Google. Of particular interest, however, Zynga gains some major hires this week as well. Claire Tipton joins the team as their new Corporate Development Coordinator, while former CEO of Conduit Labs, Nabeel Hyatt becomes the new Head of Zynga Boston — part of the recent acquisition of his company.

Also, for openings in all these industry positions, be sure to check out the Inside Network Job Board.

Here is the list:

Booyah

  • Sha Sha Chu – A former Development Director for Electronic Arts, Chu joins Booyah as their new Android Lead.
  • Juan Andrade – Joining Booyah as its newest Systems Engineer, Andrade fulfilled the same role, previously, at Five9.

Playdom

  • Akhil Perumpadappil – Previously a Software Engineer for SupportSoft, Perumpadappil joins Playdom as a Backend Engineer.
  • Gil Eyal – Eyal joins Playdom as a Summer Associate for Growth and Virality. Prior to this, Eyal was the Global EPP Program Summer Associate for Dell.
  • Jake Neri – Coming from LucasArts, Neri brings his experience as a Sr. Producer over to Playdom, where he will fill the same role.
  • Dave Williams – Google‘s former Online Media Sales Analyst, Williams, is joining Playdom this week as their new Product Manager for Virality and Growth.

Playfish

  • Akiko Abe – Prior to joining Playfish as part of their Public Relations, Abe was a Senior Account Executive at Cohn & Wolfe.
  • Grant Smith – Formerly a Senior Technical Account Manager for AOL Time Warner, Smith joins Playfish as their new Operations Director.

RockYou!

  • Phillip Mauracher – Joining RockYou! as its newest Product Manager is Mauracher, who previously worked as a Product Ad Management Consultant at Google.
  • Deyanira Babcock -Former Graphic Arts Intern for Pacific Island Ethnic Art Museum, Babcock, joins RockYou! as a Flash Illustrator and Animator.
  • R. Ryan Hayes – Leaving his role as Flash Team Art Manager at Namco Networks America, Hayes joins RockYou! as a Senior Artist.

Slide

  • Ken Seto – Continuing the transition caused by Google’s acquisition of Slide, Seto shifts from QA Engineer to Test Engineer II.
  • Dan Kirk – Kirk moves from a Quality Assurance Manager at Slide to a Test Engineering Manager at Google.
  • Jeb Havens – Formerly a Game Designer under Slide, Havens moves up to a Senior Game Designer at Google.
  • Kevin Ho – Now a Senior Designer under the Google tag, Ho was previously Director of Design under Slide.
  • Charles Hodges – Hodges changes titles from Quality Assurance Engineer for Slide to Test Engineer for Google.
  • Travis Parker – Parker, on the other hand, was a Software Engineer under Slide, but keeps the same role under Google.

Zynga

  • Claire Tipton – As noted prior, Claire Tipton joins Zynga as the new Corporate Development Coordinator. Previously, she was the Merchandising Operations Coordinator at Williams-Sonoma, Inc.
  • Micah Figone – Figone changes roles at Zynga, shifting from QA Manager to Common Operations.
  • Seth Sivak – After Zynga’s purchase of Conduit Labs, the former Gameplay Engineer, Sivak, joins Zynga as a new Product Manager.
  • Nabeel Hyatt – Also part of the acquisition, is founder and CEO of Conduit Labs, Nabeel Hyatt, who is now Head of Zynga Boston.
  • Michelle Koh Potts – Potts joins Zynga as a new Lead Project Manager. Previously, she was a Consultant for McKinsey & Company.
  • Paul Austria – Formerly a Student at DigiPen Institute of Technology, Austria is now a Software Engineer for Zynga.
  • Saumya Balasubramanian – Once a Datawarehouse Architect for Esurance, Balasubramanian joins Zynga as a new Data Analytics Engineer.
  • Troy Sandal – Formerly a Development Lead for Zynga, Sandal moves up and changes roles as a Development Director.

