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Cherry Popping

Cherry Popping 

Long Description:

Hey there! Meet Miss Teen Queen, Cherry!! She's a fun gal and is willing to show you a lot more of herself. You've got a bowlful of nuts with you... all you have to do is toss them into her mouth! Each time you toss 3 consecutive nuts successfully, Cherry pop's one of her buttons & closes her mouth a bit to make the throw harder! She's got 5 buttons in total... how many do you think you can pop?!

How2play
1.Select the desired angle from the oscillating angle bar.
2.Power up to throw the nut into her mouth.
3.You only have 30 nuts in your bowl. Use them wisely & don't waste them.
4.Throw 3 nuts consecutively in her mouth to get to the next level

Features
Featuring Miss Teen Queen, Cherry who willingly pops her buttons! A game that'll keep you coming back
for more!

Controls:  

Press 5 or FIRE to select the desired angle from the oscillating angle bar.
Keep 5 or FIRE pressed while you select the desired power to throw the nut with.
As soon as you release the 5 or FIRE key, the nut is thrown.

The game ends when the user successfully gets Cherry to pop all her buttons. The game could also
end when the user runs out of nuts!

Screenshots:

         

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players interested in this game are advised to look at one of the following games:

BloodyFight

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Mobile Games Market

$1.93 Billion Mobile Games Market Will Be Dominated By Few Key Players According to Alexander Resources

The mobile games market is set to become the single largest and most important mobile entertainment application in the wireless world according to a new report: "Winning and Losing in Mobile Games" now available from Alexander Resources, a leading research, consulting and education firm specializing in wireless communications.

According to this report, worldwide revenues from mobile games are forecasted to grow from just under $500 million in 2002 to nearly $2 billion by 2006. The introduction and acceptance of the new generation of game phones will be the key factor in fueling this growth. The growth of mobile games will also help drive expansion of other new, non-voice, data oriented wireless services.

But technical and business issues will limit the lion’s share of this market to a few large game developers and game phone manufacturers. While this market is expected to attract many game phone manufacturers, significant variations in the features and capabilities of each of their game phones will make it impossible for game developers to adapt, develop and support new or existing games to each one. This problem will be further compounded by wide variations in the wireless networks that these game phones operate on, each with their own standards and data rates. The result will be a market dominated by a very few phone manufacturers who can quickly flood the market with a few attractively priced game phones that play a number of the more popular games. The popularity of their phones will also allow them to establish exclusive to semi-exclusive relationships with a few well-established game developers.


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