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One of the biggest mobile smartphone games we’ve ever played is the original Temple Run. The endless running, violent jungle apes and coin collecting took over everyone’s iOS/Android devices during the game’s long stretch after release. The devs behind the game, Imangi Studios, knew not to rest on their laurels. So, the small development company fine-tuned the original and offered something new to longtime fans – Temple Run 2.
Here’s everything you need to know about this endless runner smash hit game.
1. Its A Sequel to the 2011 Original
Temple Run 2 is the sequel to the original game, which was released on August 4, 2011 (iOS) and March 27, 2012 (Android). As for Temple Run 2, it was released on January 16, 2013 (iOS) and January 24, 2013 (Android). A Windows Phone version of the game is currently in development.Polygon posted an official plot synopsis on the game:
Temple Run 2 takes place in a temple floating in the clouds instead of a thick swamp in the jungle, evoking the Inca of Peru rather than the Aztec of Mexico. The new locale feels much more open, if only because players can see the sky. Thanks to the altitude, the sequel also includes some aerial gameplay, with zip lines used to traverse large gaps. In these segments, the player merely tilts the device to perform actions, since it wouldn’t make sense to do something like jump. Imangi also implemented another mainstay of Indiana Jones films and their ilk: mine carts. Movement in carts is controlled just like regular running, with touchscreen swipe gestures.
2. Its An Endless Running Game
Temple Run 2 is an “endless/infinite running” game, which is a platform game that has the player controlling a character that continuously moves forward on a never ending path. These games’ controls operate by letting you swipe to change directions and jump while avoiding oncoming obstacles and pitfalls. Temple Run 2 changes up the formula of these types of games by allowing the player to pick up power ups, upgrade different statistics and ride in mine carts during certain sections of the game. The first offical title that launched the “endless running” genre is Canabalt, which launched in 2009.
3. There Are Four Controllable Characters
There are four different characters that can be used during the many instances of Temple Run 2’s stage runs. Here’s all the characters and the coins requirements needed to unlock some of them:
- Guy Dangerous: unlocked from the start
- Scarlett Fox: 5,000 coins
- Barry Bones: 15,000 coins
- Karma Lee: 25,000 coins
4. The Game Was in Development Since 2012
Imangi Studios developed the game since March 2012. The small studio went to work and upgraded the first game’s visuals and tightened the mechanics that made the first game so addictive in the first place. After being announced on January 16, 2013, Temple Run was immediately available for download on the iOS App Store in New Zealand. The international release of the game followed soon after. The studio says that a third game in the series in not in development (for now…), but expansion packs are on the way.
5. Only Five People Helped Developed This Sequel
During a Polygon interview with the co-founder of Imangi Studios (Keith Shepard), an interesting tidbit about the game’s creation came to light:
According to Shepherd, the three people who made Temple Run — him; his wife, Natalia Luckyanova; and artist Kiril Tchangov — took a conservative approach to development, building the game in five months and hoping it would become a hit. That didn’t leave a lot of time for bells and whistles, although one could argue that Temple Run, like many mobile games, struck a chord because the core experience is so easy to grasp while being addictive.
The team of three that made Temple Run ballooned only to five for the sequel. “We’ve had the opportunity to grow a lot, but we value our independence and … the small size of our studio,” Shepherd told Polygon. Imangi built a custom iOS-specifc engine for the original game. When the company wanted to port the title to Android, the developers decided to use the Unity engine. “It was more efficient for us to focus on using an already established game engine,” Shepherd explained.
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