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At that point, we could either announce that it’s coming in a week, or just make it a surprise, so we decided to keep it under wraps until release. So we were just working hard on the game, and then, we realized it was ready to ship. We know that we didn’t want to announce anything until we had a release date, because fans get upset when they think it’s taking too long. To be honest, we didn’t plan for it to be such a huge surprise. Why opt to stay secret instead of hyping it up for the last few months like, let’s say, Plants Vs. Why keep it so secret? I feel like we didn’t hear anything about it until earlier last week. I read in your interview with Polygon that you only built the game in ten months. It’s definitely something we’d consider doing in the future. It was a great way to give the fans more Temple Run. We had a great time working with Disney on Temple Run: Brave. Are you going to take the Rovio approach and perhaps do some others as well? Or was that a onetime thing?
#TEMPLE RUN 3 FOR DOWNLOAD MOVIE#
You guys have already done one licensed off-shoot with the movie Brave. We don’t have any other versions to announce yet, but we’d love to have it on as many devices as possible.
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How about Windows Phone 8? Or any other platforms before iOS or Android?
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I’ve read you’ve got an Android version coming out this week. Since Temple Run is an infinite runner, with a never-ending path, infinity was also a big theme for the game, and you’ll see the infinity symbol repeated throughout the landscape.

We also looked at a lot of pictures of the world’s deadliest roads, the windy roads hanging off of cliffs that you just can’t believe exist. We wanted an expansive, airy feeling to Temple Run 2, very different from the swamps of the original version. What made you choose a floating temple in the clouds as the setting for the new game? What inspirations did you look for in creating the look? For example, one character might activate a boost, another might activate a magnet, or another might use a shield, which is a new power. Players were always asking us for something that would distinguish the characters and give them a bit more of a strategy, so this really changes things up. The cool thing is that each character has their own unique power up. Now when it fills up, you can double tap to activate a power up. The big change in power ups is the power meter on the left.
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There are also some new mechanics, like sliding along zip lines and riding in a mine cart. The game is simply beautiful, with expansive mountain vistas, curving paths, hanging bridges, waterfalls, forests, etc. The first thing you’ll notice is the visual overhaul. What’s new in the sequel that fans can look forward to? Talk about some of the new game features and abilities your character can utilize. Seems unreal to see all these different people all over the world playing and talking about our little game! We also liked doing a Twitter search for Temple Run, and it’s incredible to see it mentioned by all sorts of people once a second, or even more.
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It took a while to sink in! After we switched it from paid to free in September 2011, it started slowly climbing the charts, and it was so gradual that we didn’t quite believe how popular it was until it finally hit #1 and stayed there for a full month! Then it seemed like maybe it really is a hit that’s here to stay. When did you know you had a hit on your hands with the first game?

After playing around with it for a bit, we arrived at the control scheme where you were controlling Max with the now-familiar swipes to turn 90 degrees.Īfter the mechanic was there, we started thinking of the theme, and we thought – what if you were running on the Great Wall of China? The whole adventurer theme evolved from there. The game did not do well, and we thought a lot of it had to do with the complex controls, so we set out to simplify. Believe it or not, Max Adventure was a dual-stick shooter where you are a little kid protecting your neighborhood from invading aliens. It actually evolved from our previous game, Max Adventure. How did you first come up with the idea for the original Temple Run game? I saw in a Mashable interview that you were inspired by Sonic and Mirror’s Edge of all things? Along the way, you collect coins and power ups that help you run better and increase your score. Of course, as soon as you do, evil demon monkeys erupt from every corner and you have you run for your life! As you run faster and faster, you have to navigate tight turns, harrowing obstacles, and keep your speed up, as the monkeys just keep getting faster. You are tempted to take the idol, if you dare. The game starts off with a golden idol twinkling seductively in a dark cave. Who hasn’t played Temple Run?! Just kidding! For those who have never played a Temple Run game … How would you describe the franchise?
