Handmark, a Kansas-based renowned mobile content developer, has announced the availability of GTS World Racing for Apple's iPhone and iPod Touch. Presented as the "first arcade-style racing game" for iPhone, GTS World Racing was created together with the British company Astraware and Pazzazz Games, an independent development studio.
GTS World Racing is also available for Windows Mobile and Palm handsets, but the newly-announced edition was especially designed to make use of iPhone's built-in accelerometer and offer gamers a unique racing experience. Thus, those who try the game will joyfully find out that they can control the cars, accelerate and brake only by "moving and turning" the iPhone.
GTS World Racing features four playing modes: Single Race, Challenge Cup, Grand Tour and Championship. Moreover, there are four difficulty levels, three car types, 16 locations and 64 tracks to play on; thus, GTS WR seems quite a comprehensive game.
Talking about GTS World Racing, Paul Reddick, Chief Executive Officer at Handmark, said, "We are excited to continue releasing the finest in mobile content, taking advantage of the unique capabilities of our partners like Apple. We bring the highest quality mobile applications to the market for our partners and end-users, making the mobile experience both fun and productive".
Howard Tomlinson, Director of Game Development, Astraware, added, "We have a long-standing relationship with Pazzazz Games and are delighted to bring GTS World Racing to the App Store. I love that I can control the game holding and turning my iPhone just like a steering wheel, which really shows off how well the device's accelerometer works. This is classic arcade racing fun!".
Available only via the App Store, GTS World Racing can be bought by iPhone and iPod Touch owners for the price of $7.99. The screenshots with the game look quite promising; thus, racing fans should probably make sure they try it out.
GTS World Racing Unleashed for iPhone
Tuesday, August 12, 2008Posted by udin at 1:36 PM 0 comments
Labels: GTS World Racing, Mobile Games
Google Mobile Enhanced for the Olympic Games
Friday, August 8, 2008The 2008 Beijing Olympic Summer Games will debut today (August 8); this is why the Mobile version of Google's official website has undergone through some changes. These have enhanced the search engine in such way that it is now optimized to offer users the best-possible Olympic coverage.
More exactly, when searching for an Olympic-relevant keyword, "swimming" for example, Google Mobile will display, besides the usual results, the next-scheduled swimming events that take place at the Olympics. Similarly, when searching for "gymnastics" on your handset, Google will show the schedule for the upcoming gymnastics-related Olympic events.
Users don't have to do anything in particular in order to get the Olympic results displayed, as Google has made this feature a default one for all those who access its mobile website during the Olympic Games.
Besides the search enhancements, the Mountain View giant has also launched a special Olympic mini-site for mobiles. This can be accessed at this address and contains all the Olympic sports a swell as their schedules - Archery, Cycling BMX, Sailing, Triathlon, Water Polo and so on, it's all there.
The new search optimizations and the Olympic mini-site are available in more than 60 countries and can be read in 36 languages. After all, the Olympic Games represent a world-wide attraction.
Google also said that it created the "first-ever worldwide mobile doodle in celebration of the Summer Games". This can be seen on the Google Mobile homepage.
All in all, Google's initiative to offer mobile users an easier way to stay connected with the Olympic fever will surely be welcomed by sports enthusiasts.
Starting today, with the Opening Ceremony held at the Beijing National Stadium, the 2008 Olympic Games will host its events until August 24. About 200 national Olympic teams will take part in the Games, during more than 300 events.
Posted by udin at 5:02 PM 0 comments
Labels: Google Mobile, Mobile Games
Gameloft to Launch Nine Mobile Games in Japan
Wednesday, August 6, 2008
EMOBILE, the newest Japanese mobile carrier, will soon offer its customers a wide range of games developed by Gameloft, the well-known mobile entertainment company headquarted in France.
For the beginning, Gameloft will provide nine of its latest successful installments. These include:
– Tokyo City Nights, the new title from the popular "Nights" series, which comes as one of the best social simulation mobile games. TCN is the first game to be created by the French company exclusively for Japanese users.
– Brain Challenge 2, a title that has five categories of cool mini-games: Memory, Visual, Logic, Focus and Math. The whole package is set to offer lots of fun moments while at the same time keeping your brain sharp.
– Real Soccer 2008 is a full 3D football game set to captivate all the fans of the genre. There are over 200 teams to choose from, as well as famous players like Robinho and Cannavaro.
– Megacity New York Tycoon - in this game, players have to rule and expand the famous North American metropolis. Worldwide known monuments like the Statue of Liberty and the Empire State Building are included.
– Asphalt 4, an "urban racing" game that features famous cars and bikes like Bugatti, Ferrari, Nissan, Corvette and Ducati;
– Miracle Kôshien - the arcade baseball game which allows gamers to enter the famous Kôshien arena.
