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Since it began writing entertainment software for handheld devices in 1997, the Astraware team has steadily built up one of the most experienced and trusted development brands in the business. We have worked both independently and with key players in the industry to produce a string of hit games and technology firsts, including:

Games Developed Technology Firsts Key Industry Connections
Over 50 games, including
  • Sudoku
  • Bejeweled
  • Tetris
  • Zap!2000
  • Insaniquarium
  • Text Twist
  • Mahjongg
  • Ricochet
  • Bookworm
  • First full-screen parallax-scrolling action game for Palm
  • First 8-bit color game for Palm
  • First 16-bit color game for Palm
  • First to use Sony enhanced sound effects and music
  • First public demonstration of a game running Palm OS Cobalt
  • First to work with Apple on iPod® game development
  • Microsoft
  • Palm
  • Apple
  • Motorola
  • PalmSource
  • Yamaha
  • Sony
  • Nokia
  • PopCap
  • GameHouse

The Astraware team is experienced in working with game designers, allowing us to transfer games from the web and PC to handhelds in the most appropriate way. We are familiar with the restrictions that handhelds impose on application size, controls and processing speed so that we can produce conversions that keep as much of the gameplay and feel of the original but still play smoothly and play well.

Platform Support

Palm OS

We have been developing for the Palm OS since 1997, and now have over 30 games released. Zap!2000, launched at the start of 2000, was the first truely arcade-quality game for the platform, and we have built on this to become the number one developer for Palm OS.

Our connections to all the key OS licensors and to PalmSource mean that we often have early knowledge of updates to the operating system and device-specific capabilities. As an example, PalmSource demonstrated Zap!2000 running under Palm OS 5 to developers 12 months before the first devices running that OS were released to market.

Windows Mobile

We have been developing for Windows Mobile for Pocket PC since 2001 when we released Diamond Mine, the Pocket PC version of Bejeweled. We have (as of March 2003) released 15 titles on the platform.

We began developing titles for the new Microsoft's Windows Mobile for Smartphone in late 2002, and our first 2 games gained 'Designed for Microsoft Smartphone' certification and were released in Q2 2003.

Apple iPod

We began working with Apple in early 2005, and have created our own development environment to make development of games on the iPod platform easier. Astraware is one of only 4 development teams to have worked with Apple on their launch line-up in September 2006. We have a thorough knowledge of the requirements that must be met before releasing a title on the platform.

Symbian Series 60

We have strong ties to development companies that can provide Symbian native versions of games titles.

The Core Technology Library

In 2001 we designed and implemented our CTL as the basis of all our new games and products. The CTL is a cross-platform, componentized library written in C and ARM/68000 assembler which provides a wide range of low-level services:

  • Core OS management (initialization, shutdown, event processing, power management)
  • Multi-resolution and depth screen support
  • High-performance 2D graphics routines
  • Excellent lossless graphics compression
  • Audio effects including sampled sound support on Sony, Palm OS 5, Pocket PC and Smartphone
  • Pen event processing
  • Button and directional controls including mapping
  • Game state control
  • Game state and data storage and retrieval
  • Language localisation
  • Trial and full version registration using device identification

The CTL provides each new project with up to 50% code reuse allowing us to concentrate development effort on the game logic and presentation rather than the fundamentals that are common across games. It also hides much of the API differences between the Palm and Windows CE operating systems, so for instance loading a graphic or playing a sound is the same on both platforms even though the underlying code is significantly different. As the CTL is the main interface to the operating system, compatibility with new OS releases is made significantly easier to apply to existing games.

Aurora Audio Library

The Aurora library enables audio playback of samples and ScreamTracker-based music across Palm OS® 5 and Windows Mobile-based Pocket PC and Smartphone devices, plus limited audio functionality on other Yamaha PA1 audio-based devices (in many Sony Clié devices) and older Palm OS devices. This is the first technology that Astraware is making available for external licencing as well as for use internally and by developers whose games we publish.

Aurora provides the game developer with a standard programming interface which works across all platforms, and a high performance mixer that minimises the CPU usage by the system. For more details see our press release.

The Common Games Library

The CGL is a new library which we have developed and are using in our latest games. The CGL builds on the CTL platform to provide the end-programmer with a suite of tools to speed up development of higher level game functionality.

  • Dynamic list building, storage and retrieval
  • State machine
  • Common metrics for timing, storage capacity, etc.
  • Incremental draw system
  • High scores
  • Sound effect management
  • Game high score entry, storage and presentation