As I mentioned, the idea is to catapult birds into structures that the pigs are hiding in. They tend to be made of concrete, wood or glass (in a slight update to the big bad wolf legends) and the birds you have can do a range of things. Some just break things when they hit them, some have additional speed so that during flight you can accelerate them in a particular direction to cause more damage, some split into different birds (like a cluster bird) to spread damage across a wider area.

So, on all devices the game play of angry birds is utterly addictive. Whether you like carnage, or problem solving or just have a real grudge against pigs there is something here for you. What the Nintendo DS brings to the party is 3D game play, dual screen visuals and a choice of touch screen or traditional gamepad button control.


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This leads to a more interesting question: How does visual design impact success in the marketplace? I routinely get this question from clients who are undertaking large redesign or new development projects. Decades after it first surfaced in automobile design, visual design is still the most contentious aspect of designing compelling user experiences. Designers (mostly of the UX stripe) routinely sell clients on the concept that the visual design (graphic style) of a given interface solution is a critical factor in success. This assumption seems to make good intuitive sense. However, the actual working principle is counter-intuitive. In most user experience design solutions, visual design (how things look) is technically a hygiene factor. You get serious negative points if it is missing, but minimal positive lift beyond first impression, if a user interface has great visual design. When we conduct user engagement studies for clients (not the same as usability testing), we routinely see data that strongly supports this theory. This concept does not apply to all user experience design problems, but in most cases it holds well. The ultimate question is how much visual design is enough? Even more important than good or bad visual design is appropriate visual design. On this metric, Angry Birds again has just the right set of attributes. The concept of appropriate visual design is in itself complex as designers generally apply too much rendering and engineers apply none, which often leaves the actual user staring at the equivalent of an engineering prototype (Google) or alternatively, World of Warcraft. After decades of experience in user interface design, I can predict fairly accurately the corporate software development bias of clients by simply examining the user interfaces of their products. I cannot imagine Google as anything but engineering-driven, despite the apparently large number of UX designers hired in recent years.

while the analysis is on point, i think the lessons to learn from it are much less arcane and it would behoove UI designers to periodically take a step back from that level and focus on how the overall dynamic engages the intuitive faculties of the user. what i think appeals to many in angry birds is its direct correlation to a fundamental area of physics that we all constantly deal with on an extremely intuitive level, that being ballistics. pair that straightforward, real-world concept with the more complex yet similarly intuitive house-of-cards targets that hold promise of thrilling chain reaction victories and you have a simple yet impossible to master scenario, very much like golf. to me the mystery and SM management simply represent ways of including randomness and further calling on the intuitive faculties of the game player

Most people are right handed and want to launch the birds with their right hands, so when you do use your index finger of your right hand on say the iPad version of Angry Birds, as you pull back the slingshot, your hand obscures the play area which is annoying and makes me tilt the iPad at an angle in order to not have my palm obscure the pigs as much when I launch birds.

We store things in our subconscious mind as we grow up from childhood to adulthood. The angry bird game uncovers our likeness to hit the target and the whole world is running on targets, if you observe very closely.

Very deeply analyzed.

But i feel that we all thought of birds as someone which needs protection, and when someone who is week fought back everyone appreciate them unknowingly. And also most of the people are dominated in this world. I think they relate themselves with angry birds.

The two games proved Rovio was onto something with its casual but compelling formula. Rio and Seasons were respectively the third and fourth most downloaded games of the year -- and the original was still comfortably at the top of the charts, giving Rovio three of the five biggest mobile games of 2011.

The following year, it held four positions in the Top Ten across both iOS and Google Play, thanks to the release of Angry Birds Space. And while Temple Run took the top spot in the combined charts, the original Angry Birds was still going strong, taking No.1 on Android.

The impact on Rovio was all too clear. Angry Birds was the sixth most downloaded game of 2013, and no entry in the series has appeared in the top ten since. It ventured into branded spin-offs, tapping into IP such as Star Wars and Transformers, and brought the birds into new genres such as racing, RPGs, pinball and (inevitably) match-three. But none of these matched the success of the original game.

