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Mancala Gaming: the commercial


reality of innovation


G3 has a forthright discussion with Nikita Gorshkov, CEO of Mancala Gaming, about


balancing the commercial need for mandatory run-of-the-mill games versus the truly


innovative - that which catches the eye of operators but not necessarily players.


What has been Mancala Gaming's biggest achievement since the betting industry last descended on the ExCeL?


Overall, it's been a phenomenal year. I'd say the biggest achievement was expanding our existing partnerships, growing our portfolio to ensure its adaptive towards the various markets where we are currently live, and introducing new games to markets we are entering. We entered various Southeast Asia markets including Tailand, Malaysia, and Cambodia. In Latin America, our main market priority was Brazil whilst we expanded in Peru and Argentina.


What's the DNA of a Mancala Gaming title?


We are specialists in making slot games, as well as creating illusion of skill. We have titles such as Portal Master and the Seance series which evoke actions from the player and get them to interact with the game, not just press the spin and see the results. We're also trying to incorporate nostalgic feelings for players with games such as Te Last Quack which is inspired by the old NES title of Duck Hunt.


Our strategy from inception to this day is to innovate and create titles that are interesting for the millennial generation, but we still need to make products that will bring in revenue - Book Of games and classic fruit titles. Our portfolio is very diverse, so we have these products that are good for established markets and older players, but we regularly introduce titles for the younger generation to see what sticks.


Does this include crash titles?


We created crash titles simply for the purpose of having them in the portfolio. When it comes to crash, I'm not a huge fan and it's not a particular aspect of the business that I'm interested in. It's a good venture but it's not something that will innovate and become the


Pulse MANCALA GAMING


Nikita Gorshkov Chief Executive Officer Manacala Gaming


new normal for the younger generation. I think it's just a fad. Let's be honest, there's only one crash game out there and everybody else is copying, right? Everybody else is just trying to get a piece of that pie by copying each other. Te great thing about iGaming titles is that you must continuously adapt and create newer, innovative ideas.


When it comes to crash titles the plane goes up, right? Tere are only so many variations of a plane or rocket you can create. Where is the innovation? Make a submarine and have it go down? What we're seeing with crash titles coming to market is essentially the same game repeatedly. It's like Megaways back when the mechanic was created. Tey were huge, everybody was talking about them, then the industry moved on and new mechanics were created.


What are your views on the convergence of videogames and iGaming? What mechanics and elements are there to potentially incorporate?


A game we're looking to release this year has elements of RPG mechanics where you're growing a character of somebody that you take control over within the game, where you can add certain attributes to characters to increase the probability of wins and bonus games. It's an


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