Showing posts with label Monkey Quest. Show all posts
Showing posts with label Monkey Quest. Show all posts

Thursday, March 25, 2021

How 'Monkey Quest' Helped Create 'Glitch Techs'

In the early '10s, Nickelodeon had a very popular massively multiplayer online game (MMOG) called Monkey Quest. Launched in April 2011, the free-to-play game allowed players to create a monkey warrior avatar and gear up for battle as they embarked on an epic adventure, fighting evil monsters bent on stopping them from completing quests, joining tribes, and ultimately unlocking the secrets of the legendary Monkey King and saving Ook. The game amassed over 10 million registered users, and was so popular that Nickelodeon once planned to produce an animated series based on the title!


In 2012, Nickelodeon turned to Glitch Techs co-creators Eric Robles and Dan Milano to adapt the online game into an animated series - in fact, it's how Robles and Milano first met! During their time working on the Monkey Quest animated series, Robles shared his concept materials for a show about kids who use technology to capture digital creatures that escape from video games. Milano immediately became obsessed with that idea and together they formed a fast partnership, developing the concept into a 22-minute series for Nickelodeon Animation.

Drawing on their mutual love of Saturday morning cartoons, video games, Ghostbusters (Milano kept an arsenal of full-sized Ghostbusters equipment props handy in his office!), toys, and adventure films they soon brought their enthusiasm to both the Nickelodeon Artists Collective and their own custom think tank of show collaborators. By opening their creativity up to the input of others, they vastly expanded the potential for the show’s world, characters, and themes — raising the quality of the project to something they both felt was new, exciting, and challenging.

Unfortunately, in September 2014, Nickelodeon decided to close down Monkey Quest so that they could focus on other digital and mobile experiences. And it seems like the Monkey Quest cartoon series met the same fate. However, Robles has been sharing some awesome development and concept art from his time working on the animated series Monkey Quest on Twitter!





While we unfortunately never got to see the Monkey Quest animated series, fans can stream Glitch Techs on Netflix!

Would you have liked to have seen a Monkey Quest animated series? Let me know in the comments!


Additional source: Super Brawl Wiki.

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Sunday, February 10, 2013

Nickelodeon's "Monkey Quest" MMO Welcomes The Power Rangers Megaforce To Ook!

Nickelodeon's "Monkey Quest" MMO (massively multiplayer online game) virtual world has announced the Monkey Quest News on their official website, MonkeyQuest.com, and in a Tweet (post) on their official Twitter profile page (@monkeyquest) that, to celebrate Nickelodeon USA (also known as Nick) starting to premiere and show Saban Brands' brand new "Power Rangers" series, "Power Rangers Megaforce", from Saturday 2nd February 2013 at 1pm/12pm C, players of Nickelodeon's "Monkey Quest" can unlock great exclusive limited time only PRM in-game content as part of the online video games' latest update, including the ability to collect five different sets of "Power Rangers" gear and the chance to enter Monkey Quest's "Power Rangers Megaforce" arena!:

Have you heard? http://ow.ly/i/1uNS0 You can collect 5 different sets of Power Rangers Gear in Monkey Quest! Play now: http://ow.ly/hyS0D

Owly Images

Saturday, November 24, 2012

Nickelodeon Australia Unveils Brand New "SpongeBob SquarePants" And "Monkey Quest" Watch And Win Competition Called "Spongie Quest"

Nickelodeon Australia has announced in the 'Win With Nickelodeon' competition area of their newly redesigned official Nickelodeon website, Nickelodeon.com.au, the launch of a brand new Nickelodeon "SpongeBob SquarePants" and "Monkey Quest" watch & win competition and programming stunt called "Spongie Quest"!

Nickelodeon Australia's brand new "SpongieQuest" contest is giving ten Nickelodeon Australia viewers and Australian "SpongeBob SquarePants" fans the chance to win AUD$15 "Monkey Quest" gift cards which can be used in Nickelodeon Virtual Worlds Group's "Monkey Quest" MMO (massively multiplayer online game) virtual world by watching a special "SpongeBob SquarePants" marathon packed full with Spongeriffic episodes on Nickelodeon television over Saturday 24th November 2012 and Sunday 25th November 2012 from 8.30am to spot Nickelodeon Oz's special "SpongieQuest" "Monkey Quest"-themed codeword!

