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[Bu-aeri's Game Dictionary] Can 16-Year-Old KartRider Regain Its Glory as the National Game?

[Bu-aeri's Game Dictionary] Can 16-Year-Old KartRider Regain Its Glory as the National Game?


[Asia Economy Reporter Bu Aeri] The PC game 'KartRider,' where cute characters race in small carts, gained immense popularity in the mid to late 2000s. First launched in 2004, KartRider surpassed 220,000 concurrent users at the time and was even selected as one of the top 10 hit products by the Samsung Economic Research Institute, making it no exaggeration to call it a 'national game.' Recently, the nostalgic national game 'KartRider' has arrived on smartphones.


On the 12th, Nexon released 'KartRider Rush+,' a mobile casual racing game reborn for smartphones, in Korea and global markets. The company aims to recreate the former glory of KartRider. The game incorporates the original’s beloved feel with touch controls and 3D cartoon-style graphics using the latest technology.


A Nexon representative explained, "'KartRider Rush+' reborn for mobile devices features simple controls, rich content, and charming graphics."


The market response has been hot. According to mobile application analysis site Gevolution on the 16th, 'KartRider Rush+' ranked first in Google Play’s free game category. It also topped the free game charts on the Apple App Store. The global pre-registration event held from the 16th of last month to the 11th of this month attracted 5 million participants, marking the highest record among mobile games released by Nexon.


Positive forecasts have also emerged within the industry. A game industry insider said, "The original game caused such a huge sensation, and recently, casual games like 'Animal Crossing' that are easy to play have also been very popular," reflecting the current atmosphere.


Nexon is expected to focus on solidifying the position of new titles, including 'KartRider Rush+,' to recover from recent poor performance. Due to sluggish sales in China of 'Dungeon & Fighter,' Nexon recorded sales of 904.5 billion KRW and operating profit of 454 billion KRW in the first quarter, down 11% and 21% respectively compared to the previous year.


Owen Mahoney, CEO of Nexon, stated, "Nexon is successfully building a portfolio that can maintain steady momentum regardless of any external environment," adding, "We will concentrate our capabilities on the successful launch and stable service of major titles scheduled for release this year."


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