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Candy Crush Saga

Candy Crush Saga is a free-to-play tile-matching video game released by King on April 12, 2012, originally for Facebook; other versions for iOS, Android, Windows Phone, and Windows 10 followed. It is a variation of their browser game Candy Crush.[1]

Candy Crush Saga
Developer(s)King
Publisher(s)King
Platform(s)
ReleaseBrowser
April 12, 2012
iOS
November 14, 2012
Android
December 14, 2012
Fire OS
December 11, 2014
Windows Phone
September 6, 2012
Windows
July 29, 2015
Genre(s)Puzzle

In the game, players complete levels by swapping colored pieces of candy on a game board to make a match of three or more of the same color, eliminating those candies from the board and replacing them with new ones, which could potentially create further matches. Matches of four or more candies create unique candies that act as power-ups with larger board-clearing abilities. Boards have various goals that must be completed within a fixed number of moves, such as collecting a specific number of a type of candy.

Candy Crush Saga is considered one of the first and most successful uses of a freemium model; while the game can be played completely through without spending money, players can buy special actions to help clear more difficult boards, from which King makes its revenues—at its peak, the company was reportedly earning almost $1 million per day.[2][better source needed] Around 2014, over 93 million people were playing Candy Crush Saga, while revenue over a three-month period as reported by King was over $493 million.[3] Five years after its release on mobile, the Candy Crush Saga series has received over 2.7 billion downloads, and the game has been one of the highest-grossing and most-played mobile apps in that time frame. As of September 2023, it had reached over $20 billion in revenue.[4]

King has since released three related titles, Candy Crush Soda Saga, Candy Crush Jelly Saga and Candy Crush Friends Saga, and most of the company's other mobile titles follow the same Saga freemium format.

Gameplay

 
Candy Crush Saga gameplay on iOS, with candy, striped candies, jelly, licorice lock, and chocolate.

Candy Crush Saga is a "match three" game, where the core gameplay is based on swapping two adjacent candies among several on the gameboard to make a row or column of at least three matching-colored candies. On this match, the matched candies are removed from the board, and candies above them fall into the empty spaces, with new candies appearing from the top of the board. This may create a new matched set of candies, which is automatically cleared in the same manner. The player scores points for these matches and gains progressively more points for chain reactions (called cascades).[5] Additionally, creating matches of four or more candies will create a special candy that, when matched, can clear a row, column, or other section of the board.[5]

The game is split into many levels, which must be completed in sequence. Each level poses a different challenge to the user, such as removing jelly on tiles or clearing 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 by making a match on that space.[5] If the player meets the level's goal, they will be given from one, two, three or sugar stars based on their score and can proceed onto the next level. Otherwise, they will lose one life and must try again. If the player runs out of lives, they have to wait for some period of real-world time while their lives regenerate before attempting the level again.[5] Completed levels can be replayed if desired.

The game has been expanded with a number of episodes, adding a 15 new levels per episode as well as new gameplay mechanics. Each episode has 15 levels of gameplay. In the game's first major expansion, the game added a separate set of levels in the Dreamworld. While levels had the same goals, the players had to balance 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 enough matched candies to fill a meter, the game would automatically activate the Moon Struck power: the board was cleared of all candies of those two colors, and the player gained a few turns of additional matches without needing to balance colors. After this, Odus returned to sleeping and two new colors were randomly selected for the balance. This continued until the player completed the level or ran out of turns as in the main game. Dreamworld levels used a different set of lives from the main game, allowing the player to switch back and forth between these modes. The Dreamworld is no longer accessible.[6]

In-app purchases

The game is primarily monetized through in-app purchases (through either a credit card, iTunes credits or Google Play credits); players begin with five "lives", lost whenever a level is failed. This applies to all of King's 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-hour), or purchase them. Initially, when a player makes a purchase for new lives, they receive five new lives for a specific dollar amount. In a recent update, when a player makes a purchase for new lives, the player receives gold bars, the quantity depending on how much money they spend. Gold bars can be used for new lives, extra 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 access the next set of levels. An update meant players waited for only three days to unlock the next episode.

Boosters, to make the levels easier, can be bought using in-app purchases.[7] While the game includes freemium content, 97.7% of those playing the game do so for free, while only 2.3% pay.[8]

Characters

Throughout the game, the player solves puzzles so Tiffi (short for Toffette) can solve problems plaguing the residents of the Candy 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;[9] the Easter Bunny; the shop owner Mr. Yeti; Odus the owl from Dreamworld levels; the villainous Bubblegum Troll; and many others.