Wooga Hits 10 Million MAU as It Reaches a Year on Facebook

German social game publisher Wooga has just reached 10 million monthly active users among its three games on Facebook, a significant milestone as it seeks to become one of the larger developers on the social network.

Wooga CEO Jens Begemann has published a few stats and boasts about Wooga’s progress in a blog post to mark the company’s one year anniversary:

  • Success with Bubble Island despite the removal of notifications
  • Monster World is the only growing farming game, according to Begemann
  • 250 million brain tests completed on Brain Buddies
  • Wooga itself is the largest game developer outside of the US West Coast

While rankings can serve as an ego boost, what’s really key is whether an independent — especially one based in Europe — can succeed going forward.

For now, Wooga looks pretty well-positioned, since it’s set up to instantly localize its games to Europe’s many languages. We covered Begemann’s views on Facebook in depth this May.

DJArts Games Releases New Adventure-Style Game on Facebook

Bush WhackerMost people with a history of gaming will be familiar with slashing bushes for Rupees in The Legend of Zelda franchise. Well, it was a fun thing to do, but the developers at Canada’s DJArts Games have really enjoyed it, because they’ve turned that basic concept into an entire game with Bush Whacker for Facebook.

Unlike the console inspiration, the bushes in Bush Whacker do contain much more than just a few gems and bombs. The game is essentially a hybridization of adventure, exploration, and collection. Its core concept seems a bit absurd, but is, in truth, surprisingly fun — at least at first. While simplicity can make for a phenomenal game, and collection can produce tremendous longevity, its core does tend to get rather old.

The point of Bush Whacker is, first and foremost, collection. Around the world — currently 16 regions and three towns — players are tasked with the slaying of that almighty threat: Bushes. In true Zelda fashion, users click on a bush and whack it with their sword, consuming a set amount of energy. From the corpse of this foliage-filled foe will drop any number of random items.

Puzzle MonsterThe key items to collect are nine puzzle pieces that are found in each region. Collecting them will allow the user to piece together a simple puzzle of a random, and bizarre, looking monster (e.g. a panda with crab claws). Once put together, the puzzle will spawn the critter in the world, and it’s up to the player to capture it. No worries though, as it doesn’t actually fight back, but it will take up to three swings and a considerable amount of energy to catch.

Once caught, these odd creatures are ferried off to the small town of Haven, where the player resides, and are plopped down into a small petting zoo in the backyard of their virtual home. In fact, this marks the next element of collection, which is to find and buy items for said house.

Conveniently, the house is of a decent size, although size may not turn out to be much of an issue as finding items to place also appears to be quite difficult — after playing for some time now, all we’ve found is a nifty, decorative cape for our avatar and a potted plant. Supposedly, more items can be purchased in Haven’s store, but there doesn’t seem to be anything available at this time.

Ye Olde ShoppeEnergy items are self-explanatory, but consist of food and the like that instantly replenish used energy. As for quest items, these are objects needed to access certain features and areas of the game. For example, players can fish, at the cost of zero energy, but require a fishing pole. If they wish to enter the mountains, they need to buy climbing boots. In order to purchase anything, both gold and specific gems (agates, citrines, aquamarines, etc.) are required. These too, are dropped from bushes.

As far as whacking bushes goes, there are a variety of them to trim down. Typically, the more energy a bush takes to slice up, the more experience and reward comes from it. Additionally, there are also random monsters that wander about as well (they do not attack). The difference is that these have chances to drop multiple items, but usually require more energy.

To try and keep things interesting, the game also implements two powers that utilize the resources of Mana and Power. The former allows players to utilize a spell that will instantly destroy everything in a region. At first, it can only destroy objects that require one energy point to destroy, but this can be upgraded through the purchase of magical trinkets. Power, on the other hand, acts as a multiplier. The more Power one has stored before unleashing it, the more whatever the user slays will drop. This means if power is stored up to four and used, the next plant whacked will drop four times the loot.

