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By Christopher Mack 1 Comment »

Street FighterIf you were to go up to a gamer — an older one, at least — and ask them what the best fighting game ever made was, they would probably tell you Street Fighter II. The title has been one of the most popular and well balanced fighting games for decades and certainly one of the most famous arcade games to date. If you don’t believe that, just look at how many versions exist. Nevertheless, last week gave birth to the anticipated release of Street Fighter IV on the iPhone.

Developed by Capcom, it is certainly one the top five biggest ports to the device, joining a list containing such titles like PopCap’s Plants vs. Zombies or Electronic Arts’ Rock Band. However, currently priced at $9.99 in the App Store, one has to wonder if the price matches the hype.

Currently, the game offers eight playable characters from the classic franchise, including Ryu, Ken, Chun-Li, Blanka, Dhalsim, Guile, M. Bison, and Abel. It is a bit disappointing to only see a fraction of the characters from the series – though the most important ones are there – but considering that the game is a fraction of the price of the console version of Street Fighter IV, it’s understandable.

Ryu vs KenWhen players start up the game, they are presented with three modes, Tournament, Dojo, and, of course, multiplayer. Likely, however, users will start with the tournament mode as the majority of these players are probably Street Fighter fans already, and don‘t need training — and probably don’t have another person with an iPhone readily available.

This mode is essentially the “Story Mode,” from previous Street Fighters, sans the actually story. It still follows the same progression curve as far as game play goes, though. Users battle computer controlled characters one by one with ever increasing difficulty. The abilities are more or less the same as any other Street Fighter title, so it isn’t terribly hard for a veteran of the game, once you get used to the controls (more on that a bit later).

What really makes the game different is the new Dojo mode, which has been described on numerous occasions as “Street Fighter boot camp.” Consider this a challenge/tutorial mode. Players will be given increasingly advanced win conditions and a time limit in which to complete them. For example, one challenge will focus on combos, asking the player to do X attack followed by Y attack, with increasing complexity for each successive challenge. Another might teach the elements of using special attacks, you know, Haiduken, by blocking all damage done by normal attacks.

DojoRegardless of the lesson, each completed challenge will be ranked either S, A, B, or C. In order to proceed to the next level, at least a C is required. Nonetheless, for those that enjoy things like achievements, a lot of longevity will be garnered out of the Dojo, for S ranks are actually extremely difficult to get, and there are a ton of different challenges. But then again, we were never Street Fighter arcade champions either.

As interesting as Dojo mode is, the real glory comes from the multiplayer. Obviously this isn’t your Facebook-style asynchronous multiplayer, and it is certainly not for the weak. Using Bluetooth, players can sync up and fight each other in some classic arcade mayhem. Surprisingly, with the right people, it’s about as much fun as any console or arcade version.

There is one annoyance to get used to though. The controls. Capcom does the best it can, but it really just comes down to placing the classic arcade joystick and its four buttons on the touch screen. As has been stated in past reviews, this just doesn’t work as well on the iPhone because there is no tactile feedback, and any serious game player can tell you that they feel where their fingers are, not see. Unfortunately, for a fighting game of this caliber, there isn’t really a viable alternative to the control scheme. Once you do get used to it, however, it’s not so bad; though it is frustrating to lose because you had to look to see where your thumb was for a split second.

Chun LiLuckily , there is one saving grace to the controls. Capcom is certainly aware of the lack of tactile feedback, and does its best to mitigate the issue, allowing players to customize their controls. You can actually drag them anywhere you want until you’re comfortable (a great thing for lefties), change their transparency, and actually change the overall size! That last one, is certainly a godsend for those people with big fingers.

If you have an iPhone or an iPod Touch, and you’re a fan of Street Fighter, this is a game for you. Though it doesn’t have everything that the console rendition of Street Fighter IV has, it is still an excellent port, and has plenty of the nostalgic elements – from fighter specific levels to familiar taunts – for long time players. Granted, the controls take some series getting used to, and for most, it’s going to probably hit or miss. Nevertheless, once you get the hang of it and get into some multiplayer action, this application will become $10 well spent.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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Hotel City LogoPlayfish has been quiet in recent months, but it’s now working on a new title called Hotel City. The game is live, but in the early beta stages, so we’ll be saving a full review for later. Here’s what we see, now.

