Hot Five

Hot Five: Earthworm Jim creator's anti-gay rant, Fast & Furious 6's chart success, and how Icebreaker became the first Rovio Star

Last week's top five stories

Hot Five: Earthworm Jim creator's anti-gay rant, Fast & Furious 6's chart success, and how Icebreaker became the first Rovio Star
Welcome to PocketGamer.biz's weekly rundown of the stories clocking up the hits, picking up the click-throughs and generally keeping the advertisers happy by serving up page views.

Or, if you'd prefer, the top five stories currently dominating our readers' attention.

Each week, we'll be counting down the biggest news from the previous seven days, giving just a glimpse of the industry's big issues, from five to one.



The Charticle: 17 million-strong Fast & Furious 6 races away on iPhone, doubling iPad revenue

With 17 million downloads within its first month, Fast & Furious 6 has become Kabam's fasting growing game of all time.

But, in a genre already dominated by two titles – NaturalMotion's CSR Racing and Creative Mobile's Drag Racing – can Fast & Furious 6 really hope to compete longterm?

"On iOS, Fast & Furious 6: The Game has ranked as a top 10 top grossing game in 99 countries on iPhone, and 86 on iPad," detailed editor-at-large Jon Jordan during his analysis of the game's chart perfomance to date.

"On Google Play, it's been top 10 top grossing in 24 countries. Google Play revenue is increasing as a percentage of the total, as iOS revenue drops.

"On this basis, it will generate over $2 million in the US during July, although the release of an update including prize-laden tournaments will likely raise engagement over the final weekend."



How to get a million downloads with zero marketing dollars

Fancy an eight point plan designed to help you amass scores of downloads for your game without spending a cent?

Unsurprisingly, Kenneth Tan of Nubee's column – which set out to deliver on such an aim – proved popular last week.

"It is almost impossible to gain traction without considerable marketing spend - even a product with good virality needs a decent start," detailed Tan.

"Yet, Monster Blade reached the million download mark in June 2013, two months after its global launch, without us any money spent on its marketing. This is how we did it."



Opinion: Why I'll never back a Kickstarter that takes a dump on gay marriage

Can you love a piece of art if you hate the artist behind it? Or, in the world of games, can you back a Kickstarter campaign if one of its founders says something you find absolutely abhorrent?

Such a question was posed when a statement on gay marriage reportedly made by Earthworm Jim creator Doug TenNapel – one of the men behind the promising looking Armikrog – more than two years ago hit the web.

Replying to comments made by a user on his webcomic, TenNapel compared allowing two people of the same sex to marry to "letting a man take a dump in the ladies room."

It's a stance that, for the first time, led editor Keith Andrew to actively wish for a Kickstarter campaign to fail.

"As a friend of mind very eloquently put, there are enough developers in the world working on encouraging projects desperate for support without us having to put our money behind people who promote abhorrent views," said Andrew.

"TenNapel is obviously a very talented chap, and Armikrog may turn out to be every bit as good a game as it looks. But some things will always be more important than games."



GREE: More than 40% of our Android mobile revenue comes from just 2 devices

When working on games for what continues to be the rather fragmented Android ecosystem, what devices should you focused on?

According to Japanese social gaming giant GREE, ensuring compatibility with just two will go a long way to making sure you have a sizeable base to market at come launch.

In all, 40.3 percent of all of the firm's mobile revenue on Android comes from either Samsung's Galaxy SIII or its predecessor, the SII.

"The Android market can be tricky to navigate, but we're confident that the market opportunity will continue to grow quickly over the coming quarters and years," said GREE's director of product management and business intelligence Alex Rosen.

"Developers can take advantage of this growth by continuing to invest in Google Play. When doing so, we suggest using this data to know where to focus.

"If you try to cover every device and every OS, you’ll spend all your time chasing down device specific issues. Instead, focus on the top devices and you can make the experience triple-A for these ones."



Riding with Rovio: The making of Icebreaker: A Viking Voyage
Icebreaker: A Viking Voyage is a special title for Rovio. It's the first game the Finnish giant has released not made by its own hand.

But just how was it made? PocketGamer.biz favourite Lee Bradley caught up with studio Nitrome for the inside line.

"Rovio has a track record on the App store that is hard to beat, with every title entering high in the charts versus other publishers who publish a lot and see what sticks," said managing director Matthew Annal.

"What I also like about Rovio is its recognition of a games as a brand. I believe it's this that helps the firm push a hit game to a level beyond anyone else on the App Store.

"If we had self published we might have done OK, but it could also have been a disaster. We knew going with Rovio would only make sales stronger than they would be alone."

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With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.