Talking about the upcoming Gameloft titles, Chikara Nakamura, General Manager, product Planning Department of EMOBILE, declared, "It is becoming extremely important for our customers to have mobile content that is innovative and unique. Gameloft is one of the perfect partners to do that".
Alexis Gresoviac, Country Manager at Gameloft Japan, added, "We are excited to offer our best titles for EMOBILE, the pioneer creating a new mobile broadband business. From action adventure to casual games, Gameloft has an eclectic catalogue of 250 plus titles, including 50 games that sold over 1 million copies worldwide. We are extremely proud to launch our distribution for EMOBILE".
All the above-mentioned new games will be available for EMOBILE's Japanese subscribers starting September.
Posted by udin at 4:02 PM 0 comments
Labels: Mobile Games, Mobile News
Pro Evolution Soccer 2009 Hits Mobile Phones
Saturday, August 2, 2008Konami, the famous Japanese entertainment company, has unveiled the future release of Pro Evolution Soccer 2009 for mobile phones, which comes as a sequel of the 2008 edition of the game. Published by Glu Mobile, PES 2009 will be available starting this autumn, offering football fans the chance to enjoy the on-field excitement while on the go.
Built on the success of PES 2008 for mobiles, the new game will bring all the features of the previous one, plus many new ones. Most importantly, there will be a Bluetooth multiplayer mode, hence one-on-one matches should be easily played. Also, you will find enhanced animations, improved controls, new arenas, bonuses and so on.
The symbol of Pro Evolution Soccer 2009 is, officially, the Argentinean football star Lionel Messi. Thus, Barcelona's young striker will appear on the cover of all the PES 2009 versions.
The 2008 edition of Pro Evolution had another (and maybe more famous) football star on its cover: the Portuguese Cristiano Ronaldo, who currently plays for Manchester United. However, some local versions of PES 2008 featured other players: Michael Owen in the UK, Gianluigi Buffon in Italy, Didier Drogba in France, Jan Schlaudraff in Germany and Lucas Neill in Australia.
At the same time with the release for mobile phones, Pro Evolution Soccer 2009 will also be made available for desktop PCs, Playstation 2, Playstation 3, PSP and Xbox 360. Moreover, there will be a Wii version too, but this is scheduled for a 2009 release, so die-hard Wii fans have to wait a bit longer.
Of course, besides Pro Evolution Soccer, there are various other football mobile games on the market, so gamers who like sports have a lot of options to pick up from. However, knowing that Konami's 2008 Soccer game was a good one, the 2009 edition is almost a sure bet.
Posted by udin at 11:13 PM 0 comments
Labels: Mobile Games, Mobile News
Rabbit Wars v1.0
Monday, July 21, 2008Requirements: PocketPC 2000, 2002, 2003(SE), WM5, WM6 - 8 Mb mem and 5 Mb storage
Overview: Turn-based strategy game packed with humour
Dead simple to start playing, yet with challenging strategy for advanced players!
It's time to separate the real rabbits from the bunnies, because on Hare Hill, there's no place for Fluffy and his bunch!
In this action-blasting turn-based war game, you'll be leading an army of "lean mean rabbit machines", who are willing to fight to their last carrot. Your mission is to seek out and destroy all enemy rabbits in your territory and to recapture whatever ground you may have lost !
The only way to insure your victory, is to get to know the strengths, the weaknesses and the fighting skills of your troops.You'll need every dirty tactical trick in the book, to out-smart and out-manoeuvre your enemy.
Think fast, strike hard, and don't take prisoners!
Here is the FULL version.
Note: that the game shortcut created, as well as the game folder on your PPC, are named "... Demo". You can obviously rename the game's shortcut!"
Thank you teknasia
links are=
http://rapidshare.com/files/61576221...ULL-by-Tek.rar
Mirrors:
http://rapidshare.com/files/12860296...t_Wars_1.0.rar
http://www.megaupload.com/ru/?d=NA0TCBXB
and .cab file= http://rapidshare.com/files/61591422..._Wars_Demo.CAB
Posted by udin at 1:19 PM 0 comments
Labels: free game, Mobile Games
Braveheart Mobile Phone Game Launched
Tuesday, July 8, 2008
Hong Kong-based Artificial Life and Paramount Digital Entertainment announced the launch of the mobile game BRAVEHEART, a real-time strategy (RTS) adventure based on the Paramount Pictures' motion picture. This release follows the recent launch of another movie-based mobile game developed and distributed by Paramount Digital Entertainment and Artificial Life, SHOOTER, which was released in April of this year.
In BRAVEHEART players take on the role of William Wallace, the legendary Scottish hero, who fights for Scotland's freedom by plotting attacks against their English suppressors. Players must attack and guard six locations from the English, including Sterling, Paisley, Falkirk, Edinburgh, Lanark and York in 10 heroic real-time strategic missions.