The game is a cross between Restaurant City and the Chinese title, Happy Hotel. That said, the emphasis will most likely be on the former, as the Restaurant City elements will probably pertain to the concept of streets full of hotels, hiring friends, and decorating isometric interiors. In regards to Happy Hotel similarities, it includes the concept of increasing the value of rooms through decor and letting your non-employee friends (as well as non-player characters) check in and pay you fees to stay.

Happy Hotel has a bit more to its guest recruitment than just this. There’s a whole spiel about recruiting better paying guests, critics, and celebrities to increase your hotel’s rating and popularity. Playfish could incorporate something similar, but the company has, in the past, always tried to be more original with its concepts, than others. Expect features that similar, in essence, to other Facebook hotel games but done in a much more different way. Nevertheless, in the end, all we know for sure is that the game will grant “more customization offers than ever before” and that you “will employ some of your friends,” with the goal of becoming a 5-Star hotel.

On a different note, it is somewhat surprising that Playfish is not taking the city-building route — especially because its parent company, Electronic Arts, owns the formative Sim City franchise. Already we have seen a number of city games from small developers as well as NanoTowns from Digital Chocolate and Social City from Playdom. Meanwhile, other competitor, CrowdStar is going with tycoon games, having released Zoo Paradise.

Still, while the SimCity-esque games seem to be the bigger boom at the moment, Zynga has also trademarked the names HotelVille and Hotel World, so we could be seeing more hotel games soon.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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Poker BlitzGambling card games are easily one of the oldest forms of social games on Facebook, or on the internet in general. They’re easy to make, not very complex, and many people who would be interested in the first place already know the rules. It’s no wonder that Zynga’s TexasHold’Em Poker (now Zynga Poker) was one of the top social games for so long.

However, Zynga Poker is a bit dated and not everyone likes to play synchronously against others (especially when they are learning how to play), and so, the social developer has released Poker Blitz, a Facebook game that adds a little bit of that Las Vegas flare to an old genre.

We took a quick look when we spotted it live last night. Now, here’s our full review.

There are two key difference between Poker Blitz and the older title: The game doesn’t have all human players sitting around a table; and, it isn’t quite the same game format as the many Hold’Em games circulating various social networks. Essentially, players get two cards and the House gets two cards. If you make a bet, you get five more, and if you like the hand you have, make a second (or fold if your cards are bad). After the second bet, the game announces who won, the player or the House, and its on to the next hand.

Each round consists of 60 seconds to earn as many chips as possible; hence the name “Blitz.” However, it is all done so in this highly satirized collection of levels that represent Las Vegas, Jersey Beach, and even, well, Antarctica. Each level, however, is gated based on the user’s level, so the more you play, the more stages become available.

Tutorial PokerOf course, unlocking new places to play is for more than just aesthetics, as each stage has its own set of rules. For example, in the earlier areas, players have a tutorial help element that displays the percent chance to win and what sort of hand they hold, while later ones do not. In addition to less hand holding, the later, unlocked stages, also tend to have higher stakes per hand, and a few even remove cards from the deck.

As one can imagine, it gets very difficult to play at these later points, and thus harder to earn chips. Currently, however, the individual earning of chips doesn’t seem to mean much. You get to customize an avatar (and eventually a house, that is “coming soon”), but none of it costs anything yet. Nonetheless, your earnings do count towards your Team’s total value.

In addition to leaderboards made up of Facebook friends that play, there’s a weekly challenge. By adding people to your team, the game tallies how many chips everyone has cummulatively. Unfortunately, it’s not 100% clear what the challenge is — the game has been out less than a week — but the current challenge appears to be reaching a tally of 1 million chips, between all your teammates. Certainly, this is a daunting challenge, as you can only bet up to 500 chips at a time at the ealier levels (higher level stages allow for bigger bets, though we haven’t unlocked them yet).

Of course, there wouldn’t be much incentive if it was just a random number. Teams that reach the 1 million mark will become eligible to win an iPod Touch, but they only have five more days to do so after winning. Of course, this number becomes increasingly difficult to attain as players can only play so many rounds until they are out of “tokens” – which basically acts like energy in Mafia Wars - and have to wait an hour or so for them to recharge.

ChallengesThat’s okay though, because the game actually does have some good ways to make the most out of the rounds you have available. Poker Blitz actually incorporates two unorthodox elements to poker games. These are the “Mystery Box” and the concept of power-ups. The former is basically something that you win during play that could contain thousands of chips, or a random power-up. Now don’t think that one is better than the other, because the latter can completely change the tide of a hand, granting players the ability to make their hand “luckier,” swap cards with the house, double the pot, or even view one card in the House’s hand.