From Nickelodeon Australia's official "Spongie Quest" competition webpage on Nickelodeon Australia's official website, Nickelodeon.com.au, where Australian Nickelodeon viewers can enter Nick Australia's exclusive "SpongieQuest" competition:
Nick Win

Spongie Quest Competition

Want to win a MonkeyQuest gift card?

We have 10 gift cards of the value of $15 to giveaway every single hour of the very special SpongieQuest marathon!"

To win, simply be watching the Spongeriffic episodes this Saturday and Sunday and spot the codewords.

Enter the codewords and details below to go into the draw! You can enter just one codewords or all the codewords you see each day.

CLICK HERE TO ENTER!

click here for terms and conditions

Saturday's Spongie Quest codewords: monsters, quest, banana, warrior, ook, backpack, tribe, monkey, weapons, magazine, turtle, butter, staple, water, cloud.

Sunday's Spongie Quest code words: portal, potions, chim foo, treasure, hero, ootu mystic, combat jungle, sea dragon, phone circle, hat, beach, headphones, book.

Monday, October 29, 2012

Analysis Of Children's Virtual Worlds

From TBI Vision:
Kids Virtual Worlds

Virtual worlds have been around in the kids industry for a few years now. Andy Fry investigates which are the most popular sites and how television producers and distributors are working with the likes of Moshi Monsters and Club Penguin to expand their brands.

There’s no standard definition or description for kids virtual worlds. But most of the major brands in the market are based around a mix of social interaction and casual game-play.

The classic example is Club Penguin, launched by Canadian entrepreneur Lane Merrifield and acquired by Disney in 2007.

In this case, children sign up as registered users and take on the form of penguin avatars. They then go to a fantasy world called Penguin Island where they can play games, customise their characters and talk to other kids disguised as penguins. Chat is moderated to ensure there is no kind of anti-social behaviour.

Registered users of Club Penguin, typically aged 6-12 with a slight skew towards girls, can get a basic entertainment experience for free. But if they want the complete experience they have to pay a subscription fee of $6-8 per month.

The difference says Club Penguin spokesperson Nicola Miller, is that members can customise their world much more comprehensively: “They can use virtual coins they earn by playing games to change their penguin’s look or decorate their igloos more than non-members. There are also special events that only members are entitled to go to. An example is the Halloween Party, when the look of the site changes totally.”

Club Penguin’s headline stats suggest that the site has 175 million registered users in 190 countries, up from around 12 million at the time of the purchase. This is good growth, but more important is the number who choose to pay. Disney is coy, but analysts estimate it is around 5-10% of users.

This is about the same as when Disney bought the site and there is evidence that the company was hoping to increase the conversion rate by now. Back in 2007, Disney agreed to pay US$700 million for Club Penguin if it hit certain profit targets by 2010. But it failed to do so, meaning the deal value dropped to US$350 million, a saving for Disney, but an indicator of how hard it is to get punters to cough up cash.

Disney has responded by trying to leverage the other assets within the parent group. Marvel Super Hero Takeover, for example, was a special event which allowed Club Penguin players to dress as their favourite Marvel Super Heroes or Super Villains and the event was the most trafficked in Club Penguin’s history, logging 20 million play sessions across 200 countries. Players spent over one billion virtual coins on Marvel gear.

When Disney bought Club Penguin, it triggered a rush of virtual world launches, with an estimated 200 up and running by 2009. But within two years, the difficulty of converting kids and parents into purchasers, combined with the cost of moderation and refreshing content, led to numerous closures and mergers.

One site that survived and is thriving is Mind Candy’s Moshi Monsters, which launched in 2007 and now has 65 million registered users in 150 countries. Like Club Penguin, Moshi makes money from subscribers, most of who are in a similar age bracket to its Disney rival. Like Disney, it doesn’t reveal what proportion of the user base pays, but Mind Candy founder and CEO Michael Acton Smith says the company is “very profitable”. Last year, analysts tagged the value of the company at US$200 million, since when it has grown considerably.

While Club Penguin sees kids become Penguins, Moshi involves kids (65% girls) choosing monster pets then nurturing them, customising them and personalising their world. As with Club Penguin, there’s interaction and games, the latter providing the currency for kids to pay for personalisation. Acton Smith calls it as “a cross between Tamagotchi and Facebook for kids”.

Of the two, Mind Candy has pushed more aggressively into merchandising, with around 100 Moshi licences ranging from plush toys to birthday cakes available via major retailers. This activity, which also includes a best-selling monthly magazine, is estimated to be worth around US$100 million at retail.