In Candy Crush Jelly Saga, the two main characters that the player plays against are the Jelly Queen and Cupcake Carl.[citation needed]

Development

Prior to the release of Candy Crush Saga, most of King's games were browser games offered through their website or partner portals such as Yahoo!. This included Candy Crush, a straightforward tile-matching game released in 2011 which King's chief creative officer and co-founder Sebastian Knutsson said came after a few hundred other games they had designed for the portal.[10] Candy Crush's concept had been based on an early game King made, Miner Speed, that borrowed gameplay elements from Bejeweled.[11] Candy Crush added new animations for the candies, and expressive paper doll-like characters that helped to make the game one of five most popular ones on the site by 2012.[12] At that point, the game was a basic score attack game. Knutsson said, "the first version was three minutes of great gaming, but that three minutes didn't really evolve."[10] Candy Crush, as with several of King's other portal games, featured tournament-style gameplay, where players could spend money to enter competitive tourneys for in-game boosts, which served as one of the main forms of revenue for the company in addition to in-game item sale microtransactions and advertisements.[13]

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 large drop in players that they saw from their game portals within a year. At this point, King 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.[14] Most 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 intensive development on those titles while dropping the rest, in the style of a rapid prototyping approach.[15] The Facebook platform allowed them to explore expansion of their existing tournament-style games and the ability to include microtransactions within the game.[16]

In April 2011, King released its existing portal game Miner Speed as its first cross-platform (Facebook and mobile) game to figure out the transition between Facebook and mobile games for this new direction.[11][14] King's first major success in this area followed with Bubble Witch Saga, released in October 2011; by January 2012 it has attracted over 10 million players and was one of fastest rising Facebook games at that time.[17] Bubble Witch Saga introduced the "saga" approach in contrast to typical tile-matching games, where instead of having the game continue through a fixed amount of time or until the player reached an unplayable state, the game was divided into discrete levels that required the player to complete certain goals within a fixed set of moves, and where the next level could only be reached after completing the previous level. These saga elements allowed for the basics of social gameplay, but did not require the time investment that then-popular titles like Zynga's FarmVille required; players could play just for a few minutes each day through the saga model.[18] The success of Bubble Witch Saga establishing King as a viable developer in this arena, becoming the second-largest developer by daily player count on the Facebook platform by April 2012, trailing only Zynga.[14][13]

Candy Crush Saga was selected as King's next Facebook game based on the popularity of the portal version of Candy Crush.[12] 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 look like a board game.[14][10] The game was first released for Facebook in April 2012, at the time featuring only 65 levels.[19] The game quickly gained popularity, gaining more than 4 million players within a few weeks of release.[20]

King later released mobile versions for iOS and Android that same year, adding a feature that allowed mobile users to synchronize their progress with the Facebook version. Knutsson stated that at that time, with Candy Crush Saga as popular as it was on Facebook, they knew that they "had to get it right" in the transition process.[14] King had previously discussed the nature of games that kept their state between 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.[12] 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 Crush Saga was in part due to adding the ability to play the mobile version in an offline mode that would still synchronize once the player returned online.[12]

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-up-and-go manner ideally suited for mobile devices. Tommy Palm, one 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.[12] By January 2013, Candy Crush Saga overtook Zynga's FarmVille 2 as the top-played game on the Facebook platform.[21]

King had not planned for Candy Crush Saga to be as popular as it was, expecting the game to have only a six-month window after which players would move on to a different game, and thus had committed only minimal resources to its ongoing support at launch. Instead, with the game's popularity still high by the end 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.[10] Since its release, Candy Crush Saga was expanded over the years by adding new episodes, each containing a number of new levels. This enabled King to also introduce new gameplay features alongside other game improvements.[14] New features were first tested on King's own portal to see how players there responded and allowed them to tweak these as needed, then push them into the episodes on the Facebook/mobile version.[22] By September 2016, King released its 2000th level for the game to celebrate the milestone of over 1 trillion Candy Crush Saga games having been played.[23][24] More recently, with the game offered as a free-to-play model, King seeks to provide new content on a weekly or biweekly basis, including time-limited 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.[25]

Reception

According to review aggregator website Metacritic, the game received an average review score of 79/100, indicating generally positive reviews.[26] Ellie Gibson of Eurogamer referred to Candy Crush Saga as one of 2013's Games of the Year.[27]