Honestly, though, the last power-up doesn’t seem all that useful, because it gives you no real gist of what they hold. That said, there are a number of things one can’t do in games like this. Poker is a strategy game of knowing when to fold, when to bluff, and when and how much to bet. Obviously, you can’t do all of this (especially forms of bluffing) on a game like this where you’re facing computer opponents. To that end, Zynga Poker still seems like the better choice of apps.

Nonetheless, Poker Blitz is still fun, for what it is, and is something a non-poker player would probably love. To that end, there is nothing wrong with gameplay, but there is a bit of a complaint in starting the game up. In fact, this is a complaint for most new social games lately: First of all, Poker Blitz requires you to let them email you with offers and updates in order to play. [Update: Apps can require email sign-ups, but Facebook won't provide emails except through the API. In this case, Zynga directs users through the Facebook API once they click on its interface.] Normally if a player wants updates or offers, they will go to the game and click the offers button. Frankly, this is just a recipe for unwanted spam. That isn’t to say Zynga will do this, but if all Facebook games start making this requirement…. Well, you get the picture.

SubscribeThe other issue, is it feels like a lot of social games are taking advantage of the fact that most Facebook users are not “gamers.” At the top of the last half a dozen games reviewed, there is a nifty little “setup progress” bar. This bar, has nothing to do with being able to play a game, but only consists of steps such as allowing emails, becoming a fan, bookmarking, allowing automatic feed posts (sometimes), and giving a 5-Star review. The reason for doing this is understandable, but always asking players for a 5-Star review defeats the purpose of “reviews,” doesn’t it?

That aside, Poker Blitz is still a wonderful little card game app that most non-poker players will probably enjoy. Considering the level of cross-promotion Zynga games get and the millions of players on its other titles, this is a game that will probably grow very quickly. Whether or not it will get up there with other titles from the developer is yet to be determined, but expect to see Poker Blitz’s AppData page rise in some of our Top 20 charts in the near future.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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World at WarMost of our readers gladly take the time to look when big developers like Playdom, Zynga, Playfish (Electronic Arts) and CrowdStar launch new games in a popular genre. But sometimes smaller late-comers do a great job out-innovating the big guys — here’s a look at two thematically contrasting titles.

The first game is World at War, a modern warfare-style take on the classic mafia role playing game. That said, the game has all the standards: Money, missions, energy to complete the missions, stamina to battle other players (dubbed “ammo”), and so on.

Really, it’s the style that’s most interesting. Everything is based on modern military technology, with the goal being to build up the largest military force in the world. Of course, to do so, users must complete missions in order to level up, unlock more powerful weapons of war, and use the money earned to build up their forces of land, sea, and air.

This actually is where World at War stands out a bit: when you choose your country, you don’t get bonuses such as “faster energy regeneration” or “faster health regeneration.” On the contrary, the perks go towards branches of your military. As an example, if you choose the United States, your air force is stronger than others. If you are the United Kingdom, your navy is stronger. This obviously plays a fairly significant role in choosing what units to build when.

Units of WarAs far as the units themselves go, these are more or less the equivalent of items in something like Mafia Wars. They add attack and defense stats to your profile, and are required for certain missions, and in the end, a squad of riflemen is still, essentially, the same thing as an uzi or what-not in another RPGs (though it is a bit more gratifying to have little minions rather than just a gun).

Additionally, players can also build up a base to earn periodic income, but what is different is that the user can convert outdated structures to new ones as they increase their level and unlock new buildings. In many other RPGs, you are forced to buy more land (which you can still do here). Furthermore, each building can be upgraded up to three times to improve efficiency, and some of them even grant bonuses to health, defense, attack, and so on.

Okay, granted, World at War isn’t wholly original, but then again, most Facebook RPGs aren’t. Do missions, level up, buy new stuff, invite friends to become stronger, and take over the world – in theory. That’s about every social RPG in a nutshell. However, if you like modern military technology, and you’re sick of mafias and gangsters, then this is an app worth checking out. Moreover, with over 1.1 million monthly active users, you certainly won’t be alone.

Ocean WorldThe next app is the exact opposite to World at War, in that it is about peace. Called Ocean World, much of the game’s user based appears to speak Chinese, judging from its page; the developer is little-known Stand Up Network. The app has around 255,000 monthly active users.

Ocean World is your standard virtual aquarium game. It is a bit behind the times, as that boom appeared to peak last fall, but the game is still a decent rendition of this common genre. The basics are all present: buy fish, feed fish, plant decorations, and make the world a happier place.

