Www King Com Candy Crush Saga
Candy Crush Saga | |
---|---|
Developer(s) | King |
Publisher(s) | Rex |
Platform(s) |
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Release | Browser April 12, 2012 iOS November 14, 2012 Android December 14, 2012 Burn down OS December 11, 2014 Windows Phone September half-dozen, 2012 Windows July 29, 2015 |
Genre(s) | Puzzle |
Candy Vanquish Saga is a complimentary-to-play tile-matching video game released by King on Apr 12, 2012, originally for Facebook; other versions for iOS, Android, Windows Phone, and Windows 10 followed. Information technology is a variation of their browser game Candy Shell.[ane]
In the game, players complete levels by swapping colored pieces of candy on a game lath to brand a match of three or more of the same color, eliminating those candies from the lath and replacing them with new ones, which could potentially create farther matches. Matches of four or more than candies create unique candies that act equally power-ups with larger lath-clearing abilities. Boards have diverse goals that must exist completed inside a fixed number of moves or a limited amount of time, such as a sure score or collecting a specific number of a type of candy.
Processed Vanquish Saga is considered one of the showtime and most successful uses of a freemium model; while the game tin be played completely through without spending money, players can purchase special actions to assistance articulate more hard boards, from which King makes its revenues—at its peak, the company was reportedly earning almost $1 million per day.[2] [ meliorate source needed ] Around 2014, over 93 one thousand thousand people were playing Candy Crush Saga, while acquirement over a three-month menses equally reported past King was over $493 million.[3] Five years after its release on mobile, the Candy Beat Saga series has received over 2.7 billion downloads, and the game has been one of the highest-grossing and almost-played mobile apps in that time frame.
King has since released three related titles, Candy Trounce Soda Saga, Candy Vanquish Jelly Saga and Candy Crush Friends Saga, and almost of the company'southward other mobile titles follow the aforementioned Saga freemium format.
Gameplay [edit]
Candy Trounce Saga is a "match iii" game, where the core gameplay is based on swapping two adjacent candies among several on the gameboard to brand a row or cavalcade of at least iii matching-colored candies. On this match, the matched candies are removed from the board, and candies above them autumn into the empty spaces, with new candies appearing from the pinnacle of the board. This may create a new matched set of candies, which is automatically cleared in the aforementioned manner. The thespian scores points for these matches and gains progressively more points for chain reactions (chosen cascades).[4] Additionally, creating matches of iv or more candies will create a special candy that, when matched, can clear a row, column, or other section of the board.[4]
The game is carve up into many levels, which must be completed in sequence. Each level poses a dissimilar challenge to the user, such equally removing jelly on tiles or immigration candies in a fixed number of moves to bring special ingredients to the bottom of the board. Boards have a number of different configurations and may include special spaces that have their own unique rules, such as spaces covered with jelly that must be cleared past making a friction match on that space.[4] If the role player meets the level's goal, they volition be given from one, two, three or sugar stars based on their score and tin can go along onto the next level. Otherwise, they will lose 1 life and must try once more. If the player runs out of lives, they have to look for some period of existent-world time while their lives regenerate earlier attempting the level again.[iv] Completed levels tin can be replayed if desired.
The game has been expanded with a number of episodes, calculation a fifteen new levels per episode as well every bit new gameplay mechanics. Each episode has 15 levels of gameplay. In the game'southward showtime major expansion, the game added a carve up set of levels in the Dreamworld. While levels had the same goals, the players had to rest matches of candies of two randomly selected colors to avoid disrupting the sleeping Odus the Owl; if they failed, the level had to be repeated. If they collected plenty matched candies to fill up a meter, the game would automatically activate the Moon Struck power: the board was cleared of all candies of those two colors, and the role player gained a few turns of boosted matches without needing to residue colors. Later this, Odus returned to sleeping and two new colors were randomly selected for the remainder. This continued until the actor completed the level or ran out of turns as in the master game. Dreamworld levels used a unlike set of lives from the main game, allowing the player to switch dorsum and forth between these modes. The Dreamworld is no longer accessible.[five]
In-app purchases [edit]
The game is primarily monetized through in-app purchases (through either a credit carte du jour, iTunes credits or Google Play credits); players begin with five "lives", lost whenever a level is failed. This applies to all of King'southward games. When they are exhausted, users can either send requests to their Facebook friends for more lives, wait for them to replenish themselves (a life is restored every half-60 minutes), or purchase them. Initially, when a histrion makes a buy for new lives, they receive v new lives for a specific dollar amount. In a recent update, when a player makes a purchase for new lives, the actor receives gold bars, the quantity depending on how much money they spend. Gold bars can be used for new lives, actress moves, boosters or to unlock a new episode. At certain points, primarily at the start of new "episodes", users must also either purchase or receive a request from at least three friends before they may admission the next set of levels. An update meant players waited for simply three days to unlock the next episode.