Commercial

By 2013, Candy Crush Saga had been downloaded more than 500 million times across Facebook, iOS, and Android devices. It was considered the most downloaded app from the Apple App Store,[28][29] and had at least 6.7 million active users on a daily basis; the game had a daily revenue of $633,000 from the United States section of the iOS App Store alone.[30] By 2014, the game had over 245 million active players each month but has since dropped off, with that count falling to around 166 million by 2016.[31] It again rose back to 293 million active monthly players by November 2017.[32]

Though initially released with advertising to help with revenue, King removed the advertising in 2013 and solely has earned money from the game in the form of in-app purchases.[31] Only a small percentage of the player base has purchased in-game items, up to around 4%, but this has led to millions of dollars in monthly revenue for King.[31] In 2014, Candy Crush Saga players spent over $1.33 billion on in-app purchases. This is a decline from the previous year since in the second half of 2013 players spent over $1.04 billion.[8] By 2015, the monthly revenue was estimated at $120 million, but with declining players purchasing in-game items, down to 2% by 2016, that revenue has dropped to just over $53 million per month.[31] Again, by the end of October 2018, the monthly revenue rose to $128 million.[32]

Five years after its release on mobile, the Candy Crush Saga series has received over 2.73 billion downloads.[33] Its revenue for the quarter ending September 2017 was $250 million, having gained significant improvement in year-to-year revenues from 2016.[25] It remains one of the top gross-revenue earnings app for mobile in the four years leading up to 2017.[25] By the end of July 2018, the total revenue earned by this game stood at $3.91 billion.[32]

Candy Crush received particular mention in Hong Kong media, with reports that one in seven Hong Kong citizens plays the game.[34] In December 2013, King entered the Japanese market 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 1 most downloaded from the App Store.[35] It is also the most popular game in the UK of all time.[32]

Player demographics

58% of the players are women, while 46% of the players are of Gen X, though more youths and children play it.[32]

Awards

Candy Crush 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.[36] It was also the winner of 9th International Mobile Gaming Awards for the Best Social Game.[37]

Controversy

King filed for applications for trademarks on the word "candy" in January 2013 with the United States Patent and Trademark Office, which became publicly known in January 2014.[38] News of these pending trademarks raised concerns from other developers, who feared that King would use their trademark to intimidate smaller developers.[39] In response to this criticism, King decided not to pursue the trademark.[40]

The mobile game known as CandySwipe created in 2010, two years prior to the release of Candy Crush Saga, had many similarities that independent app developer Albert Ransom and maker of CandySwipe picked up on as Candy Crush Saga became more successful. Following news of the "candy" trademark, Ransom issued a statement in February 2014, claiming that King intentionally copied elements from his own game including the app icon, the art for the candy pieces, and sound effects like the level-completion "Sweet!".[41] While details were not given, Ransom stated that he had "amicably" resolved the matter with King by April of that year.[42]

During this same period, it was discovered that King had applied for a trademark on the word "saga", and they had taken action against Stoic, the developers of The Banner Saga; King had attempted to block Stoic's registration of "The Banner Saga", and after the game released in January 2014, it issued a cease and desist letter to the developers (King's trademark application was still pending approval at this time).[43] Similar to the CandySwipe situation, Stoic announced in April 2014 that the situation with King had been resolved with both sides coming to an agreement allowing Stoic to continue to use their name.[44]

Candy Crush 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.[45]

Candy Crush Saga is considered to be an addictive game as it uses a compulsion loop that provides pleasurable reinforcement the more one plays.[46][47] The game was investigated by the UK Office of Fair Trading concerning exploitative game mechanics with regards to younger users.[48] However, it still remains as the top-grossing mobile game of all time in the United Kingdom.[3]

Sequels

In May 2014, a sequel titled Candy Crush Soda Saga was soft launched by King, with a similar design but new gameplay dynamics, such as a soda bottle piece that can shift gravity.[49][50] As of November 2021, there are 10,745 Candy Crush Soda Saga levels in 717 episodes.[citation needed]

On October 20, 2014, the Facebook version of Candy Crush Soda Saga was released worldwide[51] and the mobile app was released in November on the Android and iOS platforms.[52][53][54] The app was subsequently made available for Windows 10 and Windows Phone in October 2015. Among other gameplay changes, Candy Crush Soda Saga introduces soda candies that release soda that fill the puzzle board from the bottom up, causing candies to float up to the highest soda level.

In September 2015, another sequel named Candy Crush Jelly Saga was soft-launched in various countries for the Android platform,[55] followed by a worldwide release in January 2016.[55] Initially it was not made available on Facebook unlike previous titles but 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 will generally cause all squares that were part of the match to become jelly-filled, with the goal of making all squares on the gameboard filled with jelly to complete the puzzle.