One thing that makes the game stand out, however, is the overall atmosphere that comes with it. The visuals are a cross between Zynga’s somewhat cartoonish FishVille and Tall Tree Games’ more realistic looking Fish World. It actually looks quite good, and there isn’t a bad selection of decorations to choose from either.

Ocean Holiday ItemsWhat makes Ocean World more interesting is that players are in the ocean, not a tank. That means all of the visuals are centered around reefs, beautiful shells, and actual sunken ships. There are still fun, random, items tailored to special holidays. At the moment, these are decorations themed for St. Patrick’s Day and the Chinese New Year. Unfortunately, these all cost the virtual currency, Sun Coins, or an exorbitant amount of the in-game Shell Coins.

Further adding to the atmosphere, the fish actually grow and change as they reach adulthood, rather than just get bigger. Of course, you sell them when this cycle completes (“release them”), and then buy some more. Standard aquarium game economics. As players continue to repeat this process of buying, feeding, and releasing, they earn new levels and, in turn, unlock new fish and decorations to purchase.

The music helps pull the game together, too. It’s not some bouncing rhythm like so many other virtual aquarium titles have, but rather it’s a very tranquil tune that fits with the mysteries of the ocean. Frankly, with the opening directions of the game talking about saving the sea, it sounds like something you might actually hear at a place like Sea World.

In the end, neither World at War nor Ocean World bring anything significantly new to the realm of social games — but they show that smaller developers can take a tired genre and make it interesting, even when the big developers are using their resources to get the most users.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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Tweet DefenseIf there is one type of game that seems to circulate more often than any other around the web and mobile devices, it’s tower defense. For the most part, these games are a dime a dozen, but every once and a while, a developer does something interesting with this tired genre. This time, it is a quirky, $0.99, iPhone app called Tweet Defense from the Promethium Marketing Group and GrinLock Limited.

As far as tower defense games go, Tweet Defense is still fairly standard. Players choose from 10 different maps and construct various towers to try to take down enemies before they get from Point A to Point B. As expected, towers vary in strength, abilities, and cost: Some are cheap with high rates of fire, some do area of effect, some are short range, but powerful, and others boost whatever defenses you have currently up. However, each tower has a unique, garage-built look that adds a bit of flare to this basic gameplay.

Conversely, the enemies, in this case, zombies, come in their own odd shapes and forms. This includes the basic Sneakie zombie that attacks in hordes, the hard to kill, and overweight Blubberbie zombie, and borderline uncouth Mombie that spits out two baby zombies (called Zuppies) when she dies. Unfortunately, there are only five types of zombies, but with a zany, cartoon style, they are all amusing to watch.

Strange PathsBeyond visual style, Tweet Defense also increases the difficulty of the game through the maps themselves. Most of the time, these types of games have a set path that the player can easily see, with towers placed around it. In this app, harder maps have no such luxury, and towers can be placed anywhere. Normally, this might not mean anything, but in Tweet Defense, should a tower be in a zombies way, they’ll just plow right through, destroying it in the process.

Quickly, the app becomes a game of strategic placement and money management. In regards to the latter, it works like virtually any other tower defense title. Towers can be upgraded or scrapped, and money is earned for each enemy slain. And don’t think upgrades are optional, as even though the game starts off easy, things can quickly get out of hand and the player even more quickly overrun.

With all this talk of the game design itself, it is easy to forget the main gimmick of Tweet Defense. Per its title, the game is actually connected directly to Twitter. No, this isn’t about tweeting achievements, but rather, a user’s social activity on the network itself, influencing gameplay. Once a user logs into their Twitter account, Tweet Defense actually picks up on your friends, followers, and the number of tweets you have made in order to grant users significant bonuses in the game.

Twitter BoosterTo break it down, the more friends you have, the faster rate of fire your towers get. More followers will give you greater range. And the total number of tweets increases damage. In addition to this, there is a daily Booster that will grant random bonuses such as cheaper towers.

As unique as this use of Twitter is, Tweet Defense also incorporates the social platform OpenFeint to improve longevity with standard leaderboard rankings, and a fairly sizable list of achievements for players to earn and boast about.

