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Pangea Software Unveil Bundles and iOS 8 Updates

Posted by Ellis Spice on September 23rd, 2014

A whole host of updates have arrived for a bunch of Pangea Software's titles, allowing them to natively support the iPhone 6 and 6 Plus.

Titles that were given an update include Air Wings, Air Wings Intergalactic, Billy Frontier, Bugdom 2, Cro-Mag Rally, Enigmo, Enigmo 2, Monkey Bongo, Nanosaur 2, Nucleus, Otto Matic, and Warheads.

Whew!

Alongside updating many of their titles, Pangea Software has also released four game bundles, which are:

Pangea Super Pack (Bugdom 2, Cro-Mag Rally, Enigmo, Otto Matic, Nanosaur 2, Warheads, Monkey Bongo, Enigmo 2, Billy Frontier and Nucleus) - $12.99

Pangea Adventure Pack (Bugdom 2, Nanosaur 2, Otto Matic and Billy Frontier) - $6.99

Pangea Action Pack (Warheads, Nucleus, Cro-Mag Rally, Antimatter, Billy Frontier and Nanosaur 2) - $7.99

Pangea Puzzle Pack (Enigmo, Leaf on the Wind, Monkey Bongo and Enigmo 2) - $6.99

All of the previously mentioned bundles, and the games contained within, can be found on Pangea Software's iTunes page.

App Store Insiders: Brian Greenstone of Pangea on the App Store 5th Anniversary

Posted by Jeff Scott on July 8th, 2013

Pangea Software was one of the more prolific early iPhone game companies. Quickly porting their Mac catalog over while re-inventing the games for touch controls gave them an early windfall as they filled a void for great games on the platform. Since then, Brian Greenstone, the President of Pangea, has remarked how they have had a much harder time getting games to sell at those amazing early levels.

I sent a few questions off to Mr. Greenstone about his experiences on the App Store in the past five years. We get some great stories about the first decisions for pricing of games, Steve Jobs's input on that, and the skinny on how Mr. Greenstone is sometimes thought of as the person the kicked off the drive to $0.99.

148Apps: You jumped on the App Store right at launch. What made you so sure of the App Store?

Brian Greenstone, President of Pangea Software: Actually, I wasn't sure of it at all. I got into it simply because I had always wanted a "handheld" version of some of my games, and my attempts at PSP and Gameboy versions never panned out. The iPhone looked like my chance, so I got into it just for fun. Never had any intention of making any money at all.

When we were at Apple before the 2008 WWDC Keynote preparing our presentations, I said to the Apple guys that I expected Enigmo and Cro-Mag Rally to maybe sell 10-20,000 units over their lifetimes. They responded, "No, they'll probably do 50-100k". Well, we did 100k units in the first few days! It really wasn't until then that we realized this could actually be a business for us.

148Apps: Pangea games were originally priced at $9.99; how was this initial price point decided? Did representatives from Apple have any input on the price point?

Mr. Greenstone: Back in 2008 there was a lot of speculation about what the price of the apps would be, and a lot of people were predicting $24.99 since that was about the price of the cheapest console or Gameboy game you could get at the time. During our rehearsals for the WWDC keynote I talked a lot with the Sega guys who were equally unsure what to charge. One day we decided to do an informal survey of coworkers and people we knew to see what they'd be willing to pay for our games on the iPhone. We came up with the same figure that Sega did which was "$15". That's what most people said they'd pay, so we decided that we'd both announce that price in our presentations.

However, the next day we did our presentations for Steve Jobs and he asked each of us what we were going to charge for the games. When I told him $15 he said "That's too much. It should be more like $4-$7". I wasn't about to tell Steve that I thought he was crazy, so I thanked him for his advice and that was that. After thinking about it we all separately decided that $10 was probably a good starting point. We thought $4-7 was insane, and that $10 was still crazy. I mean how could we sell a game for $4 on an iPhone that we were selling for $30 on other platforms? Seemed insane at the time.

Anyway, it ends up that $10 was a great starting point because at launch there were only a few dozen games, and people were hungry for everything so they were willing to pay $10 easily. Sales were so strong that first week that we had estimated that we were making a profit of $1.10 per second. It didn't take long, however, before all the Fart and Beer apps drove the prices down, and within a month we had cut our prices in half in order to remain visible in the rankings.

148Apps: What has surprised you most about the App Store in the five years since launch?