Boosters, to make the levels easier, tin be bought using in-app purchases.[6] While the game includes freemium content, 97.7% of those playing the game do so for gratuitous, while only ii.3% pay.[7]
Characters [edit]
Throughout the game, the thespian solves puzzles so Tiffi (short for Toffette) can solve issues plaguing the residents of the Processed Kingdom. These include tutorial guide Mr. Toffee, whose voice was changed from an over-the-top French accent in the original version of the game into a more modest deep male voice;[8] the Easter Bunny; the shop owner Mr. Yeti; Odus the owl from Dreamworld levels; the villainous Bubblegum Troll; and many others.
In Processed Beat out Jelly Saga, the two master characters that the player plays against are the Jelly Queen and Cupcake Carl.[ commendation needed ]
Development [edit]
Prior to the release of Candy Crush Saga, about of Rex's games were browser games offered through their website or partner portals such as Yahoo!. This included Processed Crush, a straightforward tile-matching game released in 2011 which Male monarch's chief creative officeholder and co-founder Sebastian Knutsson said came subsequently a few hundred other games they had designed for the portal.[nine] Candy Crush 'southward concept had been based on an early game King made, Miner Speed, that borrowed gameplay elements from Bejeweled.[10] Candy Crush added new animations for the candies, and expressive newspaper doll-similar characters that helped to make the game i of five nearly pop ones on the site by 2012.[11] At that point, the game was a basic score set on game. Knutsson said, "the first version was three minutes of swell gaming, but that 3 minutes didn't really evolve."[9] Candy Crush, as with several of King's other portal games, featured tournament-style gameplay, where players could spend coin to enter competitive tourneys for in-game boosts, which served equally 1 of the main forms of revenue for the company in improver to in-game particular sale microtransactions and advertisements.[12]
Around 2009, Facebook began to pull in developers, in particular Zynga, to offer social network games that could be built on its fundamental services; for King, this resulted in a big drop in players that they saw from their game portals within a year. At this point, Rex started to determine how it could enter the Facebook and the associated mobile game markets, breaking up its web development department to work on Facebook and mobile games in 2010, including bringing several of their existing browser games to those platforms.[xiii] Virtually of these existing games were introduced as beta versions to Facebook users, and the company used player counts and feedback to determine which of these titles had the most prospect for moving forward, allowing them to focus more than intensive development on those titles while dropping the residue, in the style of a rapid prototyping arroyo.[fourteen] The Facebook platform allowed them to explore expansion of their existing tournament-style games and the ability to include microtransactions within the game.[15]
In April 2011, King released its existing portal game Miner Speed equally its commencement cross-platform (Facebook and mobile) game to effigy out the transition between Facebook and mobile games for this new direction.[10] [13] King's starting time major success in this expanse followed with Bubble Witch Saga, released in Oct 2011; past Jan 2012 information technology has attracted over 10 meg players and was ane of fastest ascent Facebook games at that fourth dimension.[xvi] Chimera Witch Saga introduced the "saga" approach in contrast to typical tile-matching games, where instead of having the game go on through a stock-still amount of fourth dimension or until the player reached an unplayable land, the game was divided into detached levels that required the player to complete sure goals within a stock-still fix of moves, and where the next level could just be reached after completing the previous level. These saga elements allowed for the basics of social gameplay, simply did not require the time investment that then-popular titles like Zynga'due south FarmVille required; players could play but for a few minutes each day through the saga model.[17] The success of Chimera Witch Saga establishing King every bit a viable developer in this arena, becoming the second-largest developer past daily thespian count on the Facebook platform past April 2012, trailing only Zynga.[13] [12]
Candy Crush Saga was selected as King'southward next Facebook game based on the popularity of the portal version of Candy Crush.[eleven] The basic cross-platform framework from Miner Speed were used to craft the foundation of Candy Crush Saga, adding the "saga" elements from Bubble Witch Saga. Initial ideas to expand Candy Crush into Candy Crush Saga were proposed by Knutsson, around 2011, including making the saga map visually await like a board game.[13] [9] The game was first released for Facebook in April 2012, at the time featuring just 65 levels.[eighteen] The game quickly gained popularity, gaining more than 4 meg players within a few weeks of release.[19]