Without a doubt, this iPhone app has one of the most curious and unique social integrations we have seen to date. Moreover, the game is actually fun and more than just a gimmick. Could Tweet Defense do more as a tower defense title as a whole? Absolutely. Even a little more variety in the zombies would by prudent in improving overall quality; especially considering the game’s visual style. Nonetheless, this is an app that show that, in game design, just looking at something in a different way can lead to more creativity.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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Paradise PaintballOver a year ago, we saw one of the first 3D games on Facebook, Paradise Paintball. At the time, the game was reminiscent of old PC first-person shooters (FPS) such as Delta Force. However, it was seen more as a proof of concept to the Unity Engine’s 3D capabilities on Facebook, and felt unfinished. Well, the game’s been about for some time now, and Cmune’s paintball FPS looks very different — and better — today. And it’s also available on a wider range of social gaming platforms.

Again, the game is an FPS that pits players into synchronous battles with each other in either team matches or free-for-alls. The idea is to rack up as many “splats” (kills) as you can before time expires. Of course, that’s a game 12 months past, and a little bit has changed since then.

Aside from visuals, such as foliage in the game’s tropical settings, looking significantly better, players have a handful of weapons at their disposal. Like the original version, there is still a pistol, machine gun, grenade launcher, and sniper rifle that all players enter a game with. Some weapons still feel stronger than others, but with five maps, as opposed to the original two, none of the weapons feel that much stronger.

IslandThe level design, overall, is not too bad. Most of the levels, save Lost Paradise, are small enough and have enough cover that a sniper can’t often sit unopposed, and a grenadier needs to be a surgeon with their shots lest they end up blowing themselves up. More than this, however, is the introduction of random items and power-ups throughout each world.

There are items floating about the various levels that grant users one of two types of power-ups: Player Power-ups or Weapon Power-ups. The former includes increasing movement speed and jumping height, which, by the way, is very cool, a “secret power up,” the ability to walk on water, and, well, ammunition. Each of these add a nice enhancement to play, and nothing is so powerful that an experienced player cannot handle it.

The latter, the weapon power-ups, are another story. These can be frustrating, and include “Old Man,” which slows you down (not a big deal); “Drunken Master,” which blurs the screen, making it more or less impossible to see; and the coup de grace, “Flipper,” which is quite possible the most obnoxious ability ever conceived. It turns the entire player upside down and puts everything backwards, making it not only dizzying and disorienting, but pretty much guarantees that you’re about to die.

That said, if you’re worried about dying, get used to it. It’s going to happen a lot. Most of the games people play – at least among Facebook’s 48,000, or so, monthly active users – are free-for-all games. These are usually unlimited time, and just meant to be fun, but some of the levels are so small that you’d be lucky to live 30 seconds.

Paradise ItemsAnother change is that players can now improve their avatars Battlefield-Heroes style. Every day the user logs in, they earn 500 points which can be used to buy a handful of items to increase their chances of survival in battle… or just look cooler. Each item can be bought for either one, seven, or 30 days and include everything from a shotgun, to special hair and clothing, to body armor. Every weapon and piece of actual armor costs Credits, a virtual currency, that must be bought via PayPal or Zong, or earned through offers (however, the latter is currently only on Facebook, and an almost unnoticable link next to the giant PayPal buttones). Basically, if you want to spend money, you get rewarded, but not so much if you are loyal and play a lot. Furthermore, a recent study by Offerpal Media and comScore, just last week, showed that only 22.8% of players are willing and able to buy virtual currency or goods, yet 52.3% are likely to complete marketing actions for it. Basically, that means that Paradise Paintball’s monetization methods are limited.

Nevertheless, the game was still fun. Granted, the majority of social network users prefer asynchronous game play – as most do not consider themselves gamers – but Paradise Paintball was good enough to win the award of “Best New MySpace App” during the Game Developer’s Conference, 2010. Furthermore, with the game on Facebook, MySpace, Apple Dashboard, and Cmune’s own game portal, it’s hardly doing bad. Overall, it just needs a few tweaks here and there in the monetization department, but beyond that, if you like free shooters, this isn’t a bad one to try.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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By Christopher Mack 2 Comments »

Zen Bound 2Zen Bound 2 Revealed for the iPad – Despite the buzz circling Apple’s new iPad, little has been actually seen regarding games on the coming platform. However, via a post from Kotaku, we’ve been able to catch a glimpse of Secret Exit’s Zen Bound 2, a “sequel and a revision” of the original iPhone application. In a nutshell, the original rendition is about attempting to wrap a rope around an oddly shaped object, with the sequel’s concept being more of the same. However, as you can see, the bigger and more powerful iPad sure does make it look better. A full gallery can be found here.

