Attacked
How2Play
1.
Play 4 levels of intense fighting action.
2.
Change modes between Navigation, Rescue and
Attack.
3.
Blow up everything in your way as you rescue
prisoners.
4.
Beware of enemy soldiers pretending to be
prisoners.
5. You are fighting soldiers, tanks and
choppers and escaping from Surface to Air
missiles.
Fire
or 5: Change Modes between Navigation,
Attack and Rescue.
Up
or 2: Move Up / Raise rescuer.
Down
or 8: Move Down / Lower Rescuer / Drop
Bomb.
Left
or 4: Move Left / Fire Left.
Right
or 6: Move Right / Fire Right.
players interested in this game are advised to look at one of the following games: UltimateSoccer BubblesII
Mobile Games Market Report
A new report published by the Wireless World Forum (W2F) values the Mobile
games market at EUR 1.65 billion in 2006, rising from EUR 0.46 billion in 2003.
Graham Brown, Research Director at W2Forum says: "Our valuations are
conservative in the face of the bullish forecasts offered in the last 6 months.
We have seen figures as high as EUR 38.1 billion, but these just fly in the face
of all historical evidence from the electronic games market and consumer
spending figures."
It has taken over 20 years for the electronic games sector to grow into a EUR
20 billion industry. If we can draw any value from the experience of those we
have surveyed and interviewed in this market it is that the industry has matured
over a definable evolution curve that can provide perspective on the growth of
the mobile games industry.
Asian markets provide a useful insight into the evolution of mobile data
markets. Japan and Korea, two widely-cited success-stories when discussing the
Mobile Games market, together currently represent 64% of the total value of the
global mobile games market. Significantly, Japan accounts for over half of the
total international market. Evidence of the size of these markets, corroborated
with figures from local operators such as NTT DoCoMo, KDDI and Vodafone K.K.,
puts the current value of Mobile Games in these markets at EUR 400 million.
Brown adds, “It’s a common misconception to assume that the Mobile Games
market in Japan is enjoying phenomenal success. The number of gamers is rising
but excessive competition is driving down profitability and forcing
consolidation.”
Understanding how the Japanese and Korean markets have developed has provided
great insights into growth patterns applicable to Europe, Asia and North
America.
“The markets in Europe and the U.S. have yet to enter this period of
maturation, at the end of which lies profitability on the basis of operational
effectiveness. Until then, companies need to implement ‘winning’ long term
contingency plans to survive the period of excessive oversupply.”
W2F expects that growth in Europe and U.S. will be significant in the next 3
years and the US, although a late starter will narrow the gap on the rest of the
world in terms of mobile gamers in the next 5 years. Despite Japan’s current
dominance this will be eclipsed by China and the U.S. in 2006.
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