Alongside his fellow freedom fighters, Robert the Bruce, Mornay and Lachlan, William Wallace battles the enemies' infantry, cavalry, foot soldiers and leaders. After conquering a town, players must then guard it against counterattacks. Characters, missions and locations featured in the game follow the events from the BRAVEHEART movie. For each mission there are three different levels of difficulty in which the number of enemies and adversaries varies. All missions must be completed strategically without losing William Wallace or any of his companions.
BRAVEHEART is amongst the first mobile games by Artificial Life to be distributed using the company's new rollout tool, the MobileBooster(tm). The game is supported by most 3G and 2.5G handsets and is available in many languages for global distribution.
"This well-known movie provides us with a dynamic storyline to create a thrilling game. We put strong emphasis on the game graphics and background story to replicate the exhilarating and technically impressive battle scenes in the film. Every detail in the game, including the fictitious dialogue, stays authentic to the characters as well as the original screenplay. By bringing the heroic character, William Wallace, back to life in the mobile game format, we hope to provide an invaluable extension to this well-known brand," says Eberhard Schoneburg, Artificial Life's Chief Executive Officer.
"Paramount Pictures has an extensive library of acclaimed movies which are ideal to translate into mobile games. Our BRAVEHEART mobile game is a natural extension to this timeless and classic motion picture," states Sandi Isaacs, Senior Vice President Mobile & Interactive, Paramount Digital Entertainment. "We are pleased to continue our working relationship with Artificial Life as a partner for this game."
The BRAVEHEART mobile game is now available for purchase and download on Artificial Life's m-commerce portal, www.botme.com, and will soon be available on-deck and off-deck via telecom operators and resellers worldwide.
Posted by udin at 7:31 PM 0 comments
Labels: Mobile Game Braveheart, Mobile Games
Nintendo DS Review: FIFA Street 3
Sunday, June 22, 2008
I remember the original FIFA game on the PC - now that was one interesting title to play on a 486, and it was pretty easy going 11 up on your opponent due to the goalkeeper bug. Over the years, the FIFA franchise has evolved and virtually all consoles have had some sort of FIFA titles. The Nintendo DS is no different, and what we have here is FIFA Street 3 which turns your regular soccer sim into a more arcade-ish title. This is the sequel to FIFA Street 2 which wasn't exactly a surefire winner on the DS, and the 3rd title presents EA with a challenge to improve the series.
Many Americans find soccer rather boring: you score some very low points each game after running around for 90 minutes and no body tackle or horse-collaring allowed in the game? Well, there is a beauty to the game of soccer, and in order to increase the final score line, the art of street soccer was developed into a faster paced match which often resulted in some pretty high scores in the end. Of course, the ground where the battle is fought won't be in the Theatre of Dreams or at the Emirates, nor will the Bernabeu and Camp Nou be featured. Instead, the matches will be held just about anywhere on the street, where imaginary goal posts and lines are drawn up.
Read review of this Nintendo DS game at:
http://www.mobiletechreview.com/games/DS/FIFA-Street-3.htm
Posted by udin at 2:17 AM 0 comments
Labels: Mobile Games, Nintendo Game
Nintendo DS Game Review: Left Brain, Right Brain
Scientists who study the brain have known for ages that the left brain controls creativity and the right brain controls our logic. Left Brain, Right Brain aims to improve both, and at the same time, make ourselves ambidextrous.
With the success of games like Brain Age and Big Brain Academy, it seems that developers everywhere are cashing in on the "Brain" catchword, much like the 'i' in front of every word in the late 90's. They believe that any game with the word "Brain" in it will do well. Left Brain, Right Brain has two "Brains" in it. So is it twice as good and twice as fun?
Read review of this Nintendo DS game at:
http://www.mobiletechreview.com/games/DS/Left-Brain-Right-Brain.htm
Posted by udin at 2:16 AM 0 comments
Labels: Mobile Games, Nintendo Game
Al Kharafa - Free Symbian Games
Thursday, June 12, 2008
Al Kharafa a simple yet addictive game in which an Omani girl tries to catch the falling ripe dates while avoiding the ones which are not ripe yet.
Download Al Kharafa
the Al Kharafa free for Symbian OS
Posted by udin at 9:46 AM 0 comments
Labels: Mobile Games, S60, Symbian
Pocket PC Games: Egoman
Monday, May 26, 2008
This is a first person shooter game with tactical features. Based on the old Pacman game. So you have to collect the golden balls and beware of enemies. But if you find the gun the real action starts!