A third sequel, Candy Crush Friends Saga,[56] was released on both iOS[57] and Android in October 2018. Prior to each round, the player may have the ability to select one of the series' characters to assist with the puzzle. Each character has a power that activates after a certain number of candies of a specific color are collected, such as converting a candy on the board to a wrapped candy.[58] This game earned $5.6 million in its first month, and $10 million by June 2019.[59]

Television show

CBS produced a live-action Candy Crush game show in partnership with King that premiered on July 9, 2017.[60] It was an hour-long competition among several two-person teams using interactive games that are based on Candy Crush. The show was produced by Lionsgate with executive producer Matt Kunitz, and with collaboration by Sebastian Knutsson, the creative developer of the first Candy Crush game.[61] Mario Lopez hosted the show.[62]

Four teams play in each episode doing various challenges based on the Candy Crush game, with the winning team earning a guaranteed $100,000.

In popular culture

The game is featured in Psy's music video "Gentleman".[63]

Part of The Emoji Movie takes place within Candy Crush Saga.[64]

Candy Crush Saga was used as a challenge theme for an episode of the sixth season of Project Runway All Stars.[65]

References

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External links

  • Official website

candy, crush, saga, candy, crush, redirects, here, game, show, candy, crush, game, show, free, play, tile, matching, video, game, released, king, april, 2012, originally, facebook, other, versions, android, windows, phone, windows, followed, variation, their, . Candy Crush redirects here For the game show see Candy Crush game show Candy Crush Saga is a free to play tile matching video game released by King on April 12 2012 originally for Facebook other versions for iOS Android Windows Phone and Windows 10 followed It is a variation of their browser game Candy Crush 1 Candy Crush SagaDeveloper s KingPublisher s KingPlatform s App StoreGoogle PlayWindows Phone StoreWindowsmacOSLinuxReleaseBrowserApril 12 2012iOSNovember 14 2012AndroidDecember 14 2012Fire OSDecember 11 2014Windows PhoneSeptember 6 2012WindowsJuly 29 2015Genre s PuzzleIn the game players complete levels by swapping colored pieces of candy on a game board to make a match of three or more of the same color eliminating those candies from the board and replacing them with new ones which could potentially create further matches Matches of four or more candies create unique candies that act as power ups with larger board clearing abilities Boards have various goals that must be completed within a fixed number of moves such as collecting a specific number of a type of candy Candy Crush Saga is considered one of the first and most successful uses of a freemium model while the game can be played completely through without spending money players can buy special actions to help clear more difficult boards from which King makes its revenues at its peak the company was reportedly earning almost 1 million per day 2 better source needed Around 2014 over 93 million people were playing Candy Crush Saga while revenue over a three month period as reported by King was over 493 million 3 Five years after its release on mobile the Candy Crush Saga series has received over 2 7 billion downloads and the game has been one of the highest grossing and most played mobile apps in that time frame As of September 2023 it had reached over 20 billion in revenue 4 King has since released three related titles Candy Crush Soda Saga Candy Crush Jelly Saga and Candy Crush Friends Saga and most of the company s other mobile titles follow the same Saga freemium format Contents 1 Gameplay 1 1 In app purchases 2 Characters 3 Development 4 Reception 4 1 Commercial 4 2 Player demographics 4 3 Awards 5 Controversy 6 Sequels 7 Television show 8 In popular culture 9 References 10 External linksGameplay nbsp Candy Crush Saga gameplay on iOS with candy striped candies jelly licorice lock and chocolate Candy Crush Saga is a match three game where the core gameplay is based on swapping two adjacent candies among several on the gameboard to make a row or column of at least three matching colored candies On this match the matched candies are removed from the board and candies above them fall into the empty spaces with new candies appearing from the top of the board This may create a new matched set of candies which is automatically cleared in the same manner The player scores points for these matches and gains progressively more points for chain reactions called cascades 5 Additionally creating matches of four or more candies will create a special candy that when matched can clear a row column or other section of the board 5 The game is split into many levels which must be completed in sequence Each level poses a different challenge to the user such as removing jelly on tiles or clearing 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 by making a match on that space 5 If the player meets the level s goal they will be given from one two three or sugar stars based on their score and can proceed onto the next level Otherwise they will lose one life and must try again If the player runs out of lives they have to wait for some period of real world time while their lives regenerate before attempting the level again 5 Completed levels can be replayed if desired The game has been expanded with a number of episodes