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<channel>
	<title>iPhone, iPad &#38; Smartphone Games &#124; FISHLABS Blog international &#187; &#187; online</title>
	<link>http://blog.fishlabs.net/en</link>
	<description>iPhone, iPad &#38; Smartphone Games - free download via PC – FISHLABS - www.fishlabs.net</description>
	<pubDate>Thu, 12 Aug 2010 10:34:03 +0000</pubDate>
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		<title>Galaxy on Fire 2 comes to iPhone, iPad and Nokia - Developer Diary Part 1</title>
		<link>http://blog.fishlabs.net/en/2010/04/13/galaxy-on-fire-2-comes-to-iphone-ipad-and-nokia-developer-diary-part-1/</link>
		<comments>http://blog.fishlabs.net/en/2010/04/13/galaxy-on-fire-2-comes-to-iphone-ipad-and-nokia-developer-diary-part-1/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 08:02:55 +0000</pubDate>
		<dc:creator>Blogchecker</dc:creator>
		
		<category><![CDATA[Smartphone Games News]]></category>

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		<guid isPermaLink="false">http://blog.fishlabs.net/en/2010/04/13/galaxy-on-fire-2-comes-to-iphone-ipad-and-nokia-developer-diary-part-1/</guid>
		<description><![CDATA[In recent months, the galactic rumour mill has been buzzing, and we have frequently been asked if and when we are going to bring out Galaxy on Fire™ 2 for the iPhone. First, the good news: yes, we are bringing out GoF2 on the iPhone and we have been working all out on it since [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/gof2-iphone-nokia-smartphone-developer-diary.jpg" title="Art Director Marc scribbled new designs for Galaxy on Fire 2 on iPhone, iPad and Nokia Smartphones"><img border="0" vspace="4" align="left" width="180" src="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/gof2-iphone-nokia-smartphone-developer-diary.thumbnail.jpg" hspace="4" alt="Art Director Marc scribbled new designs for Galaxy on Fire 2 on iPhone, iPad and Nokia Smartphones" height="120" /></a><a href="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/gof2-iphone-nokia-smartphone-developer-diary.jpg" title="Art Director Marc scribbled new designs for Galaxy on Fire 2 on iPhone, iPad and Nokia Smartphones"></a>In recent months, the galactic rumour mill has been buzzing, and we have frequently been asked if and when we are going to bring out Galaxy on Fire™ 2 for the iPhone. First, the good news: yes, we are bringing out GoF2 on the iPhone and we have been working all out on it since October of last year.  But we still need quite a while, because GoF2 is an unbelievable complex and extensive game - and our quality standards for what we want to offer you are, as ever, high. To make the wait a little more bearable and to give you an impression of just how all-encompassing the work is and which details we are polishing, we will begin describing all of this regularly in our developer diary, starting now. To take a more laid back approach to all of this, we will let those mainly responsible speak for themselves in interviews.</p>
<p>Let&#8217;s get started with Hans-Christian Kühl, also known as HCK, the lead developer of Galaxy on Fire™:</p>
<h4>Where did the original idea for the GoF [Galaxy on Fire] series come from?</h4>
<p>I had the idea after we had finished some smaller games like <a target="_blank" href="http://www.fishlabs.net/en/mobile-games/racing-games/motoraver" title="Motoraver, our first 3D mobile racing game">Motoraver</a> and <a href="http://www.fishlabs.net/en/mobile-games/shooting-games/robot-alliance" title="Robot Alliance, our first 3D mobile action game">Robot Alliance</a>. I thought, ‘Let’s see what will work,’ and started to make a tech demo, that I then later expanded. After that, more people from Graphics and Design came on board pretty quickly, and the project was born.</p>
<h4>Was it difficult to convince owners Christian Lohr and Michael Schade of the concept, or were they both excited from the beginning?</h4>