One reason that Moshi seems to have done better than others in L&M is that it has created a stronger set of star characters. While Club Penguin also has a central cast of returning characters, the fact that Moshi activity revolves around six main monsters, and a supporting cast known as The Moshlings, has created the centre of gravity to build a consumer products programme.

It has also acted as the foundation for expansion into other platforms. Last year saw the launch of Moshi TV, an online channel designed to be the home of short animations based on the Moshi Monsters world (see box). There are also IOS platform games.

In a similar camp to Club Penguin and Moshi Monsters is Habbo, launched by Finland’s Sulake Corporation in 2000. It has about 230 million registered users across 11 language sites in 150 countries.

Habbo CEO Paul LaFontaine says Habbo differs from the other sites in a number of ways, starting with the fact that it is targeted at an older age-group: “We mainly cater for 13-16 year-olds who want socialise in a safe space. Because of the age group, our emphasis is more towards social interaction than gaming,” he says.

With its older age group, Habbo is also able to run a different business model. Instead of subscription, “95% of our income is from the sale of virtual items which users buy to customise their avatar or their rooms,” LaFontaine says. “The remainder mainly comes from areas like in-game advertising. We’ve worked with brands that will create virtual versions of their products for the site.”

It has been a challenging year for Habbo, which was the subject of scrutiny by Channel 4 News in the UK over significant lapses in moderation. As a result, the site closed down its chat functionality while it tightened up its security procedures. Now, though, chat is back and there are signs that the site has ridden out the storm. These include the launch of a Turkish version and “explosive growth in Latin America,” says LaFontaine.

But it isn’t easy, he continues. “It takes a unique set of skills to manage such an open ended proposition,” he explains. “Running Habbo is like governing a virtual online nation.”

Arguably, Habbo is dealing with the toughest of all age-groups, since it is dealing with kids that are looking to challenge parental authority and test the outer edges of legally-permitted behaviour. At the same time, it is beginning to crossover with more mainstream social media. In developed markets most kids are already on Facebook and Xbox by this age, giving them alternative means of peer interaction.

Nevertheless, LaFontaine is optimistic about the future for the model, saying that Habbo’s focus on ID anonymity for teens makes it unique among virtual worlds in the West.

Asia has also seen a virtual world boom in the last decade. One of the leading players is China’s Taomee Holdings, which has 43 million kids playing in its virtual worlds, according to chief financial officer Paul Keung. “Our most popular worlds are Mole’s World and Seer. The first is based around moles, the second is about robots exploring distant galaxies.”

According to Keung, kids don't have to spend anything to play games but around 9% pay a small monthly subscription. Unlike Western sites, Taomee's are closely monitored in terms of playing time. “Sites switch off at midnight. There are also limits on how long kids can play for.”

Significantly, Taomee's sites have spawned spin-offs, with Mole's World and Seer both being turned into books, movies, magazines, events, mobile Apps and two seasons of animation. There has also been expansion into Taiwan. Deals for Korea, Japan and Southeast Asia are also in place: “We've been genuinely surprised by the success of the sites,” says Keung.

Players outside the core demo of 7-12 are getting involved. “We really think the world of Seer is something that people might play their whole lives. There’s great spin-off potential because it is about so many galaxies,” Keung adds.

The sites mentioned above were all independent start-ups with no previous brand history. But the fact that Disney acquired Club Penguin shows that the big studios are keen to be involved in this space. The strategic question for these big IP-owning companies, however, is whether to launch brand new concepts or utilise their existing content assets.

Back at Disney, for example, Miller points to Superbia as an alternative way of approaching the space: “With Superbia, you can create and personalise an avatar, but it isn’t based around interaction with other kids. Instead, it’s about connecting with Disney shows like ANT Farm, Wizards of Waverly Place and Hannah Montana. Kids can play games decorate their rooms in the style of characters and find out information about shows.”

Turner Broadcasting’s Cartoon Network, meanwhile, has FusionFall, a concept that allows users to take on the form of an avatar and then play a sci-fi-style adventure game alongside popular Cartoon Network characters like Dexter and Ben 10.

Viacom-owned Nickelodeon has tried all kinds of variants over the last decade. In 2000 [2005], it acquired Neopets for US$160 million. Now available in ten language versions, the site allows kids to own virtual pets and buy them items with virtual money. This money can be earned by playing games or it can be bought with real-world currency. Much more recently (2011), the company launched Monkey Quest, a virtual world set in the land of Ook. Using the familiar formula, users can play a basic set of games for free or pay a subscription which will allow them to interact with other users and go on quests.