Frosmo Expands to Asia – Frosmo has seen a good deal of success with its tournament and team-based platform of the same name, in terms for social gaming. Already the company has expanded its collection of titles across Europe and into Facebook, but now the Finnish company is expanding into the Asian game market as well. Currently, the company is slated to let 10 different Asian game companies use its tournament system, and be available through 51.com, China.com, Ren Ren, and Mixi.

PlatagoPlatogo Gets Casual Games Facebook Ready – Though third party firms helping developers socialize their titles is nothing new, a social games platform from Austria, Platogo is looking to socially enable casual games directly for Facebook. Dubbed “Platogo Wrapper” this tool allows developers to integrate their games into Facebook withonly a few lines of code. With this new tool,  apps will be able to take advantage of Facebook friend invitations, leaderboards, achievements, and player challenges.

Game Investments Dropped 29% in 2009 – It would seem like the video game industry has seen some hefty decline due to the recession as VentureBeat reports that of 115 game startups, only $663.1 million in funding was raised during 2009 (discounting those with undisclosed amounts). That is 29% lower than the $936.8 million raised in 2008. In fact, had it not been for Zynga’s acquisition of $180 million deal from Russia’s Digital Sky Technologies, the year would have been down a depressing 48%.

Kings Of Leon RevengeTapulous Taps Into Kings of Leon – The popular rhythm-game company for the iPhone, Tapulous, has added another new title to its collection of Tap Tap games. The new app is dubbed Kings Of Leon Revenge, and if you hadn’t guessed already, features, well, the Kings Of Leon. In addition to hosting 10 of the band’s top songs, the new game will also include a curious ”Battle Mode” that will allow users to directly compete with each other using the iPhone’s bluetooth capabilities.

Unity Games Gain a Social Platform Through dimeRocker – More and more frequently, social games empowered with Unity3D are appearing around both Facebook and the web. To that end, Overinteractive Media Inc. has announced the launch of a new social platform, specifically tailored to support Unity enabled games, dubbed dimeRocker. Through the platform, games will be able to support microtransactions, achievements, leaderboards, friend invites, challenges, and be deployable on both the Facebook and MySpace networks. Already, around 150 developers have signed up for the service’s beta stages.

Penny DropFacebook App Penny Drop Teams Up with Kiva – A simple Facebook application called Penny Drop – powered by CircusPop - is out to help the working poor. The quasi, game-like app consists of players using tokens (earnable through logins every few hours and inviting friends) to drop the price of featured items by one cent until someone purchases it. However, working with Kiva, from March 11th to March 22nd, for every token used in Penny Drop, a penny will be donated to Kiva in order to help poor entrepreneurial individuals and businesses grow.

Gowalla Adds New Platforms & Branded Goods – Location-based iPhone app Gowalla has launched its social game on two new platforms this past week: The Android and Palm’s webOS. In addition to this new support, the game is also bringing branded virtual goods to the table from the Travel Channel’s show, Food Wars. With the new deal, players will be able to earn special badges and virtual items by visiting locals featured during the show.

IMVU adds Voices as a Virtual Good – Popular teen-oriented virtual world IMVU announced a curious partnership with Vivox this Thursday. Now, the virtual world will be capable of integrating voice services, but beyond being just another feature, it will also add a new source of revenue. Currently, 25 different voice styles are being offered for the cost of 990 IMVU Credits.

GameCoinsSometrics Launches GameCoins.com – Social analytics firm, Sometrics announced the launch of GameCoins.com this week - the company’s first direct-to-consumer play. Game Coins will serve as a community site for gamers, allowing them meet new people as well as participate in forums and blogs that revolve around various social games and virtual worlds. More than this, however, the site, per its name, will also be an online marketplace for virtual goods and currencies. From the portal, players can make use of the Sometrics Offer Solution to complete ad offers and earn goods and currency for their MMO, virtual world, or social game of choice. The company tells us it plans to help grow the community through users discovering relevant content in searches. The idea is that by helping people play these games better, its monetization services will get even more usage.

50% of Gamers Will Earn Virtual Currency – According to a survey performed by comScore for Offerpal Media, and released at the Game Developers Conference this week, alternative payment methods enable greater monetization capabilities that one would think. Derived from comScore and Offerpal’s own monetization analytics, 53.3% of players are “very likely” to complete a marketing actions (i.e. completing a survey, watching a video, or shopping online) in order to earn virtual currency for their favorite games. Conversely, only 22.8% of those surveyed stated they’d be willing and able to buy it.

