9th June 2004 - StrangeMaze 3D goes live with Thailand's largest operator AIS
28th October 2003 - StrangeMaze 3D v1.1 released and benchmark updated
StrangeMaze 3D v1.1 has been released with improved support for more phones including the Samsung C100 and the Sony-Ericsson T610. The 3D engine has been further optimised to increase speeds on slower colour Java phones, and the benchmark has been improved with new results in the benchmark section. The screenshots section has also been updated with a new photograph of StrangeMaze 3D running on the Siemens MC60.
17th October 2003 - New pictures of StrangeMaze 3D
The screenshots section has been updated with four new high resolution photographs of StrangeMaze running on the Sony Ericsson T610, Samsung C100, Nokia 6610, and the Siemens S55.
18th September 2003 - StrangeMaze 3D gets multi-lingual
StrangeMaze 3D - our 3D first person, maze puzzle, racing game for Java mobile phones - now has versions available in Simplified Chinese, Italian, Spanish, as well as the original English version.
Click on images to view a larger version of the image...
StrangeMaze 3D is now fully localisation-ready, allowing translations for titles, menus, all on-screen text, and even logo images within the game. StrangeMaze's localisation engine supports single byte character sets (e.g. for English, Italian) and multi-byte Unicode character sets (e.g. for Simplified Chinese). This allows us to introduce different language and corporate branded versions of the game when asked to do so by our regional partners and clients around the world.
18th August 2003 - StrangeMaze 3D goes live with Vodafone in Italy
Abstract Worlds' first game Java mobile game StrangeMaze 3D is now available with Vodafone Live in Italy. StrangeMaze 3D, published by AnfyMobile in Italy, is the world's first Java phone game to sport a smooth realtime 3D engine like the Wolfenstein 3D engine and be available for most Java phones.
"By having faith in our content, providing game language translations and securing distribution via operators, AnfyMobile have delivered our games to completely new audiences" - said Paul Ireland, director of Abstract Worlds Ltd (UK).
"Vodafone required us to provide innovative 3D games, something different from the same common arcade clones found everywhere, so we secured the exclusive italian distribution of Blazers and Strangemaze3D. Vodafone chose to launch our games, trashing hundreds of common games offered by others." - said Fabio Ciucci, CEO of AnfyMobile (Italy).
27th June 2003 - StrangeMaze 3D goes live with Nextel in the US
Abstract Worlds' first Java mobile game StrangeMaze 3D is now available with Nextel in the US. StrangeMaze 3D, published by MicroDevNet in the US, is the world's first Java phone game to sport a smooth realtime 3D engine like the Wolfenstein 3D engine and be available for most Java phones.
30th April 2003 - Abstract Worlds delivers 3D mobile gaming to Asia and Europe
Abstract Worlds' first Java mobile game StrangeMaze 3D is now available with operators in Asia and with web portals in Europe. StrangeMaze 3D is the world's first Java phone game to sport a smooth realtime 3D engine like the Wolfenstein 3D engine and be available for most Java phones.
Working with iiLCorp has allowed Abstract Worlds to launch the game with CSL (formerly HK Telecom), and Macau's operator CTM.
StrangeMaze 3D has also gone live with Chunghwa Telecom in Taiwan, distributed by iaSolution.
Closer to home, through Abstract Worlds' agreement with Macrospace, StrangeMaze 3D is now live on Macrospace's ProvisionX platform, and thus available via ProvisionX clients such as Swiss operator Sunrise and midlet.com. StrangeMaze 3D has also gone live at Partymob, UK-based InfoMedia Service's consumer brand, which advertises J2ME games in national newspapers and magazines alongside their portfolio of ringtones, logos and other mobile entertainment products.
"April 2003 has been a busy month in terms of going live dates for us" said Paul Ireland, director of Abstract Worlds. "We still have a lot of distribution channels to open up using the traditional regional distributer / operator / portal business model. Which is why ever since StrangeMaze 3D was launched by us in February 2003, we have offered global gamers the option to download a trial version and buy the full game directly from our website at www.abstractworlds.com, rather than wait for the normal local distribution channels to open up."
10th April 2003 - Abstract Worlds at Mobile Entertainment 2003
Abstract Worlds Ltd. exhibited at Mobile Entertainment 2003, Business Design Centre, London, 8-9 Apr 2003. The following photographs were taken during a rare quiet moment at the stand... Tracey Lawman (pictured below) was playing StrangeMaze 3D of course:
Click on images to view a larger version of the image...
Mobile Entertainment is the world’s largest mobile entertainment event. Although the exhibition was small compared to other gaming exhibitions, the fact that it only focuses on mobile entertainment meant that we were extremely busy and generated a lot of interest. With 2003 being the year when Java phone gaming really starts to take off on a global scale, we felt that our attendance this year was crucial. It is very important to make people aware that we have been there right from the start of this new exciting industry, and demonstrate the innovative 3D technology and content for Java phones which we have been quietly working on for the past 2 years in preparation for 2003 - the year when Java phone gaming really starts to happen.
At the show we demonstrated StrangeMaze 3D - the world's first Java phone game to sport a smooth realtime 3D engine like the Wolfenstein 3D engine and be available for most Java phones. This is our first Java mobile phone game, as we have invested a lot of time and effort into creating the 3D engine first and getting it to work on the whole range of slow and fast Java phones. Now that the 3D engine is ready, and our first game has gone live, it will be easier for us to deliver a new 3D engine-based game every one or two months. Some visitors to our stand were treated to sneak previews of an early beta of our next game AltShooter 3D, a 3D first person shooter set in a colourful surreal world.
30th March 2003
A reviews section has been added with an 8/10 review kindly reproduced courtesy of Midlet Review.
