Video game industry pioneer Intellivision lands licensing deals with Major League Baseball and Evel Knievel

Recognised by many as the pioneers of the video game industry, Intellivision Entertainment LLC has detailed a raft of new licensing agreements with a focus on sports-themed games that include Major League Baseball, Evel Knievel, and the American Cornhole League.

The new slate of partnerships now bring a portfolio of US-centric, yet highly recognisable, brands to Intellivision Amico through a series of officially licensed games.

“My early memories of playing the original Intellivision Major League Baseball game with my dad and brother helped inspire our vision to launch Amico,” said Intellivision CEO and president, Tommy Tallarico. “Looking to the future, Intellivision is proud to offer a wide breadth of content for everyone in the family to enjoy, from favourite sports and recreational games to thrilling, daredevil action. We continue to diversify our portfolio and gameplay experiences for Amico.”

The licensing deal between MLB and Intellivision comes 41 years after the two groups launched their first partnership. The historic collaboration represented the first video game license with a professional sports league – a pioneering trend in the industry that Intellivision embraced across almost every sport.

Intellivision’s Major League Baseball game was the first home video game to feature spoken voice (e.g. “YER OUT!”). The original Major League Baseball is the best-selling Intellivision game of all time with approximately one in three Intellivision households owning the title.

Bringing yet another first to the baseball video game industry, Intellivision’s MLB licensed game will introduce a competitive play option. This option will allow multiple players to join in the fun and set up head-to-head competition in different ways or all versus the computer. All 30 current MLB teams will be featured.

“Baseball video games have brought family and friends together for more than 40 years. Our renewed partnership with Intellivision continues that tradition with simplicity and fun for the whole family,” said senior vice president, games and VR, Jamie Leece.

“We look forward to joining Intellivision with the shared mission of bringing family and friends together with the love of the game and passion for our sport.”

Next up, and paying homage to the Knievel legacy, Intellivision is working with the Evel Knievel Family and Barnstorm Games to bring a multiplayer game to the Amico platform. The updated version of the Evel Knievel game will feature enhanced graphics, sound, and art, plus a variety of multiplayer options utilizing Amico’s unique controllers.

In addition to new levels and gameplay features, more action such as the Skycycle X-2 rocket that was used in his infamous Snake River Canyon jump in 1974 will be added.

“My dad was a larger than life character who was a hero and inspiration to millions of people,” said Kelly Knievel, son of Evel Knievel. “We are excited to work with Intellivision to keep his legacy alive, introduce his bold spirit to a new generation of fans, and take the thrill of the jump from the arena to the living room on Amico.”

Finally, developed exclusively for the Amico system with some of the world’s greatest professional cornhole players, the American Cornhole League, which has been broadcasted on ESPN since 2016, is bringing America’s fastest-growing recreational sport into the living room.

With the intention of providing a game for everyone in the family, regardless of skill level, users can utilize the unique Amico controller with touchscreen and motion controls. Gameplay is available in career, arcade, multiplayer, or free play mode and features over 100 unlockables, multiple challenges, skill levels and ways to play – no summer BBQ picnic required.

“We are thrilled to work alongside Intellivision and some of the world’s greatest players and to bring cornhole to the Amico console,” said Stacey Moore, commissioner and founder of the American Cornhole League.

“We cannot wait for people to experience throwing ACL virtual bags in the comfort of their own home.”

Intellivision is currently working on many more exciting partnerships in preparation for the Amico system launch. For more information please visit www.IntellivisionAmico.com.

 

LEGO and Nintendo unveil the LEGO NES building kit

It’s official, LEGO and Nintendo have responded to the question we never knew we needed answering, with the official unveiling of the LEGO Nintendo Entertainment System building kit for adults; letting us all relive the nostalgia of yesteryear in brick form.

The new kit is the latest product of the ongoing LEGO Group and Nintendo partnership, offering fans a brick-built NES model that comes with realistic details, including the accompanying 1980s style LEGO television set to encourage (like they need much of it) nostalgic gamers and LEGO fans to recreate their Super Mario Bros childhood moments.

