From Nokia’s press release:
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 uponwhich 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, suchas: – Chat and friends list – Presence (online, offline, and in a game…) – Comprehensive rankings supporting matchmaking and tournaments “A gaming community is at the coreof 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 morethan 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 theirhomebase 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 Mobilewill 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 ofcharge 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 eitheroption, service providers will be able to create, build and brand their mobile gaming communities and drive data revenues and customer loyalty.