Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Post on 10-Sep-2014

1.778 views 1 download

Tags:

description

Eric Seufert's GDC 2014 presentation: Profitably launching Jelly Splash to #1, a marketing postmortem

Transcript of Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing postmortem

Profitably Launching Jelly Splash to #1: A Marketing Postmortem

Eric Benjamin SeufertHead of Marketing, Wooga

Who am I?

Who am I?Head of Marketing at Wooga

Who am I?Head of Marketing at Wooga

Freemium Economics

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Development @ Wooga

Prototype

Development @ Wooga

Prototype

Production Begins

Development @ Wooga

Prototype

Production Begins

First Playable

Development @ Wooga

Prototype

Production Begins

First Playable

Soft Launch

Development @ Wooga

Prototype

Production Begins

First Playable

Soft Launch

Launch

Development @ Wooga

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Development @ Wooga

Development @ Wooga

●Inverted pyramid product pipeline

Development @ Wooga

●Inverted pyramid product pipeline●Small teams developing many prototypes

Development @ Wooga

●Inverted pyramid product pipeline●Small teams developing many prototypes●Stop projects early

Development @ Wooga

●Inverted pyramid product pipeline●Small teams developing many prototypes●Stop projects early●2 hits per year

What is Jelly Splash?

What is Jelly Splash?

●Match-3 style puzzle game

What is Jelly Splash?

●Match-3 style puzzle game●Soft-launched in Canada June 14, 2013

What is Jelly Splash?

●Match-3 style puzzle game●Soft-launched in Canada June 14, 2013●Launched globally Wednesday, August 21, 2013

What is Jelly Splash?

●Match-3 style puzzle game●Soft-launched in Canada June 14, 2013●Launched globally Wednesday, August 21, 2013●Peaked at #1 most downloaded (iPhone) in US, FR, DE, BR, NL, IS, ES, NO & others

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Marketing for Mobile Games

Marketing for Mobile Games

“I don’t need to run mobile user acquisition. If I make a great game, it will grow on

its own.”

Marketing for Mobile Games

“I need mobile user acquisition because lots of great games are competing for attention from users.”

Marketing for Mobile Games

Goals of Marketing Team:

Marketing for Mobile Games

Goals of Marketing Team:

1. Scale

Marketing for Mobile Games

Goals of Marketing Team:

1. Scale2. Profit

Marketing for Mobile Games

CPI = / CTR / IRCPM1000

Marketing for Mobile Games

CPI =

Market-based

/ CTR / IRCPM1000

Marketing for Mobile Games

CPI =

Market-based Game dependent

CPM1000 / CTR / IR

Marketing for Mobile Games

CPITAM

Marketing for Mobile Games

How to maximize TAM?

Marketing Starts

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Marketing Starts

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Marketing for Mobile Games

“I don’t need to run mobile user acquisition. If I make a great game, it will grow on

its own.”

Marketing for Mobile GamesWho defines great?

Marketing for Mobile GamesWho defines great?

Marketing for Mobile Games

or

Who defines great?

Marketing for Mobile Games

Maximizing TAM:

Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)

Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)• Market size assessment

Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)• Market size assessment• Demographic fit

Marketing for Mobile Games

Maximizing TAM:(for a given game mechanic)• Market size assessment• Demographic fit• Targeting

Presentation Structure

Development @ Wooga

Data-Driven

Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Data-Driven Development

Analytics

Data-Driven Development

Analytics Experimentation

Data-Driven Development

Analytics Experimentation Iteration

Analytics at Wooga

BI

Product

Gam

e T

eam

1

Gam

e T

eam

2

Gam

e T

eam

3

Analyst Analyst Analyst

} }D

ata

In

frast

ruct

ure

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch

Strategy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Soft Launch?

Soft Launch?

●Player feedback

Soft Launch?

●Player feedback●Market feedback

Soft Launch?

●Player feedback●Market feedback●Iteration Cycles

Soft Launch?

●Player feedback●Market feedback●Iteration Cycles●Scalability

Length of Soft Launch

Length of Soft Launch

●Metrics targets

Length of Soft Launch

●Metrics targets●Completeness of game

Clash of Clans

2 MonthsCA: June 14, 2012 (Th)US: August 2, 2012 (Th)

*iPhone / Downloaded

Pet Rescue Saga

1 MonthCA: May 16, 2013 (Th)US: June 12, 2013 (Wed)

*iPhone / Downloaded

The Hobbit: KoME

<1 MonthCA: Oct 18, 2012 (Th)US: Nov 8, 2012 (Th)

*iPhone / Downloaded

Boom Beach

Ongoing (5+ mths)CA: Nov 8, 2013 (Fr)AU: Jan 17, 2014 (Fr)

*iPhone / Downloaded

Soft Launch Focus

Soft Launch Focus

●Retention

Soft Launch Focus

●Retention●Virality

Soft Launch Focus

●Retention●Virality

What is Retention?

