Toward the end of the 20th century, mobile phone ownership became ubiquitous in the industrialized world due to the establishment of industry standards, and the rapid fall in cost of handset ownership, and use driven by
economies of scale. As a result of this explosion, technological advancement by handset manufacturers became rapid. With these technological advances, mobile phone games also became increasingly complex, using improvements in
display,
processing,
storage,
interfaces,
network bandwidth and
operating system functionality. The first such game that indicated a demand for handset games was a version of
Snake that
Nokia had included on its devices since 1997. In 1999,
NTT Docomo launched the
i-mode mobile platform in Japan, allowing mobile games to be downloaded onto
smartphones. Several
Japanese video game developers announced games for the i-mode platform that year, such as
Konami announcing its
dating simulation Tokimeki Memorial. The same year,
Nintendo and
Bandai were developing mobile phone adapters for their
handheld game consoles, the
Game Boy Color and
WonderSwan, respectively. By 2001, i-mode had users in Japan, along with more advanced handsets with graphics comparable to
8-bit consoles. A wide variety of games were available for the i-mode service, along with announcements from established
video game developers such as
Taito, Konami,
Namco, and
Hudson Soft, including ports of
classic arcade games and 8-bit
console games. phone By the mid-2000s there was a large market for mobile games, of which many were built on the
Java ME platform that many devices at the time supported. Earlier they could be obtained using
SMS short codes before manufacturers as well as
mobile network operators started offering them for download both on the
Web (on a PC to be transferred to the device) or directly via the air (using
GPRS,
3G or
Wi-Fi). The launch of Apple's
iPhone in 2007 and the
App Store in 2008 altered the market. The iPhone's focus on larger memory,
multitasks, and additional
sensing devices, including the
touchscreen in later models, made it suited for
casual games, while the App Store, which is also independent from
mobile carriers, made it easy for developers to create and publish apps, and for users to search for and obtain new games. Mobile gaming grew rapidly over the next several years, buoyed by rapid expansion in
China. By 2016, top mobile games were earning over a year, and the total revenue for the mobile games sector had surpassed that of other video game areas. Other major trends in mobile games include
hyper-casual games such as
Flappy Bird and
Crossy Road and
location-based games like
Pokémon Go. Mobile gaming has impacted the larger video game market by drawing demand away from
handheld video game consoles; both
Nintendo and
Sony had seen major drops in sales of their
eighth generation handhelds compared to their
seventh generation predecessors as a result of mobile gaming. At the same time, mobile gaming introduced the concept of
microconsoles, low-cost, low-powered
home video game consoles that used mobile operating systems to take advantage of the wide variety of games available on these platforms.
Calculator games '' being played on a modified
TI-83 Plus '' Calculator gaming is a form of gaming in which
games are played on
programmable calculators, especially
graphing calculators. In 1980,
Casio's MG-880
pocket calculator had a built-in "Invaders" game (essentially a downscaled
Space Invaders clone), released in the Summer that year. Another early example is the
type-in program ''
Darth Vader's Force Battle
for the TI-59, published in BYTE in October 1980. The magazine also published a version of Hunt the Wumpus for the HP-41C. Few other games exist for the earliest of programmable calculators (including the Hewlett-Packard 9100A, one of the first scientific calculators), such as the long-popular Lunar Lander'' game often used as an early programming exercise. However, limited program address space and lack of easy program storage made calculator gaming a rarity even as programmables became cheap and relatively easy to obtain. It was not until the early 1990s when
graphing calculators became more powerful and cheap enough to be common among
high school students for use in mathematics. The new graphing calculators, with their ability to transfer files to one another and from a
computer for backup, could double as game consoles. Calculators such as
HP-48 and
TI-82 could be programmed in proprietary
programming languages such as
RPL programming language or
TI-BASIC directly on the calculator; programs could also be written in
assembly language or (less often)
C on a desktop computer and transferred to the calculator. As calculators became more powerful and memory sizes increased, games increased in complexity. By the 1990s, programmable calculators were able to run implementations by hobbyists of games such as
Lemmings and
Doom (Lemmings for
HP-48 was released in 1993; Doom for HP-48 was created in 1995). Some games such as
Dope Wars caused controversy when students played them in school. The look and feel of these games on an HP-48 class calculator, due to the lack of dedicated audio and video circuitry providing hardware acceleration, can at most be compared to the one offered by 8-bit handheld consoles such as the early
Game Boy or the
Gameking (
low resolution,
monochrome or
grayscale graphics), or to the built-in games of non-
Java or
BREW enabled
cell phones. Games continue to be programmed on graphing calculators with increasing complexity. A wave of games appeared after the release of the
TI-83 Plus/
TI-84 Plus series, among TI's first graphing calculators to natively support assembly.
TI-BASIC programming also rose in popularity after the release of third-party libraries.
Assembly remained the language of choice for these calculators, which run on a
Zilog Z80 processor, although some assembly implementations have been created to ease the difficulty of learning assembly language. For those running on a
Motorola 68000 processor (like the
TI-89), C programming (possible using TIGCC) has begun to displace assembly. Because they are easy to program without outside tools, calculator games have survived despite the proliferation of
mobile devices such as
mobile phones and
PDAs. ==Different platforms==