In fact, 29.7% of social gamers actually don’t have the means to buy virtual currency in the first place; at least not with cash options. Curiously, even among those that could, 34.9% stated that they were “very unlikely” to do so.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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By Christopher Mack 2 Comments »

Goldstar Beer Flow Chart AdvertisementAs an open platform, Facebook sees a lot of curious uses. Occasionally, it is an international company looking for a little more freedom, other times it is used to advertise something bigger, like a game, and still other times it is just some bizarre idea. Okay, so what happens when you combine all three? You get a very… ahem… interesting Facebook game called Park Fight.

Created by Mccann Digital (part of marketing conglomerate McCann Worldroup), the application is an extension of an advertising campaign for Goldstar Beer. Apparently, the beer is targeted at men, so the entire campaign is centered around explaining why it’s a man’s beer through a classic battle-of-the sexes parody.

Of course, all of the ads are hyperbolic. Which is where Park Fight comes into play. It is a very simple app highlighting the supposed end-all-be-all difference between men and women: Parking a car.

Main MenuUnfortunately, the game is all written in Hebrew, so it takes some clicking about to figure out how to pull out into the street, but once you do, the parking contest begins. Oh, and is it ever a tough challenge. This isn’t just any parking; it’s parallel parking, and it’s in traffic no less.

Using the arrow keys, you try to navigate their way into a tiny virtual space, while traffic stops around you with blaring horns grating user concentration and patience. This, of course, leads mistakes such as to hitting the sidewalk or other cars, and should you hit too many, you fail and the game prompts you to post something along the lines of “Man, you’re embarrassing the firm! You could not shop. The average male stands at 0:42 seconds.”

Why someone would post this to their feed is an enigma, but it does point out a key feature. The game actually averages all of the male and female users’ parking time and updates them within the game itself. Out of around 219,000 monthly active users, the average male parking time is 42 seconds, while women are currently at 53 seconds.

Park FightOf course, the times are not solely due to parking or video game playing skills. Actually, they feel pretty high for both sexes — and the primary culprit is extraordinarily backwards controls.

The game is actually an overhead view where the car drives right and left. However, the up and down arrows go forward and back, while the right and left arrows turn, well, right and left. It is logical when you think about it, but considering the orientation of the street and car on screen, it isn’t exactly intuitive, and a bit frustrating.

As far as the advertising goes, it is certainly a funny concept, but the game doesn’t offer much in its own right. There are a few logos, but nothing that looks like beer, and they are all in Hebrew anyway. Basically, that means that for anyone unfamiliar with the campaign itself, you won’t get the whole point.

Nonetheless, Park Fight is certainly an amusing concept and if you look up some of the other ads, you might get a kick out of those, too.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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By Christopher Mack Add Comment »

Feline FrenzyApparently, the end of the world isn’t going to be a nuclear war, the rise of Skynet, or even a biological weapon that turns us all into zombies. No, evidently the end will be cybernetic cats and radioactive elephants. Well, at least that’s the image that Islamabad-based social developer White Rabbit paints with Feline Frenzy: Robot Wars.

The game is a quirky, simple, arcade-shooter that has cyborg storks dropping cyborg cats onto the flanks of a simple hut with a giant cannon on the roof. Using the arrow keys and space bar, players rotate the cannon right or left in an attempt to shoot the balloons that are floating the cats down to safety. Unfortunately, your ammunition cache is comprised of mere boots, so hitting the balloons and sending the evil felines plummeting to their doom is all that will work. However, four reaching the ground safely on either side spells failure for the player.

The goal of the game is to last as long as you can, and brag about it to your friends later. As players shoot the various storks and cats, they score points (which of course means there is a leaderboard system), with more being earned the quicker they hit the target. However, the catch is that for every shot fired, it costs points, so it is prudent to be accurate. It is possible, though, to get some free shots by inviting friends.

ShoesTo a degree, this is quite useful in racking up higher scores, as some of the unlockable ammunition – better shoes, of course – have higher point costs to use, but extra benefits. As a general example, the Cowboy Boots are larger, so they cover more area, while the Khussa Shoes are small, but ricochet. Each piece of footwear acts as a makeshift achievement as well, since they are not all unlocked the same way. Some are unlocked by reaching a new level during a game, which is basically symbiotic with your score, while others require you to win gold medals in the app’s eight mini-games.

