Chris White
Mobile | JavaGear | JSnes | DCPhoenix | Recursion EP

(Copyright Square Enix 2004)
I did not code this version of Aleste from scratch, I merely ported it from Doja (version of Java run by certain phones) to J2ME (more common in certain parts of the world). In doing so, I reduced the memory requirements of the game from around 500K to 200K, reduced loading times, and increased the framerate.

I coded a new interface, more consistent with European phone titles, and enhanced a few other aspects of the title. The title received a graphical makeover from the original mobile port. You can view a screenshot of the original here.

Man. United Football
(Copyright Macrospace 2004)
More than simply Soccer Unlimited with new graphics, this version features player stats provided by Manchester United, the ability to create a Dream Team from past and present squads and a range of other enhancements.

Ed Edd N Eddy
(Copyright Macrospace 2004)
This game was great fun to code. The process was helped by the fact, I had a few games under my belt by this point. For example, I had a good library of fast collision routines that I'd written, and some reasonable UI code.

I think the concept works well on a mobile, because the game is easy to learn and simple to control, whilst still offering a significant challenge.

This was also the first game I ported to the Doja platform. At the time of writing I've ported this game to almost 10 handsets. I've spent longer coding the ports than the original game. This is despite heavy code reuse between devices! The main obstacle is the varying screen size of devices, combined with unstable Java implementations.

(Copyright Morpheme 2004)
Review #1 | Review #2
This was the final title that I coded for Morpheme. (In fact, I did not do any of the porting work.) This is a dirt bike racing game, in which you race against AI opponents. I tried to add a few other amusing features to the game - for example, when you crash, the wheels fly off your bike and bounce around the landscape.

The game includes a level editor, which allows you to design your own levels on the phone, save them to memory and finally race the level against the AI. The editor is reasonably competent, as it was actually used to design the final levels found in the game.

The game includes 19 levels, grouped into cups. I think it offers a decent amount of gameplay given device limitations!

Penalty Shootout
(Copyright Macrospace 2004)
The purpose of this game should be pretty obvious! It's a Penalty Shootout game, released for lower end devices, which are unable to run Soccer Unlimited for various reasons.

In my opinion, most penalty games aren't actually much fun to play, due to their random nature. I hope this proves slightly more compelling - you have to align two targets to save a goal, or move your target away from the goalie when shooting.

Soccer Unlimited
(Copyright Macrospace 2003)
TV Advert #1 (4MB) | TV Advert #2 (4MB) | Review #1 | Review #2
Coding this football game presented some interesting challenges. Firstly, getting 22 players to move realistically around the pitch without reducing the phone to a crawl. Secondly the whole game had to fit into 64K, including code, graphics and sound. The final game contains training, friendly, cup and penalty modes, team customisation and bonus games.

Each player has individual stats, and the teams are fully customisable - player positions can be swapped and colours changed. I recolour the graphics on the fly, to generate these kit colours. I also added weather effects, which affect ball physics.

It was a real effort to get this game to run on the low end mobile devices. I'm continually moving code and graphics to and from memory!

Courage: Haunted House
(Copyright Macrospace 2003)
Review #1
This was the first game I coded for Macrospace. Generally, you run around eating pies, whilst shooting eyeballs, flying pumpkins and a cat throwing bombs. What more could you ask for?

Wizard Pinball
(Copyright Morpheme 2002)
Review #1
This was the first title I coded, after graduating from university. Initial versions of the game were targetted at slower black and white mobile phones (Siemens M50 and Nokia 3410). Therefore, getting the game to run fast was tough! In terms of phone technology, huge leaps have been made since I coded this title, and the base device is now thankfully much faster.

As my first title, Wizard Pinball was a great learning experience. I coded a J2ME table editor to design tables, and learnt a lot about collision algorithms, reflection and ball physics.