Fierce Mountain WarriorThe game also tries to create a sort of progression curve, by literally gating different areas of the world. In order to proceed, players have to acquire a certain level (to pass a “fierce” looking warrior), find a key, or purchase a quest item. The problem is that this method feels very arbitrary.

Fact of the matter is, is that there really doesn’t feel like there is any progression at all. Bush Whacker is very fun at first, but running around and smacking bushes and creatures loses its novelty very quickly. Most of the time, it’s mana, power, or coin coming out of the slain, but that just isn’t all that satisfying. In essence, this app is similar to games like Treasure Madness or Treasure Isle, but in those titles, the progression is two-fold: Players get a ton more items to collect in the form of treasures (here, they are few and far between), and each region — or island — is a grid that is physically, and visibly, completed, meaning that once a grid space is dug up, it’s dug up. In Bush Whacker, everything infinitely respawns. Furthermore, in the case of the Zynga app, there is a lot more decorating to be had with one’s island. After another hour with Bush Whacker, we still only have that one potted plant.

As far as social elements go, these are fairly basic. Currently, these consist of a simple leaderboard, the gifting of energy packs, and visiting each others’ virtual homes. Of course, this isn’t the type of game that requires tremendous social interaction, but as a Facebook title, it feels remiss not to have more.

In the end, Bush Whacker is a nifty little title that’s surprisingly fun at first. Sadly, its simple core mechanic comes off as too simple and quickly becomes repetitive. For the most part, this stems from the lack of progression the game seems to present, with endlessly respawning bushes and creatures. The game already has around 25,000 monthly active users, but it’s hard to say how it will do in the long haul. As Treasure Isle has proven, these collection-oriented adventure games can do well, but unless some of the repetitive core elements and lack of seeming progression are fixed, the outlook seems unclear.

ESPN Creates Location-Based iPhone App, ESPN Passport

ESPN PassportSocial, location-based apps like MyTown, Foursquare, and Gowalla are undeniably popular. Now ESPN is looking to get in on that popularity with a relatively new iPhone release, ESPN Passport. Unlike the others of the genre, this particular app is not for use everywhere, but is intended for a more niche audience.

ESPN Passport narrows its check-in to the sports-goer: the person that goes to stadiums — be they baseball, basketball, football, or soccer — frequently, much like ESPN’s previously existing, web-based version of Passport. As such, the app makes for a nice enhancement to the experience, but as one might expect it’s a far less useful title for those that don’t, or can’t go to the live games.

The concept is simple enough. Upon logging in, users will see games in their area from which they can check-in, which they do by a tap of the “I’m at this game!” button. Additionally, upon check-in users will also have access to their respective Facebook and Twitter accounts, allowing them to post or tweet their check-ins to make all their friends and followers jealous.

Of course, this isn’t the only thing you can do while at a game. After you’ve checked in, the app will take you to an Event Summary page. Here, there is a superfluous, yet nice, addition to the game where you can actually view how many times you have been in attendance for a particular team’s game. Additionally, that total will be ranked amongst other fans in a leaderboard, of which, the Top 25 can be viewed at any time.

EventsFrom the events page, users can not only view the records of both teams playing, but can also enter their seat information, upload photos, and leave comments. All of these can also be posted to Facebook and/or Twitter, and will be viewable to other users as well.

Unfortunately, viewing what other people do at these games is the limit if one isn’t actually going to major sporting events. If there are no events within one’s general area, all that gets displayed are those that have recently occurred, or will occur soon. It’s still a convenient means to get the final scores of recent games, and it’s also sometimes amusing to see peoples’ commentary on the game. That said, it’s just not the same as being there. Plus, it feels a little creepy to view other strangers’ personal photographs.