Requirements:
Windows Mobile Pocket PC
Posted by udin at 11:51 AM 0 comments
Labels: Mobile Games, Pocket PC
Mega Cricket Game Pack
Brian Lara International Cricket 2007
Brian Lara International Cricket 2007 9.1
Crazy Cricket
Cricket 1 Day Series~v 1.1
Cricket Fever
Cricket Mania 2005
Cricket World Championship
Freddie Flintoff BLAST 'EM CRICKET
Gully Cricket
Ian Bothams Stick Cricket
Johnnie Walker Super Cricket 2005
Kapil's Challenge
Keeping For Sachin
Kevin Pietersen Pro Cricket 2007
Krish Cricket
Master Blaster Sachin
Michael Vaughan Cricket 06
Michael Vaughan Cricket 06-07
Player One Freddie Flintoff All Round Cricket v1.2.3 S60v3 N73 J2ME
Rahul
Sachins Test
Shane Warnes Beach Cricket
sInterCricket2004v1.0.3
SUPER CRICKET 2007
Test Cricket
championship Cricket v1.1.2 S60v2 J2ME Retail-SyMPDA
Download
MEGA CRICKET GAME PACK.part1.rar
MEGA CRICKET GAME PACK.part2.rar
MEGA CRICKET GAME PACK.part3.rar
Indiagames.Championship.Cricket.v1.1.2.S60v2.J2ME.Retail-SyMPDA.jar
Posted by udin at 11:13 AM 0 comments
Labels: Java Games, Mobile Games
Roulette, GigaSlot Mobile Casino Games
Friday, May 23, 2008
Roulette, as a part of GigaSlot Mobile Casino Games is a classic European Roulette with a 3D look. All types of bet are standard. There are 36 numbered pockets, single zero, and additional option with which the player can hit an extra Jackpot. The table limit is 500.
Compatible Devices
Nokia E60, Nokia E70, Nokia N80, Nokia N90
Categories for this Software
Casino
Download Roulette
Posted by udin at 3:23 PM 0 comments
Labels: Mobile Games
Ragnarok mobile just for you
Tuesday, May 20, 2008Here is some Ragnarok Mobile Java Application for you:
Tested on 6630 all of them is worked on 3650, just try it for your self
Ragnarok Mage.jar
RagnarokArcher.jar
RagnarokMerchant.jar
RagnarokSword.jar
RagnarokThief.jar
Posted by udin at 4:00 PM 0 comments
Labels: Java Freeware, Mobile Application, Mobile Games
Golf Superstars 2008, New mobile game from Gamevil
Sunday, May 18, 2008
Gamevil has announced the availability of Golf Superstars 2008, a new game that brings the popular Golf game to the wide audience represented by all those who call themselves mobile gamers.
Coming after several other sports-oriented titles (like Baseball Superstars 2008), Golf Superstars 2008 wants to offer the chance of playing golf even to users that don't have any idea about how the game is played. In order to do this, Gamevil included simple-to-use controls that allow players to master even the most advanced golf techniques.
You can choose from three anime-like characters to play with, each having different skills and personalities. As you advance in the game, you will be able to buy new items ("normal" or hidden ones), customize your characters and make them perform better.
Golf Superstars 2008 lets players compete in no less than 8 different tournaments, each of them being created with unique design features: Forest, Windy, Desert, Riverside, Beach, Snowfield, Mountain and Highest. We can easily imagine how the first seven tournaments look like, but we're not sure about the "Highest" one. Does it mean we'll get to play golf on clouds, maybe with God as our opponent? We don't think so, but it would be cool to see God losing.
Anyway, regardless of the scenery you'll be playing in, be careful when you hit the ball, as water ponds, trees and cactuses will give you a hard time if you want to win.
Talking about the new game, Stephanie Huang, Marketing Manager of Gamevil USA, said: "Golf Superstars 2008 maintains a good balance of challenging and casual game play, with tournaments that test out one’s golf prowess and easy controls to ease beginners into the game. The game is very addicting, and users will find it very original and enjoyable without feeling the pressure of having to know the sport well in order to play the game."
Currently, Golf Superstars 2008 is available only in the US, for AT&T subscribers, but Gamevil will probably bring the game to other carriers too, as well as to other markets (Asia and maybe Europe). These being said, let there be golf (with or without God).
@softpedia
Posted by udin at 11:01 AM 0 comments
Labels: Mobile Games
JadeDragon's game reviews and playing tips
Monday, May 5, 2008
Published by Sega
Developed by Backbone Entertainment
Genre: Action/adventure
Release Date: November 2007
ESRB Rating: "E" for Everyone
Price: $39.99
The original Sonic Rivals for PSP brought Sonic the Hedgehog’s classic 2D adventures into a 3D viewing space, providing gamers with a modernized version of Sonic’s classic, high-speed action. However, it also brought with it a few features that some gamers found frustrating. The recently released Sonic Rivals 2 overhauls many of the original’s shortcomings and ramps up the overall design and style of the game, although my testing also revealed that, unfortunately, the Frustration Factor has been “souped up” more as well.
