It’s been number one until now, when we bumped it down with Angry Birds Star Wars. One-hundred million? Only Tetris had done that. When I first talked about how we were going to get 100 million downloads, everyone at the company thought I was crazy. We have flyers saying something like, “Angry Birds: 500,000 downloads!” Now it’s like, “Really? How could we have thought that was anything?” But, at the time, it was a big deal. Still, we always have to think about when we launched Angry Birds. But if you compare it to when we do a new Angry Birds game, those numbers are … a bit bigger. If you look at it as a new franchise, totally new everything, from that perspective it’s very good. On one side, we’re very happy with the numbers for Alex. Are you encouraged by the sales results, or does it suggest you should do more Angry Birds-all-the-time stuff? GamesBeat: Amazing Alex was a new intellectual property that you launched. Next year we’ll probably do four, maybe five. Do you think you’re going to maintain that pace? GamesBeat: Now you have four games a year coming out. You see a lot of very forced collaborations, but this is just fun. That’s what we loved about the collaboration. GamesBeat: I like the stormtrooper piggies. We made sure you can see that in the game. In the Star Wars movies, you always see the lasers bouncing left and right and going everywhere. It’s these funny little details from the movies that. When you then use the lightsaber, you can deflect the lasers. One thing we used, as an example, now the pigs also shoot lasers in some levels. Or Han Solo meets the yellow bird with lasers. If you have your Luke bird, it’s like the traditional red bird, but now it has a lightsaber. Vesterbacka: We’ve taken the best of Angry Birds with the best of Star Wars and merged it in a very organic way. GamesBeat: What’s unique about the design of this game? We’ve been working on the game about a year. It’s been a great experience from that perspective. We got them out sooner and in much bigger volume than we thought. When we first talked to Hasbro, they said it was impossible, but then they surprised us and themselves. We got the physical products out in record time. Peter Vesterbacka: The contract was finalized in March. GamesBeat: So how long has this been in the making for you? We’re thrilled to open our call for speakers to our flagship event, GamesBeat Summit 2024 hosted in Los Angeles, where we will explore the theme of “Resilience and Adaption”.
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