Fans can build a mechanically functional version of the console, while each kit will include a controller with a connecting cable and plug, as well as an opening slot for the Game Pak with a locking feature. The console also comes with a buildable retro TV, featuring a flat 8-bit Mario figure on the scrolling screen.

You can even scan an included action brick with LEGO Mario from the LEGO Super Mario Starter Course, so he reacts to on-screen enemies, obstacles and power-ups just as he would have in the iconic Super Mario Bros. game.

“Super Mario has been a cherished figure in the gaming world for over thirty years now,” said Maarten Simons, creative lead on LEGO Nintendo Entertainment System, the LEGO Group. “Many adults still fondly remember that first time they saw Mario leap across the small screen, even if the graphics were a lot simpler than they are today.

“With the LEGO Nintendo Entertainment System, we’re letting them truly indulge in that nostalgia, recreating one of the most-loved consoles of all time so they can see the Super Mario from their childhoods once again – and even to share the experience of gaming in the 1980s with their own children.”

The LEGO Group and Nintendo announced their partnership earlier this year, bringing a fun-packed LEGO Super Mario universe to life through a Super Mario Starter Course set that exclusively features a LEGO Mario figure who displays a wide variety of instant reactions to movement, colour and various action bricks.

This entry point set was followed up on in May with a series of Power-Up Packs and in June with the announcement of a range of Expansion Sets and collectible Character Packs. All have been designed to build out the world of LEGO Super Mario, letting players unleash their creativity by building exactly the levels and challenges they want to see LEGO Mario and friends compete in.

The NES building set is part of a range of inspirational LEGO models designed for discerning hobbyists, as they look for their next immersive challenge. The LEGO NES will be available exclusively from LEGO Retail Stores and LEGO.com from August 1st 2020. From 2021 it will be available also at other leading retailers around the world.

It will be priced at £209.99, so start collecting those gold coins.

Spin Master and Warner Bros partner to launch Bakugan: Champions of Vestroia video game to Nintendo Switch

Spin Master, Warner Bros Interactive Entertainment, and WayForward have detailed the upcoming launch of Bakugan: Champions of Vestroia. a new role-playing video game that will arrive exclusively on Nintendo Switch later this year.

The new video game is the latest extension of the Bakugan franchise that already spans its anime adventure TV series, innovative toy line, card game and more. The game will centre on an new original story and the franchise’s signature Bakugan brawls.

“We’re pleased to partner with Spin Master and WayForward to bring the brawling action of Bakugan: Champions of Vestroia to Nintendo Switch,” said Kevin Kebodeaux, senior vice president, Warner Bros. Interactive Entertainment. “The global popularity of Bakugan is undeniable, and this game is sure to excite players everywhere.”

“Bakugan: Champions of Vestroia expands the popular brawling franchise with a new exhilarating, interactive game format with customization, competitive action, deep strategy, and anime-style characters and worlds that all gamers and Bakugan fans will love,” said Simonetta Lulli, vice president, Spin Master Studios. “Whether playing solo or against Bakugan brawlers online, the game offers endless hours of play at home or on the go.”

“The brand new, action-packed video game and our partnership with Nintendo Switch and WayForward is so important to the Bakugan franchise as it continues expand globally,” said James Martin, SVP Brand Marketing and GBU Lead of Bakugan. “Now, a whole new generation of fans can experience the excitement and skill of Bakugan in more ways than ever before.”

Published by Warner Bros. Interactive Entertainment, produced by Spin Master and developed by WayForward, the Bakugan: Champions of Vestroia video game will take players on a journey through an original story expanding on the hit TV series and toy franchise. They can create and fully customize their Brawler to fight side-by-side with the mysterious alien Bakugan as their human partner in battle.

The game features a fully navigable 3D world divided into different districts each with dedicated battle arenas. Players can interact with other characters, go on quests, and explore with their Bakugan friends. They can also test their brawling skills online in head-to-head multiplayer against friends or players from the around the world to become a true Champion of Vestroia.

