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A New Era of Gaming
Ah, games.
Games have almost a religious, ritual aspect to them. They allow people to enter together into a higher state of being, pushing skills to new limits and experiences to new heights. They allow ordinary people to experience extraordinary emotions—the emotions of the warrior, the king, the spy, and the lover—while remaining protected in a safe environment.
Now all this might sound like a bit of a heavy-handed way to describe Frogger, but it's fair to say that games transport us and amuse us in ways that no other form of entertainment can.

A Brief History of Games
Games have been with humanity since the beginning. A 5000-year-old Mancala-like game board, carved from stone, was recently unearthed in the Sahara. The game of Go, popular in Oriental countries, has reportedly been around since 2000 B.C. Backgammon-like games such as Tabula and Nard are talked about in ancient Roman scripts, and even in the Bible. And Tarot decks, initially used to help predict the future, evolved into today's Bicycle playing cards.
A decade or two ago, the only games that people spent much time with were professional sports, board games like Monopoly and Chess, paper and dice games such as Dungeons and Dragons, and card games like Poker or Hearts. Some games were for heavy money, some were bone-jarringly competitive, but most were just about good clean fun.
With the advent of computers, games entered a new era. Games became one of the main reasons many people brought these strange beige boxes called computers into their homes. Whether battling through a simple graphical tennis game such as Pong, or a rich, text-only world such as Zork, these were wholly new types of games that could be played anytime against a most formidable opponent: a game designer who had programmed your computer, long ago, showing it how to defeat you.
The arcade wave of the '70s and '80s, led by hits such as Pac-Man, captured the hearts and ate the quarters of millions of youths. Console systems such as the Magnavox Odyssey, the Atari 2600, Mattel Intellivision, and ColecoVision brought the fun of the arcade to the players' own living rooms. Then, in 1985, a box known as the Nintendo Entertainment System blew people away with stunning graphics and intricate gameworlds, typified by such hits as Super Mario Brothers.
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Computer gaming entered a whole new stratum of mass popularity and acceptance with bestsellers such as Doom, followed by Quake, and later Tomb Raider. Clearly, ultra-realistic 3D worlds were a hit. The more a game made a player feel as if she were actually inside another reality, the better. Graphics became richer and richer as 3D cards and engines doubled in speed and performance with each passing year. Super Nintendo gave way to the Sony PlayStation, and currently the Nintendo GameCube faces off against the PlayStation 2, not to mention Microsoft's daunting new Xbox.
Multiplayer Mania
A funny thing happened on the way to virtual reality-ville. In the late '90s and early 2000s, with games like Ultima Online, Everquest, and Age of Empires II, not to mention the spread of casual game Web sites such as Pogo, Yahoo Games, and Microsoft's MSN Gaming Zone, it became clear that what mattered to a whole slew of gamers wasn't only the richness of graphics or the detail of blood and gore—but the presence of other, real people. Multiplayer gaming, long popular with the geek crowd, had entered the mainstream.
In a way, games had come full circle. Once again, games were serving a social purpose, becoming a way for two or more people to enter new worlds and test new skills together, relating to each other in entirely new ways.
Micro Devices, Micro Lifestyles
While multiplayer gaming continues to grow in popularity, another big paradigm shift is happening.
It's becoming harder and harder to find people who don't carry network-enabled embedded devices with them wherever they go. Whether it's a PDA such as a Palm device or iPaq, or a mobile phone such as those crafted by companies like Nokia or Motorola, people are getting used to connecting and communicating with each other anytime, anyplace, and anywhere.
Today, there are more than 600 million mobile-phone users worldwide. In the United States and Europe, mobile phone users generally tend to be affluent, educated, and they often have lots of time on their hands. The picture is different on different continents. In Africa, Asia, and South America the masses have flocked to mobile phones because land-line access and Internet service are too expensive.
According to the Yankee Group, people in the United States spend 50% more time commuting than in any other country. This is the perfect time to pull out a mobile phone and play some quick games.
Additionally, Datamonitor has researched people's game-playing behaviors in Asia, Europe, and the United States, and has concluded that most people like to play wireless games on evenings and weekends.
In the near future, we will likely see micro devices become even smaller and more specialized. Phones the size of earplugs, voice-activated assistants on wristwatches, and smart chips on credit cards are all becoming a reality.
This is a continuation of the paradigm shift that began in the 1970s, with microcomputers taking the power away from huge, monolithic mainframes. Clearly, millions of small devices working together yields much more distributed power than one big, central device.
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Unsurprisingly, games are keeping up and even helping to lead this paradigm. While it might seem silly to try to achieve a rich, meaningful immersion on a tiny 100x100 pixel screen, there's one thing mobile phone games give you that even the best consoles can't provide: They're always with you, and can be played anywhere you go. This not only means that games can now be more convenient, but wholly new types of games can be designed that take advantage of new lifestyles.
Enter Micro Java
The Java language, created by Sun Microsystems, is another example of a paradigm shift. As a language that had no pointers or complicated memory operations, was object-oriented, secure, and could run on most any browser or platform, application development suddenly opened up to the masses in a way that never seemed possible before. Java made it possible for millions of programmers to create quality applications in record time and quantities.
The Java 2 Micro Edition (J2ME), or Micro Java, as we'll call it in this book, is an attempt to take the best aspects of Java and pare them down for smaller devices such as mobile phones; set-top boxes that add interactivity to television, pagers, handheld organizers and personal data assistants (PDAs); as well as embedded chips that you find in devices such as refrigerators, microwaves, "smart" credit cards, and automobiles.
Most every major mobile phone and handheld device manufacturer immediately realized the potential of J2ME: If Java were to be placed on the gadget, hundreds of thousands of developers would immediately be able to create applications and add value. Furthermore, because it's Java, a program written for one device would be able to run on another device with little or no modifications. That certainly makes more sense than trying to force developers to learn a native language and API in order to create programs for your phone.