Mr. Greenstone: I'm shocked at how big it got. Even Apple was shocked at how things exploded - nobody expected that. I'm also shocked that it hasn't self-imploded from all of the competition. Back in 2007 there were around 2,000 PC games that came out every year, and that was considered to be crushing on the industry. Nobody was able to make any money, and everyone was complaining that the PC gaming industry was going to collapse. That all seems silly now because there are probably 100x that many iOS games each year yet the industry keeps growing and growing. True, only about 5% of all of those games ever make any money, and even fewer of them make enough to sustain a business, but it's such an easy and inexpensive platform to develop for that people keep trying. That's really the key to it all: throw enough darts at the dart board and eventually something will stick and you can go buy that Ferrari.

148Apps: In the five years since launch, the App Store has changed considerably. The number of users has skyrocketed along with downloads, prices for paid apps have stabilized at the lowest possible price point of $0.99, and free to play has dominated the top grossing charts. If current you could go back five years and talk to 2008 you, what would you say? What chances would you take?

Mr. Greenstone: I don't think I would have changed anything. I only wish that we'd had more than just Enigmo and Cro-Mag Rally out at launch, but there was no way. I was working 16 hour days for most of 2008, and we got as many of our Mac games over to iOS as quickly as we could. Had Nanosaur 2 been out at launch, however, we would have easily made another $10 million I'm sure!


148Apps: I consider Pangea as the first big company to take advantage of the ability to put apps on sale in the App Store. As early as September, 2008, some Pangea games were put on sale for $1.99. Then for "Black Friday" of 2008, all Pangea apps went to $0.99. You could be seen as the first developer to contribute to driving prices down on the App Store. Do you get any pushback from other developers about that?

Mr. Greenstone: So, Andy Hess, the Games Partnership Manager at Apple always blames me for starting the price war (partly in jest), but what I always tell him is that all I did was fire the first shot in a war that had already started. The prices were coming down whether I did anything or not, but I saw the chance to make a killing so I took it. Our best week ever was actually the week after Thanksgiving in 2008. We were making a profit of around $50,000 a day once we did that Black Friday sale. I really had expected everyone to do a Black Friday sale like that, so I was shocked when Pangea was the only company to do it. That week we had 5 our our games in the Top 10 apps list. Only EA has ever done that since then as far as I know.


148Apps: Any predictions for what the App Store will be like five years from now?

Mr. Greenstone: I'm going to keep my fingers crossed and say that Apple will have redesigned the App Store such that it's easier for customers to find things. I'd like to think there's a way to sell an app there without being in the Top 25.


148Apps: Thanks for you time, Mr. Greenstone.

Pengea currently has 22 apps and games in the App Store including the multimillion selling Enigmo, Enigmo 2, Air Wings.

Pangea Software Makes All Their Apps Free for The App Store Third Anniversary

Posted by Rob LeFebvre on July 11th, 2011

Yes, you heard that right - Pangea is making all of their iPhone, iPod touch and iPad games free from 8 AM to 8 PM CST today and today only, in honor of the third anniversary of Apple's App Store. Once 8 PM hits, they will all go to a $.99 price, a sale that does not yet have an end date. These games include Enigmo, Enigmo 2, Otto Matic, Bugdom 2 and Cro Mag Rally, among many others.

“iOS and the App Store are the most important things to come along in the video game industry in a generation,” said Brian Greenstone, President of Pangea Software, “We’ve been very fortunate to have been a part of this, so to say ‘Thank You’ to all of our awesome customers we’re hosting the biggest giveaway the App Store has ever seen.”

Pangea Software has been in the game software business since 1987, creating games for the Apple IIgs and the Macintosh, though they plan to focus solely on iOS games for the foreseeable future. They released their first game, Xenocide, for the Apple IIgs in 1989.





Pangea Takes The Lead In Online Gaming

Posted by Chris Hall on September 10th, 2010

I'll admit, even when Game Center was just a big high-score collector, like OpenFeint and Plus+ before it, I was happy. I loved that it had its own app, and that it was easy to find directly compare your stats with friends, rather than having to dig through huge lists to find them. The whole thing was great, and then I found Cro-Mag Rally and the rest of the Game Center enhanced apps from Pangea.

Cro-Mag Rally

Admittedly, I'd never really gotten into Cro-Mag Rally when it was first out. It was always a good game, but with so many other racing games out there, it just got swallowed up. With the 4.1 update though, the game has found a whole new life for me (until the "so many other games" swallows it up again). Instead of being stuck in the world of single player racing, the new version of Cro-Mag lets you race against others, complete with in-game chat, via Game Center. Games are all matched up by either inviting up to three other friends or by auto matching you with others in case, as Steve Jobs put it, you have no friends.