Rouge Squadron
Sonic, Knuckles, Shadow, Metal Sonic, and Silver are back from Sonic Rivals 1 as playable characters once again, and have been joined by three new playable characters: Espio, a chameleon; Rouge, a bat; and Miles “Tails” Prower, a fox who has often served as Sonic’s partner. Sonic Rivals 1’s decision not to make Tails a playable character is almost inexplicable, so Sonic Rivals 2 has definitely corrected one mistake by including him this time. As usual, the characters are battling for Chao and chaos emeralds against a plot involving the dastardly Eggman Nega (a.k.a. “Future Robotnik”), the cunning Professor Gerald (a.k.a. “Past Robotnik”), and the moderately unpleasant Dr. Eggman (a.k.a. “Malibu Robotnik” ...or something). Eggman Nega has hatched a plan to unleash a huge, destructive beast called the Ifrit that has the potential to demolish everything and everyone in its path if it isn’t stopped in time.
As in Sonic Rivals 1, each level consists of a “2.5-dimensional” race against a rival in a battle to see who can finish the level first. However, this time, instead of picking a single character to play through the game’s Story mode, you will choose one of the four available teams, each consisting of two characters, and the game will require you to switch between the two characters as the game progresses. As in Sonic Rivals 1, you can attack your rival with power-ups and (slightly reworked) signature moves, and your ultimate goal is to collect all 150 virtual trading cards, which you can earn by completing Story mode, winning in Race mode, or by finding Chao hidden in each level in a new mode called “Free Play.”
One of the most frustrating aspects of Sonic Rivals 1 was that it issued cards randomly, meaning that, any time you achieved one of its specified goals, it would provide you with a card, but it could potentially be any of the 150 available cards—including the ones you already had. This meant that you would have to complete the same challenges over and over until the randomizer finally chose whichever cards you were missing. Sonic Rivals 2 corrects this questionable decision by linking specific goals to specific cards. For example, if you need, say, card 47, you only need to complete the goal specifically linked to card 47, instead of having to complete random goal(s) over and over until 47 happens to pops up.
The new card system would’ve been a great idea, except that it has one huge problem: some of the 150 cards can only be obtained in multiplayer mode. If you don't know anyone else who has a PSP, the closest you can get to finishing the game is 136 cards out of 150. The new card system also has some additional, smaller issues; for example, some of the card challenges are also either worded incorrectly or programmed incorrectly, so you can complete an achievement that sounds like it should be enough to earn you a certain card, only to find that the game will deny you the card anyway, without any explanation. The game doesn’t give you much of an idea how close you are to earning a card or what you need to improve upon to earn it, and even just navigating back and forth between the card/challenge management screen and the actual gameplay area is a much bigger chore than it should've been.
One clever addition to Sonic Rivals 2 is the new Battle mode. Since you’ve been competing against your rival all along, it’s only logical that sooner or later, you would want a level where you just beat the tar out of each other. Specific levels (usually the second act of each zone) are designated as Battle stages, and battles come in six different types, including head-to-head Knockout and King of the Hill battles, in addition to less-combative modes like Race and Ring Battle. This is one change that works quite well, except that it can amplify a feeling that the computer characters sometimes seem to be cheating and demonstrating perfect aim, easily completing stunts that never seem to work right for human players.
The game supports multiplayer games over ad-hoc WiFi connections, which provides you with the opportunity to compete against your friends or trade cards with them. It’s certainly nice to have multiplayer as an option, but making it mandatory was almost certainly a mistake. Even people who are able to take advantage of the multiplayer mode are likely to find it easier to intentionally lose, and then have their friend return the favor, so they both earn the relevant cards, than to compete with each other seriously.
Graphics
The game’s point of view still takes eye-popping twists and turns as you proceed along the two-dimensional path of each level, and the levels are still filled with detailed, colorful characters and items. The graphics were one of the most impressive aspects of the original, and they haven’t lost anything in the sequel, although they haven’t been greatly upgraded either. There are, however, some minor changes to the graphics, including the Boost Zones, which are easier to spot than the easy-to-miss zones from Sonic Rivals 1. However, the game also adds a new “counterattack indicator,” which blinks on the screen so quickly that it is almost impossible to make use of it.
Sound
The game’s audio has been given a noticeable overhaul; for example, the characters now have actual voices and speak aloud all of their dialog for the entire game, instead of only having a “chatter” sound while the words appear on screen. The characters also sometimes taunt each other verbally during the races. The voice acting is passable, although it is certainly not as fluid or entertaining as the vocals in Crash of the Titans. The game’s music, especially for the first level, has been improved upon and is somewhat more memorable than the relatively bland music of the first game. However, the enhancements to the sound also feel a bit half-baked. The music in later levels is still not very catchy, and the voices are often used as a substitute for action, describing things that are happening without actually depicting them. Also, the characters will sometimes still exclaim their “taunt” messages even in modes that don’t include a rival. When you witness something like Tails yelling “I’m gonna win!” when there isn’t anyone else around, it may lead you to wonder if Tails has bigger problems than just collecting rings.