<p>I think they thought it was a good idea from the start, especially because it was so open and free compared to projects like Motoraver or Cloud Commander, which were limited to single roads or a canyon. With GoF 1 we already had 500 different planets and 100 systems, which almost no one could have imagined for a mobile game back then.</p>
<h4>&#8230;and thus taking a step away from linear level design toward a sandbox, an open world?</h4>
<p>Yes, originally it was just 13 missions that had to be played through. Afterwards, the system opened, and you could fly everywhere - that was a major innovation at the time.</p>
<h4>Playing GoF brings back memories of classic titles, especially Origin’s Wing Commander series and its sequel Privateer. Did titles like that influence the development of GoF?</h4>
<p>„<a href="http://en.wikipedia.org/wiki/Wing_Commander:_Privateer">Privateer</a>“ was kind of like „<a target="_blank" href="http://en.wikipedia.org/wiki/Wing_Commander_(franchise)">Wing Commander</a>“ with added tradesystem and more freedom. „<a target="_blank" href="http://en.wikipedia.org/wiki/Freelancer_(game)">Freelancer</a>“ was really the first game, that combined the best aspects of the previous titles – namely a good story, a huge universe with several factions, a tradesystem, individual ship-modification, ore-minig, generic missions and lots and lots to discover. Definitely an inspiration. An additional source of inspiration concerning the productions of various goods according to blueprints has been „<a target="_blank" href="http://en.wikipedia.org/wiki/Eve_online">Eve Online</a>“.</p>
<h4>What are you currently working on for GoF 2?</h4>
<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/screenshot_gof2_iphone_alpha_48.jpg" title="We are getting somewhere: First screenshots of Galaxy on Fire 2 Alpha version"><img border="0" vspace="4" align="left" width="180" src="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/screenshot_gof2_iphone_alpha_48.thumbnail.jpg" hspace="4" alt="We are getting somewhere: First screenshots of Galaxy on Fire 2 Alpha version" height="120" /></a><a href="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/screenshot_gof2_iphone_alpha_48.jpg" title="We are getting somewhere: First screenshots of Galaxy on Fire 2 Alpha version"></a>Currently, we are working on 3D models of ships, weapons, asteroids, as well as various hangar scenes and the bar where you get new missions. At the same time, Marc Nagel, our art director, is making 2D concepts for new ship models. Then I try to bring it all together. Next, Marc and others will help me with that and deal primarily with the shader, so that everything looks right. And, of course, we mustn’t forget the sound. We’re still looking at a lot of work.</p>
<h4>What adjustments are necessary for porting GoF 2 to the coming C platforms?</h4>
<p>The most conspicuous thing is the graphics. But for me as a programmer, the change from Java to C is the biggest step. Unfortunately, there’s no tool where you can push a button and everything is reformatted. Whole concepts need to be redesigned. And with a huge game like GoF 2, that already wasn’t easy with the Java version. The Java version of GoF 2 is based on a predecessor, <a target="_blank" href="http://www.fishlabs.net/en/mobile-games/action-games/deep" title="Submarine SciFi adventure mobile game">Deep</a> - an underwater game that was itself based on GoF 1. That means there were already two intermediate steps from development to improvement. Porting all of that to C was extremely difficult. Since we already had GoF 1 in C for the iPhone, I first had to consider whether I should take the GoF 1 version in C and turn that into GoF 2 or take the GoF 2 Java version and port that to C. I must have needed 2 weeks just for that decision. Ultimately, I decided to convert the Java project Projekt completely into C, and that was good. Of course, that is only the technical side of the programming. With the graphics, everything had to be adapted, there was no stone left unturned.</p>
<h4>Will the work on GoF 2 make the work for upcoming projects easier?</h4>