Before, Between, and Beyond J2ME
In many cases, handheld games will not be written in Java alone. Rather, games will be built atop older mobile phone technologies. In the second section of this book we'll look at the technologies that surround and support J2ME gaming, such as the Wireless Application Protocol (WAP) and Standard Messaging System (SMS). Furthermore, we'll cover specific enhancements to the current nes from brands such as Nokia, Siemens, Motorola, Ericsson, and NTT DoCoMo, allowing you to take games to a new level no matter what your target platform happens to be.
For example, some carriers provide location-based information. This is an extremely exciting and relevant tie-in to gaming. This will allow people to literally use their mobile phones to hunt down or otherwise play with each other through the physical, bricks-and-mortar world.

 Let the Games Begin!
This is where things start getting deep. We'll thoroughly cover the nooks and crannies of J2ME, along with in-depth discussions on graphics, sounds, animation, multiplayer networking, and other game-related topics.
Additionally, one of the most important things this book will show you are the limitations of Micro Java and, in certain cases, how to get around them. Each section will include lots of source code, so that you can immediately begin compiling,tweaking, and testing things out.

 J2ME Extensions
J2ME is a cross-platform standard. Any program you write in J2ME should work, more or less, on any other mobile phone or handheld device. However, every device has its own specialties and intricacies.

Application Programming Interfaces (APIs) from the world's largest handheld hardware platforms.
Finally, this section will show you the best ways to take game elements from one platform and
port them to others.
Micro Racer
Every good thing must reach its end. But rather than just stuff you full of knowledge and then leave you alone in the vast, dry desert to figure everything out, this book includes the full code to a superior Micro Java game that we call Micro Racer.
Micro Racer is a fast moving, multiplayer experience. The game pushes the enveloper on Micro Java's graphical, sound, and networking abilities. You begin the game with a simple racecar. You can race around all you want, picking up bonus points, avoiding crashes, and exploring new tracks.
Over time, however, your car will experience wear and tear and might even break down. You will need to log into The Garage to fix up your car.

A Bit About Game Design
Before you can begin the fun/tedious/interminable process of actually typing Java code, compiling it, testing it, debugging it, and so on, you'll actually need to design the game you're interested in. If you already have a game design written, or are working based on somebody else's game design, you can skip this section.
But if you're interested in a brief discussion of how the heck people think up new types of games, you've come to the right place.
Game design is always hard. Designing for a medium as new as mobile phones is even harder. But it is the best of worlds, as well as the worst of worlds. Although the devices you'll be designing for are limited compared to game consoles or PCs, they are also an entirely new phenomenon being used in entirely new ways.
If you can understand the way mobile phone users really think and act, you might be able to create a type of game that nobody has ever thought of before.
The Game Design Process
Every game designer develops his or her game using a different process. Some people like to jump in and begin coding straight away; others like to create a monolithic 500-page design document outlining every last variable and button.
The type of process you use depends on the size and experience of the development team, as well as your personal philosophy on what makes a good game.
No matter what approach you choose, pretty much every game goes through the four P's:
1. Preproduction
2. Prototyping
3. Programming
4. Playtesting
Preproduction
Preproduction usually involves generating a whole lot of paperwork.
Different game designers work in different ways. Some are technically minded, and like to jump right into the thick of things and create use-case diagrams, specifications, and so on.
Others are more artistically minded, and enjoy storyboarding the graphics, letting somebody else worry about how to make nitty-gritty interactions happen.
But pretty much everybody, at some point, needs to use regular pen and paper and just spell out the story of the game—the feel, the depth, the breadth, and the intent.
Taking the time to write clear design documents and storyboards during preproduction will pay off later during development. The more you can describe every bit of art, sound, and interaction, the easier it will be to put all these pieces together during the frantic phase of actual development.
The bigger your design team, the more helpful a solid design document will be in keeping everyone speaking the same language, understanding the same goals, and working on the same product.