Where The Shoe Fits, Ifrit
Overall, Sonic Rivals 2 is not quite as good as its predecessor. Still, fans of the original are likely to find most of their favorite aspects to be fully intact in the sequel. Unfortunately, Backbone has probably not done enough to satisfy those who found the original to be annoying, and I certainly wouldn’t recommend the game for people who are easily frustrated. Nonetheless, if you have the patience for it, Sonic Rivals 2 will reward you with a solid gameplay experience.
Tips
-When facing the zone 2 boss, it is easier to jostle/kick the falling explosives than to try to jump on top of them.
-The easiest level for completing the “Finish a level with 300 rings” challenge is zone 1, act 3.
-The easiest level for completing the “Finish a battle with 500 rings” challenge is zone 6, act 2, using a three-minute ring battle. (It is also easy to get over 500 rings if you battle in Race mode - but the game won’t give you the card for that!)
-If you are sliding across a tightrope-like surface, in most cases, you can jump downward and through to the other side of the rope by holding the down arrow and pressing the jump button. (This is critical for finding one of the Chao in zone 3, act 1 Freeplay.)
-When you are climbing vertically, you will need to alternate pressing X and O to move upward. Probably the fastest and most comfortable way to do this is to give your thumb a break by temporarily placing your index finger on X and your middle finger on O.
Source: www.mobiletechreview.com
Posted by udin at 7:18 AM 0 comments
Labels: Mobile Games
N-Gage to Get More Games
Thursday, April 10, 2008Ideaworks3D, a well-known London-based game developer, announced that its Airplay SDK 3.5 is now compatible with Nokia's recently launched N-Gage gaming platform. Airplay is a cross-platform native execution environment created to lower costs and fasten deployment over different hardware architectures and software environments, allowing the creation of games and applications that can be ported on all Airplay-compatible devices without any extra requirements.
Airplay is already compatible with all the important mobile platforms: Symbian (both S60 and UIQ), Windows Mobile, BREW and Linux. With the new support for Nokia's service, developers can now easily deploy games to N-Gage, offering users a wider range of titles to choose from. To get a clue of what games can be brought to the N-Gage platform, you should know that Ideaworks3D's Airplay is behind several cool mobile games, including the new, award-winning "Metal Gear Solid Mobile" developed by Konami, and EA's Need For Speed Most Wanted.
"Ideaworks3D has a long and proud history of collaboration with Nokia around mobile gaming," said Tim Closs, Ideaworks3D's CTO. "We are tremendously excited to see how Nokia has relaunched the N-Gage brand as a compelling service for next-generation mobile games on its handsets. Airplay SDK is the only technology in the world that allows mobile publishers to create a single SKU that can be deployed to N-Gage as well as other native environments such as BREW, Symbian OS and Windows Mobile. There is zero cost for porting between handsets, as the Airplay platform does that for you. The advent of N-Gage is making publishers really wake up to the huge cost savings offered by this approach."
Rob Taylor-Hendry, Head of Ideaworks3D's Studio, added: "Our Studio has delivered two launch titles for the N-Gage service: 'System Rush: Evolution', and 'Mile High Pinball', both of which were created using Airplay SDK. Additionally, Ideaworks3D offers publishers a professional service to port existing content from BREW, Java, Nintendo DS and other platforms to N-Gage using Airplay. Not only does this offer a rapid and proven route-to-market, the games can then be redeployed to all other native platforms for minimal cost. Several leading publishers are already committed to using Airplay SDK to achieve these savings."
Nokia's N-Gage 2.0 (click here for the website) was officially released a few days ago and is available for Nokia N81, Nokia N81 8GB, Nokia N82, Nokia N95 and Nokia N95 8GB.
Posted by udin at 12:50 PM 0 comments
Labels: Ideaworks3D, Mobile Games, Nseries
Solve Crimes on Your Mobile!
Saturday, March 22, 2008'CSI: Crime Scene Investigation - The Mobile Game' Is Here
Gameloft has just announced the U.S. release of "CSI:Crime Scene Investigation — The Mobile Game," based on the CBS primetime hit television series. The new game allows players to investigate the sinister side of Las Vegas, and adds excitement by incorporating an optional level of interactivity whereby characters in the game place phone calls to players to help them with their sleuthing.
"We are very excited to be launching CSI: Crime Scene Investigation with all of its innovative features," said Gonzague de Vallois, Senior Vice President, Gameloft. "Our mission has always been to push the envelope on game development and we are confident we have succeeded with this game."
