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Honey Word

Honey Word 

Long Description:

HoneyWord is word puzzle game where you have to find 3-, 4- or 5-letter words in the "hive" of letters. You begin with selecting first letter and select neighbour "honeycomb" letter to complete the word.

You can move in any direction but only through neighboring cells. If

the word exists in the dictionary it will became red in the left lower corner of the screen and the amount of points (honey) will appear in parentheses. Total amount of "honey" harvested is displayed in the right lower corner of the screen. You have two "help" options - to change two neighbour cells with letters which costs you 50 points and to completely change the screen ("hive") which will cost you 100 points. Controls are very simple and understandable.

Controls:

Aim of the game.

It is required to find words on the screen (Nouns of 3,4 & 5 letters length), selecting neighbouring cells in any direction. If the word exists in the vocabulary, in the left lower corner of the screen it becomes red and number of points associated with this word appears. After pushing Select key word disappears and casual words "slip down" to free places. The more rare letter in the word and the longer the word - the more points you earn Aim of the game - finga as many words as possible and to earn maximum points. In the next version there will be ability to check the word on remote server with full dictionary.

Help features.

1) When you push 5 the mode of changing neighboring cells activated. If you change any cells you loose 50 points.

2) Pushing "*" you change the whole screen. It becomes completely new. In such kind you loose 100 points.

Controls: Select Key (usually most up left key) - selects initiating cell of the word, selects the word, when it is choosen.  1,2,3,4,6,7,8,9 keys move "active" cell left-up, up, right-up, left, right, left-down, down and right-down respectively. Cursor keys move active cell only up, down. right & left. 5 key activates cell changing mode and then deactivates it. Pushing cursor keys or 1,2,3,4,6,7,8,9 will automatically change active cell with neighboring in selected direction. 0 - shows current points, time spent in game and better word.

Screenshots:

                                     

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players interested in this game are advised to look at one of the following games:

CannonBalls

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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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