Answering Questions

• What is the game's genre?
• What are the limitations of the game?
• What is the game's central mission?
• What are the inputs, and what are the outputs?
• How will the game play out?
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Picking a Game Genre
There are literally millions of games in the world, and tens of thousands of computer games. But
all these games can be broken down into genres.
A genre is more than a style of gameplay; it is also a mood. Different genres appeal to wholly
different audiences. Clearly, a gory first-person shooter is expected to have a different interface,
feel, sound effects, and speed than a long, drawn-out, and detailed military simulation game.
Genre will help define how the game looks, how it feels, how it plays, and who it is targeted to.
This section will briefly cover various genres, helping you to hone in on a gameplay experience.
Copying, Stealing, and Cloning
A sad fact of life is that most games on the market are basically clones of other, more successful
games.
When Java applets first came out, most of the games that people created were exact copies of old
hits from the Apple II, Atari 2600, or Commodore 64 era. Often, the only thing that a programmer
would change would be the name and a few graphics: Pac-Man might become something like
Pork Man.
Likewise, it is tempting to take existing games and create Micro Java versions of them.
Furthermore, there's nothing wrong with it. After all, classic games have been time-tested and
proven to be popular with the masses.
CAUTION
If you are creating games as a hobby, then there's no problem with taking your favorite arcade
games and squeezing them into a mobile phone so that you, and others, can enjoy them
portably.
However, if you are creating games commercially, not only is copying an existing game
illegal, but you'll likely find that there won't be a big market for it. As much as people like to
play their standard favorites, the world is thirsting for something new. History has shown us
that the company or person that uses Micro Java to design a game genre that nobody has ever
seen before will be the one that triumphs in the end.
All that being said, some of the best games ever created borrow familiar elements from one or
more forgotten genres and breath new life into them. For example, real-time strategy games—
games in which the player controls many discrete units, all at once—have existed for the past few
decades. But it took Westwood Studios to create a game in the genre with a strong story, wellbalanced
play, and distinctive military units. The game was Command and Conquer, and it
became an instant hit.
Because Micro Java game designers are stuck writing to such a limited platform, you are forced to
think about unique game design itself, and not rely on fancy graphics and sounds to make sales.
Some of the best games were black and white, 8-bit, and had less than 64K of memory. Try to
analyze those games and understand what made them great. Using classic games for inspiration is
not only acceptable, it is essential.
What Types of Games Are Possible?
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Ultimately, the most successful games will combine genres in entirely new ways. For example, the
Tomb Raider series is so popular because it blends action, adventure, puzzles—and the shapely
Lara Croft.
The following list of genres is just a starting point to get you thinking. This list is in no way
complete.
• Action Games—These are games that involve fast reflexes. The graphics are generally as
realistic as possible, and the audio is usually rich and loud. The play is usually fast paced,
and multiplayer versions are usually very responsive. The audience consists generally of
adolescent males.
Because of the speed, responsiveness, and powerful graphics, action games are probably
the hardest genre to implement on mobile phones and other handheld devices. This book
will show you how to do it, anyway.
Examples of such games include first-person shooters such as Quake, space games such
as Defender or Missile Command, maze games such as Pac-Man, and paddle games such
as Pong.
• Combat Games—These games usually involve two characters facing off against each
other and trying to beat each other up. Often, the characters will have special powers.
Winning the game requires that the player have quick reflexes as well as memorize all the
possible "moves."
Examples include Virtua Fighter, Street Fighter, and Mortal Kombat.
• Adventure Games—These are games that involve a quest of discovery through new
worlds. These are usually structured similarly to a good movie or book, with a strong
sense of story, character, plot, and locations.
Originally, these games were wholly text-based, such as Zork; but more modern games
such as Monkey's Island and Riven use advanced 3D graphics, strong artificial
intelligence, and rich audio to flesh out the game worlds.
• Puzzle Games—These games require the player to use logic, and often involve the
arrangement or matching of symbols. Tetris is the king of all puzzle games.
The audience for puzzle games is usually made up of intelligent, crafty adults.
• Strategy Games—These games often involve lots of pieces, lots of possibilities, and
rewards for thinking ahead.
War games such as Panzer General are a popular type of strategy game in which you try
to recreate a famous battle and pit various armies against each other. The audience for
war games is very enthusiastic, but very small.
Real-time strategy games such as Command and Conquer and Warcraft are much more
popular with the masses. These games often involve more tactics than long-term strategy.
Players must manage resources such as electricity and money while assembling
specialized armies consisting of many different units. Quick reflexes are as important as
long-term planning.
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Finally, classic two-player board games such as chess, Reversi, Connect Four, and
checkers are strategy games. The audience for this type of classic turn-based game is truly
mass market.
• Role Playing Games (RPG)—These games generally allow you to fill a role. Your
character has certain attributes such as Strength and Wisdom, and these attributes can
change over time as your character explores new dungeons and fights new monsters.
Paper and dice games such as Dungeons and Dragons invented this genre. The typical
audience for this type of game is similar to those who read science fiction—usually
intelligent, male adolescents.
With more graphical RPGs such as Diablo III, Everquest, and Ultima Online, the genre
has moved online as the basis for a rich, social, active community.
• Simulation Games—These games allow the player to control a character, a machine, or
system. Often, these games rely upon ultra-realistic graphics and control panels.
The more specialized the simulation, the smaller the audience. A very detailed flight
simulator may only appeal to real pilots. Real-life simulation games such as SimCity or
The Sims, however, are widely popular with males and females, children and adults.
• Trivia Games—These games are tests of (often useless) knowledge. Trivia games can be
played in a straightforward question-answer format, such as Who Wants to Be A
Millionaire? or You Don't Know Jack, or by using a more sophisticated game board, as
with Trivial Pursuit.
Most game shows are based on trivia. The audience for trivia games is the mass market.
• Word Games—These games involve the creation of words, based on specific rules. The
more words the player knows and is able to build, the better the player does. Examples of
this genre are word builders such as Scrabble or word searches such as Boggle.
Word games often appeal to an intelligent, middle-aged female audience.
• Card Games—Card games usually combine chance with skill. A player is dealt out a hand
and must play out the hand, given a set of rules.
A card game such as poker involves bluffing and betting, appealing to a much more hardcore
gaming crowd than social trick games such as Hearts or Spades.
Additionally, collectible card games such as Pokemon or Magic: The Gathering combine
elements of the RPG, allowing players to collect decks of cards, battle the decks against
other players, and combine cards to achieve unexpected results. This type of game usually
appeals to adolescents or hard-core RPG gamers.
• Games of Chance—Any game based upon random result. Most casino games are games
of chance, with a little skill thrown on top. Roulette, slot machines, or the card game War
are the most basic games of chance.
Games such as Backgammon involve chance, but also require a great amount of strategy.
• Sports Games—These games allow the player to experience physical sports such as
football, basketball, wrestling, or skateboarding. The games usually have excellent graphics and highly realistic physics. These games usually appeal to the same fans that enjoy the sport itself.