"This CBS Mobile game is the first of its kind utilizing outbound calling, which literally calls players to action," said Cyriac Roeding, Executive Vice President, CBS Mobile.
"Your cellphone rings, and a detective calls you to the scene — just like a real CSI detective. This combination of game play with popular content and a whole new level of interactivity represent enormous entertainment and business potential for the mobile world."
When signing up, players have the option of activating the interactive phone call feature; if activated, they receive a specialized call during the game for clues and tips that lead them to new crime scenes.
The mobile game also delivers more realism than ever before with detailed locations, spontaneous interrogations, 3-D views of evidence, and clever laboratory mini-games to help solve crimes.
The game plot was a collaboration with CBS Mobile and CSI Series Creator, Anthony E. Zuiker, to ensure the storytelling represented the sanctity of the show.
CSI: Crime Scene Investigation — The Mobile Game is available on most U.S. carriers. A version of the CSI game will be available internationally though it will have slightly different features. To check the game’s availability with your carrier, text "SUSPECT" to 82174 on your mobile phone. [source: softpedia.com]
Posted by udin at 3:39 AM 0 comments
Labels: Mobile Games, Mobile Tips
Namco Brings Dilbert on Mobile Phones
Thursday, March 20, 2008
Namco Networks just announced the availability of its much anticipated mobile game, Dilbert Cubicle Chaos. Another original game through its partnership with United Media, a leading independent licensing and syndication company that licenses Dilbert, Namco Networks continues to bring popular brands to consumers for the mobile platform. Dilbert Cubicle Chaos contains rich features such as downloadable Dilbert comic strips and bonus game levels.
In the game, players take charge of Dilbert's dysfunctional office environment as the pointy-haired Boss, showing off a propensity to (mis)manage resources and creating the illusion of productivity by delegating busy work to employees. As the Boss, players must race against the clock to shred a specified number of projects as they are completed to keep their staff humble.
Players can also enjoy applying stimulating management tools, such as ‘friendly’ shocks from a cattle prod to ‘inspire’ and ‘motivate’ employees. In addition to the Boss, other favorite Dilbert characters make appearances in the game including Dogbert, the business consultant and mastermind behind the dysfunction, along with Dilbert, Wally, Alice, Asok, Ted and Tina.
The game begins in story mode where the player controls the pointy-haired Boss as he attempts to win the Manager of the
Enlarge picture
Month award. The player must work his way around the office handing out projects to employees to meet the daily quota. Once the quota is reached the player can then advance to the next day (or level). After completing six days, the Boss Zone becomes available as an unlockable feature.
The Boss Zone adds a new height of difficulty to the game, escalating insufficient management to make projects and other game play randomly. In addition to unlockable and redeemable features, Dilbert Cubicle Chaos includes the bonus level, Whack-a-Wally, allowing the player to score additional points by hitting Wally as he pops up randomly among the cubicles.
In celebration of the nationwide premiere of Dilbert Cubicle Chaos on wireless phones, Namco will be hosting a sweepstakes from March 24 through May 23 through AT&T. Fans of Dilbert and other Namco mobile games can enter for a chance to win one of 25 signed copies of the "Dilbert's Guide to the Rest of Your Life" hardcover collection and a collection of official Dilbert desk toys.
AT&T customers can automatically enter by downloading the Dilbert Cubicle Chaos mobile game. AT&T customers can also download the game by texting DILBERT to 386 (FUN).
Dilbert Cubicle Chaos is available starting this week on US national carriers.
Posted by udin at 2:32 AM 0 comments
Labels: Mobile Games
Samsung MiniSkirt Season 2 Slider - For the Horny in You
The first Samsung MiniSkirt launched back in May 2007 managed to arouse fans attention through its 'feminine' design (read 'name'). The last year slider was codenamed Samsung SCH C220, but dubbed Samsung MiniSkirt for future reference.
Some of its quick specs include 2.2" display, 2 Megapixel camera, microSD card slot, MP3 player, Bluetooh and GPS. While not one of the best featured Samsung mobile phone, MiniSkirt has had some success based on its name, but unfortunately it was only available in Korea.
Well, these days the Korean company decided to bring back the old model, upgrading its features and offering it as Samsung MiniSkirt Season 2. Depending on the network carrier the model bears various names: SCH-C225 / SPH-C2205 / SPH-C2255.
Even if the name might suggest it, Samsung's new MiniSkirt slider has nothing to do with fashion. On the contrary, I believe MiniSkirt Season 2 is just a simple confusing name that intends to attract buyers regardless of their gender. Nevertheless, the slim (10.9 mm) slider has been packed with average features that follows the same pattern introduced by the first MiniSkirt model.