Rex afterwards released mobile versions for iOS and Android that same yr, calculation a feature that allowed mobile users to synchronize their progress with the Facebook version. Knutsson stated that at that time, with Candy Beat out Saga as popular as it was on Facebook, they knew that they "had to go information technology right" in the transition process.[13] King had previously discussed the nature of games that kept their state betwixt a PC and mobile version with Fabrication Games, believing this was a necessary trend in the future of gaming, Both recognized several of the difficulties that would have to be addressed to provide both the progress synchronization and gameplay interface between mouse-driven PC computers and touch-driven mobile devices.[11] King found that one issue with transiting Bubble Witch Saga to mobile was that the gameplay elements were too small for mobile devices, and aimed to correct that for Candy Crush Saga on mobile. The mobile release delay for Candy Beat Saga was in part due to adding the ability to play the mobile version in an offline mode that would still synchronize once the thespian returned online.[eleven]
The mobile version helped to boost the popularity of the game, attributed to the nature of the game being able to be played in a pick-upward-and-get manner ideally suited for mobile devices. Tommy Palm, i of the four developers for Candy Crush Saga, stated that the first weekend numbers after the game's mobile release were over ten times greater than the estimates they expected.[eleven] By January 2013, Candy Crush Saga overtook Zynga's FarmVille 2 as the top-played game on the Facebook platform.[20]
King had not planned for Candy Crush Saga to be as popular every bit it was, expecting the game to have but a six-calendar month window after which players would move on to a unlike game, and thus had committed but minimal resources to its ongoing support at launch. Instead, with the game's popularity still high by the terminate of 2012, King became more serious about supporting the game for the long term, looking into deeper game mechanics, adding more levels, and other methods to extend the game.[nine] Since its release, Candy Vanquish Saga was expanded over the years by adding new episodes, each containing a number of new levels. This enabled King to as well introduce new gameplay features alongside other game improvements.[13] New features were offset tested on King's own portal to see how players there responded and allowed them to tweak these as needed, and so push them into the episodes on the Facebook/mobile version.[21] By September 2016, King released its 2000th level for the game to gloat the milestone of over i trillion Candy Crush Saga games having been played.[22] [23] More recently, with the game offered as a free-to-play model, Rex seeks to provide new content on a weekly or biweekly basis, including time-express content. Zacconi saw this approach as a means to keep players, who otherwise have not purchased anything, to keep coming back and playing the game.[24]
Reception [edit]
Co-ordinate to review aggregator website Metacritic, the game received an boilerplate review score of 79/100, indicating generally positive reviews.[25] Ellie Gibson of Eurogamer referred to Candy Crush Saga as 2013'southward "Game of the Yr".[26]
Commercial [edit]
By 2013, Candy Crush Saga had been downloaded more than 500 one thousand thousand times beyond Facebook, iOS, and Android devices. Information technology was considered the about downloaded app from the Apple tree App Shop,[27] [28] and had at to the lowest degree 6.7 meg active users on a daily basis; the game had a daily revenue of $633,000 from the U.s.a. section of the iOS App Store lone.[29] By 2014, the game had over 245 million active players each month just has since dropped off, with that count falling to around 166 million by 2016.[30] Information technology once more rose back to 293 million active monthly players by November 2017.[31]
Though initially released with advertizing to aid with revenue, Rex removed the advertising in 2013 and solely has earned money from the game in the form of in-app purchases.[30] Merely a small per centum of the thespian base has purchased in-game items, up to around four%, but this has led to millions of dollars in monthly revenue for Rex.[30] In 2014, Candy Shell Saga players spent over $1.33 billion on in-app purchases. This is a decline from the previous year since in the second one-half of 2013 players spent over $i.04 billion.[7] By 2015, the monthly revenue was estimated at $120 1000000, just with declining players purchasing in-game items, down to 2% by 2016, that revenue has dropped to just over $53 million per calendar month.[xxx] Again, by the finish of October 2018, the monthly revenue rose to $128 million.[31]