24th March 2003
The benchmark section has been updated with some existing results changed due to new feedback, and new results added for the following phones: Nokia 7250, Siemens M50, Siemens C55, Siemens SL45i, and Samsung S100.
18th March 2003
The screenshots section has been updated with several new higher resolution photographs of StrangeMaze running on different phones. The new photographs were taken in preparation for our exhibition stand at Mobile Entertainment 2003, London 8-9th April.
5th February 2003 - StrangeMaze 3D Java phone game released
StrangeMaze 3D is now officially launched. We have a free 2 level try before you buy version which you can download now OTA (over the air) via your Java phone's WAP browser (if your WAP service provider supports Java downloads). If you like the game you can unlock it into the full 100 level version by purchasing an unlock registration code directly from us, either by phoning a premium rate number for UK gamers, or by making a secure online credit card payment from our e-commerce store for global gamers. In preparation for this release, this site has been updated, restructured, and expanded.
31st December 2002
The release of StrangeMaze has been delayed until February 2003 for final product testing, optimisation, and quality checks. Apologies to those people who were looking forward to playing StrangeMaze at the end of 2002, but we hope you will agree that the extra wait will be worth it. In the meantime have a happy new year!
5th December 2002
Added artwork which can be downloaded and used as your Windows desktop wallpaper. For more information please visit the Wallpaper section.
7th November 2002
Site has been updated with new animated gif screenshots of the latest beta version of StrangeMaze. This version makes use of the full screen on Nokia and Motorola phones, supporting short wide screens like the Nokia 3410 as well as tall thin screens like the Nokia 7650 and the Motorola T720.
19th September 2002
Photos of the Abstract Worlds stand at the recent ECTS games industry exhibition have been posted on the main Abstract Worlds news page.
Visitors to our stand were treated to a sneak preview of StrangeMaze running on Nokia 3410, Nokia 6310i, Siemens MT50 and Motorola T720 Java mobile phones. If you weren't one of the lucky few then don't despair since we have prepared a video clip (lower quality 1.7MB or higher quality 3.5MB) for your viewing pleasure.
28th August 2002
StrangeMaze will be demonstrated on mono and colour phones at the Abstract Worlds stand at the ECTS games industry exhibition, Earls Court, London, 29-31 Aug 2002.
12th August 2002
Our testing of StrangeMaze at the Metrowerks testing labs gets a mention in a couple of press items. Metrowerks' newest test labs opened this week in Austin, Texas. A press release from Metrowerks and an article in the Austin American-Statesmen entitled 'Metrowerks brings wireless testing lab to Austin' describe the new test lab and the positive experiences of companies that have recently used Metrowerks' testing labs.
23rd July 2002
After a visit to the Metrowerks testing labs, StrangeMaze has now been tested and runs well on the Motorola v66i and Motorola's new colour phone the Motorola T720. The phones that StrangeMaze has been tested on now includes the Nokia 3410, Nokia 6310i, Nokia 7650, Siemens MT50, Siemens M50, Motorola v66i and Motorola 720. The site's Screenshots page has been updated with new pictures of the game running on the Motorola phones.
12th July 2002
The latest StrangeMaze beta has been tested on Nokia 3410, Nokia 6310i, Nokia 7650, Siemens MT50 and Siemens M50. The site has been updated with new screenshots, pictures of the game running on real phones, and updated information.
20th June 2002
During the past 2 months we have been very busy improving StrangeMaze. StrangeMaze beta did not get into the top 3 in the J2ME game competition organised by the Motorola MAGNET team, and this has prompted us to re-focus our efforts on improving the graphics, optimising the game, more user testing, and testing the game on the real devices that are now becoming available. The game we have now is very different to the one we entered into the competition 2 months ago. In the past few weeks 2 Java devices from Nokia have entered the marketplace in the UK, the Nokia 6310i and the Nokia 3410. The current version of StrangeMaze beta runs very well on these phones at a speed of nearly 10 frames per second.
24th April 2002
Still screenshots of the latest StrangeMaze beta running in various emulators from the Motorola J2ME SDK have been added to the Screenshots page.
23rd April 2002
An animated screenshot of StrangeMaze beta, demonstrating a full level in race mode, has been added to the Screenshots page.
User guide page expanded with descriptions of StrangeMaze's game menus.
22nd April 2002
The StrangeMaze website has been updated with a new look and navigation structure. The old single home page has now been replaced by a multi-page website to cater for future growth. The site has also been updated with information about the latest StrangeMaze beta.
19th April 2002
New StrangeMaze beta released and submitted to a J2ME game competition organised by the Motorola MAGNET team. The latest beta gives a much better indication of what the final game will look like. This version has been optimised and tested on many emulators, and most of the final game functionality is working apart from: saving games and settings, the 2D only game mode, internationalisation, final optimisation and testing on physical devices.
4th March 2002
Nokia Mobile Challenge announces winners. Unfortunately StrangeMaze did not get a mention, there was only one winner in each category, but it was very encouraging to hear that the competition attracted nearly 500 entries.
3rd February 2002
Early StrangeMaze beta submitted to the Nokia Mobile Challenge in the entertainment category. This was a very early beta which was released to fit in with the Nokia Mobile Challenge timeline. At this stage the game had not been optimised, there was no race or demo mode, navigation was awkward, and there was no menu.
1st December 2001
Design and development of StrangeMaze commences.
1st August 2001
Development of Abstract World's multi-platform 3D raycasting engine started. This is an ongoing research and development project for Abstract Worlds. The engine was originally designed, prototyped and developed in Visual Basic for the Windows platform. Later, the engine was ported to Java and J2ME for use in the StrangeMaze game.