adding a 15 new levels per episode as well as new gameplay mechanics Each episode has 15 levels of gameplay In the game s first major expansion the game added a separate set of levels in the Dreamworld While levels had the same goals the players had to balance 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 enough matched candies to fill a meter the game would automatically activate the Moon Struck power the board was cleared of all candies of those two colors and the player gained a few turns of additional matches without needing to balance colors After this Odus returned to sleeping and two new colors were randomly selected for the balance This continued until the player completed the level or ran out of turns as in the main game Dreamworld levels used a different set of lives from the main game allowing the player to switch back and forth between these modes The Dreamworld is no longer accessible 6 In app purchases The game is primarily monetized through in app purchases through either a credit card iTunes credits or Google Play credits players begin with five lives lost whenever a level is failed This applies to all of King s 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 hour or purchase them Initially when a player makes a purchase for new lives they receive five new lives for a specific dollar amount In a recent update when a player makes a purchase for new lives the player receives gold bars the quantity depending on how much money they spend Gold bars can be used for new lives extra 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 access the next set of levels An update meant players waited for only three days to unlock the next episode Boosters to make the levels easier can be bought using in app purchases 7 While the game includes freemium content 97 7 of those playing the game do so for free while only 2 3 pay 8 CharactersThroughout the game the player solves puzzles so Tiffi short for Toffette can solve problems plaguing the residents of the Candy 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 9 the Easter Bunny the shop owner Mr Yeti Odus the owl from Dreamworld levels the villainous Bubblegum Troll and many others In Candy Crush Jelly Saga the two main characters that the player plays against are the Jelly Queen and Cupcake Carl citation needed DevelopmentPrior to the release of Candy Crush Saga most of King s games were browser games offered through their website or partner portals such as Yahoo This included Candy Crush a straightforward tile matching game released in 2011 which King s chief creative officer and co founder Sebastian Knutsson said came after a few hundred other games they had designed for the portal 10 Candy Crush s concept had been based on an early game King made Miner Speed that borrowed gameplay elements from Bejeweled 11 Candy Crush added new animations for the candies and expressive paper doll like characters that helped to make the game one of five most popular ones on the site by 2012 12 At that point the game was a basic score attack game Knutsson said the first version was three minutes of great gaming but that three minutes didn t really evolve 10 Candy Crush as with several of King s other portal games featured tournament style gameplay where players could spend money to enter competitive tourneys for in game boosts which served as one of the main forms of revenue for the company in addition to in game item sale microtransactions and advertisements 13 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 large drop in players that they saw from their game portals within a year At this point King 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 14 Most 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 intensive development on those titles while dropping the rest in the style of a rapid prototyping approach 15 The Facebook platform allowed them to explore expansion of their existing tournament style games and the ability to include microtransactions within the game 16 In April 2011 King released its existing portal game Miner Speed as its first cross platform Facebook and mobile game to figure out the transition between Facebook and mobile games for this new direction 11 14 King s first major success in this area followed with Bubble Witch Saga released in October 2011 by January 2012 it has attracted over 10 million players and was one of fastest rising Facebook games at that time 17 Bubble Witch Saga introduced the saga approach in contrast to typical tile matching games where instead of having the game continue through a fixed amount of time or until the player reached an unplayable state the game was divided into discrete levels that required the player to complete certain goals within a fixed set of moves and where the next level could only be reached after completing the previous level These saga elements allowed for the basics of social gameplay but did not require the time investment that then popular titles like Zynga s FarmVille required players could play just for a few minutes each day through the saga model 18 The success of Bubble Witch Saga establishing King as a viable developer in this arena becoming the second largest developer by daily player count on the Facebook platform by April 2012 trailing only Zynga 14 13 Candy Crush Saga was selected as King s next Facebook game based on the popularity of the portal version of Candy Crush 12 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 look like a board game 14 10 The game was first released