The rollout of Monkey Quest has been spearheaded by Nickelodeon senior VP Kyra Reppen who, at launch, said that the site was intended to offer younger audiences the kind of sophisticated gameplay and collaborative approach usually found in adult virtual worlds such as World of Warcraft.

At the same time, the goal was to provide more of a console-style gaming experience, reflecting the growing influence of platforms like XBox and Playstation.

It’s still early days for Monkey Quest, but by utilising its other channels for promotional purposes the company has managed to attract more then 10 million registered users. It has also started building the brand out across other channels, with a mobile app called Monkey Quest: Thunderbow. There are also rumours that sister company Paramount Pictures is making a Monkey Quest movie, though speculation about a TV spin-off has so far attracted a negative response from Reppen.

Strictly speaking, you could argue that the absence of peer-to-peer social interaction disqualifies sites like Superbia and FusionFall from being “virtual worlds”. But there’s no question that the combination of avatar customisation plus game-play (without moderated social interaction) is an important area.

One reason for this, says Kindle Entertainment’s Anne Brogan, is that sites based around established TV or film characters have a different narrative dynamic. “We are working with Plug-In Media on a 3D online game for our children’s animated series Leonardo (based on the life of Da Vinci). In this environment, the goal is to upgrade Leonardo’s vehicle designs in order to finish games faster. This focus on the relationship with Leonardo is different from a site where the emphasis is more on the narrative that is developed between the children.”

There’s also a commercial angle, adds Zinkia’s MD of brands and business Maria Doolan: “We launched a virtual world for our preschool title Pocoyo when the market was buoyant. It has been a great brand-building platform for us but they are expensive and time-consuming to run. In the current climate, I can’t see companies outside the big studios going this route, particularly now there are established brands.”

It’s not just the fact that virtual worlds are expensive to run, adds Doolan, but there’s also the fact that content owners now have the option of going down the mobile app route instead.

While there’s also a cost consideration with apps, properties like Capcom’s Smurf Village have generated huge revenues from virtual product sales without needing to go social. Other big brands are moving this way too. Interactive entertainment company Ludia and Universal Partnerships & Licensing have just launched the Jurassic Park Builder game app for iPhone, iPad and iPod touch. Based on the film franchise, players build their own Jurassic Park from the ground up, covering everything from building roads to breeding species. In addition to the basic mechanic, there’s multi-player gameplay and built-in social features, the ability to visit, help and gift friends.

As this market expands, properties associated with the internet like Zynga’s Farmville have struggled to keep up their momentum. According to research firm AppData, the number of people who play FarmVille each month peaked in January with 34 million people. At last count it was down to 18 million although it hopes to reverse that trend with Farmville 2.

High-profile casualties that show how tough the online virtual world market has become include Lego Universe, which was shut down earlier this year. Explaining its rationale, Lego says: “We didn’t do this lightly – it was a big decision and one we simply had to take eventually as after one year the game has nowhere near as many subscribers as we needed to be able to keep it running. We thought about (keeping the game running without adding new stuff), but pretty soon (users) would have been bored playing in the same areas again and again.”

Saban Brands president Elie Dekel has one of the great kids brands in the shape of Power Rangers, but he too believes the classic virtual world play is now a tough one. “Kids want to dive deeper into brands they love, but a virtual world is not always the right approach. They’re content hungry operations that involve a lot of time and effort to build and sustain.”

Dekel says the Power Rangers brand over-indexes in digital and has enough content assets to work well in that space. But instead of a virtual world, Saban’s approach has been to partner with Nick, the broadcaster of its series. “Kids who want more of Power Rangers go into the Nick Clubhouse where there are dedicated portals, which provide interactive content based around the network’s leading shows. I think the message in the market right now is that you don’t need a virtual world infrastructure to build out a brand, established or otherwise. You can do it as efficiently but more cheaply in other ways.”

Saturday, September 29, 2012

Nickelodeon's "Monkey Quest" MMO Welcomes The Teenage Mutant Ninja Turtles To Ook!