<p>Of course, there’s always some benefit. For GoF 2, for example, we are currently working a lot with geometry and texture shaders under OpenGL ES 2.0, which we will certainly be able to reuse in future projects.  Other components of the game, such as the depiction of space with nebulas and the simultaneous depiction of a large number of objects, will also be able to be reused. But naturally, we will get the greatest added value if we develop a sequel to the current title or integrate add-ons like in-app purchases, that unlock new levels or equipment.</p>
<h4>The GoF 2 port also resulted in a conversion from integer to float. Why? What are the advantages?</h4>
<p>All newer end devices use a floating-point processor. Floating point operations [mathematical calculations using floating point numbers] are carried out in the hardware. For older Java devices, we realised projects using integers, because that ran faster and those devices did not have their own floating-point processor in the hardware. That brings some simplifications into the game: for example, we no longer have to calculate everything large and recalculate it small again later in order to realise small numbers in this way. Actually, we can now compress the whole game much smaller, so that the units of length are smaller. Previously, a ship had to be 1000 length units in size so that it could move smoothly. Now, a ship can theoretically consist of just one unit. Visually, the changes in the game will be apparent in that things no longer shake during camera rotation and navigation.</p>
<h4>Does being able to use float also reduce the programming effort?</h4>
<p>Not for GoF 2, of course, because this is primarily a port. In this case, the conversion is rather complex. But for future productions, it will be good that we can rely on floating-point.</p>
<h4>What else has been especially difficult to implement so far?</h4>
<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/screenshot_gof2_iphone_alpha_08.jpg" title="Details on the stations benefit from the extra texture budget on the iPhone"><img border="0" vspace="4" align="left" width="180" src="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/screenshot_gof2_iphone_alpha_08.thumbnail.jpg" hspace="4" alt="Details on the stations benefit from the extra texture budget on the iPhone" height="120" /></a><a href="http://blog.fishlabs.net/en/wp-content/uploads/2010/04/screenshot_gof2_iphone_alpha_08.jpg" title="Details on the stations benefit from the extra texture budget on the iPhone"></a>Memory management in Java and C is completely different. Unforeseeable problems could crop up any time.  You could play the game for two hours and suddenly it crashes, and at first you don’t know why - it is probably because someone at some point didn’t release something somewhere, where everything occurs automatically in Java. In addition, we now have a lot more textures and of course everyone wants everything to look great. But we ‘only’ have 10 – 20 MB of texture memory available. In comparison, with Java we had to get by with 512-byte texture. Everybody in the team said, ‘Oh, everything will fit in, we have to make use of this somehow!’ Now, they all come and say, ‘Everything should look really good now, and we still need five 1024-byte textures&#8230;!’ In the end, we have to sit there and make sure we don’t pack too much content into the game.</p>
<p>To be continued&#8230;</p>
<h5>Become a fan of <a target="_blank" href="http://www.facebook.com/pages/FISHLABS/104846322884962" title="FISHLABS fan page on Facebook">FISHLABS</a> on Facebook for instant updates on all current projects.</h5>
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		<title>3D Multi-Player Mobile Gaming – when will it hit a cellphone near you?</title>
		<link>http://blog.fishlabs.net/en/2009/06/18/3d-multi-player-mobile-gaming-%e2%80%93-when-will-it-hit-a-cellphone-near-you/</link>
		<comments>http://blog.fishlabs.net/en/2009/06/18/3d-multi-player-mobile-gaming-%e2%80%93-when-will-it-hit-a-cellphone-near-you/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 14:28:50 +0000</pubDate>
		<dc:creator>Michael Schade</dc:creator>
		