Some sports games are coaching or managing games, and allow the player to take a more strategic, top-down, and sideline approach to team building, player trading, or gameplaying. A special subset of sports games worth singling out is racing games. These games usually involve very detailed roads and landscapes, very specialized user input, and very responsive physics.
• Toys—This is the rarest category of games, but also one of the most interesting. These games generally have no winner or loser, but allow the player to build or play with virtual
pieces.
Virtual pets, virtual mousetraps, virtual robots, digital musical instruments, and other educational and kids games often fall into this category.
Know Thy Limits

Designing Within Restrictions
In this book we're focusing on handheld devices such as mobile phones. A mobile phone typically
has a tiny black and white screen, tiny bins of memory, ultra-slow screen refresh rates, turtle-like
processor speed, and painfully limited sound.
So a game with instant trigger finger reactions, endless 3D dynamically shaded passageways, a
massive multiplayer environment, and with a soundtrack by Green Day is not going to be possible
on mobile phones. Not today, at least. There will definitely be a day—even relatively in the near
future—when chipsets are fast enough and small screens are colorful enough for this to be
possible.
In a way, designing a game for a mobile phone is a blast back to the olden days of game design,
for platforms such as the Apple II and Commodore 64. You're now back in a world where every
bit counts, only worse: You now have to fit it all on a postage-stamp size screen.
There is another drastic difference: One thing most J2ME-equipped mobile phones enable is easy
interactivity with other mobile phones. For the first time, communication might become more
important than gameplay.
Designing Around Restrictions
It is useful to remember here that no matter how good a game's graphics are, the real action always
occurs inside the player's head.
A game's graphics and other elements are only useful if they transport a player to a different
mindset, and allow the player to experience a believable fantasy.
Your challenge, then, is to transport the player to a rich, believable, exciting, and emotional
fantasy world while using minimal graphics and audio. Sound hard? Not really. Novelists and
storytellers have been doing just that for centuries, using no graphics at all.

That is the first clue: Good writing in Micro Java games becomes more essential than ever. A good Micro Java game designer is also about turning lemons into lemonade. Good designers can actually take new devices such as mobile phones and use them in ways that nobody has ever imagined or expected, but that are wholly intuitive and logical.
For instance, one of the most ingenious mobile phone games out there is a Japanese game called Turibaka Kibun (which means Crazy for Fishing), created by Dwango. To go fishing, you pick your bait, choose a fishing hole, and then literally extend the antenna of your phone and hold it out. Eventually your phone will vibrate, which means you have a fish on the line. If you get lucky,you'll be able to reel in a nice trout or bass.

Another example of a game-like event that could only happen in today's mobile phone era is a performance called Dialtones. This is a symphony concert performed entirely though the ringing of the audience's mobile phones! Visit http://www.flong.com/telesymphony/ for more information and sample songs.



