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13th May 2004 - Nokia today premiered the first multiplayer
Java games based on its SNAP Mobile solution at this
year's Electronic Entertainment Expo (E3). Developed
together with Sega Mobile, the SNAP Mobile demonstration
features multiplayer gaming for Java games, in addition
to key community features such as friends lists, presence,
and instant messaging. The Sega Mobile game demos are
the first example of how SNAP Mobile brings the technology
utilized in the N-Gage Arena gaming community to mass
market Java terminals.
SNAP Mobile provides game developers with not only the
fundamental network tools to create mobile multiplayer,
connected games, but also the essential technological
infrastructure upon which network operators and other
service providers can build and expand their gaming
communities. SNAP Mobile provides:
High performance online multiplayer gaming based on
proven technology:
- Efficient, scalable, server based multiplayer game
data distribution
- Versatile matchmaking including ranked, freestyle,
challenge and filtered modes
Community features, such as:
- Chat and friends list
- Presence (online, offline, and in a game...)
- Comprehensive rankings supporting matchmaking and
tournaments
"A gaming community is at the core of a connected,
mobile lifestyle games offering," explained Ilkka
Raiskinen, Senior Vice President of Nokia's Games Business
Unit. "While games are the starting point, a community
offers much more than just gaming. Gamers come to the
community to play and compete, but also to chat with
friends, meet like-minded people, form tribes, learn
about and discuss games, and just spend time in their
homebase for gaming. Giving a group of gamers a forum
for fun and exciting interaction is what developing
a connected mobile community is all about."
The first demonstrations of SNAP Mobile will be implemented
in MIDP 2.0 on Series 60, and support for other platforms
will follow. The SNAP Mobile client development kit
is expected to be made available for Java game developers
free of charge in the third quarter of 2004. The server
components can be licensed by mobile operators and other
interested service providers or they can opt for a hosted
community service. With either option, service providers
will be able to create, build and brand their mobile
gaming communities and drive data revenues and customer
loyalty.
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