There's a medium 2-megapixel camera that will enable users to take average shots, Bluetooth connectivity for data transfer, built-in GPS receiver with real traffic information, e-dictionary, and haptic or vibration feedback, but also a physical touchpad. A new function has been added to MiniSkirt 2, the "Smile Shot" function that enables automatic shots of smiling faces.
Nothing more to add about it, just that its design remembers somewhat of Samsung's Ultra Edition series, but that can't be bad. There will be about 3 or 4 different color versions, which are making the phone to look a little bit fashion-like. Samsung's MiniSkirt Season 2 will be available only in Korea at the end of the month and can be acquired for approximately $450.
Posted by udin at 2:28 AM 0 comments
Labels: Mobile Games, Samsung
Winners of the International Mobile Gaming Awards Announced
Tuesday, February 19, 2008
The International Mobile Gaming Awards, one of the largest competition for mobile games in the world, announced this year's winners at a crowded awards ceremony at GSMA's Mobile World Congress in Barcelona. A jury of specialists from Japan, US and Europe selected the winners out of the 25 nominees from the US, China, Japan, Korea, Philippines, Thailand, India, UK, Netherlands, France, Denmark, Spain, Poland, Sweden and Australia.
The ‘Best Casual Game Award’ went to ‘Treasure Arm’, produced and published by Tequila Mobile from Poland, and ‘Furby Island’, produced and published by LemonQuest from Spain, won the ‘Best Licensed IP-Based Game Award’. The ‘Excellence in 3D’ award went to Digital Legends in Spain for ‘ONE’ published by Nokia, Jadestone from Sweden received the ‘Excellence in Gameplay’ award for ‘Dirk Dagger and the Fallen Idol’, published by Nokia, and the IMGA Jury decided not to hand out the ‘Excellence in Connectivity’ award this year.
The US$ 15,000 ‘Grand Prix’ went to Ideaworks3D from the UK with ‘Metal Gear Solid Mobile’, published by Konami.
The IMGA launched two new awards this year: the ‘Operator’s Choice Award’ and the ‘People’s Choice Award’.
The ‘Operators Choice Award’, selected by a jury of mobile operators from the 25 nominated games, went to the ‘Grand Prix’ winner, Ideaworks3D with ‘Metal Gear Solid Mobile’, published by Konami.
The ‘People’s Choice Award’ was handed over to Firemint from Australia with the game ‘WRC’ (‘World Rally Championship’) published by I-play. This was the result of a ‘Web and Wap’ public vote.
"This year's standard of entries has demonstrated just how far mobile games have developed over the past few years," said Dr Mark Ollila, Director of Technology and Strategy and Head of Games Publishing, Nokia. "We are naturally thrilled to have won both the ‘Excellence in Gameplay’ award for ‘Dirk Dagger and the Fallen Idol’ and the ‘Excellence in 3D’ award for ‘ONE’. N-Gage is committed to providing its customers with the best possible mobile games so it’s great to be recognized so early on for this. We are looking forward to delivering even better and more exciting games over the next year."
"We have been involved with the IMGA since 2006 and were pleasantly surprised to see an overall improvement in the quality of entries as well as an increasing use of Flash Lite in extremely innovative games," stated Mark Doherty, Manager of Developer Relations at Adobe Mobile and Devices (EMEA).
"The fourth IMGA was a big step forward for us," said Maarten Noyons, CEO and founder of the IMGA. "We’ve had the largest, most widespread and richest participation since 2004, with two new awards to encourage a new level of entry. Moreover, a partnership with the GSM Association gives us a front row seat at the Mobile World Congress. Equally, the partnership with Buongiorno fuelled the ‘People’s Choice Award’ efficiently through Wap voting and game delivery to journalists worldwide."
"Our delivery platform, one of the multi-faceted end-to-end storefront solutions Buongiorno offers to support the future of the games industry, has proven to be a reliable tool in promoting the Awards and innovation in mobile games," said Fernando González Mesones, Head of Global Marketing, Product & Supply, Buongiorno. "We are very happy with this partnership and will definitely leverage on our 100+ global carriers agreements to get distribution for some of the winners."
"Texas Instruments are delighted to be involved in this IMGA initiative that fosters creativity and innovation," said Bryce Johnstone, Wireless Ecosystem Manager. "We have been hugely impressed with the improvement in quality and experience of the IMGA entries this year and we look forward to seeing many deployed on TI based phones in the future."
Mark Smith, Media Communications Director of the GSMA added, "We are delighted with the success of this first event in collaboration with the IMGA and we look forward to continuing this collaboration in order to establish a real focus on mobile games at this key mobile industry event. Our congratulations go out to all the winners."
Posted by udin at 11:37 PM 0 comments
Labels: Mobile Games, Mobile Gaming Awards