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Developing Action-based Mobile Games by Marcus Matthews [11.25.02] During the first phase of mobile gaming, traditional game developers sat on the sidelines. The mobile gaming era starting with WAP gaming, and the text only displays did not stir up interest. The environment was slow and awkward and WAP gaming development did not exploit the strengths of Gameboy and console developers. Now a new generation of phones is on the market, with the processors, memory, and color depth provide the ingredients for compelling game development. This article discusses some of the high level issues for developing Gameboy-style action games for the new set of phones, focusing on the phones and platforms supported by the major carriers.

Games on the Run: Comparing J2ME and BREW for Wireless Gaming by Ralph Barbagallo [11.25.02] A new generation of phones similar to those available in Japan is approaching Europe and the Americas, however, and two major platforms are vying for supremacy over these new handsets. Sun Microsystems' Java 2 Micro Edition (J2ME) and Qualcomm's Binary Runtime Environment for Wireless (BREW) have emerged in as the leading development environments for mobile gaming. UPDATE: Ralph Barbagallo extends his comparison with a look at the future of BREW in BREW and Beyond

Postmortem: Games Kitchen's Wireless Pets by David MacQueen [11.25.02] When The Games Kitchen began Wireless Pets, WAP (Wireless Access Protocol) was as much in its infancy as the company and the publisher was. Wireless Pets was an ambitious title. We'd never done anything that big or complex, we had to expand the company for this title, and DB had to expand their platform to handle it. Heck, we weren't even sure if WAP (or, more accurately, the usually poor implementation of WAP found on the new devices) could handle it. But we did it anyway, and it became the biggest WAP game in Europe, with over 15 million minutes of airtime on 18 operators. The SMS version looks set to repeat that success. This is the story of both WAP and SMS versions.

Product Review: Metrowerk's Codewarrior Wireless Studio 7 by Ralph Barbagallo [11.25.02] Metrowerks seems to have their hand in just about every platform's development tool suite these days. Metrowerks' Codewarrior is now available for just about every platform and operating system imaginable. Version 7 of Codewarrior Wireless Studio aims to provide an inexpensive and robust development environment for wireless application programmers using Java. This includes not only mobile phones, but PDAs, set top boxes, and other Java-enabled devices using J2ME, J2SE, and even PersonalJava.

Developing for Two Phone Extremes: Comparing the Nokia 6310i and the Nokia 3650 by Oliver Maio [11.25.02] Being on the cutting edge of cell phone game development is extremely fun. But it can also be frustrating when the hardware does not match initial expectations. Normally, game developers have a fair idea of what type of code their target hardware can handle. However, when you are trying to stay at the forefront of an industry that introduces new handsets every few months, you do not have this luxury. Then, all too often, we find out that the handset is worse than expected and we spend days re-engineering and wrangling the game onto a phone. This feature focuses on two very different handsets that pleasantly surprised us by running our J2ME (mobile Java) games the first time around.



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