Angry Birds is a crazy phenomenon for the iPhone. It debuted in the middle of December 2009, and rocketed to the top of the charts. Its publisher tells us downloads are over 7 million for the iPhone, which suggests gross sales for the $0.99 game are well over $7 million.
Ville Heijari, a rep for Angry Birds explained the game's origins to us saying, "The designers were playing around with several concepts, but one single mockup with the distinctive round, brightly colored, flightless birds really stood out. In the beginning, nobody had a clear idea how the game would eventually look like, but the parameters were there: intuitive touch screen controls, physics-based demolition gameplay, and the unique, distinctive and lovable characters. The rest was simply making the correct design choices along the development."
The iPhone app is just the beginning for Angry Birds. Rovio is looking at putting the characters of the game on TV, in movies, and on merchandise.
The above is the king of Iphone games xD
Doodle Jump is "heading towards 7 million" downloads, says Igor Pusenjak, one of the two brothers behind the game. At $0.99 a pop, the company has had gross sales of $6.9 million, with Pusenjak and company pocketing $4.9 million after Apple's 30% cut.
How did Doodle Jump come about? Pusenjak tells us, "Doodle Jump came about as we started working on a sequel to another one of our games (Eat, Bunny, Eat!), and realized we loved the hand-drawn placeholder graphics so much that we decided to create the entire game in that hand-drawn style. The result was magical - it was as though the little doodles from your notebook came to life!"
Pocket God, a $0.99 game, is on its 34th update, and recently hit 3 million sales, says the company. You control characters on island, playing god with their lives. Bolt Creative, the company behind Pocket God describes it to us as, "more of an open activity than a game. You can interact with the pygmies of the different islands in funny and slightly mean ways."
Dave Castelnuovo, creator of the game, says he and his partner, "made it initially as a sandbox for ourselves, in order to learn how to create our 'real' game on this new platform. It turned out to be so successful that we kept working on it and expanded it ever since."
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