		<category><![CDATA[Mobile Games News]]></category>

		<category><![CDATA[iPhone Games News]]></category>

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		<guid isPermaLink="false">http://blog.fishlabs.net/en/2009/06/18/3d-multi-player-mobile-gaming-%e2%80%93-when-will-it-hit-a-cellphone-near-you/</guid>
		<description><![CDATA[3D Mobile Gaming Ahead Of Its Time
We are a true pioneer in 3D multiplayer mobile gaming and have been working on games like V-Rally 3D - featuring online ghost racing and first person shooter Robot Alliance in a massively multiplayer online gameplay (MMOG) experience - all the way back in 2005. Of course, we had [...]]]></description>
			<content:encoded><![CDATA[<h4>3D Mobile Gaming Ahead Of Its Time</h4>
<p>We are a true pioneer in 3D multiplayer mobile gaming and have been working on games like V-Rally 3D - featuring online ghost racing and first person shooter <a href="http://www.fishlabs.net/en/mobile-games/shooting-games/robot-alliance" title="First 3D Multiplayer Game on a Java mobile phone">Robot Alliance </a>in a massively multiplayer online gameplay (<a href="http://en.wikipedia.org/wiki/MMOG">MMOG</a>) experience - all the way back in 2005. Of course, we had to face extreme technical hurdles back then and the functionality was quite limited. Also, the number of handsets that these games worked on was very small. Actually, only three devices from Sony Ericsson (F/K500i, K700i, S700i) could handle reasonable 3D graphics at that time. However, in order to exchange the game data online we had to stop the rendering every time we wanted to connect to the mobile network. Gameplay-wise it was far from what core gamers desired but it was revolutionary at the time.</p>
<h4>No Business Without The Operator</h4>
<p>Over the years, mobile phones became much faster. With 3D enabled mobile phones from Sony Ericsson and Nokia dominating the game downloads in 2007, theoretically, we could have addressed a potential user base of some 100 million mobile gamers with basic multiplayer online features. However, even with a reasonable user base installed, we still had the issue to implement new business models like subscriptions or micro-transactions with in-game billing dealing with 160 carriers worldwide. A task that was impossible, especially since most operators had outsourced their gaming business to aggregators who had no interest to go beyond simple pay per download models. But even if those business models had been in place the lack of flat rate data plans would have left any game utilizing connectivity floating dead in the river before it had a chance to start.</p>
<h4>The iPhone – The Game Changer</h4>
<p>Nobody had it seen coming. While the mobile gaming industry complained about fragmentation, operators taking too big a cut , crappy WAP portals and a value chain that hardly delivered any great value to the consumer, the iPhone came simply out of the blue. With computing power somewhere between Nintendo DS and Sony PSP, an even larger display, innovative touch and tilt controls and, even more important for connected gaming, no extra costs for connectivity, Apple took the lead in mobile gaming contributing 10% of the whole mobile gaming revenue with a handset market share of only 1.2%. Apple was clever enough to force operators to sell the iPhone with all-you-can-eat data plans to drive content downloads, with only one goal in mind, to sell more devices.</p>
<h4>Generating Critical Mass</h4>