Nickelodeon's "Monkey Quest" MMO (massively multiplayer online game) virtual world has announced on the 'News' area of the official "Monkey Quest" website, MonkeyQuest.com, that, to celebrate Nickelodeon USA starting to premiere and show Nickelodeon's brand new CGI-animated "Teenage Mutant Ninja Turtles" television series from Saturday, September 29, 2012, players of Nickelodeon's "Monkey Quest" can unlock great exclusive limited time only "Teenage Mutant Ninja Turtles" in-game content as part of the online video games' latest update (9/26)!:
9/26 Game Update! Battle Pets, Turtles & Dailies

September 27th 2012

This update is so exciting we're not sure what to share first! This update included:

NEW!

[...]

Limited Time Only! Teenage Mutant Ninja Turtle Daily Monument in Crossroads Path

[...]
And:
Great New Reasons to Log In Every Day!

September 27th 2012

New in Ook

This month's game update has tons of new reasons to come back every day! Here are the highlights:

[...]

Teenage Mutant Ninja Turtles are Surfacing
Visit the Turtle Power Monument in Crossroads Path three days in a row to get special limited time only TMNT Gear! Don't miss out.

[...]
Extra tags: Leonardo, Donatello, Raphael, Michelangelo

Thursday, August 23, 2012

Paramount Pictures Announces Plans To Ramp Up Animation Slate; May Make Brand New Nickelodeon Movies Based On Popular Nickelodeon Properties, Including "Dora The Explorer", "The Legend Of Korra" And "Monkey Quest"!

From Variety:
Paramount ramping up animation slate

Studio developing toon projects from Nickelodeon, Abrams, Parent

Paramount Pictures' animation division has kept a low profile since its launch last summer, announcing few projects other than a sequel to "The SpongeBob SquarePants Movie" set for release in 2014 and tapping former Walt Disney Animation prexy David Stainton as its toon topper -- only to watch him ankle four months later.

But with DreamWorks Animation in talks to move to another studio, Par is dealing with the prospect of losing its most lucrative partner by ramping up a homegrown slate of family fare.

Studio has hired seven scribes to tackle projects, some of which Mary Parent and J.J. Abrams are shepherding.

For its first follow-up to 2011's "Rango," Par turned to DWA vets Jonathan Aibel and Glenn Berger, who wrote "Kung Fu Panda 2," to pen "The SpongeBob SquarePants Movie 2," which Paul Tibbitt (a scribe for the TV series) will direct and show creator Stephen Hillenburg is exec producing. Parent, also behind Darren Aronofsky's "Noah" and Guillermo del Toro's "Pacific Rim," will produce.It's safe to say Par is eager to keep animated films on the sked: Since 2006, the studio has earned more than $700 million in fees for distributing DWA's films theatrically and on homevideo. And with much of its summer fare shifted into 2013 and beyond, Par's highest-grossing pics this year stand to be "Madagascar 3: Europe's Most Wanted" and "Rise of the Guardians."

To start filling a pipeline, Paramount chief Brad Grey is turning to sister division Nickelodeon to supply much of the IP. Though development has not begun yet, possible Nickelodeon products that could be turned into films include "Dora the Explorer," "The Legend of Korra" and "Monkey Quest." Company boasts a strong consumer products, travel and resorts biz to boost future pics' earnings potential.

The division is also trying to spark development with on-the-lot filmmakers who have no prior animation experience -- Parent and Abrams among them. Details of Abrams' project have yet to be revealed, but Parent and producing partner Cale Boyter also are overseeing "New Kid," an adaptation of Penny Arcade's comicbook that "The Book of Eli's" Gary Whitta is writing about a lone earthling in a school for aliens.

When Paramount Animation was announced July 2011, many in Hollywood suspected it was launched in part to leverage a better deal with DWA. Stainton's abrupt departure in February -- leaving Par Motion Picture Group prexy Adam Goodman overseeing the fledgling label -- only fueled that perception.

But since then, Viacom prexy-CEO Philippe Dauman has backed the effort. He indicated that Par aims to keep budgets around $100 million or less -- along the lines of Illumination Entertainment's "Despicable Me," which cost Universal $69 million, and the fourth "Ice Age," made by Fox's Blue Sky Studios for around $90 million. Headcount will be 30-40 people.

"In comparison to other animation houses, we utilize a smaller staff and have a less rigid structure and operation, which we think makes us more flexible and nimble," Goodman told Variety. "It's an approach that is consistent with our overall culture."