A physical Deluxe Edition pack, featuring the video game, an exclusive Ultima Dragonoid toy which transforms into a fierce Bakugan, Ultima Dragonoid trading card, Ultima Dragonoid metal gate card, plus two powerful BakuCores™ will also be available at launch.

Spin Master and Warner Bros partner to launch Bakugan: Champions of Vestroia video game to Nintendo Switch

Spin Master, Warner Bros Interactive Entertainment, and WayForward have detailed the upcoming launch of Bakugan: Champions of Vestroia. a new role-playing video game that will arrive exclusively on Nintendo Switch later this year.

The new video game is the latest extension of the Bakugan franchise that already spans its anime adventure TV series, innovative toy line, card game and more. The game will centre on an new original story and the franchise’s signature Bakugan brawls.

“We’re pleased to partner with Spin Master and WayForward to bring the brawling action of Bakugan: Champions of Vestroia to Nintendo Switch,” said Kevin Kebodeaux, senior vice president, Warner Bros. Interactive Entertainment. “The global popularity of Bakugan is undeniable, and this game is sure to excite players everywhere.”

“Bakugan: Champions of Vestroia expands the popular brawling franchise with a new exhilarating, interactive game format with customization, competitive action, deep strategy, and anime-style characters and worlds that all gamers and Bakugan fans will love,” said Simonetta Lulli, vice president, Spin Master Studios. “Whether playing solo or against Bakugan brawlers online, the game offers endless hours of play at home or on the go.”

“The brand new, action-packed video game and our partnership with Nintendo Switch and WayForward is so important to the Bakugan franchise as it continues expand globally,” said James Martin, SVP Brand Marketing and GBU Lead of Bakugan. “Now, a whole new generation of fans can experience the excitement and skill of Bakugan in more ways than ever before.”

Published by Warner Bros. Interactive Entertainment, produced by Spin Master and developed by WayForward, the Bakugan: Champions of Vestroia video game will take players on a journey through an original story expanding on the hit TV series and toy franchise. They can create and fully customize their Brawler to fight side-by-side with the mysterious alien Bakugan as their human partner in battle.

The game features a fully navigable 3D world divided into different districts each with dedicated battle arenas. Players can interact with other characters, go on quests, and explore with their Bakugan friends. They can also test their brawling skills online in head-to-head multiplayer against friends or players from the around the world to become a true Champion of Vestroia.

A physical Deluxe Edition pack, featuring the video game, an exclusive Ultima Dragonoid toy which transforms into a fierce Bakugan, Ultima Dragonoid trading card, Ultima Dragonoid metal gate card, plus two powerful BakuCores™ will also be available at launch.

RuneScape: The $1bn video game franchise you’ve (probably) never heard of, and why it’s time to take notice

When it comes to community-centric massively multiplayer online role-playing games, you may immediately leap to the likes of Fortnite and Overwatch, which is just so very… millennial of you. Because what you’ve done there, is you’ve overlooked one of the genre’s founding titles; one that boasts more than 280 million players around the world, and one that now, in its 20th year of operation, is a franchise totalling $1bn in value.

That’s right – it’s RuneScape, one of the most popular and commercially successful MMO (massively multiplayer online role playing games) that for some reason or another, you’ve most likely never heard of. Until now. And that’s because Jagex – the developer and publisher, and owner of RuneScape and Old School RuneScape – is now in the process of developing new projects and partnerships aimed at expanding the franchise’s global footprint to reach new audiences today.

It’s only recently that The Guinness World Book of Records recognised RuneScape as the Most Prolifically Updated MMORPG video game of all time, paying tribute to the matter that not only is RuneScape one of the most engaged with video game titles among audiences who caught the wave two decades ago, but that since then, the game itself has evolved, grown, and expanded, been refined and improved upon all in line with its audience base over that time, too.