Aside from all of this, viewing any event will grant access to ESPN Gamecast. Though the information can be garnered in any number of ways, its inclusion with Passport grants users quick access to any number of stats for that specific game. If the game hasn’t started yet, users can view weather reports, times, ticket information, make comments, and even read a nice preview of the game that wraps up what one can expect. In addition to this, a vast majority of the ESPN network is also quickly accessible for scores, season information, dates, more stats, and so on.

Wrapping up the contents of Passport, the only other element worth mention is that the application also allows users to view any past events that they’ve checked-in at and retroactively add photos and comments.

Overall, ESPN Passport is a nice little application for a sports fan. All the same, if frequenting the actual games isn’t a possibility, it’s more or less a pointless app to have. One possibility for expansion would be events other than the actual games — perhaps local viewing events at, say, sports bars. Fact of the matter is, ESPN has a neat idea for the sports enthusiast, but it caters, very much, to a minority of their potential user base. Regardless, it goes to show just how popular location-based apps are becoming, when companies as large as ESPN start to get into the mix. With any luck, they will add to Passport before football season.

Facebook’s Spanish-Language Market Marked by Fragmentation, but Promises Opportunity

Editor’s note: The following analysis was published on Inside Facebook and is based on data from Inside Facebook Gold, our research and data membership service covering Facebook’s platform and advertising ecosystem.

Today we look at Facebook’s second-largest language market, Spanish, which reached 71.4 million users this month according to data from our upcoming Facebook Global Languages Report.

We’ve previously discussed Facebook’s growth by country market — many readers now recognize the United States, the United Kingdom, Indonesia, and Turkey as Facebook’s top countries.

But what about language markets? For advertisers, marketers and developers creating content for Facebook that they hope will reach beyond the US, UK, Canada and Australia (some of Facebook’s most expensive ad locales), language markets are as relevant as country markets — if not more so — because linguistic translation is the first, and in some cases, only step in content localization.

In a recent interview with Inside Social Games, Wooga’s Jens Begemann noted that some audiences outside the US are using Facebook in English to such a wide degree that they’ve discontinued app localization for those market’s other languages. In Indonesia, for example, the audiences that matter are using the site in English anyway. This same logic applies to marketing and advertising campaigns on the site — if the users that matter to a given brand reasonably reachable via English, then costly localization efforts become moot.

However, this is where Spanish diverges from Indonesian, Tagalog, Hindi or other languages that predominate in emerging markets. Different countries, as we’ve previously noted, have different degrees of linguistic homogeneity. Latin America’s nations happen to have a high degree of Spanish-language saturation, according to our per-country language data. In other words, Spanish language is the gateway to users in dozens of Facebook’s fastest growing markets.

Not localizing to the site’s second largest language results in a jarring user experience at best, and missed acquisition opportunities at worst.

As noted earlier, Facebook’s Spanish-language market has now grown to encompass 71.4 million users worldwide. The Spanish-language market holds a unique position: it has grown to a size that’s almost three times larger than the next closest contender, French, and has already achieved a third the reach of English,

Interestingly, growth in the Spanish-language audience on Facebook has taken a markedly different trajectory than it did for English-language audiences on the site. While Facebook began as a college-oriented site sparked in American institutions, it has since spread more evenly through most of Western society, reaching both young and old. But among the many Asian and South American countries that are driving Facebook’s growth now, youth is the driving force.

Some 56.9 million of the total 71.4 million Spanish-language audience on Facebook are users under 35. That equates to roughly 80 percent of this language market being categorized as ‘young’ users. When we compare this split to Facebook’s prototypical country market, the United States, we see that the under 35 group comprises just 61 percent of the total.

One challenge in creating content for the Spanish-language market as a whole is the high degree of both demographic and national fragmentation of this audience. The market itself includes over 20 countries spanning four continents. While many of these countries are part of Latin America, some notable ones — Spain and the United States — are not. As a result, the countries that create Facebook’s Spanish-language market end up encompassing local markets with divergent degrees of economic development, Internet penetration, and Facebook penetration.