Inputs and Outputs
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A game, at its core, consists of user input, followed by some sort of output. You should try to list
every type of input, and what the effect will be.
Some input occurs because the player does something. Other types of input occur just because the
game state has reached a specific point.
Typical input and other events to keep track of and define include the following:
• The keyboard: Which keys on the handset will be used, when, and for what?
• The mouse or joystick: Most handheld devices do not have a mouse, but some do have a
touch screen or stylus. How will this affect the input?
• Menus: What main and top menus will there be in your game?
• Buttons: What buttons will there be?
• Form widgets: How will elements such as pull-down menus, radio buttons, checkboxes,
and text fields work together?
• Time: Will there be any countdown timers? How does time play a role in the game?
• Collisions: What happens when graphical elements collide?
Next, you should try to create a list of every element that will actually be in the game. These
elements vary widely. Some will be visible on screen, and some will be hidden game state
variables that your program will need to juggle:
• Graphical elements: What will the user see? These are usually 3D models or sprites.
• Sound effects: What audio effects should play, and when?
• Background music: What music will be playing?
• Background art: What will the environment look like, and how should it be rendered?
• Levels: Will the game have multiple levels? If so, what will differentiate them?
• Interface: In order for input to happen, there will need to be an interface. How will this
interface look, roughly speaking? The interface also usually includes a readout of
variables such as score, number of lives remaining, amount of ammunition, and so on.
What information needs to be here?
• Artificial intelligence: Will there be any computer players? What will they look like?
• Global variables: Try to create a list of global variables that will change as the game is
played. This includes the score, the round number, and so on.
Often, a design document will list each input and output element in a table and explain how
different elements interact with each other. You should also try to explain the different classes and
subclasses of elements, and how they all relate.
This document can often be used to define exactly how the program should be structured in an
object-oriented manner. This will help the object-oriented Java programmer design the actual
software. For example, a typical unit in your game may be a DeathMosquito. This DeathMosquito
may be part of the FlyingUnit class, which may descend from the WarriorUnit class, which
will be derived from the generic Unit class, which in turn may be a child of the Sprite class.
Gameplay
The next step is to actually define the rules of the game. This is where you can begin to determine
all the variables, graphical elements, and other gameplay elements.
Ultimately, you should be able to create a game state—a list of variables, or perhaps just an array
of bytes, that defines the exact state of the game. Strip away the fancy graphics, graceful
animations, streaming TCP/IP sockets, and eardrum-beating sound effects, and you'll notice that
games—no matter their genre or complexity—amount to nothing more than a pile of bytes. Every
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player's move and every artificial intelligence decision eventually expresses itself as a change to
this core game state data.
You should be able to stop the game at any time, restart it, plug in the game state, and be at the
exact same place you left off.
Java makes it quite easy to keep an abstract notion of game state. Just create a class with all the
data structures you need, tap in methods to access or change that data, and you're off and running.
By designing state as an object, various parts of the state can quickly be accessed and altered.
Multiplayer games often keep the main copy of the state on the server side, with additional copies
in each client. This permits the server to be the final judge of what the "game" actually is. The
client, meanwhile, can contain just enough information to be responsive. In other words, the client
should be able to tell whether a player's move is legal or illegal, but the server will actually
register the move and make changes to the game state accordingly.
The other important piece of this picture is how the game is won, and exactly how to determine
winners and losers. You should be able to analyze the game state variables and determine whether
the game has reached the winning condition.
For multiplayer games, it is usually useful to draw a client-server diagram and show which
messages will need to be sent over the network. This can help you create use-case scenarios to
take care of any eventuality.
Other Resources
There are many books, magazines, and Web sites that discuss game design. Some of the best
resources can be found online:
• http://www.gdse.com/
• http://www.gamasutra.com/
• http://www.gamedev.net/
Prototyping
The more original your game idea, the more important it is to prototype it. Until you and some
friends are actually playing the game, you will never have any idea how successful your genius
idea really is.
To prototype a game, one can commonly use a notepad, a few index cards, and some pencils. Each
index card can be a game output element. You can position these relative to each other, or move
them around accordingly.
Get a few friends together, explain the rules of the games, and "play it." You can act as the
computer and game master, keeping track of the score and making sure everybody is playing
correctly.
After a few minutes of play, it will become remarkably evident what the weaknesses and strengths
of your game design are. Continue redesigning the game and retesting it, until your friends get
sick of it or until you're happy with the results.
Additionally, you can easily prototype most games using Java Standard Edition (J2SE). This is
another joy of Java—it is extremely easy to create a simple application that takes in command line
input, processes some simple rules, and then spits out an output.
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For example, if you are creating a new type of card game, you can have your Java prototype
shuffle the cards, deal them out, accept valid moves, and keep track of who has what.
Eventually, if you only use text for input and output, it will be easy to transport the prototype in
the Java 2 Micro Edition environment. The prototype can become the actual rules engine for your
final game.
Programming
This part of game development is similar to developing any other application. You've got a
specification and you've got to carry it out, on time and on budget.
You've got to create your Java classes, possibly create a server, create any artwork or audio assets,
and fold it all together.
Most games are basically an endless loop. Speaking in the most general terms, the loop works as
follows:
1. Paint the screen.
2. Get any user input.
3. Make any game state changes.
4. Redraw the graphics or sounds accordingly.
Most games also have engines for each major multimedia aspect. The advantage of having a
generalized engine is that it can be reused for future game products. Typical engines include some
of the following:
• Graphics engines are a quick way of drawing the graphics. 3D games will have a special
graphics 3D engine that knows how to take three-dimensional X, Y, and Z coordinates
and transform them onto a flat screen. Other games will have sprite engines that enable
you to take many graphical components and animate them and move them around the
screen relative to each other. Still other games will have isometric engines that draw 3Dlooking
graphics from a set perspective, actually using a series of two-dimensional
overlays.
• Audio engines will play the soundtrack or other audio effects. Often, the engine will mix
together different effects and be smart about fading music in or out depending on what is
currently happening in the game.
• Artificial intelligence (AI) engines act as a separate player in the game. The AI player is
able to compete in the game, often head-to-head against human players.
• Physics engines simulate real movement. Making a ball fall and then bounce
appropriately takes a very complicated series of equations. A physics engine can provide
this.
• Multiplayer engines will communicate with the network, often through a central server,
and enable game sessions to speak with each other.
Playtesting
After the entire game has been coded, debugged, and released, the development has just begun.
Because a game is not a cut-and-dry business application, there is usually no right or wrong. There
is only fun and not fun. You may think your game is highly entertaining, but you're biased—
you've been working on the sucker for the past few months. You also may not be representative of
the market you're trying to appeal to.
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Big game companies often hire focus groups to playtest their game. They also might release the
game to a small group of beta testers. They'll try to get as much feedback as possible.
Many of the most popular games became huge successes because beta testers loved the game so
much they worked hard trying to communicate small requests that would make the game even
better. When the game company fulfilled these requests, beta testers felt a sense of ownership.
They told all their friends to buy the game, and the news spread like wildfire.
The first playtester should be you. Be honest with yourself. What improvements can be made?
What strategies are too hard, and why is it so easy to gain points if you know a certain trick?
Continue to tweak the game until you're absolutely certain there's nothing wrong with it. You
should then have some friends of yours play your game. This will be more useful if your friends
are avid gamers, and if they are game designers themselves. Watch them closely while they play,
and ask them many open-ended questions about their experience. Notice when they get frustrated
or bored. Notice when they get angry, or when they laugh.
In nearly every case, you will need to go back to redesign and reprogram your game. This might
be as simple as changing a few values, adding a few power-ups, or removing a few restrictions. Or
you might need to totally redo your graphics engine to make it animate more smoothly.
Often times, you'll need to drastically change your game design. And you will need to go through
the entire prototyping and programming process again before you can be absolutely sure your new
design idea works. Fun, huh?
As a rule of thumb, professional game companies often spend as much as a third of the game
development cycle on playtesting and redesign.
Show Me the Money: Micro Game Business Models
If you are a commercial game developer, then you are lucky indeed. You get to spend your days
hacking, designing, and creating objects of joy and entertainment. You get to be a kid for a living.
But if you want to stay in business, you'll need to make money. Clearly, the business model you
choose will differ depending on your end platform and upon your target audience.
Additionally, business models are strikingly different in the United States, Asia, and Europe. In
Europe and Asia, for example, carriers such as NTT DoCoMo offer a profit split with content
providers: The more a user chooses a particular piece of content, the more the content provider
gets paid. This model is exciting, because it encourages thousands of developers to take their best
shot at entertaining the masses.
To date, few North American carriers have been able to offer such a deal. Instead, most content
providers must approach specific carriers and strike specific content deals. This makes it difficult
for small developers to compete or earn any real revenues.
NOTE
United States carriers such as Cingular Wireless, Sprint PCS, and Nextel have expressed
interest in creating profit-splitting services within the next year.
The Business Outlook of gaming

