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Virtual Reality Games For The Iphone

Fox with finger

10 years ago, the IT industry legend, Steve Jobs, showed the world an iPhone, a device that changed smartphones forever. Lif tells me how this revolution affected mobile games.

It's ironic that the first iPhone presentation didn't say anything about games-- he only had a video and a music audition. App Store's application store only showed up one year before IPhone 3G. But that's the details, and the fracture moment happened exactly when Jobs showed that it's time to forget about plastic keys, and the content on the screen needs to be touched not by stilus but by his own fingers. The designers of the critical applications had the opportunity to re-establish the software interface for PK, and the games went further. Pressure management changed the game industry forever, and it's not just about her cell phone.

Who the old one will remember

It's funny to remember what it looked like. Telephone games 10 years ago. The controls were generally tied to buttons with figures 2, 4, 6, 8 (sometimes more, sometimes less) and, in rare cases, had to be rotated with thumbs in the arrow and button zone. Telephone keys were, of course, intended to fill the text and move into the menu, not for long game sessions. At best, such management was uncomfortable, at worst, leaving mosols (flammable saluts).

It didn't make the games. The monochrome screens changed to color, the iron became relatively powerful, and the gimples were still at the level of that "Zmeki." The most fascinating projects were platforms, which were in fact only screaming what was on NES (Dendi) at the beginning of the 1990s.


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