Only six of the Latin American countries can individually offer up more than a few million users.

The Spanish-speaking world has long since resigned itself to dealing with this national fragmentation, of course. The commonality of language has the potential to enable any content creator — advertiser or otherwise — to reach a vast number of far-flung local markets.

Facebook users in the countries noted above have language in common, but what other characteristics do they share? Could age demographic substitute for nationality for the purposes of marketers and developers on Facebook? Insofar as that question addresses taste and preference, the answer is probably yes. Advertisers, marketers, and developers should know that they are not just targeting Spanish-speakers on Facebook, but also, and almost by default, Spanish-speaking youth.

One way to prove that youth is indeed the driving force in Facebook usage for most Spanish-speaking users is to look at preferred social games.

While it would be inadvisable for us to make a direct comparison between player preferences in the United States and the various Latin countries, there are some general trends that we can pick out with the help of past coverage.

For instance, a game like FarmVille, which trends to older players, has relatively few fans in our sample of five Latin countries — achieving just 11.4% of the United States’ total fan base. However, Hotel City, which we recently found trends to young players, has a much stronger base, proportionally, with the Latin countries offering up 83.5% of the US’ total fan base for that title.

Many top applications like Farmville or Hotel City boost traffic through paid acquisition channels like Facebook’s self-serve ads. For these developers, user acquisition costs versus traffic value is a key question that is taking on new dimensions as Facebook’s major markets approach saturation.

In our next article in this series, we’ll take a look at some average CPC and CPM rates for the Spanish-language market on Facebook, and see how advertisers can use fragmentation to their advantage.

Comprehensive demographic and growth data for all of Facebook’s major language and country markets is available through Inside Facebook Gold, our research and data membership service tracking opportunities in the Facebook ecosystem. To learn more, or join the membership, please visit Inside Facebook Gold.

Chris Morrison contributed research and analysis to this article.

CrowdStar Expands Drecom Partnership to Launch Japanese Titles

Zynga has Softbank in its corner. But CrowdStar has its own partner in Japan: Drecom, a midsized social game developer with games on several Japanese platforms.

CrowdStar appears to have been working with Drecom for months, having previously launched Happy Aquarium and Happy Island in Japan with the company, but hadn’t announced the name of its partner until now. Now it’s moving to launch all of its games — of which there about 10, according to AppData — in Japan with Drecom.

Like both Zynga and RockYou, CrowdStar has been keen on entering the Asian markets as quickly as possible; all three companies have settled on Japan as a good starting prospect. New CrowdStar Niren Hiro told us in May that Happy Aquarium had already cracked the top five games on Mixi, one of the largest social networks in the country.

However, it’s tough to get by in Japan’s specialized mix of mobile and web networks without a local partner. For more on the Japanese market, check out our recent interview on localization with RockYou cofounder Jian Shen.

Digital Chocolate Sues Zynga Over Mafia Wars Name

The latest social gaming lawsuit has surfaced, although it’s accompanied by fairly little detail for now. Digital Chocolate has brought suit against Zynga over the name “Mafia Wars”, which Digital Chocolate has a trademark on from a little-known iPhone game (shown at right).

The timing of the suit reflects that Digital Chocolate has just begun moving some of its development resources from the iPhone to Facebook. However, the complaint may date further back.

Courthouse News Service appears to have been first to spot the Justia listing of the case. Their summary:

Digital Chocolate claims it notified Zynga last year that it owned rights to Mafia Wars. Zynga attorneys responded with a letter promising to stop using the name, then the  company launched a multimillion-dollar marketing campaign with 7-Eleven to promote the game, and filed two trademark applications to register the Mafia Wars mark for a range of products, from beer mugs and napkins to sweatshirts and hats, according to the 69-page federal complaint…

Digital Chocolate wants Zynga enjoined from using the Mafia Wars name, and ordered to deliver up all Mafia Wars products and “engage in corrective advertising” costing twice what Zynga spent promoting Mafia Wars.