Datamonitor predicts that the wireless gaming market in the United States will have grown to $3 billion in 2006, with 125 million players hungry for good new games.
Advertising and Sponsorships for your game
Advertising and sponsorships are probably the easiest business models to implement, but the most
difficult in which to achieve solid revenues. The idea is simple and well-known: Find a company that has a message, put that company's name, logo, or other creative elements within your game, and you've created a valuable vehicle for the company's message. In fact, many companies have opted to create their own mobile phone games in order to deliver their brand to a cutting-edge audience.
Often, advertisements change from day to day. Ads appear below or to the side of game content. Alternatively, a full screen ad "interstitial" can be shown to the player before or after the game session.
Some of the best advertisements don't even seem like ads at all. For example, many racing games include logos "painted" on the racecars, and football games often include ad banners on the side of the stadium. This touch of realism actually makes the game better, while providing a permanent and well-seen home for a lucky advertiser.
The problem with micro devices, of course, is that there is not a lot of room for ads. Company logos are often small and washed out, and it is often hard to track the number of times a given ad is seen. As screen resolutions improve, however, advertisements and sponsorships will likely become a smart choice. Top games will be able to charge hefty fees for ad placement. After all, if a mobile phone game really takes off, it has the potential to be experienced by more people, and more regularly, than any television, radio, or print ad campaign.
Content Deals
Wireless service providers, cable companies, and other companies that provide the infrastructure for small devices have a lot to gain if a popular game comes along.
Because most mobile phone providers charge their users per minute, the longer a user is connected
and playing a favorite game, the more minutes are being used up. In addition, games could come with incentives. For example, if you pass a certain level in a game, you could get a coupon for 50 free minutes of mobile airtime. Players would work on the game for hundreds of minutes trying to earn a slight discount.
WARNING
Because some carriers charge a flat monthly fee for Internet use, these carriers desire games that don't stay connected and waste precious bandwidth!
But the point remains that carriers have invested more than $100 billion to create a faster, nextgeneration
wireless infrastructure known as third-generation (3G). Current networks run 9.8 kilobits per second. A 3G network will run up to 50 kilobits per second—almost as fast as a computer's modem.