for Facebook in April 2012 at the time featuring only 65 levels 19 The game quickly gained popularity gaining more than 4 million players within a few weeks of release 20 King later released mobile versions for iOS and Android that same year adding a feature that allowed mobile users to synchronize their progress with the Facebook version Knutsson stated that at that time with Candy Crush Saga as popular as it was on Facebook they knew that they had to get it right in the transition process 14 King had previously discussed the nature of games that kept their state between 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 12 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 Crush Saga was in part due to adding the ability to play the mobile version in an offline mode that would still synchronize once the player returned online 12 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 up and go manner ideally suited for mobile devices Tommy Palm one 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 12 By January 2013 Candy Crush Saga overtook Zynga s FarmVille 2 as the top played game on the Facebook platform 21 King had not planned for Candy Crush Saga to be as popular as it was expecting the game to have only a six month window after which players would move on to a different game and thus had committed only minimal resources to its ongoing support at launch Instead with the game s popularity still high by the end 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 10 Since its release Candy Crush Saga was expanded over the years by adding new episodes each containing a number of new levels This enabled King to also introduce new gameplay features alongside other game improvements 14 New features were first tested on King s own portal to see how players there responded and allowed them to tweak these as needed then push them into the episodes on the Facebook mobile version 22 By September 2016 King released its 2000th level for the game to celebrate the milestone of over 1 trillion Candy Crush Saga games having been played 23 24 More recently with the game offered as a free to play model King seeks to provide new content on a weekly or biweekly basis including time limited 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 25 ReceptionReceptionAggregate scoreAggregatorScoreMetacriticiOS 79 100 26 According to review aggregator website Metacritic the game received an average review score of 79 100 indicating generally positive reviews 26 Ellie Gibson of Eurogamer referred to Candy Crush Saga as one of 2013 s Games of the Year 27 Commercial By 2013 Candy Crush Saga had been downloaded more than 500 million times across Facebook iOS and Android devices It was considered the most downloaded app from the Apple App Store 28 29 and had at least 6 7 million active users on a daily basis the game had a daily revenue of 633 000 from the United States section of the iOS App Store alone 30 By 2014 the game had over 245 million active players each month but has since dropped off with that count falling to around 166 million by 2016 31 It again rose back to 293 million active monthly players by November 2017 32 Though initially released with advertising to help with revenue King removed the advertising in 2013 and solely has earned money from the game in the form of in app purchases 31 Only a small percentage of the player base has purchased in game items up to around 4 but this has led to millions of dollars in monthly revenue for King 31 In 2014 Candy Crush Saga players spent over 1 33 billion on in app purchases This is a decline from the previous year since in the second half of 2013 players spent over 1 04 billion 8 By 2015 the monthly revenue was estimated at 120 million but with declining players purchasing in game items down to 2 by 2016 that revenue has dropped to just over 53 million per month 31 Again by the end of October 2018 the monthly revenue rose to 128 million 32 Five years after its release on mobile the Candy Crush Saga series has received over 2 73 billion downloads 33 Its revenue for the quarter ending September 2017 was 250 million having gained significant improvement in year to year revenues from 2016 25 It remains one of the top gross revenue earnings app for mobile in the four years leading up to 2017 25 By the end of July 2018 the total revenue earned by this game stood at 3 91 billion 32 Candy Crush received particular mention in Hong Kong media with reports that one in seven Hong Kong citizens plays the game 34 In December 2013 King entered the Japanese market 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 1 most downloaded from the App Store 35 It is also the most popular game in the UK of all time 32 Player demographics 58 of the players are women while 46 of the players are of Gen X though more youths and children play it 32 Awards Candy Crush 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 36 It was also the winner of 9th International Mobile Gaming Awards for the Best Social Game 37 ControversyKing filed for applications for trademarks on the word candy in January 2013 with the United States Patent and Trademark Office which became publicly known in January 2014 38 News of these pending trademarks raised concerns from other developers who feared that King would use their trademark to intimidate smaller developers 39 In response to this criticism King decided not to pursue the trademark 40 The mobile game known as CandySwipe created in 2010 two years prior to the release of Candy Crush