RuneScape today certainly won’t be the same RuneScape you or the 280 million other players first picked up 20 years ago, but it is exactly that – the matter it has thousands of years of in-game lore and engaging narratives within its franchise – that helps it, as a commerical IP, go from strength to strength with each passing year.

To find out more about RuneScape, Old School RuneScape and the licensing activity that Jagex is now starting to build out around it, Licensing.biz caught up with Stewart Stanbury, director of business development at the video game specialist.

 

Can you tell us about Jagex and RuneScape – what is the story of the franchise, and what is the strength of the IP like today?

Jagex is a leading British video game developer and publisher best known for RuneScape and Old School RuneScape, two of the world’s most community-centric and successful massively multiplayer online role-playing games. We create ‘living games’ – deep, meaningful and ever-evolving immersive experiences that provide long-term engagement – and we inherently understand how to connect, engage and excite people through play.

Jagex, headquartered in Cambridge, has enjoyed five years of successive growth, almost doubling its staff in the last two years and generating revenues of around £100million a year. RuneScape, now in its 20th year of operation, is a $1billion franchise, reached its record membership number in the last year, and has reached more than 280 million players around the world. With thousands of years of in-game lore, engaging narratives and a huge, global player base that continues to play year after year, the company’s IP continues to grow from strength to strength.

Jagex is also working on some exciting projects and partnerships that we will be announcing in the coming months, aimed at expanding its global footprint and reaching new audiences.

What has Jagex and RuneScape brought to the video gaming space over the years? 

To keep a dedicated game going for almost 20 years is no small achievement. RuneScape grows and expands with its community and is constantly refined and improved by a dedicated team of creators, developers, and writers. RuneScape has set the global benchmark for what living game should be, and Guinness World Records agrees, having officially recognised the game as the Most Prolifically Updated MMORPG Video game.

A core pillar of this is the community polling we have put in place for Old School RuneScape. The games development, narrative and updates are all decided by our community; all changes are voted for, and with more than 11 million votes to date, it’s our community that has made it the game it is today.

RuneScape has also seen great success in the streaming and eSports arenas. Consistently in the Top 10 streamed games, RuneScape has generated more than 1 billion minutes of watch-time. Our quarterly Deadman Finals in 2018 hit number one on the Twitch charts.

RuneScape was also the first major Western MMORPG on mobile platforms. Thanks to strong partnerships with Apple and Google, Old School RuneScape has gone on to achieve number one across all apps in eight countries and featured in the top 10 across 16 more. RuneScape has also demonstrated the importance of having various entry points into the franchise via PC and mobile for both RuneScape and Old School, using the ability to put down and pick up on a different device seamlessly to engage players for longer and on the go. The game itself works on most mainstream computers and laptops, and across most mainstream operating systems, from Linux to Windows and Mac.

What is it about RuneScape that gives it such a strong appeal among a largely ‘underground’ audience? Why and how has it maintained this ‘underground’ recognition for so long?

The secret lies in our updates. We are constantly developing our game design with a large, dedicated team of developers, designers and artists who know how to create evergreen content. We use an ongoing interplay of analytics, data science and player feedback to determine the best possible content for the community to maximise enjoyment and engagement. Our agile infrastructure allows Jagex to act on this insight. Designing, iterating and executing efficiently and effectively to the changing needs of our community. Where other games chase trends or build obsolescence into their business plans, Jagex keeps its focus tightly on its audience.

This goes for things like setting new industry standards for player inclusion, community management and transparency. Jagex has more than 150 staff dedicated to engaging with our players across community platforms globally as well as 24-hour account, tech and payment support with an 87 per cent customer satisfaction rating. As a result, our average player spends six years and upwards playing RuneScape, accounting for more than 500billion minutes of accumulated playtime in total across the franchise.

What has the licensing programme for RuneScape looked like to date? What collaborations or partnerships have you launched so far?

Jagex had an early merchandise programme which ran from 2007 to 2010 with a focus on publishing novels with Titan Books, and what has become an iconic game guide from Scholastic – both of which remain popular with the RuneScape community. It has also worked with Back Street International (BSI) since 2015 for our official RuneScape merchandise store and has collaborated with creative members of the RuneScape community to add their designs and products.