<p>With the Apple App Store, made for developers to come up with innovative ideas, users have the power because content is ranked by users and the content created by third party developers not gaming managers.  This new store reaches a target group of more than 40  million wealthy early adopters who all use more or less the same device and with a direct business relationship, Apple started a new era in mobile gaming. They knew, only in an ecosystem where taking the extra risk is rewarded and a fair chunk of the revenue is given to the developer, could innovation and quality succeed. Following Apple’s tremendous success, other handset manufacturers like Nokia, Samsung, Sony Ericsson and lately LG have introduced or announced app stores. Finally, operators started realizing their approach of selling content is outdated and under the umbrella of JIL (Joint Innovation Labs) app stores will finally come from the operators. So the app stores are coming. Some still have teething problems but competition will force every stakeholder to get their homework done. Finally the number of handset users addressable for high-end mobile gaming is gaining critical mass.</p>
<h4>In-App Billing – Monetizing Multiplayer Gaming</h4>
<p>Now, with a market big enough for 3D multiplayer mobile games, it is again Apple who introduces the last missing part to even justify costly developments of MMOGs on mobile phones: subscriptions and in-game transactions.  With the latest firmware 3.0 for iPhone and iPod touch developers can monetize their applications beyond the pay per download model by selling subscriptions or micro-transactions for in-game items. This may be less important for games with simple multiplayer functionality - like turn based tournaments or asynchronous ghost racing as the multiplayer mode is not a necessity for the game - but a good way for games to diversify from its competitors and does not need to be monetized beyond a single payment per download.</p>
<p>However, in MMOGs a constant and expensive hosting service is needed to run the persistent game world and players of MMOGs expect constant content updates or they lose interest and flock to other MMOGs with a better offering. All this has to be monetized over the lifetime of the MMOG. Subscriptions are a proven model to do this for premium titles whilst casual MMOGs seem to be more successful with a business model gathering a vast number of players to play for free and monetize through in-game items.</p>
<h4>LTE – Get Up To Speed</h4>
<p>So Apple has successfully set up an ecosystem with about 40 million high-end connected devices and a strong shopping system that enables MMOGs on mobile devices today. However, these MMOGs won’t be truly “mobile” because only the Wi-Fi connection of the iPhone provides enough bandwidth to deal with dozens of players in a 3D scene simultaneously. It is LTE networks that is needed to bring MMOGs on mobile phones so users can be play their games literally anytime and anywhere. Also, with LTE as a new service operators have the chance to introduce subscriptions (only Verizon does already) and micro-transaction billing methods to make sure that developers/publishers will take the risk in massive development and the constant operating service of MMOGs. It is in the operator’s very own interest to do that as MMOGs will heavily drive the usage of data and content services and, if the content offering is compelling enough, keep the churn rate low. It might take a while to reach critical mass on LTE for core or even casual gamers on mobile devices to play against one other but it is inevitably MMOGs on mobile phones with ubiquity and constant connectivity that will reach an addressable market of more than 4 billion users.</p>
<p>(Originally posted on <a href="http://www.ngconnect.org/blog/">ng Connet Program Blog</a>)</p>
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		<title>The best mobile games do not make a profit</title>
		<link>http://blog.fishlabs.net/en/2009/01/05/the-best-mobile-games-do-not-make-a-profit/</link>
		<comments>http://blog.fishlabs.net/en/2009/01/05/the-best-mobile-games-do-not-make-a-profit/#comments</comments>
		<pubDate>Mon, 05 Jan 2009 11:39:09 +0000</pubDate>
		<dc:creator>Michael Schade</dc:creator>
		
