Elope
How2Play
1. Select how may balls you want to face,
50 balls or 100 balls.
2. If you select 50 balls, make 50 runs
in 50 balls or less without losing your wicket.
Same applies for 100 balls too.
3. Select where you want the ball to
connect your bat. To hit a perfect shot, select
the middle of the bat.
4. You will be shown where the bowler
will pitch the ball before you play each ball.
Time your shot when the ball is pitched.
5. Set a world record by touching your
target in least number of balls.
Press
2 or UP to Jump and dodge cakes.
Press
6 or RIGHT run forward.
Press
8 or DOWN to duck and dodge cakes.
Press
5 or FIRE to throw bouquets.
players interested in this game are advised to look at one of the following games: BloodyFight BubblesII
Mobile Games Market
$1.93 Billion
Mobile Games Market Will Be Dominated By Few Key Players According to Alexander
Resources
The mobile games market is set to become the single largest and most
important mobile entertainment application in the wireless world according to a
new report: "Winning and Losing in Mobile Games" now available from
Alexander Resources, a leading research, consulting and education firm
specializing in wireless communications.
According to this report, worldwide revenues from mobile games are forecasted
to grow from just under $500 million in 2002 to nearly $2 billion by 2006. The
introduction and acceptance of the new generation of game phones will be the key
factor in fueling this growth. The growth of mobile games will also help drive
expansion of other new, non-voice, data oriented wireless services.
But technical and business issues will limit the lion’s share of this
market to a few large game developers and game phone manufacturers. While this
market is expected to attract many game phone manufacturers, significant
variations in the features and capabilities of each of their game phones will
make it impossible for game developers to adapt, develop and support new or
existing games to each one. This problem will be further compounded by wide
variations in the wireless networks that these game phones operate on, each with
their own standards and data rates. The result will be a market dominated by a
very few phone manufacturers who can quickly flood the market with a few
attractively priced game phones that play a number of the more popular games.
The popularity of their phones will also allow them to establish exclusive to
semi-exclusive relationships with a few well-established game developers.
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