According to an attorney Inside Social Games asked about the filing, the presiding judge may have already ordered it into alternative dispute resolution — meaning the two companies will have to enter mediation or arbitration. However, if they can’t reach a settlement the case could still go to court.

Of course, Mafia Wars has already been the center of several other cases. A smaller developer called Psycho Monkey last year alleged infringement on Mob Wars, a title it won rights to from SGN, by Zynga’s Mafia Wars; the case was settled. Zynga, in turn, sued Playdom and several former employees for allegedly stealing trade secrets. Law.com ably detailed these suits, along with several others, in June.

Digital Chocolate hasn’t yet responded to a query about its filing. A Zynga spokesperson offered the following statement about the case: “We are surprised and disappointed by Digital Chocolate’s lawsuit. The timing of the action appears to be opportunistic, and we plan to defend ourselves vigorously.”

Chinese-Language Titles Rise on This Week’s List of Fastest-Gaining Facebook Games by DAU

Our AppData list of the week’s fastest-growing games by daily active users contains a few of the same names seen on yesterday’s monthly active user list, but is otherwise full of fresh titles, including a couple of significant new Chinese-language games.

Here’s the full top 20:

Top Gainers This Week – Games
Name DAU Gain Gain,%
1. Original Texas HoldEm Poker 6,105,240 +217,927 +4%
2. Original 開心魚塘 237,029 +153,128 +183%
3. App_2_256799621935_1837 Car Town 690,567 +152,381 +28%
4. Original 幸運號碼 154,315 +138,058 +849%
5. Original FarmVille 17,337,310 +116,768 +0.68%
6. App_2_121754687869283_9419 snsplus 139,771 +112,684 +416%
7. Original Games 1,091,624 +89,858 +9%
8. Original Baking Life 1,440,191 +79,849 +6%
9. Original Fashion World 1,081,320 +62,174 +6%
10. Original Kingdoms of Camelot 704,050 +55,243 +9%
11. App_2_130409810307796_5127 Tetris Battle 158,100 +51,581 +48%
12. Original 植物大作戰 75,482 +51,254 +212%
13. Original Happy Island 1,237,634 +38,858 +3%
14. App_2_347486061825_9369 Cafe Life 410,933 +36,879 +10%
15. Original Lucky Train 106,053 +36,667 +53%
16. Original Armies 119,381 +35,146 +42%
17. App_2_140505602636868_3646 Juega al Truco 31,585 +31,550 +90,143%
18. Original NanoStar Siege 75,410 +25,342 +51%
19. Original Foursquare 218,469 +24,377 +13%
20. Original Pieces of Flair 238,105 +23,499 +11%

Texas HoldEm Poker, Zynga’s long-running Facebook poker game, appears to have added some new users, but we’re still checking out whether a recent Facebook stat reporting bug is affecting a handful of games like HoldEm, along with FarmVille and some other large titles seen above.

開心魚塘 is the first of the Chinese-language games with big growth numbers. Its DAU growth is actually exaggerated here; over the past two days the fish-raising game has gained a large number of new players, who are naturally counted as DAU since they visited within the past day. The game’s DAU should fall somewhat going forward, but it’s definitely growing overall.

幸運號碼, another growing Chinese-language game, appears to be a portal of some sort, as well as Snsplus, which uses Chinese characters everywhere except its name.

Car Town is one that also appeared on the MAU gainers list. The fast-growing new game features collectible cars based on real brands and models, which no doubt adds to the cachet.

Finally, Baking Life and Fashion World have, through some twist of fate, appeared together yet again. For weeks the two retail sim games marched up the leaderboards in tandem, Fashion World almost always producing slightly slower growth. Today they’re still together, though there is in fact a gulf between their total DAUs: Baking Life has 1.4 million DAU, while Fashion World has just broken a million.