Saga had many similarities that independent app developer Albert Ransom and maker of CandySwipe picked up on as Candy Crush Saga became more successful Following news of the candy trademark Ransom issued a statement in February 2014 claiming that King intentionally copied elements from his own game including the app icon the art for the candy pieces and sound effects like the level completion Sweet 41 While details were not given Ransom stated that he had amicably resolved the matter with King by April of that year 42 During this same period it was discovered that King had applied for a trademark on the word saga and they had taken action against Stoic the developers of The Banner Saga King had attempted to block Stoic s registration of The Banner Saga and after the game released in January 2014 it issued a cease and desist letter to the developers King s trademark application was still pending approval at this time 43 Similar to the CandySwipe situation Stoic announced in April 2014 that the situation with King had been resolved with both sides coming to an agreement allowing Stoic to continue to use their name 44 Candy Crush 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 45 Candy Crush Saga is considered to be an addictive game as it uses a compulsion loop that provides pleasurable reinforcement the more one plays 46 47 The game was investigated by the UK Office of Fair Trading concerning exploitative game mechanics with regards to younger users 48 However it still remains as the top grossing mobile game of all time in the United Kingdom 3 SequelsIn May 2014 a sequel titled Candy Crush Soda Saga was soft launched by King with a similar design but new gameplay dynamics such as a soda bottle piece that can shift gravity 49 50 As of November 2021 there are 10 745 Candy Crush Soda Saga levels in 717 episodes citation needed On October 20 2014 the Facebook version of Candy Crush Soda Saga was released worldwide 51 and the mobile app was released in November on the Android and iOS platforms 52 53 54 The app was subsequently made available for Windows 10 and Windows Phone in October 2015 Among other gameplay changes Candy Crush Soda Saga introduces soda candies that release soda that fill the puzzle board from the bottom up causing candies to float up to the highest soda level In September 2015 another sequel named Candy Crush Jelly Saga was soft launched in various countries for the Android platform 55 followed by a worldwide release in January 2016 55 Initially it was not made available on Facebook unlike previous titles but 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 will generally cause all squares that were part of the match to become jelly filled with the goal of making all squares on the gameboard filled with jelly to complete the puzzle A third sequel Candy Crush Friends Saga 56 was released on both iOS 57 and Android in October 2018 Prior to each round the player may have the ability to select one of the series characters to assist with the puzzle Each character has a power that activates after a certain number of candies of a specific color are collected such as converting a candy on the board to a wrapped candy 58 This game earned 5 6 million in its first month and 10 million by June 2019 59 Television showMain article Candy Crush game show CBS produced a live action Candy Crush game show in partnership with King that premiered on July 9 2017 60 It was an hour long competition among several two person teams using interactive games that are based on Candy Crush The show was produced by Lionsgate with executive producer Matt Kunitz and with collaboration by Sebastian Knutsson the creative developer of the first Candy Crush game 61 Mario Lopez hosted the show 62 Four teams play in each episode doing various challenges based on the Candy Crush game with the winning team earning a guaranteed 100 000 In popular cultureThe game is featured in Psy s music video Gentleman 63 Part of The Emoji Movie takes place within Candy Crush Saga 64 Candy Crush Saga was used as a challenge theme for an episode of the sixth season of Project Runway All Stars 65 References Candy Crush at Games com Archived from the original on September 6 2015 Nikhil Malankar September 13 2018 Candy Crush Saga What Makes This Game So Addictive Mobile Game Candy Crush Earnings and More retrieved September 14 2018 a b Why is Candy Crush Saga so popular the Guardian March 26 2014 King s Candy Crush Saga hits 20bn in lifetime revenue September 27 2023 a b c d Cabebe Jaymar April 3 2013 Candy Crush Saga for Android review Great alternative to Bejeweled CNet Retrieved December 12 2016 Fahey Mike December 12 2013 The First Candy Crush Saga Expansion Changes The Way The Game Is Played Kotaku Retrieved December 12 2016 Sugar Coma Slate July 2013 Retrieved January 24 2014 a b Candy Crush Saga players spent 865m on the game in 2014 alone theguardian com February 13 2015 What is the appeal of Candy 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 Inc Retrieved August 24 2020 a b Takahashi Dean April 28 2011 King com launches its first cross platform mobile game Venture Beat Retrieved October 19 2016 a b c d e Takihashi Dean August 18 2014 Lessons from a game guru Candy Crush Saga creator once survived six months without pay Venture Beat Retrieved October 20 2016 a b Pham Alex April 17 2012 Games publisher King com topples EA Wooga on Facebook for now Los Angeles Times Retrieved October 19 2016 a b c d e f Rooney Ben June 19 2014 King Saga The Story Behind The