Five years after its release on mobile, the Candy Trounce Saga series has received over 2.73 billion downloads.[32] Its revenue for the quarter ending September 2017 was $250 million, having gained significant comeback in yr-to-year revenues from 2016.[24] It remains one of the peak gross-acquirement earnings app for mobile in the four years leading up to 2017.[24] By the cease of July 2018, the total revenue earned by this game stood at $3.91 billion.[31]
Candy Crush received detail mention in Hong Kong media, with reports that one in vii Hong Kong citizens plays the game.[33] In December 2013, King entered the Japanese marketplace with a series of television commercials in Japan, and by December 4 it had become the 23rd most downloaded game in Japan on Android devices and number i most downloaded from the App Shop.[34] Information technology is also the most popular game in the UK of all fourth dimension.[31]
Actor demographics [edit]
58% of the players are women, while 46% of the players are of Gen X, though more youths and children play information technology.[31]
Awards [edit]
Candy Shell Saga won the People's Choice Awards for Favorite Mobile Game 2016. Other nominees were Fruit Ninja, Despicable Me: Minion Rush, Plants vs. Zombies and Temple Run.[35] It was also the winner of 9th International Mobile Gaming Awards for the Best Social Game.[36]
Controversy [edit]
Rex filed for applications for trademarks on the give-and-take "candy" in January 2013 with the United States Patent and Trademark Office, which became publicly known in January 2014.[37] News of these awaiting trademarks raised concerns from other developers, who feared that Male monarch would use their trademark to intimidate smaller developers.[38] In response to this criticism, King decided not to pursue the trademark.[39]
The mobile game known as CandySwipe created in 2010, 2 years prior to the release of Processed Vanquish Saga, had many similarities that independent app developer Albert Ransom and maker of CandySwipe picked upward on equally Candy Beat out Saga became more successful. Following news of the "candy" trademark, Ransom issued a statement in February 2014, claiming that Rex intentionally copied elements from his own game including the app icon, the art for the candy pieces, and audio furnishings like the level-completion "Sweet!".[40] While details were not given, Ransom stated that he had "amicably" resolved the thing with King by April of that year.[41]
During this same period, information technology was discovered that King had applied for a trademark on the give-and-take "saga", and they had taken action against Stoic, the developers of The Banner Saga; King had attempted to block Stoic'southward registration of "The Imprint Saga", and after the game released in January 2014, it issued a cease and desist letter of the alphabet to the developers (King's trademark awarding was still pending approval at this fourth dimension).[42] Similar to the CandySwipe state of affairs, Stoic announced in April 2014 that the situation with Rex had been resolved with both sides coming to an understanding assuasive Stoic to keep to use their proper noun.[43]
Candy Beat Saga also received mixed reactions when it was announced that King had struck a deal with Microsoft to automatically install/reinstall the game on devices that had been upgraded to Windows 10 Home.[44]
Candy Vanquish Saga is considered to exist an addictive game equally information technology uses a compulsion loop that provides pleasurable reinforcement the more i plays.[45] [46] The game was investigated by the United kingdom of great britain and northern ireland Office of Fair Trading concerning exploitative game mechanics with regards to younger users.[47] Notwithstanding, it still remains as the top-grossing mobile game of all time in the United kingdom.[3]
Sequels [edit]
In May 2014, a sequel titled Candy Crush Soda Saga was soft launched by King, with a similar blueprint but new gameplay dynamics, such as a soda bottle piece that can shift gravity.[48] [49] As of Nov 2021, in that location are x,745 Processed Crush Soda Saga levels in 717 episodes.[ citation needed ]
On October xx, 2014, the Facebook version of Candy Crush Soda Saga was released worldwide[50] and the mobile app was released in November on the Android and iOS platforms.[51] [52] [53] The app was subsequently made available for Windows 10 and Windows Phone in Oct 2015. Amidst other gameplay changes, Candy Vanquish Soda Saga introduces soda candies that release soda that fill the puzzle board from the bottom up, causing candies to bladder upward to the highest soda level.