		<category><![CDATA[Mobile Games News]]></category>

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		<guid isPermaLink="false">http://blog.fishlabs.net/en/2009/01/05/the-best-mobile-games-do-not-make-a-profit/</guid>
		<description><![CDATA[What a year for FISHLABS! All of our mobile games were showered with awards. German and international online magazines gave top marks by the score to Powerboat Challenge™, Rally Master Pro™, Gladiator – The Mobile Game, and Snowboard Hero™. As a result, FISHLABS led the international charts for the best mobile games in 2008. Not [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2009/01/snowboard-hero-screenshot-021.jpg" title="Snowboard Hero won several top awards and for sure one of best mobile games of 2008"><img border="1" vspace="4" align="left" width="76" src="http://blog.fishlabs.net/en/wp-content/uploads/2009/01/snowboard-hero-screenshot-021.thumbnail.jpg" hspace="4" alt="Snowboard Hero won several top awards and for sure one of best mobile games of 2008" height="104" /></a>What a year for FISHLABS! All of our mobile games were showered with awards. German and international online magazines gave top marks by the score to <a href="http://www.fishlabs.net/en/mobile-games/racing-games/powerboat-challenge" title="Link to Mobile Java Game Powerboat Challenge">Powerboat Challenge™</a>, <a href="http://www.fishlabs.net/en/mobile-games/racing-games/rally-master-pro" title="Link to Mobile Java Game Rally Master Pro">Rally Master Pro™</a>, <a href="http://www.fishlabs.net/en/mobile-games/action-games/gladiator" title="Link to Mobile Java Game Gladiator - The Mobile Game">Gladiator – The Mobile Game</a>, and <a href="http://www.fishlabs.net/en/mobile-games/sports-games/snowboard-hero" title="Link to Mobile Java Game Snowboard Hero">Snowboard Hero™</a>. As a result, FISHLABS led the international charts for the best mobile games in 2008. Not bad for a small company with just 30 employees. Naturally, we were tremendously pleased with all of this recognition and are very proud of it.</p>
<p>Unfortunately, none of this guarantees that high quality and innovation will earn back the expenses of the costly production of such mobile games on the open market, to say nothing of making a profit – the purpose of every professional company. There are a number of diverse reasons for this:</p>
<ul>
<li>Even high-quality mobile games are offered at a relatively low price</li>
<li>Mobile network operators keep at least 50 % of the revenue</li>
<li>Distributors help themselves to up to 25 % of the end-user price for the more or less simple task of passing on the mobile game</li>
<li>Mobile games are marketed like ring tones – the name of a mobile game is the only distinguishing feature, the customer only learns about quality and innovation after the purchase</li>
<li>There is no effective copy protection for mobile games. They are downloaded illegally over the Internet in huge numbers – there are roughly ten times as many illegal downloads of our mobile games as legal (and that is just those that we are aware of)</li>
</ul>
<p>All of this would not be so serious if these problems had not been known for years. Unfortunately, almost nothing has changed in this regard, and we do not expect there to be fundamental changes in the market for mobile games in the future. Mind you, by this we only mean the market for mobile games which are sold by network operators and Internet portals.</p>
<h4>New sales channels for mobile games</h4>
<p>In 2009, FISHLABS will rigorously pursue other methods. Above all, we will, for the time being, not develop any new Java mobile games for sale via network operators and Internet portals.</p>