Maker Of Candy Crush Saga Informilo Archived from the original on February 7 2017 Retrieved October 19 2016 O Brien Chris November 15 2012 If social games on Facebook are dying why is King com booming San Jose Mercury News Archived from the original on October 20 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 April 12 2012 At 2 5B games played a month King com reaps benefits from its casual Saga titles on Facebook Venture Beat Retrieved October 19 2016 Weber Rachel July 18 2013 Working at the Candy Store GamesIndustry biz Retrieved October 19 2016 Caoili Eric May 1 2012 Candy Crush Saga highlighted in this week s fastest growing Facebook games Gamasutra Retrieved October 19 2016 Lien Tracey January 17 2013 King com s Candy Crush Saga takes the top spot on Facebook but Zynga still dominates Polygon Retrieved October 19 2016 Wortham Jenna July 2 2013 Candy Crush Saga Is This Summer s Sweet Treat The New York Times Retrieved October 19 2016 Kelion Leo September 28 2016 Candy Crush Saga Life beyond level 2 000 BBC Retrieved October 19 2016 Miniotti Mike September 28 2016 Candy Crush Saga adds 2 000th level to celebrate 1 000 000 000 000 games played Venture Beat Retrieved October 19 2016 a b c Takahashi Dean November 17 2017 Candy Crush Saga 2 73 billion downloads in five years and still counting Venture Beat Retrieved November 17 2017 a b Candy Crush Saga iOS Metacritic Fandom Inc Retrieved February 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 December 16 2013 Candy Crush Saga tops iTunes app download list for 2013 CNet Retrieved December 12 2016 Joe White July 9 2013 Freemium App Candy Crush Saga Earns A Record Breaking 500 Each Day AppAdvice Retrieved September 30 2013 a b c d van Dreunen Joost October 24 2016 Welcome to the New Era Games as Media GamesIndustry biz Retrieved October 31 2016 a b c d e 20 Amazing Candy Crush Facts and Statistics DMR November 5 2017 Retrieved January 3 2019 King s 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 Seventh Person In Hong Kong Daily Modojo Archived from the original on July 6 2015 Retrieved April 27 2013 Grubb Jeffrey December 6 2013 King is running TV commercials for Candy Crush in Japan and they re working GamesBea VentureBeat Retrieved December 7 2013 candy crush saga awards Google Search www google com Retrieved January 9 2019 Candy Crush Saga International Mobile Gaming Awards Retrieved January 9 2019 Pitcher Jenna January 21 2014 Candy Crush Saga developer trademarks candy Polygon Retrieved December 12 2016 Lien Tracey January 21 2014 What King s candy trademark really means Polygon Retrieved December 12 2016 Makuch Eddie February 25 2014 Candy Crush dev abandons Candy trademark in US after controversy GameSpot Retrieved December 12 2016 Good Owen February 12 2014 Indie Creator of CandySwipe Fumes Over Candy Crush Saga Trademark Move Kotaku Retrieved December 12 2016 Maiberg Emanual April 19 2014 Candy Crush 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 King settles trademark disputes with The Banner Saga developer Polygon Retrieved December 12 2016 Walton Mark May 15 2015 Humanity weeps as Candy Crush Saga comes preinstalled with Windows 10 Ars Technica Conde Nast Retrieved September 27 2015 Stuary Keith May 21 2014 My favourite waste of time why Candy Crush and Angry Birds are so compulsive The Guardian Retrieved September 10 2018 Dockterman Eliana November 15 2013 Candy Crush Saga The Science Behind Our Addiction Time Retrieved September 10 2018 Candy Crush Saga Has Trademarked Candy And Apple s App Store Is Helping Enforce It Forbes Candy Crush Game Maker Banks on Soda Saga Sequel The Hollywood Reporter July 8 2014 Retrieved July 28 2014 Candy Crush Soda Saga the sequel to Candy Crush Saga got soft launched on Android phonearena com com June 11 2014 Retrieved August 27 2014 Candy Crush Soda Saga will it pop King s app store bubble The Guardian October 20 2014 Retrieved October 26 2014 Can t get Enough of Candy Crush Say Hello to Candy Crush Soda Saga Tech Times November 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 11 2014 Candy Crush Maker Launches Sequel to Hit Mobile Game The Wall Street Journal Retrieved November 15 2014 a b Candy Crush Jelly Saga Levels Candy Crush Soda Saga Tips Retrieved December 17 2015 Candy Crush Friends Saga a Apps on Google Play play google com Retrieved January 26 2019 Candy Crush Friends Saga a Apps on iOS iosapps net Retrieved April 26 2022 Minoitti Mike October 19 2018 Sensor Tower Candy Crush 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 5 2017 Retrieved January 3 2019 Lawler Richard March 17 2017 The Candy Crush TV show debuts on CBS July 9th Engadget Retrieved March 17 2017 Larson Selena October 18 2016 A Candy Crush game show is coming to CBS CNN Retrieved October 18 2016 Goldberg Leslie March 23 2017 Mario Lopez to Host CBS Candy Crush The Hollywood Reporter Retrieved March 23 2017 Brian Ashcraft April 17 2013 Is PSY s Gentleman Video Just a Giant Commercial Kotaku com Retrieved April 27 2013 Sony Debuts Emoji Movie With Vertical Teaser Trailer The Hollywood Reporter December 20 2016 Retrieved December 30 2016 Macian Ernest March 28 2018 Project Runway All Stars recap Nina s Crushing It Entertainment Weekly Retrieved May 3 2018 External links nbsp Wikimedia Commons has media related to Candy Crush Saga Official website Retrieved from https en wikipedia org w index php title Candy Crush Saga amp oldid 1179822940, wikipedia, wiki, book, books, library,

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