In September 2015, another sequel named Processed Crush Jelly Saga was soft-launched in various countries for the Android platform,[54] followed past a worldwide release in January 2016.[54] Initially information technology was not made bachelor on Facebook unlike previous titles merely was released on Android and iOS in May 2016. The Facebook version appears to no longer require Adobe Flash to play. The game introduces jelly-filled squares. Matches made with candies occupying jelly-filled squares volition generally cause all squares that were part of the friction match to become jelly-filled, with the goal of making all squares on the gameboard filled with jelly to consummate the puzzle.
A third sequel, Candy Crush Friends Saga,[55] was released on both iOS and Android in October 2018. Prior to each circular, the role player may have the power to select one of the serial' characters to aid with the puzzle. Each grapheme has a power that activates subsequently a certain number of candies of a specific color are collected, such equally converting a processed on the board to a wrapped candy.[56] This game earned $5.6 million in its start month, and $10 million by June 2019.[57]
Television show [edit]
CBS produced a live-action Candy Crush game show in partnership with Male monarch that premiered on July 9, 2017.[58] Information technology was an 60 minutes-long competition among several two-person teams using interactive games that are based on Candy Beat out. The testify was produced past Lionsgate with executive producer Matt Kunitz, and with collaboration by Sebastian Knutsson, the artistic developer of the kickoff Candy Beat out game.[59] Mario Lopez hosted the testify.[60]
4 teams play in each episode doing various challenges based on the Candy Shell game, with the winning squad earning a guaranteed $100,000.
In popular civilization [edit]
The game is featured in Psy's music video "Gentleman".[61]
Part of The Emoji Picture takes place inside Candy Crush Saga.[62]
Candy Crush Saga was used equally a claiming theme for an episode of the sixth flavour of Project Runway All Stars.[63]
References [edit]
- ^ "Candy Trounce at Games.com". Archived from the original on September 6, 2015.
- ^ Nikhil Malankar (September 13, 2018), Processed Crush Saga: What Makes This Game So Addictive? | Mobile Game | Candy Crush Earnings and More than , retrieved September 14, 2018
- ^ a b "Why is Candy Crush Saga so popular?". the Guardian. March 26, 2014.
- ^ a b c d Cabebe, Jaymar (April 3, 2013). "Candy Crush Saga for Android review: Dandy alternative to Bejeweled". CNet . Retrieved December 12, 2016.
- ^ Fahey, Mike (December 12, 2013). "The Kickoff Processed Vanquish Saga Expansion Changes The Manner The Game Is Played". Kotaku . Retrieved Dec 12, 2016.
- ^ "Sugar Coma". Slate. July 2013. Retrieved January 24, 2014.
- ^ a b Candy Vanquish Saga players spent £865m on the game in 2014 lone, theguardian.com, Feb xiii, 2015.
- ^ "What is the appeal of Processed Crush Saga?". Bbc.com. December 18, 2013. Retrieved May 21, 2014.
- ^ a b c d "Behind the Scenes: The Magical Making of Candy Crush". Apple tree, Inc. Retrieved Baronial 24, 2020.
- ^ a b Takahashi, Dean (April 28, 2011). "King.com launches its first cross-platform mobile game". Venture Beat out . Retrieved Oct 19, 2016.
- ^ a b c d e Takihashi, Dean (August xviii, 2014). "Lessons from a game guru: Candy Crush Saga creator one time survived vi months without pay". Venture Beat . Retrieved October xx, 2016.
- ^ a b Pham, Alex (April 17, 2012). "Games publisher King.com topples EA, Wooga on Facebook, for now". Los Angeles Times . Retrieved October xix, 2016.
- ^ a b c d e f Rooney, Ben (June nineteen, 2014). "King Saga: The Story Backside The Maker Of Candy Shell Saga". Informilo. Archived from the original on February vii, 2017. Retrieved October nineteen, 2016.