It's atypical of Paramount to discuss projects in development, which will be the case for animated films as well, given "competition in the animated world," Goodman said. "The longer-than-average development time for animated films requires some level of secrecy to ensure the kind of original ideas being developed here are protected, so holding back on specific announcements enables us to reveal projects when they are further along in the creative process."

The launch of Par's animation division marks its first official return to the genre since 1967, when Paramount Cartoon Studios shuttered. It has released animated films since then, including the first "SpongeBob" pic in 2004 and features based on Nickelodeon's "Rugrats" and "Jimmy Neutron." There are also "The Adventures of Tintin" and "Rango," the latter of which won the animated feature Oscar in 2011.

While critics embraced "Rango," the $135 million-budgeted pic helmed by Gore Verbinski with voice work by Johnny Depp wasn't a runaway hit, earning $245 million at the worldwide box office. (Compare that to "Madagascar 3: Europe's Most Wanted," which has earned $548 million globally since June 8, with some markets still to open).

As Par moves ahead with its own toons, DreamWorks Animation hopes to have a new distribution pact in place by Labor Day, with Sony and Fox now considering deals, according to Jeffrey Katzenberg. With that deadline looming, he is looking to lock down a low distribution fee (its current arrangement is 8% with Par), prime release dates and control over video-on-demand and other digital deals with companies like Netflix.

Par had wanted a higher fee -- which included theatrical and homevideo releases -- but DWA balked. DWA explored an option to self-distribute its own films but found the effort too expensive to pursue.

Wherever DWA lands will have its hands full with movies: Toon shop already has 10 pics in production and another eight or nine in development. It has recently announced a third "Kung Fu Panda" as a Chinese co-production through Oriental DreamWorks.

Friday, April 27, 2012

Nickelodeon's "Monkey Quest" MMO Reaches 10 Million Registered Users Landmark On One-Year Anniversary

Below is a Nickelodeon Press Release from PR Newswire:
Nickelodeon's Monkey Quest MMO Reaches Landmark

10 Million Registered Users on One-Year Anniversary

Nick Releases New Update and Lite Version of Top-Rated Mobile App, Monkey Quest: Thunderbow

NEW YORK, April 26, 2012 /Nickelodeon Press Release via PRNewswire/ -- Nickelodeon's Monkey Quest, the action-packed massively multiplayer online game (MMOG), now ranks as the fastest-growing virtual world for kids* in its first year live, amassing 10 million registered users since its April 2011 launch. To celebrate this milestone, Monkey Quest players around the world will be gifted limited-edition battle gear through the end of the month. Players enter the world of Monkey Quest by creating a monkey warrior and gear up for battle as they embark on an epic adventure, fighting evil monsters bent on stopping them from completing quests, joining tribes, and ultimately unlocking the secrets of the legendary Monkey King.

Nick Releases New Update and Lite Version of Top-Rated Mobile App, Monkey Quest: Thunderbow. (PRNewsFoto/Nickelodeon)

(Photo: http://photos.prnewswire.com/prnh/20120426/NY95942 )

The MMO recently added a new selection of powerful battle weapons and gear for players to use in combat against the menacing evil forces and deadly monsters. Throughout the month, every player will receive a free exclusive "Grenade of Doom" pack to help blast enemies to smithereens upon sign-in to the website. This summer, the action intensifies as Monkey Quest introduces companion battle pets, magical creatures that give players special abilities. Each month, there will be new quests, monsters and challenges awaiting players in their epic battle to save Ook.

Monkey Quest received the mobile treatment last year with the release of Monkey Quest: Thunderbow; and Nickelodeon unveiled a new update and lite version of the mobile app this month. The upgraded premium version of the mobile app, titled Monkey Quest: Thunderbow Extreme, features three new ways to play with the same over the top destruction and explosive weapon upgrades; 30 new levels, totaling 85 in all; over 60 game center achievements; new bonus items and prizes that are playable in the MMO; and more zombies, mummies, and skeletons to defeat.

Additionally, the lite version of the app, Monkey Quest: Thunderbow Free, rewards players with the "Golden Jackal Staff" weapon to help them in their conquests. While enjoying five new bonus levels exclusive to the lite app, players will be able to preview five levels from the premium version.

Avid MonkeyQuest.com players can import their personalized MMO character in to the mobile app and unlock exclusive weapons and gear to use on MonkeyQuest.com. An extension of the MMO, Monkey Quest: Thunderbow Extreme is a mobile app designed exclusively for the iPhone and iPad available in the U.S., U.K., Canada and Australia. A one-of-a-kind action arcade style game, the app invites players to take on the role of Thunderbow, a monkey on a mission to dethrone an unscrupulous cat ruler known as Zotan.

