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Android Games
Games for the Google Android mobile phone and tablet OS. A subset of Mobile Phone Games. Due to Android Market's (now Google Play's) openness, there are lots of games of varying quality to be found.

Most of these games also have versions on iOS platforms. In fact, iOS is typically the place most app developers start. The reason for that is very simple. Apple has released a grand total of twenty-two devices that can play games (10 iPhones, 5 iPods, 7 iPads and/or iPad Minis) since the debut of its touchscreen-controlled devices in 2007; that's an average of 3 devices per year. Android, in comparison, gets an average of two thousand new devices per year, all with different screens, processors, memory and other hardware concerns... and since it came out in 2008, you can imagine how many permutations have piled up. It's like PC vs. Console, but worse—way, worse, actually, since PC manufacturers can alter the hardware but can't really mess with Windows. Android manufacturers can: Android is open-source software, and each phone company can (and does) make alterations to the OS as they see fit. the "Android OS" you experience on an HTC One may be very different than that of a Motorola Moto X, or a Samsung Galaxy S5, or a Nexus 5 (just to name a few flagship phones). With this much fragmentation on Android's side, it's no wonder that iOS is, simply, easier to program for. Thereís also the fact that iOS is more lucrative: though it has only about 20% of the market share, its users tend to spend 4 times more money in the App Store. (It is much simpler to spend money on iOS, since you donít have to worry about apps not being supported or choosing which store to buy from.)

The flipside is that Android is way less restrictive. To program an iOS game, you need to 1) buy a Mac, so that you can 2) download the free but Mac-exclusive program Xcode, with which to 3) program your game. Then you need to 4) buy—yes, buy—your "I'm allowed to put experimental software" licenses from Apple (either Development Profiles or the Enterprise program), which you 5) provision to your iOS devices' Keychains before you can 6) upload rough drafts of your game to them. Oh, and just for fun, 7) those licenses run out in a year, so you'll need to buy them again if you plan to keep updating your game post-launch. Android, in comparison, just requires you to 1) download Eclipse, which is free on Mac and PC; and then 2) press a certain button seven times in your phone's settings to enable "developer mode", allowing you 3) upload rough drafts of your game. (Android also allows sideloading, so these can be from Google Play, Humble Bundles, the Amazon Appstore or other sources.) The first money that changes hands is when someone pays you for/in your game. Additionally, Android has a much bigger hold on the developing world, due to its open-source nature and cheaper pricing. (Sometimes ridiculously cheaper: while Apple users are spending $650 on the iPhone 6, Android users can get their hands on two-year-old Nexus 4—with, as one satirist pointed out, almost identical features—for $250, or a brand-new Moto X 2nd-gen for $99.) Google is consciously exploiting this fact with its new Android One phones, rolling out very cheap devices in the developing world and monopolizing a market Apple hasn't tapped—a market Apple cannot tap, unless they change their policies drastically. Apple exploits the Cult Classic mentality, so they're unlikely to go out of business any time soon, but the ratio of iPhone users to Android users in the world may soon change sharply in Google's favor.

These games include:

and plenty more.
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