- ^ O'Brien, Chris (Nov 15, 2012). "If social games on Facebook are dying, why is King.com booming?". San Jose Mercury News. Archived from the original on Oct twenty, 2016. Retrieved October 19, 2016.
- ^ Takahashi, Dean (February 18, 2011). "King.com takes tournament games into Facebook". Venture Beat . Retrieved October 19, 2016.
- ^ Caoili, Eric (January 10, 2012). "Fastest-growing Facebook games: From Tetris Battle to Words With Friends". Gamasutra . Retrieved October 19, 2016.
- ^ Takhashi, Dean (Apr 12, 2012). "At two.5B games played a calendar month, King.com reaps benefits from its casual Saga titles on Facebook". Venture Beat out . Retrieved October xix, 2016.
- ^ Weber, Rachel (July 18, 2013). "Working at the Candy Store". GamesIndustry.biz . Retrieved Oct 19, 2016.
- ^ Caoili, Eric (May 1, 2012). "Candy Crush Saga highlighted in this calendar week'southward fastest-growing Facebook games". Gamasutra . Retrieved Oct 19, 2016.
- ^ Lien, Tracey (January 17, 2013). "King.com'south Candy Crush Saga takes the acme spot on Facebook, merely Zynga still dominates". Polygon . Retrieved October 19, 2016.
- ^ Wortham, Jenna (July two, 2013). "Candy Crush Saga Is This Summer's Sweet Treat". The New York Times . Retrieved October nineteen, 2016.
- ^ Kelion, Leo (September 28, 2016). "Candy Shell Saga: Life beyond level two,000". BBC . Retrieved October 19, 2016.
- ^ Miniotti, Mike (September 28, 2016). "Processed Crush Saga adds two,000th level to celebrate ane,000,000,000,000 games played". Venture Beat . Retrieved October nineteen, 2016.
- ^ a b c Takahashi, Dean (November 17, 2017). "Candy Crush Saga: 2.73 billion downloads in five years and notwithstanding counting". Venture Beat . Retrieved November 17, 2017.
- ^ a b "Processed Crush Saga (iOS)". Metacritic. Reddish Ventures. Retrieved Feb 18, 2021.
- ^ Gibson, Ellie (December 24, 2013). "Games of 2013: Candy Crush Saga". Eurogamer. Gamer Network. Retrieved January 22, 2014.
- ^ Webster, Andrew (November 15, 2013). "Half a billion people have installed 'Candy Crush Saga'". The Verge. Vox Media. Retrieved November 18, 2013.
- ^ Musil, Steven (Dec 16, 2013). "Candy Crush Saga tops iTunes app download listing for 2013". CNet . Retrieved Dec 12, 2016.
- ^ Joe White (July ix, 2013). "Freemium App Candy Crush Saga Earns A Record-Breaking $500 Each Twenty-four hour period". AppAdvice. Retrieved September 30, 2013.
- ^ a b c d van Dreunen, Joost (Oct 24, 2016). "Welcome to the New Era: Games as Media". GamesIndustry.biz . Retrieved October 31, 2016.
- ^ a b c d e "twenty Astonishing Candy Trounce Facts and Statistics". DMR. November 5, 2017. Retrieved January 3, 2019.
- ^ "King'south Candy Crush franchise has cleared 2.73 billion downloads five years since launching on mobile". Pocket Gamer. November 14, 2017.
- ^ Buffa, Chris. "Candy Crush Saga: Played By Every 7th Person In Hong Kong Daily". Modojo.
- ^ Grubb, Jeffrey (December 6, 2013). "King is running Boob tube commercials for Candy Crush in Japan, and they're working". GamesBea. VentureBeat. Retrieved December 7, 2013.
- ^ "processed trounce saga awards - Google Search". world wide web.google.com . Retrieved January 9, 2019.
- ^ "Candy Vanquish Saga". International Mobile Gaming Awards . Retrieved January 9, 2019.
- ^ Bullpen, Jenna (January 21, 2014). "Candy Vanquish Saga developer trademarks 'candy'". Polygon . Retrieved Dec 12, 2016.
- ^ Lien, Tracey (Jan 21, 2014). "What Male monarch'southward 'processed' trademark really ways". Polygon . Retrieved December 12, 2016.