2018 saw the commercial release of RuneScape’s award-winning soundtrack for the first time, with two vinyl releases from specialty gaming label Laced Records – including an orchestral album from composer James Hannigan with music recorded at Abbey Road Studios. On release, this soundtrack actually charted in the Top 10 on the US Classical Billboard Chart. Eight albums of RuneScape’s music are now also available digitally on leading streaming services. With a Guinness World Record for the most original music in a video game we have a lot more music still to release, with additional vinyl and digital releases planned.

More recently Jagex signed a license agreement with Pyramid Posters for posters and gifting solutions for our North American audience and will be announcing more details of a publishing partnership with Dark Horse Comics in the very near future.

Why is now the right time to be looking to build that licensing programme outwards and growing mainstream awareness of RuneScape?

With Old School RuneScape’s huge success following its expansion to mobile, and with RuneScape currently in mobile beta for both Android and iOS, we are reaching more players than ever before. No mean feat for a 19-year-old game. Our most recent launch of the Archaeology update for RuneScape has seen significant player growth and we are continuing to expand our games in new and interesting ways with an enviable roadmap for 2020 and beyond.

2021 will mark the 20th anniversary for the franchise, and we see this as a significant opportunity to develop commemorative merchandise and new product launches for our growing player base. We will also have some new and exciting projects to announce through 2021 which will have their own unique licensing opportunities and are actively seeking the right partners to work with us on these.

What does and what can RuneScape bring to the video game licensing/pop culture licensing space today?

RuneScape is not just a game, but a lifestyle for millions of players. Our data and insight show a strong desire from our players for more RuneScape outside of the core games themselves, but we recognise the desire for quality products that our community see as adding value to their experience.

Jagex is founded on principles of humour, fun, wit and creativity. RuneScape is a rich, fantasy world with unique and iconic characters, weapons and a long-term narrative and story roadmap that spans far into the future. At Jagex, we are identifying the ways in which we can bring our stories to life and enrich relationships with our players, not at the expense of them.

What sort of licensing partnerships are you looking to establish for the IP? And why would it lend itself so well to these categories?

Having a diverse player base, the IP is well positioned to appeal to opportunities spanning from in-game moments and stories with pin badges and apparel, to board games and unique, premium collectable items that mirror the most desirable in-game items and character creations.

Additionally, Jagex is engaging with OEMs, hardware/peripheral manufacturers, software developers, and one-of-a-kind unique creation studios to bring a range of new opportunities, accessories and collectibles to our players.

How do you foresee the growth of the licensing programme shaping a new audience for the game? In turn, how will this shape the future of the RuneScape IP?

Popular culture has embraced fantasy as a cornerstone of modern entertainment in a way that would have been hard to predict even ten years ago. Across film, TV series and video games, new audiences are looking to discover IP that has not only proven popular, but which is also widely available through new devices, mediums and products. As Jagex continues to grow RuneScape to new platforms, new titles and new license opportunities, we are in a great position to reach not only our dedicated players and collectors but also returning players and new audiences across the industry.

Following this period of lockdown – what do you think the future holds for video game licensing? Why is it important to be a part of that scene now?

The WHO has encouraged gaming as a way for people to continue to engage with friends and family during this challenging time, an encouraging sign of changing opinions about the utility of video games in bringing people together. The RuneScape community has never been more welcoming to new players, or stronger than it is now, with our player base growing daily and providing a space for people to explore, meet friends and build enduring relationships.

People will, as they always have, invest their time and money in the things that bring them closer to their friends and their passions. If RuneScape is fortunate enough to have been part of their journey through this time and brought them the camaraderie, community and lifestyle, we would love to be able to find ways to enrich that ongoing relationship.

Licensing will play an important role in bringing this together in a considered, respectful and authentic way.