<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2009/01/gof2-terran-battleship.png" title="Galaxy on Fire 2 mobile game free to download, screenshot with terran battleship"><img border="1" vspace="4" align="left" width="76" src="http://blog.fishlabs.net/en/wp-content/uploads/2009/01/gof2-terran-battleship.thumbnail.png" hspace="4" alt="Galaxy on Fire 2 mobile game free to download, screenshot with terran battleship" height="104" /></a>With the long-awaited sequel to our best-known mobile game, the space shooter and trade simulator Galaxy on Fire™, we will rely entirely on the new marketing concept which we successfully introduced with Rally Master Pro™: Galaxy on Fire™ 2 will be available for free download directly from our website and a few selected partners. Anyone who wants to can download the game to their PC to save the mobile transmission costs. In any case, Galaxy on Fire™ 2 can be played for a few hours (!) absolutely free. Only in the later course of the game must the game be unlocked for 100,000 myFISHLABS credits. In western countries, the purchase of a myFISHLABS Credits Gold Package for 5.97 Euros is enough for this. We have also taken great care that myFISHLABS Credits are priced lower in emerging markets in accordance with their purchasing power and that the most important payment systems of each country are available. </p>
<h4>Copy protection for mobile games with extra benefits</h4>
<p>In order to adequately protect Galaxy on Fire™ 2 against piracy after the free playing period, the mobile game uses an online connection to our OCEAN™ server to check whether the individual player is authorised to use the paid premium area of Galaxy on Fire™ 2. This check occurs only once per game session and the one-time 10 KB data transfer is minimal, in order to keep the cost to the player as low as possible. The game security data are kept in the phone’s memory until the game is ended. Thus, Galaxy on Fire™ 2 will even work in the underground, so long as there has been a brief connection to the OCEAN™ server beforehand.</p>
<p>Of course, honest users consider copy protection to be an imposition. Why should honest buyers have to accept difficulties or even extra costs for a product they have paid for in full? The answer is simple: because this product and other like it in the future will not exist if it is too easy to obtain a free (illegal) version and the manufacturer cannot make a profit from their product.</p>
<p>But our copy protection also has its good side: above all, download fees do not apply. Depending on the mobile phone contract, that could be up to 15 Euros for a large mobile game like Galaxy on Fire™ 2. Furthermore, we offer up to two cross upgrades. Thus, players can start playing Galaxy on Fire™ 2 on one mobile and keep playing even after changing to another model from a different manufacturer (!) for the second time. The saved games are stored on the OCEAN™ server with every authorisation and loaded as needed. Even without changing mobiles, this is a useful function, for example when your mobile receives a firmware update. And at the same time, all premium players are entered in the international high scores table.</p>
<p>We can’t wait to see how Galaxy on Fire™ 2 and the new sales concept are received in the market. Even if data flat rates have not yet been widely established and we will probably lose some users in the short-term, online connectivity in mobile games is the future and FISHLABS is always one of the leaders!</p>
<p>With that in mind, game on and a successful 2009!</p>
<p><a href="http://www.fishlabs.net/en/mobile-games" title="Link to FISHLABS Mobile Games overview"><img border="0" width="449" src="http://blog.fishlabs.net/en/wp-content/uploads/2008/05/fishlabs-mobile-games-get-all-3d-games.jpg" alt="Get all FISHLABS mobile games" height="69" /></a></p>
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		<title>myFISHLABS – Community for mobile gamers</title>
		<link>http://blog.fishlabs.net/en/2008/07/04/myfishlabs-%e2%80%93-community-for-mobile-gamers/</link>
		<comments>http://blog.fishlabs.net/en/2008/07/04/myfishlabs-%e2%80%93-community-for-mobile-gamers/#comments</comments>
		<pubDate>Fri, 04 Jul 2008 08:27:01 +0000</pubDate>
		<dc:creator>Michael Schade</dc:creator>
		
