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Re:Flappy Bird is proof that no one knows what the audience ... by shurcooL on Thursday February 06, 2014 @05:07PM (#7193252)
Actually, the game mechanic is deceptively different.

It looks and feels like those previous helicopter games where you hold to accelerate up. But it's very different, in that, you top to give the bird a sudden impulse. This is much harder to control with precision.

That's where it's addictive nature comes from... It's deceptive as in "oh I know how to play this kind of game, I can do this!" but in reality it's way more difficult that you estimate it to be.

Re:Flappy Bird is proof that no one knows what the audience ... by germano on Thursday February 06, 2014 @05:21PM (#7193319)
Jetpack Joyride has the exact same control idea when you're controlling the "Profit Bird" vehicle. So it must be a bird thing.
Re:Flappy Bird is proof that no one knows what the audience ... by shurcooL on Sunday February 09, 2014 @12:01PM (#7206075)
Hey, I just looked at it, and Jetpack Joyride does not have the same control scheme. It is the "hold button to accelerate up at constant acceleration" controls like other previous games, not the Flappy Bird's "tap to give a sudden impulse" scheme.

Edit: Actually, it's a combination of many schemes. There's a gravity suit that inverts gravity. There's jumping from the ground, which is impulse-based. But the generic jetpack flying is acceleration-while-holding-based. Bottom line, I would not say it's "exactly the same idea" as flappy bird at all.

Re:Flappy Bird is proof that no one knows what the audience ... by shurcooL on Thursday February 06, 2014 @07:36PM (#7193980)
Interesting. It seems feasible that the cute graphics and memorable name play a role.