In fact, these games do make for an added bonus as they are all more curious adaptations to the main shooting concept. Some are merely survival games, only giving the player two cats on each side before losing, others have tiny balloons, while still other involve a deluge of radioactive, nuclear elephants.

Mini GamesThis actually leads to a major complaint with Feline Frenzy though. The controls feel extremely sluggish, for it seemingly takes forever to rotate the cannon from one end to the other. It isn’t too much of an issue for the storks and cats, but these blasted elephants come out of nowhere from the top of the screen and fall faster than the cannon can turn. As an example, if your cannon is aiming far left, and one falls from the right, they will hit you, and when they do, it’s game over. Period. Obviously, it is frustrating to be able to see, it coming, but it is not possible to hit.

Overall Feline Frenzy is a moderately amusing game, but once the novelty of the cybernetic cat invasion has worn off, we wonder how many players will keep coming back. The name suggests that we will be seeing more Feline Frenzy titles in the future. The title has been growing steadily over the past week and a half since launching, with about 2,700 monthly active users to date.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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By Christopher Mack 3 Comments »

Ameba PicoJapanese internet company CyberAgent is bringing its popular virtual world, Ameba Pigg, to the U.S. market, and to Facebook, as Ameba Pico.

Ameba Pigg has gained around 2 million users in the last 11 months, making CyberAgent one of the larger Japanese companies of its ilk. Here’s our look at the new app.

At first glance Ameba Pico does not look like much. It has a very simplistic art style, and a stiff, child-like, and limited set of animations for the avatar. But the variety and activity within this virtual world bring it to life.

Statue of LibertyEssentially, the world is broken up into various chat rooms. Each one has a distinctive theme, and since this is a western, U.S. version, they are all parts of New York City. Players are capable of visiting downtown NYC, the Statue of Liberty, Central Park, the New York Academy, and so on. These areas are more than just aesthetics as well, for players can actually shop at stores in these rooms that contain themed furniture and clothing based on the area. New York’s downtown, for example, sells fedoras while a more creative room, like the Stone Age (which you need to by a “Time Machine” to visit) sells… cave man stuff.

As with most virtual worlds, these purchases go into decorating your own virtual room and avatar. There’s actually a pretty hefty selection too. For the former, users select a base theme (we went with traditional Japanese), and build from there. From the room, players can order new, non-themed, items from a catalog and move, rotate, and remove items from their space. Unfortunately, placement is based on an invisible grid, that has a snapping mechanism similar to Adobe products like Photoshop or Flash. Trying to get a small, single grid-space, item into place is frustrating because it constantly snaps to where you don’t want it.

Room DecorationClothes, however, work much better. It isn’t that they look better, by any means, but you obviously don’t have the snapping issue, and you can throw on as much clothing as you want. Basically, this allows users to create their own look, to a limited degree, with layers of their own choosing (i.e. a jacket on top of a scarf, on top of a shirt) rather then just have a single slot for one top item, or one bottom item.

As for the purchasing itself… this gets a little interesting. The earnable in-game currency, called Gummies, is not used at all. Purchases can only be done with the buyable virtual currency, Ameba Coins. Traditionally, this is a cardinal sin for a virtual world, but it is mitigated by a third currency called Tokens.

GachaNow, tokens can be used to buy anything in the game, and it only takes one. When the user starts, they are given five, but more can be won in a game called Gacha. For 300 Gummies, users can press “Play,” and it will spit out a random prize, which could be a token, furniture, clothing, etc. And before anyone thinks 300 is a high price, you get Gummies constantly through daily logins, receiving “Pico Props” (a button players can press when they click on your avatar), or accomplishing achievements.

Of everything Ameba Pico offers, however, the best element is not in the game features at all. It’s that the game is global and linked between a stand-alone site, using Facebook Connect, and Facebook. So far, we have seen English, Japanese, and French in those seas of chat bubbles. Heck, there have even been people from Australia and the Philippians walking around. It is very cool to talk with them, if you can, or even play mini-games such as Match Card or Reversi.

Despite a rocky first impression, Ameba Pico turned out to be a wonderful little virtual world. Aesthetically, it certainly won’t appeal to everyone, but as soon as you log in, you can immediately immerse yourself within a highly populated and global realm. Quite frankly, however, it is the latter that makes this Japanese title stand out, and a little taste of other cultures is something we all can always benefit from.

Currently, Ameba Pico has already gained more than 104,000 monthly active users.

To dig deeper into the social gaming market, check out our new report: Inside Virtual Goods: The Future of Social Gaming 2010.

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