Based on an original property and rated E for everyone, Monkey Quest is free to play with the option to enhance the game experience, including access to advanced trails, quests, abilities and other exclusive items via membership, or through individual item sales. This payment model provides maximum flexibility for parents who can choose a subscription plan or a "pay as you go" option by purchasing NickCash, Nickelodeon's virtual currency.

Nickelodeon, now in its 33rd year, is the number-one entertainment brand for kids. It has built a diverse, global business by putting kids first in everything it does. The company includes television programming and production in the United States and around the world, plus consumer products, online, recreation, books and feature films. Nickelodeon's U.S. television network is seen in more than 100 million households and has been the number-one-rated basic cable network for 17 consecutive years. For more information or artwork, visit http://www.nickpress.com. Nickelodeon and all related titles, characters and logos are trademarks of Viacom Inc. (NASDAQ: VIA, VIA.B).

*Source: comScore Media Metrix – Claim based upon a custom competitive set of kids' virtual worlds sites, including Wizard101, ClubPenguin, Poptropica and Roblox.

SOURCE Nickelodeon

RELATED LINKS
http://www.nick.com

Thursday, April 12, 2012

Video Of Nickelodeon UK's Brand New "Play Nick, Get Nick, Love Nick On Nick.co.uk" Promo

Below is a streaming video and transcript of Nickelodeon UK and Ireland's brand new "Play Nick, Get Nick, Love Nick on Nick.co.uk" promo/trailer (Nick UK's 2012 promo for the official Nickelodeon UK website, Nick.co.uk) which Nickelodeon UK's channels are currently broadcasting on-air to advertise and promote to Nickelodeon viewers what makes the official Nickelodeon UK website great and the number one website destination to visit on the whole world wide web [especially for all things Nickelodeon], such as the exclusive Nickelodeon activities and features available to-do on Nickelodeon UK's official website, Nick.co.uk, including entering Nickelodeon's exclusive competitions, listen to music, play Nickelodeon themed online games and Nickelodeon's Massively Multiplayer Online Game (MMOG) "Monkey Quest", download exclusive Nickelodeon downloads, and more!

The best place on the web to explore everything Nickelodeon!

[...] full of awesome new games every week.

And fresh music, and [...] to download.

Great competitions, and virtual worlds to explore!

All this and more gets packed into one amazing website [...] directly to you via Internet!

Play Nick, Get Nick, Love Nick on Nick.co.uk

Tuesday, January 10, 2012

Nickelodeon Virtual Worlds Group's "Monkey Quest" Massively Multiplayer Online Game The Most Played Game On TeePee Games In 2011

From Your-Story.org (press release):
Top 10 Games on TeePee Games in 2011

Top 10 Games on TeePee Games in 2011

Monkey Quest seizes number one

London, UK – 9th January 2012 – TeePee Games, the innovative discovery platform pioneer for social, smartphone, MMO and online Flash games, is pleased to announce the top ten games to be played via www.teepeegames.com and the TeePee Games Facebook application in 2011.

The top ten games of 2011 are:

1 – Monkey Quest (http://bit.ly/vOGPre)
2 – Car Town (http://bit.ly/v7vthY)
3 – MMA Pro Fighter (http://bit.ly/pFfEo8)
4 – Monopoly Millionaires (http://bit.ly/oklsTT)
5 – Bubble Popp (http://bit.ly/xHPHZG)
6 – Zombie Lane (http://bit.ly/tkigG7)
7 – Jungle Jewels (http://bit.ly/o81Dku)
8 – Maya Pyramid (http://bit.ly/rb6lQU)
9 – Age of Conan: Unchained (http://bit.ly/ubDDk3)
10 – World Series Superstars (http://bit.ly/yjVBOe)