		<category><![CDATA[Mobile Games News]]></category>

		<category><![CDATA[download]]></category>

		<category><![CDATA[Fishlabs]]></category>

		<category><![CDATA[free]]></category>

		<category><![CDATA[gamer]]></category>

		<category><![CDATA[Games]]></category>

		<category><![CDATA[java]]></category>

		<category><![CDATA[Mobile]]></category>

		<category><![CDATA[myFISHLABS]]></category>

		<category><![CDATA[Ocean]]></category>

		<category><![CDATA[online]]></category>

		<category><![CDATA[Server]]></category>

		<guid isPermaLink="false">http://blog.fishlabs.net/en/2008/07/04/myfishlabs-%e2%80%93-community-for-mobile-gamers/</guid>
		<description><![CDATA[It took a little longer than expected but right now we are flipping the switch: not only is Rally Master Pro™ finally coming out, we are also starting myFISHLABS, our new community for mobile gamers. And this community will really be something. For one thing, it is, of course, completely free. Register at our website [...]]]></description>
			<content:encoded><![CDATA[<p>It took a little longer than expected but right now we are flipping the switch: not only is Rally Master Pro™ finally coming out, we are also starting myFISHLABS, our new community for mobile gamers. And this community will really be something. For one thing, it is, of course, completely free. Register at our website and you can provide a variety of information about yourself. For example, along with your model of mobile phone, hobbies, and so on, you can also enter your favourite FISHLABS mobile games and thus easily find new friends who like the same games. You can send each other messages and even free SMS (we will launch this feature end of August when Games Convention kicks-off). Or go straight to the forum to discuss our mobile games with other gamers. You won’t even have to reregister for that, of course your myFISHLABS account applies to our forum, too.</p>
<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2008/07/frontpage-myfishlabs-mobile-gamer-community-en.png" title="Frontpage of myFISHLABS the mobile gamer community"><img border="0" vspace="4" align="middle" width="252" src="http://blog.fishlabs.net/en/wp-content/uploads/2008/07/frontpage-myfishlabs-mobile-gamer-community-en.thumbnail.png" hspace="4" alt="Frontpage of myFISHLABS the mobile gamer community" height="240" /></a></p>
<h4>Credits account for easy payment and big discounts on all mobile games</h4>
<p>In addition, all members of myFISHLABS well receive a credits account, which can be used to pay for our mobile Java games quickly and conveniently. That not only makes paying a lot simpler, you will also get a discount of at least 20% on all our mobile Java games, and the more credits you buy, the bigger the discount – up to 50%! But it gets even better. For registering, we will give every new member 20,000 credits. For that, you can even get one of our mobile Java games for free! However, you need to be a little patient for another couple weeks as we will launch this feature end of August, as well.</p>
<p><a href="http://blog.fishlabs.net/en/wp-content/uploads/2008/07/mobile-java-games-phone-wireless-by-fishlabs-buy-credits.png" title="Save up to 50% on all FISHLABS mobile Java games with our Credit Packages in myFISHLABS"><img border="0" vspace="4" align="middle" width="252" src="http://blog.fishlabs.net/en/wp-content/uploads/2008/07/mobile-java-games-phone-wireless-by-fishlabs-buy-credits.thumbnail.png" hspace="4" alt="Save up to 50% on all FISHLABS mobile Java games with our Credit Packages in myFISHLABS" height="190" /></a></p>
<h4>Mobile Java games with on-line high scores</h4>
<p>With myFISHLABS, we want to offer you a platform where you can measure yourself against like-minded gamers. In the future, all of our mobile Java games will have an on-line connection to our FISHLABS server (code name OCEAN™). You can use that to upload your current game stand, like high scores. Rally Master Pro™ is the first mobile Java game where we will offer this new function, and naturally the focus is on the best times for the individual courses. In other games, such as the announced Galaxy on Fire 2, you will be able to upload not just your current score, but entire saved games with all  the information imaginable –  but more on that later.</p>
<h4>Finally, upgrades for mobile Java games, too</h4>
<p>OCEAN™ can do much more.  For the first time, we can now update our mobile Java games and make additional content available. That has always been important to us, and with Rally Master Pro™ we will completely reinvent the downloading of courses. Naturally, we have made sure that the amount of data to be transferred is kept as small as possible, in order to keep the connection fees low. Thus, for example, all the graphics for the courses are already in the mobile Java game embedded. Only the course route will be downloaded, and that is only a few kilobytes.</p>
<h4>Copy protection and try &amp; buy for mobile Java games included</h4>
<p>All of this has another pleasant side effect: this version of Rally Master Pro™ is optimally protected against piracy. Therefore, we can offer you the <strong><a href="http://www.fishlabs.net/en/myfishlabs" title="Link to free mobile games community myFISHLABS">mobile Java game to download for free</a></strong>. The first two courses are free and you can pay for the next seven to the conclusion of the first rally with the free credits from registering for myFISHLABS.</p>
<p>Anyone who hasn’t registered and gets a pirated copy from the Internet can only play the first two courses of Rally Master Pro™. But we are sure that everyone will want to play the whole game and register at myFISHLABS!</p>
<p>However, some features are still in the test phase and we will launch myFISHLABS with all features by the end of July. But we didn’t want to keep you waiting any longer and we launch myFISHLABS with a limited feature set now, so you can download Rally Master Pro™ at no cost right away and play the first nine tracks for free.</p>
<p>So, head straight to <strong><a href="http://www.fishlabs.net/en/myfishlabs" title="Link to Mobile Games Community myFISHLABS">myFISHLABS</a></strong> to register and then download our latest mobile Java game Rally Master Pro™ for free!</p>
<p><a href="http://www.fishlabs.net/en/mobile-games" title="Linkt to FISHLABS mobile java games portfolio"><img border="0" width="449" src="http://blog.fishlabs.net/en/wp-content/uploads/2008/05/fishlabs-mobile-games-get-all-3d-games.jpg" alt="Get all FISHLABS mobile games" height="69" /></a></p>
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