- ^ Makuch, Eddie (February 25, 2014). "Processed Crush dev abandons "Candy" trademark in Usa after controversy". GameSpot . Retrieved December 12, 2016.
- ^ Good, Owen (February 12, 2014). "Indie Creator of CandySwipe Fumes Over Processed Crush Saga Trademark Move". Kotaku . Retrieved Dec 12, 2016.
- ^ Maiberg, Emanual (April nineteen, 2014). "Candy Shell Saga settles dispute with CandySwipe "amicably"". GameSpot . Retrieved December 12, 2016.
- ^ Yin-Poole, Welsey (June 26, 2014). "King vs The Banner Saga". Eurogamer . Retrieved December 12, 2016.
- ^ Lien, Tracey (April 17, 2014). "Candy Crush maker Rex settles trademark disputes with The Imprint Saga developer". Polygon . Retrieved December 12, 2016.
- ^ Walton, Mark (May xv, 2015). "Humanity weeps as Candy Vanquish Saga comes preinstalled with Windows x". Ars Technica. Condé Nast. Retrieved September 27, 2015.
- ^ Stuary, Keith (May 21, 2014). "My favourite waste of time: why Candy Trounce and Angry Birds are so compulsive". The Guardian . Retrieved September 10, 2018.
- ^ Dockterman, Eliana (November fifteen, 2013). "Candy Crush Saga: The Science Behind Our Addiction". Time . Retrieved September x, 2018.
- ^ "Candy Beat Saga Has Trademarked Candy And Apple's App Store Is Helping Enforce Information technology". Forbes.
- ^ "Candy Crush Game Maker Banks on Soda Saga Sequel". The Hollywood Reporter. July viii, 2014. Retrieved July 28, 2014.
- ^ "Processed Vanquish Soda Saga, the sequel to Candy Crush Saga, got soft-launched on Android". phonearena.com.com . Retrieved Baronial 27, 2014.
- ^ "Candy Crush Soda Saga: will it pop Male monarch'due south app shop chimera?". The Guardian. October 20, 2014. Retrieved October 26, 2014.
- ^ "Can't get Enough of 'Candy Beat out'? Say How-do-you-do to 'Processed Crush Soda Saga'". Tech Times. Nov 12, 2014. Retrieved November 15, 2014.
- ^ "'Candy Crush Soda Saga' from King Finally Launches Worldwide". Touch Arcade. November 11, 2014. Retrieved November 15, 2014.
- ^ Grundberg, Sven (November xi, 2014). "Candy Crush Maker Launches Sequel to Hit Mobile Game". The Wall Street Journal . Retrieved Nov fifteen, 2014.
- ^ a b "Processed Beat Jelly Saga Levels". Candy Crush Soda Saga Tips . Retrieved Dec 17, 2015.
- ^ "Processed Trounce Friends Saga â€" Apps on Google Play". play.google.com . Retrieved January 26, 2019.
- ^ Minoitti, Mike (October 19, 2018). "Sensor Tower: Candy Vanquish Friends Saga's 10 million first-week downloads have a sour note". Venture Beat . Retrieved October 19, 2018.
- ^ "20 Amazing Candy Crush Facts and Statistics". DMR. November v, 2017. Retrieved January 3, 2019.
- ^ Lawler, Richard (March 17, 2017). "The 'Candy Vanquish' TV evidence debuts on CBS July 9th". Engadget . Retrieved March 17, 2017.
- ^ Larson, Selena (Oct 18, 2016). "A 'Candy Shell' game evidence is coming to CBS". CNN. Retrieved October 18, 2016.
- ^ Goldberg, Leslie (March 23, 2017). "Mario Lopez to Host CBS' 'Processed Crush'". The Hollywood Reporter . Retrieved March 23, 2017.
- ^ Brian Ashcraft (April 17, 2013). "Is PSY'southward "Gentleman" Video But a Giant Commercial?". Kotaku.com. Retrieved April 27, 2013.
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- ^ Macian, Ernest (March 28, 2018). "Project Rails All Stars epitomize: 'Nina's Crushing It'". Entertainment Weekly . Retrieved May iii, 2018.
External links [edit]
- Official website
Source: https://en.wikipedia.org/wiki/Candy_Crush_Saga
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