Clearly, carriers are counting on faster and richer applications, such as games, to attract new users and get a good return on their investment.
Currently, there are an estimated 16 million wireless game players in the United States alone. The ARC Group predicts that by 2006 there will be 280 million players. In Japan, NTT DoCoMo recently announced that 52% of wireless Internet revenues are due to games.
Several game companies have been able to strike content deals with major wireless carriers. If you have created a game that you believe will appeal to the masses, it's definitely worth talking with major carriers and figuring out a deal that makes sense for everyone. Pay-For-Play or Subscription
Charging players for a subscription to play a game is a clear path to revenues. For example, a player may be willing to pay $10 per month, $1 per game, or an additional 10 cents per minute.
However, most current users aren't willing to pay anything for mobile phone games. The main reason for this, of course, is that while there are many nice micro games out there, there are few that are so darn fun, so darn special, so darn enthralling, and so darn exciting that users would be willing to part with their cash.
This will change. Bigger and more colorful screens, better audio capabilities, quicker network access times, and faster processors will allow for better games.Additionally, carriers will begin to offer content providers more ways to bill users. Carriers and phone manufacturers are already beginning to create portals whereby users can use their credit cards to purchase and download Micro Java applications. Someday soon, a company will create a micro game so good and so addictive that people will have to play it. Paying a buck or two per game will become second nature. The company that does this will make a fortune, and the world of micro gaming will be changed forever. Perhaps that company will be yours.


The Micro Revolution BeginsWhen Sun Microsystems decided to create the Java 2 Micro Edition, many companies wanted to
be a part of it. These companies all wanted to be able to add J2ME capabilities to their products.
Java holds many advantages:
• Most phones come with a set bundle of applications such as silly games, organization
tools, and basic calculators. Mobile phone manufacturers realize that in order to stay
competitive, phones will need to become expandable, and be able to support tons of
different business and entertainment apps. Users will want to be able to download new
software on-the-fly and erase old or irrelevant programs. A fully functional programming
language such as Java makes that possible.
• It is estimated that 2.5 million developers around the world already know and love Java.
Release a J2ME product and people can start developing for it right away, with little or no
additional training.
• Lots of good stuff is already written in Java. There are already scads of cool Java
applications and applets out there, making it easy to convert the best apps to a micro
format.
• By supporting a de facto standard, hundreds of applications will be available for new
devices the moment they hit the market. For example, if somebody creates a kick-butt
shooter game in J2ME, then it will work on any current and future J2ME devices with
few or no changes.
• Java has a well-defined security model. This means that manufacturers don't have to
worry about a Melissa-like virus getting into a mobile phone's address book and
automatically calling everybody up and sending them the virus.
• Instead of developing and maintaining a proprietary programming language across
various devices, manufacturers would much rather license a stable, known language such
as Java. The same language can now work across various processors and operating
systems.
Wide Support
Just some of the companies that are developing J2ME products and services include the following:
• Far EasTone
• Fujitsu
• Matsushita/Panasonic
• Mitsubishi
• Motorola
• NEC
• Nokia
• One 2 One
• Philips
• Research In Motion (RIM)
• Siemens
• SmarTone
• Sony
• Symbian
• Telefonica
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Micro Java is rapidly taking hold all over the world.
Asia
The first region of the world to adopt the Java 2 Micro Edition was Asia. In Japan especially, there
has been massive acceptance and penetration of Java phones. According to Nikkei BP, there were
4.65 million J2ME phones in Japan in the first quarter of 2001—out of a total of 14.8 million
mobile phones. That means that 31% of phones in Japan will be Java phones. As handsets become
more functional, it is expected that more than 40% of phones will support Java by the fourth
quarter of 2001. Many different manufacturers—Matsushita/Panasonic, NEC Corp., Mitsubishi,
Sony, and Fujitsu—are creating phones for Japan's NTT DoCoMo wireless service.
Other mobile network operators, such as Japan's J-PHONE GROUP, are unrolling thirdgeneration
wireless networks with Java-phones as the central component. In South Korea, LG
Telecom introduced Java with their i-Book mobile phone.
Europe
The European market was next to fall prey to the Java invasion. Many of the latest phones are
being built atop the Symbian EPOC platform, which supports Java technology. Various companies
will roll out anywhere from 40 to 60 million Java devices. Companies that have signed up to
license the Symbian platform include Ericsson, Motorola, Nokia, Philips, and Psion.
In addition, manufacturers such as Siemens, Nokia, and Motorola released J2ME phones during
the summer of 2001.
North America
The first mobile phone to support J2ME was released in the spring of 2001 by Motorola. The i85s
and i50sx phones, using the Nextel service and the Motorola iDen network, are predicted to be just
the beginning of Motorola's new product line. The Motorola Accompli 008, released in July of
2001, is the first J2ME mobile phone for GSM networks. To understand more about GSM
networks, check out Chapter 4.
Nokia has also recently announced that it will support Java technology in most of its future mobile
terminals, with plans to sell more than 50 million Java handsets in 2002 and 100 million Java
phones by the end of 2003. Nokia phones will support various flavors of Java, ranging from MIDP
to PersonalJava and JavaPhone.
In addition, many North American wireless services already support Java, or are planning to
support Java network traffic in the near future. These companies include Nextel, Cingular, and
Sprint PCS.
High-End Java Devices: Set-Top Boxes, Phones,
Consoles
Most high-end devices run a special version of J2ME known as PersonalJava. In addition, many
devices implement the JavaTV APIs.
Set-top box manufacturers that support J2ME include Motorola and Philips.
PersonalJava

PersonalJava is an application environment for network-connected, resource-limited devices.
Basically, it is a simplified, pared-down version of the Java 2 Standard Edition that everybody
knows and loves. The idea is to take the most popular features and libraries of Java and squeeze
them into a smaller footprint.
Some features of the latest PersonalJava 3.0 include the following:
• Java Native Interface (JNI) 1.2 support
• Java Virtual Machine Debugging Interface (JVMDI) 1.2 support
• Java Virtual Machine Profiler Interface (JVMPI) 1.2 support
• The Truffle Graphical Toolkit—This allows for platform-independent, customized look
and feel components. This includes the Touchable user interface, specially designed for
touch screen devices.



