Sou-Wee!!! How ya gonna keep ’em down on the farm when they see this new fan-dangled iPhone puzzle game? Pigs need a-feedin’ and you got only so many vittles to make ‘em pop off the field. These pigs are a considerate bunch, so if you pop one he’ll kindly pass on some grub to his neighbors. Do it right and you’ll set off one of them there “chain reactions” and clear that field off right quick. Clear one field and you can move right on to the next. Takes real pig-feedin’ skills to advance in this game, so get ‘er done and play PIGS A POP’N on your iPhone today.
Pigs A Pop'n is a challenging puzzle game that will amuse all iPhone users. Created just for the iPhone by MyNuMo.
CUPERTINO, California—September 10, 2007—Apple® today announced it sold
its one millionth iPhone™ yesterday, just 74 days after its
introduction on June 29. iPhone combines three devices into one—a
mobile phone, a widescreen iPod®, and the best mobile Internet device
ever—all based on Apple’s revolutionary multi-touch interface and
pioneering software that allows users to control iPhone with just a
tap, flick or pinch of their fingers.
“One million iPhones in 74 days—it took almost two years to achieve
this milestone with iPod,” said Steve Jobs, Apple’s CEO. “We can’t wait
to get this revolutionary product into the hands of even more customers
this holiday season.”
Good news for MyNuMo and all the other iPhone game developers.
We all have heard about the price cut for the 8GB iPhone, down to $399 from $599 (the 4GB model which was $499 has been discontinued). Obviously I'm (and MyNuMo is) happy to see a lower cost iPhone because it means more sales and more game players. Of course many existing iPhone owners were less than happy about having paid $200 more for an iPhone than the new price. Most companies might have ignored the issue, but Mr. Jobs came up with this response:
Therefore, we have decided to offer every iPhone customer who purchased
an iPhone from either Apple or AT&T, and who is not receiving a
rebate or any other consideration, a $100 store credit towards the
purchase of any product at an Apple Retail Store or the Apple Online
Store. Details are still being worked out and will be posted on Apple's
website next week.
Considering that over 300,000 iPhone have been sold, this is not a small expense. The stock markets were not too kind (Apple's stock price declined) but I think it was the right thing to do.
In addition, the new iPod-Touch will run iPhone apps (including our games) which also extends this market for Web 2.0 applications.
Back in June our company released a flash game themed around freeing Paris Hilton from jail. You would catapult her from a cart from prison to Rodeo Drive. The idea was to promote MyNuMo and have some fun doing it.
Some background on us. MyNuMo is a online community that enables artists to create and publish their own mobile content. We also develop and publish mobile games. I've been in the game industry since the Apple II and TRS-80 days (some history on this). Like many industry vets, I was attracted to mobile gaming because the challenges faced are similar to the challenges we faced in the early years of the industry. My partner, Sherri Cuono, is an expert in online casino gaming. We've worked together at other mobile game companies and have built some award winning mobile games.
Well Paris was a decent success (the game that is). So we started looking at other fun ideas we could build a game around.
We were interested in the iPhone from the first rumors we heard. Mobile gaming has been mainly centered around "Java 2, Micro Edition" (J2ME) and it isn't a pretty picture. J2ME is different on every handset you run on and always seems to have bugs that are difficult to deal with. Don't get me wrong, after five years of this we know how to build J2ME titles, its just that the porting costs are always a major factor. So a few years ago, working on a multiplayer game system for phones, we created a mobile-web version of the game we were building. This was done in a primitive technology known as WAP (Wireless Access Protocol) but the game worked just fine. In game chat, invites, the entire works.
The nice thing about all the above is that we had some years of experience in building browser-based games. We weren't starting from scratch.
So what subject would we choose for the first iPhone game? Luckily the web provided us a willing subject:
I happen to be a fan of Mr. Ballmer. He has a real passion for his company and I admire anyone who's willing to get up on stage and jump up and down like a crazy guy. This was too much fun to pass up.
Looking at the iPhone we realized that this was going to be a very different device for gaming. Unlike a 'normal' mobile phone, you had a big screen. Unlike a hand-held game device (like a Sony PSP) the iPhone has a touch screen. Unlike a web game, you don't have a mouse or cursor.
Taking the classic Whack-a-Mole game and using Mr. Ballmer as a subject seemed to be a clever idea. So the game was built in advance of the iPhone's release and during the weekend after the release tested and touched up on the actual iPhone.
The surprise to all of us was just how well received the game was. At one point there were over 40,000 links to the game on the web. We would see thousands of players every day.
We also really liked the iPhone as a development platform. Honestly. The Safari browser was more stable than J2ME and we could test on our computers as well as the iPhone. We also wanted to build social games, games were players could play against their friends. Since we have the technology we could rebuild it for the iPhone. Make it stronger, faster, better than before ... with the Web 2.0 tech of the iPhone.
So that's how Paris got us into the iPhone game business. Enjoy the games and send me your comments.