Angry Birds is a Finnish action, puzzle, and strategy based media franchise created by Rovio Entertainment, and owned by Sega. The game series focuses on the eponymous flock of colorful angry birds who try to save their eggs from green-colored pigs. Inspired by the game Crush the Castle,[1] the game has been praised for its successful combination of fun gameplay, comical style, and low price. Its popularity led to many spin-offs; versions of Angry Birds created for PCs and video game consoles, a market for merchandise featuring its characters, Angry Birds Toons, a televised animated series, and two films; The Angry Birds Movie and its sequel The Angry Birds Movie 2. By January 2014, there had been over 2 billion downloads across all platforms, including both regular and special editions.[2][3]

On 17 November 2018, a series titled Angry Birds on the Run was released on YouTube. The series focuses on the birds being sent to the real world from a girl's phone, causing mayhem while the pigs are looking for them.


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On 18 January 2020, a series titled Angry Birds Slingshot Stories was released on YouTube.[59] It features structures from the original Angry Birds game and shows the birds and pigs' life outside the levels.

There have been several toys made from Angry Birds characters.[49] The game's official website offers plush versions of the birds and pigs for sale, along with T-shirts featuring the game's logo and characters.[72] In May 2011, Mattel released an Angry Birds board game, titled "Angry Birds: Knock on Wood".[73] Over 10 million Angry Birds toys have been sold thus far.[50] Rovio opened the first official Angry Birds retail store in Helsinki on 11 November 2011 at 11:11 a.m. local time.[74] It expects to open its next retail store somewhere in China, considered the game's fastest-growing market.[74] Merchandise has been successful, with 45% of Rovio's revenues in 2012 coming from branded merchandise.[75]

On 20 March 2012, National Geographic published a paperback book titled Angry Birds Space: A Furious Flight Into The Final Frontier[81][82] shortly before the release of Angry Birds Space which became available on 22 March 2012. National Geographic also has a book titled Angry Birds Feathered Fun for learning all about birds.[83]

In June 2013, Rovio and NASA opened the Angry Birds Space Encounter theme park at the Kennedy Space Center.[100] It offers creating characters and shooting birds at pigs, as in the video game. It also opened in the Space Center Houston.

The game's popularity has spawned knock-off and parody games that utilize the same basic mechanics as Angry Birds. For example, Angry Turds features monkeys hurling feces and other objects at hunters who have stolen their babies.[133] Another game, titled Chicks'n'Vixens and released in beta form on Windows Phone devices, replaces the birds and pigs with chickens and foxes, respectively.[134] The developer of Chicks'n'Vixens intended the game as a challenge to Rovio Mobile, which stated at the time that a Windows Phone port of Angry Birds would not be ready until later in 2011.[134] The Angry Birds theme song (Balkan Blast Remix) and its characters appear in Just Dance 2016.[135]

I'm not sure but considering that quite a few .lua files are inside the angry bird app folder, I'd say they used LUA at some aspects.But from what I've heard, LUA isn't a primary language, just something to script with.That said, I'm not a obj-c programmer either, so take my word with a grain of salt.

You know the game, I know you know. Angry Birds. I have an attraction to games like this. You can play for just a little bit at a time (like that) and each time you shoot, you could get a slightly different result. Oh, you don't know Angry Birds? Well, the basic idea is that you launch these birds (which are apparently angry) with a sling shot. The goal is to knock over some pigs. Seriously, that is the game.

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.

Rovio realised that the old rules of distribution -- put a disk in a box, charge 50 for it and leave it there -- didn't apply. The company created an active, continuous relationship with the customer. It offered regular updates for nothing, to keep people playing and talking about the product: "Our game is a great way to communicate with the customer," Mikael says. The team resolved to answer every tweet and fan letter that came in. They incorporated levels designed by fans and discussed their ideas for new birds (among the suggestions: a phoenix bird that ignites the structure). "People felt that here's a gaming company that actually cares,"

In November 2010, Andrew Stalbow, then a vice president of Fox Digital Entertainment, approached Mikael. The film studio 20th Century Fox was planning the release of a brand new animated feature, called Rio. Perhaps they could collaborate. "It was a movie about birds," says Mikael. "It was a natural fit."

Angry Birds Rio, an entirely new game for the iOS platform. Wired played three of the levels in progress and found it to be business as usual. But the pigs are gone (replaced by hanging monkeys), the physics have been tweaked and new objects added, such as bouncy palm trees and working motors. Instead of popping pigs, you free captured rare birds from cages by bombarding them with your own flock -- more or less the plot of the film. But it's a big step for Rovio's entertainment empire. During halftime in this year's Superbowl -- where 30 seconds cost $3 million -- Angry Birds showed up in an ad spot for Rio. "It's a massive deal for us in the sense of visibility," says Heijari. "Rio is also taking it into the more storytellingoriented direction that we will want to do with future Angry Birds titles." This tightly controlled, incremental approach is how Rovio will extend its brand and, for Mikael, this was always the plan. "We always felt like the game was a brilliant way to get visibility for a brand, to build a huge audience for it. And that in turn will allow us to build a big business around that. This is the first step."

..Ah, angry birds, teen mutant turtles, mushroom-eating plumbers, sonic hedgehogs, pac men, frogs that cross the road, an ape called donkey kong and more .. ah, the craziness of interactive video games through the years.. ?

An angry bird must have hit me on purpose. I could have been knocked off the rock. This awareness scared me. I picked up a stick and held it high all the way back to the conference center. It was awkward to carry a stick overhead while trying to navigate my way up and down the rocks. ff782bc1db

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