Despite getting signed up to the games discovery platform quite late on in the year, Nickelodeon’s child friendly MMO Monkey Quest was able to capture the attention of a huge number of individuals to become the number one most played game on TeePee Games in 2011. Following closely behind in second is Cie Games’ free-to-play racing game Car Town, which had a very eventful year clashing with monkey Quest for the top spot on a number of occasions. MMA Pro Fighter, a sports game developed and published by Digital Chocolate, punches in at number three, while Monopoly Millionaires lands at number four. Puzzle games performed particularly well in 2011, with three titles from the genre making an appearance in the chart. Bubble shooter style puzzle game Bubble Popp deservedly takes up fifth, just ahead of the action packed Zombie Lane which staggered to sixth. Meanwhile taking their places as the seventh and eighth most popular games of 2011 are match-3 game Jungle Jewels and card based puzzler Maya Pyramid respectively. In ninth place is the fantasy themed Age of Conan: Unchained, one of the first MMOs to be signed up to TeePee Games. Finally, taking its place as the tenth most popular game on TeePee Games in 2011 is World Series Superstars, a baseball management sim by EA’s Playfish. Although the game only ever made a brief appearance in the TeePee Games top ten it was never far off and consistently ranked well outside of the chart.

Individuals who would like to find and play fun free online Facebook, MMO and online Flash games can visit the TeePee Games website (http://www.teepeegames.com) or Facebook application (http://apps.facebook.com/teepeegames).

#ENDS#

For more information contact:

COMMERCIAL ENQUIRIES
Tony Pearce, CEO
Tel: +44 (0)7775 500847
Email: tony.pearce@teepeegames.com

CONTENT ENQUIRIES
Darren Newnham, Head of Content
Tel: +44 (0)7919 891451
Email: darren.newnham@teepeegames.com

MEDIA
Quoc Truong, Peppermint P
Tel: +44 (0)207 240 2645
Email: teepeegames@peppermintp.com

# # #

Notes to Editors

About TeePee Games
TeePee Games is a game player’s discovery platform for smartphone, social and Flash games located at www.teepeegames.com. The service allows casual game players access to the games best suited to their profile, cutting through the noise of app stores and top-ten lists. TeePee Games has already served over 1.6 million personalised game recommendations from its extensive directory of more than 150 Android, 400 Facebook, 2,500 online Flash games. The company was founded in 2010 and is funded by private equity. TeePee Games is headquartered in London, United Kingdom and the company website is located at: www.teepeegames.com.

TeePeeGames, the tent logo and “where your games live” are trademarks of TeePee Games Ltd. All rights reserved

Tuesday, December 20, 2011

Nickelodeon Launches "Monkey Quest: Thunderbow" App In The Apple App Store

Nickelodeon UK have announced on their official Twitter profile page (@NickelodeonUK) that Nickelodeon/MTV Networks have released a brand new Apple iPhone/iPod/iPad application in the Apple App Store based on Nickelodeon Virtual Worlds Group's "Monkey Quest" MMO (massively multiplayer online) Nickelodeon computer/video game called "Monkey Quest: Thunderbow", which costs 69p (GBP) and can be purchased and downloaded through the Apple App Store on your iPhone/iPod/iPad, or here on the official iTunes website:
Need something to keep you busy this Christmas hols? Check out the brand new Monkey Quest App that came out today! http://ow.ly/85gFR

[Game Information]

Monkey Quest: Thunderbow
Game Center
MTV Networks
£0.69

SPECIAL LAUNCH OFFER: Get Monkey Quest: Thunderbow at a reduced price for a limited time! You are Thunderbow! A monkey on a mission of mayhem... Zombies, scorpions, mummies and skeletons stand between you and ultimate victory, so take aim with your trusty Boom Bow and blast everything to smithereens on this hair-raising quest to dethrone the sinister cat ruler - Zotan. Hold on tight and experience destruction on an epic scale in Thunderbow!

Thunderbow is a one-of-a-kind arcade style game filled with over the top action and fully destructible environments. Earn achievements and compare high-scores with other players via Game Center. Enjoy astounding Retina display graphics, an epic soundtrack and fully animated enemies. Pull back your bow and blast your way through dozens of levels over 6 lands. Unlock new weapons and bonus Zombie levels.

Packed with awesome features:

*Battle Evil Monsters
*Collect Explosive Weapons Upgrades
*Solve Dozens of Challenging Levels in 4 Adventure-filled Lands
*Earn Cool Achievements
*Unlock Bonus Zombie Levels and Enjoy a Crazy Rock Soundtrack
*Import your personalized monkey from MonkeyQuest.com
*Unlock exclusive items to use in the MonkeyQuest.com online game
*More levels, weapons, enemies and exclusive unlockable Monkey Quest gear coming soon.

Download the app now and unleash the power of Monkey Quest: Thunderbow!

"When in doubt....blow it up."
--Thunderbow