There are no win/loss rankings in Game Center yet, just a total multiplayer score, but hopefully an expanded rankings system will come in the future.

Nanosaur 2

Nanosaur 2, previously only thought of as a single player game, has now added on six levels and three multiplayer modes, including Capture the Eggs, Battle, and Race. "In Capture the Eggs mode players are on teams, and they have to retrieve all of their team’s dinosaur eggs before the other team. Battle mode, on the other hand, is pure excitement as players collect weapons and blast each other out of the sky. The race mode also involves a lot of heat seeking missiles, blasters, and cluster grenades, but your primary goal is to race around a track."

Like the rest of the Pangea online titles, Nanosaur two has in-game voice support so you can do all your trash talking in the game rather than in text messages after the fact. I'm definitely more of an instant gratification skills basher, so this is good for me.

Enigmo

The same Enigmo that won the won an Apple Design Award for best game and has sold well over a million copies now has a multiplayer experience. It's definitely not my first choice of games that should add multiplayer to, but alas, you can now challenge others to see who can solve the puzzles the fastest.

“I have not been this excited about an app release (Game Center) since the App Store first opened,” says Brian Greenstone, President of Pangea Software, “There are several million existing owners of these games, and I can’t wait to start playing against them! iOS 4.1 has changed the gaming landscape on the iPhone, and I predict that most if not all of our upcoming games will be multiplayer capable.”

Hopefully other developers follow suit because I definitely think that Game Center is the key to the future of iPhone gaming.

A Quick Look at In-App Purchasing in Games

Posted by Jeff Scott on June 17th, 2009

One of the big features for iPhone OS 3.0 is in-app purchasing. The feature allows you to buy expansion packs for games and applications while in the application. It's a way to extend the game a little while not requiring you to purchase a whole new application.

Now that 3.0 has gone live, we've got first looks at a couple games that have been upgraded to take advantage of these features.

Flick Fishing from Freeverse

Freeverse have launched an updated to Flick Fishing today that takes advantage of in app purchasing by allowing you to buy a new level called Private Island for $0.99. This island adds both a new location to fish in the game along with some new fish and a new game mode, Fish Jack.


One thing that is interesting is that the Flick Fishing app is currently $0.99 itself. Unfortunately developers can't offer in-app purchasing for less than $0.99. It has to be the same price points as apps in the app store ($0.99 - $999.99, in increments of $1.00). Another requirement is that the apps that utilize in-app purchasing must be paid apps -- free apps can not offer in-app purchasing.


Enigmo from Pangea Software

Pangea has updated Enigmo to allow you to purchase level packs directly in the game. The expands their previous offering that allowed you to download user-created level packs. Currently available are 2 different kids level packs that are specifically designed simple levels for kids. Each of the 2 packs contains 25 new levels and costs $0.99.


One special feature that Enigmo exposes right on the level purchase screen is the ability to restore previous purchases. This requirement from Apple is a fairly recent development. Apple has told developers that they need to provide a way for users to get back anything they have purchased in-app in case of data loss. In other words if you purchase something in the app and your phone needs to be restored, there needs to be a way for you to get back the items that you purchased. It will be interesting to see how different developers handle this requirement.

I think we'll quickly see lots of games add options for in-app purchasing. While these two games have done it correctly, we'll see lots of developers do it the wrong way -- provide too little value for the money. While developers are trying to increase revenue in an app store with slowly dropping prices, consumers used to those lower prices are going to be hesitant to make in app purchases without a great incentive to buy.

Otto Matic

+ Universal App - Designed for iPhone and iPad
By Chris Hall on April 14th, 2009
Our rating: starstarhalfstarblankstarblankstar :: MEDIOCRE
Otto Matic is a basic 3D platformer that is extremely pretty but suffers due to it's lack of gameplay and iffy controls. If you are a junky of the genre or just have fond memories of this game when it was on your Mac, pick it up.
Read The Full Review »

Pangea Apps on Sale in the App Store

Posted by Jeff Scott on September 10th, 2008

Some great Pangea games are on sale in the App Store:

Enigmo (we rated it 4.5 stars) is down to $4.99 ($1 off) [ App Store ]
Billy Frontier (we rated it 3.5 stars) is down to $3.99 ($2 off) [ App Store ]
Cro Mag Rally is down to $1.99 ($4 off) [ App Store ]

Grab the ones you want now, soon they will go back up.

Sale items seem to be happening more and more. We're going to start sending out sale items only in our Twitter stream -- follow us now to get the deals.