JavaTV
JavaTV is an Application Program Interface (API) specifically designed for a digital television
receiver. It sits atop PersonalJava and includes special functions for
• Streaming audio and video
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• Accessing in-band and out-of-band data channels
• Changing channels
• On-screen graphical overlays
For more information on the Java TV API, visit http://java.sun.com/products/javatv/.
JavaPhone
The JavaPhone 1.0 specifications are a set of routines with access to typical phone capabilities
such as specific phone functionality, scheduling, contacts and phone books, power monitoring,
and serial communications.
PingTel xpressa Phone
This is not a mobile phone, but an actual digital desktop phone. All voice comes through over IP,
allowing for amazing versatility and functionality. For example, the phone supports up to 1,024
simultaneous calls and can easily perform multi-party conferencing, forwarding, call logging,
caller ID, and other advanced tasks.
The phone is entirely Java-based. It runs the PersonalJava environment, along with a host of other
APIs to control calls and audio systems. It comes with its own xpress Window Toolkit (xWT) for
user interface design, and supports Java Management Extensions (JMX), Java Naming and
Directory Interface (JNDI), Java Database Connector (JDBC), Remote Method Invocation (RMI),
Java Dynamic Management (JDMK), and Java Beans.
Display Size: 160x160
URL: http://www.pingtel.com/homepage.php3
Sharp NC-10 IP Phone
This multimedia voice-over-IP phone is more than a cordless phone. It has fax, Web browsing,
and e-mail services built in. All input occurs through the touch screen. It can also run Java applets.
URL: http://www.sharp.co.jp/sc/eihon/nc10/text/sys.html
Personal Digital Assistants (PDAs)
Personal Digital Assistants commonly focus on storing a database of contacts with phone numbers,
a calendar with schedules, a memo pad, and a to-do list. But PDAs such as the iPaq and Palm have
become more than fads—after you start to rely on them, carrying them becomes almost as
necessary as breathing.
In addition, most PDAs support third-party applications. This means that your PDA can have word
processors, image drawing tools, and spreadsheets. One of the most popular categories of PDA
apps is, of course, games.
J2ME PDA Profile
There is currently a specification being written using the Java Community Process to extend and
enhance the J2ME CLDC. The specification is called JSR-000030: The PDA Profile.

Companies working on the profile include Sun Microsystems, Palm Computing, Siemens,
Motorola, Nokia, Sharp, and Sony. After this specification is complete, we can likely expect to see
Java pre-installed on many more PDAs.
This profile will focus on handheld devices with the following attributes:
• No less than 512KB total memory (ROM and RAM combined) available for Java runtime
and libraries, and no more than 16MB.
• Limited power (typically battery operated).
• User interfaces having at least a total resolution of at least 20,000 pixels, a pointing
device, and character input.
The PDA profile adds a special display toolkit with special classes and objects for small screens.
This will be subset of Standard Java's Abstract Window Toolkit (AWT). More information about
the profile can be found at http://jcp.org/jsr/detail/75.jsp.
PalmOS
Many handheld devices support the Palm Operating System (PalmOS). Palm Computing has a whole line of different devices—Palm V, the wireless Palm VII, Palm Vx, Palm m500, and Palm m505. There are also numerous modems available for Palms, made by companies such as Minstrel.
Visit http://www.palm.com/ for more details. In addition, companies have licensed the PalmOS. Handspring, for example, created the Visor, the Prism, and the Visor Edge . Handspring specializes in an expansion slot
called the Springboard, which enables you to plug-in components such as digital cameras, global positioning systems (GPS), and more memory. Visit http://www.handspring.com/ for more info.
Sony also has a line of organizers using PalmOS. The Sony CLIE (pronounced klee-ay), for example, has a full color display, supports the Sony memory stick, and comes with a built-in MP3 player. Read more about the CLIE at http://www.sonystyle.com/micros/clie/.

Microsoft Windows CE
Microsoft's handheld operating system, formerly known as PocketPC, looks and acts similarly to desktop versions of Windows such as Windows 95 and Windows NT. Many devices, ranging from micro-notebook computers to small cell phones, run atop the Windows CE environment. Windows CE supports micro versions of popular Windows software such as Pocket Outlook 2000, Pocket Internet Explorer, and Microsoft Money for PocketPC.
Siemens SX45
This is a mobile phone with the capabilities of a full-blown Windows CE computer. Although Siemens plans to add Java functionary to the SX45, the current crop of devices will not have Java installed.
Symbian EPOC
Symbian's EPOC operating system is a popular operating system that supports full-featured applications that fit on small devices. Symbian OS Version 6.0 includes PersonalJava built in, and is the first commercial JavaPhone implementation on wireless devices. Future Symbian releases will support MIDP and CLDC, and be able to instantly run and deploy MIDlets.
Smartphones with Symbian will come with a MIDP and CLDC-capable KVM. Higher-end devices such as communicators and handheld computers will use a combination of PersonalJava and JavaPhone.

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