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The Secrets Behind Candy Mobile's Success in the Android Gaming Market



For the chance to purchase a candy cane, guests must enter a mobile waitlist. Once the waitlist is activated each day, guests will be able to add their name and phone number at the location to receive a text back with a return time. Candy canes cannot be mobile ordered, and being on the waitlist does not guarantee you will get one. They can sell out before the day is done, so join the waitlist as early as possible.


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Some of the Candy Makers have been making these candy canes for over 36 years which is just another way that Disneyland has honored this classic tradition. So what does it exactly mean to hand-pull a candy cane?


These days the candy canes you find in retail stores are made by machines. Hand-pulling candy canes is the traditional way to make a candy cane from scratch. This is by no means an easy process, it takes skill and patience to make a candy cane from scratch. The Disneyland Resort Candy Cane makers work hard to make these famous candy canes entirely from scratch from mixing the pulled sugar and peppermint extract which must be kept boiling hot to keep the sugar pliable so the room temperature is kept at just under 100 degrees. Then the Candy Makers work hard by hand-pulling the candy by rolling, pulling, and twisting the sugar into the traditional candy cane shape.


Devoted fans of these hand-pulled candy canes swear that they taste fresh which makes them worth the time and effort to get one. Store bought candy canes just do not compare. The candy canes themselves are pretty large at over 15 inches in size! For some families, getting a hand-pulled candy cane each year is a family tradition in itself like meeting Santa or singing Christmas carols.


Disneyland began utilizing a mobile waitlist system last year to receive a Disneyland Candy Cane. After the mobile waitlist has been activated, guests will add their name and phone number at the location and then receive a text back with a return time giving you the opportunity to return and purchase. This is a very similar to the system outlined below in replacement of the wristband.


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Both the Candy Palace and Trolley Treats have specific alternating days that they make the candy canes. The candy canes sell for $19.99 each and are 5 oz each. Discounts are not applicable for purchasing a Candy Cane and there is no mobile order option. Being on the mobile waitlist does not guarantee you a candy cane so being in line as soon as possible is your best bet on getting one!


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.


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.


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).[4] 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.[4]


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.[13] 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.[14] The Facebook platform allowed them to explore expansion of their existing tournament-style games and the ability to include microtransactions within the game.[15]


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.[10][13] 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.[16] 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.[17] 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.[13][12]


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.[13] 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.[11] 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.[11]


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.[11] By January 2013, Candy Crush Saga overtook Zynga's FarmVille 2 as the top-played game on the Facebook platform.[20]


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.[9] 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.[13] 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.[21] 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.[22][23] 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.[24]


Five years after its release on mobile, the Candy Crush Saga series has received over 2.73 billion downloads.[32] Its revenue for the quarter ending September 2017 was $250 million, having gained significant improvement in year-to-year revenues from 2016.[24] It remains one of the top gross-revenue earnings app for mobile in the four years leading up to 2017.[24] By the end of July 2018, the total revenue earned by this game stood at $3.91 billion.[31]


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