"Brands need to stay relevant over the years and you have to evolve them," says Levoranta. "Looking at Angry Birds and how it looked in 2009, it's quite different to what we see today. In 2016, there were big advancements in the brand -- the birds now have names, they can speak, they have voices. They did quite nicely evolve and came out as very fresh and relevant looking brand."

It has been a decade of hard lessons learned. Angry Birds took off faster than Rovio could have anticipated and staying ahead of that momentum has been a challenge. Yet the series continues to show it's resilience, while App Annie reports it only ranks at No.32 in the list of 2019's most popular mobile franchises in terms of revenue, the combination of all its games place it at No.1 in terms of downloads. The birds' popularity continues, and Levoranta believes this underlines the biggest lesson Rovio has learned: "Focus on what you are doing and try to be the best at it."

This afternoon I was in a bit of a power struggle with my son because he really wanted to play the iPad and I really wanted him to come play with me and use his imagination. We had been crafting with paper bags for Tinkerlab's awesome paper bag challenge and I still had supplies out, so I said, "Hey, what do Angry birds look like? Could we make some from paper bags?"

For our first version of the game my son was the human slingshot and he made the birds catapult through the air to knock down the pigs. As we kept playing he came up with more and more versions of how we could play and I was so pleased to have gotten him off the iPad and creating!

First released in 2009, Angry Birds has become a global phenomenon, with over four billion downloads worldwide. The game's simple premise, in which players launch birds at structures to defeat pigs, has captivated audiences for over a decade.

On an island in the Pacific, the goal is to fling a squadron of kamikaze birds at gormless green pigs. The birds have just cause: the pigs stole their eggs. The swine took refuge in, and on, easily collapsible structures. The game is physics-based -- you adjust the trajectory and power of the slingshot with your finger -- and very, very addictive. Rovio, the Finnish developer behind the title, certainly got lucky. But Mikael and Niklas Hed, the cousins who run the company, also realised in early 2009 that the smartphone was about to become a new mass medium -- just one without the mass-media economics. So they methodically set out to create a new type of blockbuster, one with universal appeal, and use it to build an entertainment empire that would extend far beyond the iPhone. It would be Disney 2.0. "We set out to minimise the amount of luck that was needed," says Mikael Hed. "We felt we had done our best game so far. But the idea always was, this is the first step."

First they had to save a company in crisis: at the beginning of 2009, Rovio was close to bankruptcy. Then they had to create the perfect game, do every other little thing exactly right, and keep on doing it. The Heds had developed 51 titles before Angry Birds. Some of them had sold in the millions for third parties such as Namco and EA, so they decided to create their own, original intellectual property. "We thought we would need to do ten to 15 titles until we got the right one," says 30-year-old Niklas. One afternoon in late March, in their offices overlooking a courtyard in downtown Helsinki, Jaakko Iisalo, a games designer who had been at Rovio since 2006, showed them a screenshot. He had pitched hundreds in the two months before. This one showed a cartoon flock of round birds, trudging along the ground, moving towards a pile of colourful blocks. They looked cross. "People saw this picture and it was just magical," says Niklas. Eight months and thousands of changes later, after nearly abandoning the project, Niklas watched his mother burn a Christmas turkey, distracted by playing the finished game. "She doesn't play any games. I realised: this is it."

The team started going through concepts. Jaakko Iisalo, Rovio's principal games designer, would pitch ten ideas at a time, working them up into screenshots. In March 2009, Iisalo struck gold. "There was something about those characters," says Mikael. "These birds have no feet and can't fly. And they're really angry. We all started thinking about why they are so angry. For such simple characters, they made us think so much. There was some magic to it."

At first the game was radically different from how we know it now: each coloured bird matched a coloured block; touch the block and the corresponding bird would fly up and destroy it. None of the birds had special abilities: instead, there were collectable eggs, which acted as power-ups. And you would keep and strengthen your own flock, as in Pokemon. Flinging the birds across the screen came later, but it was done by swiping your finger in the direction of the buildings, rather than with the catapult. The pigs were a later addition too: justification for the birds' wanton destruction of the buildings. They started out as featureless blobs; swine flu hit the news and they became sickly green pigs. But then test players consistently said they didn't understand why the docile-looking swine deserved such aggression, so the team came up with the back story of the pigs' stealing the birds' eggs. ff782bc1db

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