Disney Mobile Announces Katy Perry Revenge

Katy Perry RevengeBefore Disney acquired Playdom for $563.2 million, it had also picked up one of the top mobile developers on the iPhone, Tapulous. Today, Disney Mobile is announcing its first addition to the Tap Tap Revenge franchise since Tapulous’ acquisition back in July, Katy Perry Revenge.

As this is not the first iteration of the Tap Tap series, Katy Perry Revenge is not, at its core, terribly different from any of the other Tapulous rhythm games. That said, it comes with a few added bonuses and minor changes to the basic game play. Whether or not these are worth the $5 price tag depends greatly on how much the player likes Katy Perry. Moreover, many of the added extras can also hinder game play, especially on higher difficulties.

For those unfamiliar with the Tap Tap Revenge franchise, it is best described as a mobile rendition of Guitar Hero. Players pick from a variety of songs and tap orbs in rhythm as they stream down a trio of vertical bars. Unlike the console counterpart, however, there is no audible penalty for missing (meaning no discordant sound is played, and that the song plays normally regardless), but the game does tells the user that they are tapping too early or too late. However, in this particular rendition, missing completely actually takes away points.

ZigzagsThat’s really the whole point to all of the Tap Tap games — to score the highest score possible. Like the others, Katy Perry Revenge also has similar score multipliers for streaks, hitting highlighted notes in a sequence, and so on. In addition to this, the optional mechanic of tilting the iPhone at specific moments in the song is also included.

So what’s different? Well, most of the songs come with a handful of bright and highly saturated backgrounds and themes that look pretty good. Sadly, with 10 songs available at the moment (7 must be downloaded for free after the app is installed), most share these same themes.

Moving into game play, many songs come with the typical, straight bars in which the orbs travel down, but two of the four new backgrounds have twisted and zigzagging ones. In truth, this does add a bit more difficulty to the game as one really has to pay attention to the orbs coming down. Nevertheless, when played on hard or extreme difficulty, it becomes very dizzying, very quickly, and actually, successfully, dries out the eyes quite well. Granted, it is a greater challenge, but with about nine million notes and chords coming down the pipe on extreme, some people will like it; others will hate it.

Twisted BarsThe effects in some levels can be a bit bothersome as well. They look fine on lower levels of difficulty. On certain songs, however, such as I Kissed a Girl, on upper difficulties, they’re a big hindrance. With the particular song in question, the orbs burst into bubbles when tapped. On hard or extreme, this song has a tremendous number of chords streaming at a very fast rate. This means that all these bubbles actually obscure most of the orbs that are about to reach the bottom, making the game, unintentionally, much harder.

Moving on to the social elements of the game, the most noticeable is integration with Facebook Connect that allows users to post their scores to their Facebook feeds (an element added way back with Tap Tap Revenge 3). There is also a set of four chat rooms strictly tailored to Katy Perry fans, and the game also comes with news about the band, photos, bios, and even tour dates.

Those features are all new, while the social elements carried over from earlier Tap Tap titles include traditional leaderboards, a Tap Tap profile, and a direct challenge feature that sends challenges to friends on the Tap Tap network, or via email.

VisualsAs was noted above, there are currently 10 songs available for Katy Perry Revenge and include the following:

  • California Girls
  • Circle The Drain
  • Firework
  • Hot N Cold
  • I Kissed a Girl
  • Last Friday Night
  • One of The Boys
  • Teenage Dream
  • Thinking of You
  • Waking Up In Vegas

It’s likely that Disney’s plan is to make further songs available in the future either via purchase or through in-game mechanics, and like past Tap Tap games, purchasable in iTunes as well. All the same, for $4.99, Katy Perry Revenge doesn’t really seem like a great value compared to past Tap Tap Revenge apps (many of which were free). For the most part, it’s pretty much more of the same, with a slight graphical face lift; as such, this seems more like a brand experiment by Disney to test out whether fans will pay significant amounts for artist-specific music apps.

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