Retention is the most important metric

Retention is the most important metric●Delight

Retention is the most important metric●Delight●Player Lifetime

The Retention Curve50% Day 1: 37 day total lifetime

The Retention Curve40% Day 1: 30 day total lifetime

Retention is the most important metric●Delight●Player Lifetime●Lifetime Customer Value (LTV)

Calculating LTV“Top Down”• Curve fit monetization

Freemium Economics, Figure 5.13

Calculating LTV: “Top Down”

Calculating LTV“Top Down”• Curve fit monetization

“Bottoms Up”• Retention curve, ARPDAU

Real Retention Rates

Step 1: Plot small sample of real retention rates

Calculating LTV: “Bottoms Up”

Step 2: Curve fit a power function

Power function

Calculating LTV: “Bottoms Up”

Step 3: Integrate the power function

Area under the curve

Calculating LTV: “Bottoms Up”

Calculating LTV: “Bottoms Up”

Calculating LTV: “Bottoms Up”

“Segments” are distinct user groups

“Two methods for calculating LTV in a spreadsheet”

LTV Timeline

LTV Timeline

180 Days

LTV Timeline

180 Days• No discounting

LTV Timeline

180 Days• No discounting• Practical for casual game

LTV Timeline

180 Days• No discounting• Practical for casual game

365 Days

LTV Timeline

180 Days• No discounting• Practical for casual game

365 Days• Not a “current asset”

LTV Timeline

180 Days• No discounting• Practical for casual game

365 Days• Not a “current asset”• Better for longer-timeline game

Soft Launch Focus

●Retention●Virality

Why is virality important?

Why is virality important?

Why is virality important?

●Virality compounds user base growth

Defining Virality

Defining Virality

●Nebulous concept

Defining Virality

●Nebulous concept●Quantifying requires assumptions

Calculating Virality

Calculating Virality

●Virality expressed as “k-factor”

Calculating Virality

●Virality expressed as “k-factor”●K-factor: additional users per new user

Calculating Virality

K-factor of 1 = truly viral

Each new user brings additional new user

Freemium Economics, Figure 4.13

Calculating Virality

“Bottoms Up”● Number of invites * invite conversion

Freemium Economics, Figure 7.3

Calculating Virality

“Top Down”● Period-to-period, non-paid growth

Calculating Virality: Top Down

Day X

DNU

Calculating Virality: Top Down

Day X

DNU

“Organic”

Calculating Virality: Top Down

Day X

DNU

“Organic”

Paid

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Paid

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Paid

Viral

Calculating Virality: Top Down

Day X

“Organic”

Paid

Day X + 1

“Organic”

Paid

Viral

Calculating Virality: Top Down

K-factor =Viral Users (Day X + 1)

Paid + Organic (Day X)

Why is Virality important?

Why is Virality important?

Freemium Economics, Figure 8.4

Soft Launch Targets

● LTV

● LTV● CPI

Soft Launch Targets

Soft Launch Targets

● LTV● CPI

Soft Launch Targets

● LTV● CPI

?

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Soft Launch

Soft LaunchJune 14, 2013

Soft LaunchJune 14, 2013

2 Networks

Soft LaunchJune 14, 2013

2 Networks• Chartboost

Soft LaunchJune 14, 2013

2 Networks• Chartboost• Facebook

Soft LaunchJune 14, 2013

2 Networks• Chartboost• Facebook

Roughly 2k DNU

Jelly Splash CA Soft Launch

Entered CA App Store

Jelly Splash CA Soft Launch

Entered CA App Store

2K DNU

Jelly Splash CA Soft Launch

Jelly Splash CA Soft Launch

Entered CA App Store

2K DNU“Ramp up” for Global Launch

Soft Launch

●Strong Virality

Soft Launch

●Strong Virality  Average K-factor 92%  

Soft Launch

●Strong Virality

●Strong Retention

 Average K-factor 92%  

Soft Launch

●Strong Virality

●Strong Retention

 Average K-factor 92%  

 Minimum 50% Day 1  Retention  

Soft Launch

●Strong Virality

●Strong Retention

 Average K-factor 92%  

 Minimum 50% Day 1  Retention  

Soft Launch

CPI (iPhone): $2

Soft Launch

CPI (iPhone): $2

CPI (iPhone): ?

Soft Launch

 Average K-factor 92% 

 CPI    $2.00   

 eCPI    $1.04   

Soft Launch

 Average K-factor 92% 

 CPI    $2.00   

 eCPI    $1.04   

If LTV > $1.04,

Soft Launch

 Average K-factor 92% 

 CPI    $2.00   

 eCPI    $1.04   

If LTV > $1.04, profit.