For more information about Jagex licensing opportunities, contact melisa.bunce@jagex.com

 

IMG named exclusive global licensing agent for video gaming’s smash hit Rocket League

IMG has been appointed as the exclusive global licensing representative for the popular Rocket League video game franchise. The move was made by the franchise owner, Psyonix in a partnership announced this week.

Billed as a ‘high-powered hybrid of arcade-style soccer and vehicular mayhem’, with easy-to-understand controls and ‘fluid, physics-driven competition’, Rocket League has grown to become one of the most popular and recognizable video game brands worldwide. The new multi-year partnership will see IMG bring selective Rocket League consumer products to market.

It all coincides with the game’s fifth anniversary this month.

Matthew Primack, senior vice president of licensing, IMG, commented: “During a time of remarkable esports industry growth, Rocket League is one of the most popular games in the world.

“Rocket League’s combination of cars, adrenaline-fueled gameplay, competition, music and customisation gives us the perfect scope to build a creative and fun licensing programme that fans will love. We are looking forward to tapping into new territories and expanding the game’s global footprint through consumer products and collaborations.”

Categories being targeted will initially consist of apparel, toys, collectibles, accessories and innovative and creatively rich brand collaborations.

Winner or nominee of more than 150 “Game of the Year” awards, Rocket League is one of the most critically acclaimed sports games of all time. Annual esports events include the Rocket League Championship Series and Collegiate Rocket League.

Kids’ character Pocoyo lands new mobile gaming titles with Lab Cave Games

The popular children’s animated character, Pocoyo is making its way into the mobile gaming arena, courtesy of a new partnership between Zinkia Entertainment and Lab Cave Games. Under the multi-year deal, Lab Cave will now develop and publish games for mobile devices.

An expert in its field, Lab Cave Games has previously worked on over 700 mobile apps and will leverage its technology, knowledge and experience in mobile gaming to bring Zinkia’s animated characters to mobile screens. The developer will set to work on more than 40 existing Pocoyo mobile titles, as well as develop and publish new ones.

Zinkia Entertainment, meanwhile, is a BAFTA award-winning creator of entertainment brands and audiovisual content including the Pocoyo children’s comedy series, Mola Noguru and Shuriken School.

“Thanks to Lab Cave we can focus on making new audiovisual productions at the same time we optimize our app portfolio both in terms of marketing and technology,” said Jonás Ojeda, head of digital rights at Zinkia.

“And we can develop new games for our audience together to help expand our brand. We are very happy to have an expert and reliable partner like Lab Cave.”

Luis Berto, head of marketing and business development at Lab Cave, added: “We at Lab Cave are delighted by our collaborations with Zinkia. This is not only because they are leaders in the Spanish and international audiovisual industry, but because our collaboration will give us the opportunity to develop a joint strategy of development and publication of a game and app catalogue that marries the core beliefs of both companies: quality, innovation, technology and global presence.

“Most of all, we are thrilled to be able to align ourselves more closely with the Pocoyo universe and reach a whole new generation through the mobile world.”

Molang goes for millennials and Gen Zs in Animal Crossing: New Horizons in game partnership

Molang has launched five in-game looks on the video game smash hit, Animal Crossing: New Horizons, as part of the brand’s global strategy to reach millennials and Gen Z audiences.

A collection of five Molang player accessories are now available in the official shop, with free download friend codes hosted on Molang’s official Facebook , Instagram and YouTube channels. Millimages has confirmed that it will be supporting Molang’s apparel licensees in the promotion of their collections through Animal Crossing.

The new tie-up continues a busy period for the brand – which is represented in the UK and Ireland by Licensing Link Europe.

A Molang music album has notched up significant success on streaming platforms including Spotify, Deezer, Apple Music and Amazon. The ten songs are streamed over 40,000 times per month on Spotify and 20,000 times on Apple Music. Millimages supported the launch with nine animated video clips which are available on the Molang YouTube channel and have received more than one million views.

Meanwhile, Molang filters on Facebook and Instagram have proved popular since their launch in April and a reported 5,000 pictures are taken per week, generating more than 300,000 impressions.