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch

Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Prototype

Production Begins

First Playable

Soft Launch

Launch

Hit

Development @ Wooga

Global Launch Strategy

Global Launch Strategy

• Per-unit Marketing profitable at $1.04

Global Launch Strategy

• Per-unit Marketing profitable at $1.04• Large Total Addressable Market

Global Launch Strategy

• Per-unit Marketing profitable at $1.04• Large Total Addressable Market

or

Ladder Launch

Ladder Launch

• Purely profitable campaigns

Ladder Launch

• Purely profitable campaigns• Slowly grow user base

Ladder Launch

• Purely profitable campaigns• Slowly grow user base• Unit economics

Trampoline Launch

Trampoline Launch

• LTV < CPI

Trampoline Launch

• LTV < CPI• Aim for chart position

Trampoline Launch

• LTV < CPI• Aim for chart position• Organic installs offset loss

Trampoline Launch

• LTV < CPI• Aim for chart position• Organic installs offset loss• User base economics

Pros Cons Pros ConsNo launch risk

Pros Cons Pros ConsNo launch risk

Less $ upfront

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Time Value of Money

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Time Value of Money

Huge upfront commitment

Pros Cons Pros ConsNo launch risk

Less $ upfront

Easy to update

$ on the table

Market dynamic

Bigger network effects

Time Value of Money

Huge upfront commitment

VaR difficult to evaluate

Effects of Compounding

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

K-factor: 20%

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

K-factor: 20%10 Periods

Effects of Compounding

1 2 3 4 5 6 7 8 9 10 110

1,000,000

2,000,000

3,000,000

4,000,000

5,000,000

6,000,000

7,000,000

UpfrontPer-period

K-factor: 20%10 Periods

“So, Mcfly: Are you In or Out?”

Cost of Trampoline Launch?

Cost of Trampoline Launch?

• Goal of #1 chart position (iPhone / Downloaded / US)

Cost of Trampoline Launch?

• Goal of #1 chart position (iPhone / Downloaded / US)

• Assume US CPI of $2

Cost of Trampoline Launch?

• Goal of #1 chart position (iPhone / Downloaded / US)

• Assume US CPI of $2• Top Chart Position ~= 20k installs / day

Global Launch Strategy

Top 10

Installs2 66,458

Cost (CPI = $2) $132,916.00

August 2013, App Store (US, iPhone)1

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Global Launch Strategy

Top 10 Top 3

Installs2 66,458 113,247

Cost (CPI = $2) $132,916.00 $226,494.86

August 2013, App Store (US, iPhone)1

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Global Launch Strategy

August 2013, App Store (US, iPhone)1

Top 10 Top 3 #1

Installs2 66,458 113,247 140,875

Cost (CPI = $2) $132,916.00 $226,494.86 $281,750.57

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Global Launch Strategy

K-factor ~= 1.0

August 2013, App Store (US, iPhone)*Adjusted

Top 10

Installs2 33,229

Cost (CPI = $2) $66,458.00

Global Launch Strategy

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

August 2013, App Store (US, iPhone)*Adjusted

Top 10 Top 3

Installs2 33,229 56,624

Cost (CPI = $2) $66,458.00 $113,247.43

Global Launch Strategy

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

August 2013, App Store (US, iPhone)*Adjusted

Top 10 Top 3 #1

Installs2 33,229 56,624 70,438

Cost (CPI = $2) $66,458.00 $113,247.43 $140,875.14

Global Launch Strategy

(1) Source: Distimo, Week 26 2013 (installs are daily)(2) Less organic uplift of 20k

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

Top 10 Top 3 #1

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

Top 10 Top 3 #1

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

56k

Top 10 Top 3 #1

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

56k70k

Top 10 Top 3 #1

Distimo’s estimations looked like this:

Nu

mb

er

of

Insta

lls

App Store Rank

Global Launch Strategy

30k

56k70k

Top 10 Top 3 #1

Global Launch Strategy

Nothing in Freemium Looks Like That.

Global Launch StrategyN

um

ber

of

Insta

lls

App Store Rank

This…

30k

Global Launch StrategyN

um

ber

of

Insta

lls

App Store Rank

…should be this:

30k

Global Launch Strategy

• Increasing exponential function

Global Launch Strategy

• Increasing exponential function• Rate of price increases is increasing

Global Launch Strategy

• Increasing exponential function• Rate of price increases is increasing• #10 -> #3 -> #1 separated by orders of

magnitude

Global Launch Strategy

• Target Markets:

Global Launch Strategy

• Target Markets:

Global Launch Strategy

• Target Markets:

Global Launch Strategy

• Target Markets:

Global Launch Strategy

• Target Markets:

Global Launch Strategy

Adjusted estimates:

Country US

Cost1 $200,000

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Global Launch Strategy

Adjusted estimates:

Country US

Cost1 $200,000

Adj. Cost3 $104,166

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Global Launch Strategy

Adjusted estimates:

Country US DE

Cost1 $200,000 $37,600

Adj. Cost3 $104,166 $19,583

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Global Launch Strategy

Adjusted estimates:

Country US DE FR

Cost1 $200,000 $37,600 $26,000

Adj. Cost3 $104,166 $19,583 $13,541

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Global Launch Strategy

Adjusted estimates:

Country US DE FR NL

Cost1 $200,000 $37,600 $26,000 $20,800

Adj. Cost3 $104,166 $19,583 $13,541 $10,833

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Global Launch Strategy

Adjusted estimates:

Country US DE FR NL BR

Cost1 $200,000 $37,600 $26,000 $20,800 $15,400

Adj. Cost3 $104,166 $19,583 $13,541 $10,833 $8,020

(1) iPhone (2) Based on Distimo estimates, Week 26 2013 (installs here are daily), less 20k organic uplift(3) CPI adjusted by k-factor

Global Launch Strategy

Global Launch Strategy

#1 in 5 Markets1:

(1) Assumes no featuring

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor

(1) Assumes no featuring

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor• $2 CPI

(1) Assumes no featuring

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor• $2 CPI

$150k for launch week

(1) Assumes no featuring

Global Launch Strategy

#1 in 5 Markets1:• 92% k-factor• $2 CPI

$150k for launch weekSet budget to $250k

(1) Assumes no featuring

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Le

arned

Etc.

Marketing fo

r Mobile

Games

Global Launch Logistics

Global Launch Logistics

Staggered Launch

Global Launch Logistics

Staggered Launch• 1 country per day

Global Launch Logistics

Staggered Launch• 1 country per day

Release game globally on Thursday

Global Launch Logistics

Staggered Launch• 1 country per day

Release game globally on Thursday

23 Networks

Global Launch Logistics

Staggered Launch• 1 country per day

Release game globally on Thursday

23 Networks

“Burst” campaigns in each country

Global Launch Logistics

“Over-budgeted” by 25%

Global Launch Logistics

“Over-budgeted” by 25%

Social media outreach (Wooga has >20MM Facebook fans)

Global Launch Logistics

“Over-budgeted” by 25%

Social media outreach (Wooga has >20MM Facebook fans)

Cross-promotion from Wooga titles

Global Burst Schedule

Fri, 23/8

Global Burst Schedule

Fri, 23/8 Sat, 24/8

Global Burst Schedule

Fri, 23/8 Sat, 24/8 Sun, 25/8

Global Burst Schedule

Fri, 23/8 Sat, 24/8 Sun, 25/8 Wed, 28/8

Burst results

Burst results

●#1 in all target countries1

(1) iPhone / downloaded

Burst results

●#1 in all target countries1

●1MM downloads in 5 days

(1) iPhone / downloaded

Burst results

●#1 in all target countries1

●1MM downloads in 5 days●Top 10 in other key countries

(1) iPhone / downloaded

Post Launch

• Strong retention meant revenue didn’t drop after burst

Post Launch

21/8/13 22/8/13 23/8/13 24/8/13 25/8/13 26/8/13 27/8/13 28/8/13 29/8/13 30/8/13 31/8/13 1/9/13 2/9/13 3/9/13 4/9/13 5/9/13 6/9/13

DNU Daily USD

Presentation Structure

Development @ Wooga

Data-Driven Development

Soft Launch Stra

tegy

Soft Launch Logistics

Global Launch Strategy

Global Launch Logistics

What We Learn

ed

Etc.

Marketing fo

r Mobile

Games

What We Learned

• “Bursting” can be profitable

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:• Top 10 += 30k DNU (US, iPhone)

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:• Top 10 += 30k DNU (US, iPhone)• Top 3 += 50k DNU (US, iPhone)

What We Learned

• “Bursting” can be profitable

• Organic uplift from chart position:• Top 10 += 30k DNU (US, iPhone)• Top 3 += 50k DNU (US, iPhone)

• Most networks overpromised burst-day volume by 20%

What We Learned

• Virality decay

What We Learned

• Virality decay• K-factor decreased to 84% / eCPI increased by

28%

• Increased networks kept CPIs flat

4 Key Take-Aways

4 Key Take-Aways

• Long Soft Launch

4 Key Take-Aways

• Long Soft Launch

• LTV Estimation

4 Key Take-Aways

• Long Soft Launch

• LTV Estimation

• Market Analysis

4 Key Take-Aways

• Long Soft Launch

• LTV Estimation

• Market Analysis

• Virality is King Maker

Wooga

http://wooga.com

Questions?

Book Giveaway!

Book Giveaway!

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger• Rat

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger• Rat• Vulture

Book Giveaway!In The Legend of Zelda: A link to the Past, what form does Ganon take after being defeated the 2nd time?

• Tiger• Rat• Vulture• Bat