The company is also busy developing an English version of the Molang website for Q4 2020, which launched in French in May 2019 and welcomes 10,000 visitors per month.

Lise Cosentino, director of marketing and communication at Millimages, said: “Molang may have found international fame on the internet, but we’re extending its rapid digital growth by tapping into the lifestyle activities our target audiences enjoy – including gaming. Partnering with Animal Crossing: New Horizons further demonstrates that Molang is more than a hit TV animation.”

Ian Wickham, director at Licensing Link Europe added: “This further emphasises the support that Millimages is providing, to ensure Molang continues to build at pace with the core consumers and in the right places.

“The dynamics of brand engagement have changed significantly since the start of the year and so to be involved with one of the stand out successes – Animal Crossing: New Horizons – highlights the appetite Millimages have for the properties’ success.”

 

Molang goes for millennials and Gen Zs in Animal Crossing: New Horizons in game partnership

Molang has launched five in-game looks on the video game smash hit, Animal Crossing: New Horizons, as part of the brand’s global strategy to reach millennials and Gen Z audiences.

A collection of five Molang player accessories are now available in the official shop, with free download friend codes hosted on Molang’s official Facebook , Instagram and YouTube channels. Millimages has confirmed that it will be supporting Molang’s apparel licensees in the promotion of their collections through Animal Crossing.

The new tie-up continues a busy period for the brand – which is represented in the UK and Ireland by Licensing Link Europe.

A Molang music album has notched up significant success on streaming platforms including Spotify, Deezer, Apple Music and Amazon. The ten songs are streamed over 40,000 times per month on Spotify and 20,000 times on Apple Music. Millimages supported the launch with nine animated video clips which are available on the Molang YouTube channel and have received more than one million views.

Meanwhile, Molang filters on Facebook and Instagram have proved popular since their launch in April and a reported 5,000 pictures are taken per week, generating more than 300,000 impressions.

The company is also busy developing an English version of the Molang website for Q4 2020, which launched in French in May 2019 and welcomes 10,000 visitors per month.

Lise Cosentino, director of marketing and communication at Millimages, said: “Molang may have found international fame on the internet, but we’re extending its rapid digital growth by tapping into the lifestyle activities our target audiences enjoy – including gaming. Partnering with Animal Crossing: New Horizons further demonstrates that Molang is more than a hit TV animation.”

Ian Wickham, director at Licensing Link Europe added: “This further emphasises the support that Millimages is providing, to ensure Molang continues to build at pace with the core consumers and in the right places.

“The dynamics of brand engagement have changed significantly since the start of the year and so to be involved with one of the stand out successes – Animal Crossing: New Horizons – highlights the appetite Millimages have for the properties’ success.”

 

Nickelodeon and Kongregate team up for TMNT: Mutant Madness mobile game

The free-to-play mobile game developer and publisher, Kongregate has detailed the new TMNT: Mutant Madness title, a result of a partnership with Nickelodeon and its classic Teenage Mutant Ninja Turtles franchise.

Developed by Kongregate’s Chicago-based studio, Synapse, TMNT: Mutant Madness lets players explore the world of the Teenage Mutant Ninja Turtles by building their own squad of heroes, which includes classic villains, and battle a new menace on the streets of New York City.

TMNT: Mutant Madness will launch worldwide on iOS and Android this September.

“We’re excited to reveal TMNT: Mutant Madness especially to longtime fans,” said Tony Perkins, TMNT: Mutant Madness Game Lead at Kongregate. “Our team has been hard at work bringing these classic characters to life, knowing our players will appreciate the level of detail and heart we’re bringing to the game.

“From the Turtles’ sewer lair, to fighting the Foot Clan in the streets of NYC, to Krang in his Technodrome… This game was made by fans for fans.”

Acquired by Kongregate in October 2017 after co-launching several titles together, Synapse specialises in IP-based mobile games with deep RPG and PVP mechanics. Its previous hit game, Animation Throwdown: The Quest for Cards has been downloaded more than 20 million times and was a breakout title for the studio.