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Filed under: Analysis / Opinion

Filed under: Analysis / Opinion, Apple Corporate, Apple

We get it, Windows means cheap hardware


Microsoft's latest advertising campaign, while more stimulating than the Seinfeld/Gates spots, has one goal and one goal only: sell PCs. Microsoft's endgame, it seems, is to persuade people into purchasing Windows-running PCs by leveraging the fact that Macs are more expensive than PCs.

I'm not going to get into this argument because a) it's been done before, and b) the answer always comes out with just a little bias. In my opinion, the hardware comes out costing the same (with negligible differences) no matter how you run the numbers. What I would rather discuss is how Microsoft is making its attack and what it is actually doing to help Apple.

Continue readingWe get it, Windows means cheap hardware

Filed under: Analysis / Opinion, Software, Odds and ends, Developer, iPhone, App Store, Jailbreak/pwnage

iCombat's stats on app pirates


Miguel Sanchez-Grice, creator of the iCombat app (a remake of the old Atari game), sent us these stats on piracy of his app after writing a blog post about the same thing, and I find them fascinating. Instead of building DRM into his app, he just detected if the player was using a copy that wasn't from the App Store, and then forwarded them onto a web page that he could track. It seems like he equates unique visitors to his Pinch Media site as users (though he doesn't go into detail about exactly where those "Pinch Media New Uniques" numbers come from), and then subtracts legit app sales from those numbers to get the number of pirates. And while he says the numbers are lower than he expected, they seem pretty high to me: there is a substantial number of people out there using cracked apps.

Continue readingiCombat's stats on app pirates

Filed under: Analysis / Opinion, Audio, Software, Developer, iPhone, App Store, iPod touch

Bebot turns your iPhone into the cutest instrument ever

I don't think I've ever fallen in love with an app as quickly as Bebot. Not only is it a pretty darn powerful synthesizer with an interesting touchscreen interface, but that robot. That robot! He makes you want to play something, anything, with those cute little closed robot eyes and that dashing tux and that knowing smile. If you just want to make funny robot noises, that's easy enough, but for the musically inclined, there's a really surprising amount of features under the hood, including analog filters, a delay/looping effect, chorus and overdrive effects, and even an autotune system. Oh, and because of the multitouch screen, you can play up to four waveforms at a time. In the hands of someone who knows what they're doing, this thing can be really impressive.

It's available from a company called Normalware (any app with that robot in it has basically sold me from now on -- there's even a t-shirt of the guy) on the App Store right now for $1.99.

Filed under: Analysis / Opinion, Hardware, Humor, Software, Odds and ends, iPhone, App Store

Dealing with app-noxious app-oholics

The other day I had the fortune of hanging out with TUAW's own Mike Rose and our old colleague David Chartier in Chicago, and my main fear going into the meeting was that, given what a bunch of iPhone geeks we were, we'd just spend the whole time showing off apps on our iPhones. Not that seeing cool apps isn't awesome, but if you've ever had anyone excitedly show you what an app can do, I think it gets to be a little much. And I'm not alone -- though yes, the iPhone does a lot of things that we have never been able to do before, it is possible to get "app-noxious," a term coined by MSNBC to describe people who are way too excited about what their iPhone can do. Yes, we know already, there is an app for that. Give it a break.

This isn't the first time this phenomenon has popped up, and if you own an iPhone, you probably already know about it anyway -- I was definitely looking for made-up ways to use SnapTell Explorer when I first installed it. So next time you feel the urge to break into someone else's conversation to let them know about this app you bought last night that does exactly what they're talking about, hold your tongue, at least until you're not interrupting.

And of course that doesn't mean that app nerds can't still be nerds about it -- yes, though Rose and Chartier and I didn't spend the whole time showing off apps to each other, we each did bring out phones at least once to show off just how great this new app we just got was.

[via MacDailyNews]

Filed under: Analysis / Opinion, iPhone, App Store, iPod touch, App Review

First look at SlingPlayer Mobile for iPhone

This is a painful review to write, because the SlingPlayer for iPhone had so much potential before AT&T decided to cripple it. One can understand the terror at the thought of a million SlingPlayers draining network bandwidth dry, but in fact, AT&T seems to be violating its own Terms of Service by allowing other smartphones to run SlingPlayer without interference.

OK, so how does the SlingPlayer [App Store link] for iPhone/iPod touch work on a WiFi network? Pretty well. The video can be a bit choppy, but it is quite watchable, and basically gives you a full-featured television receiver (or DVD player if you are set up that way) wherever you have an accessible network.

Set up is pretty easy and does not require a manual. The only pain point is inputting your unique Sling ID which requires typing long strings of upper case letters followed by numbers. This can be skipped if you have a Sling account configured in advance.

In my case I have a SlingBox Pro, connected to a DirecTV HD receiver. The remote worked fine, and it is a transparent overlay so the video shows through. Entering a command results in a 4-5 second wait for it to be executed, but that is understandable considering what is going on behind the scenes. Entering pretty much any command to the remote pauses the video and audio, which again, is understandable but not desirable.

If you have a DVR, the SlingPlayer app will control it, which is a real benefit to users who are away from home and want to catch a program, or play it back remotely.

The loss of 3G functionality is sad. In the old days I used the SlingPlayer on a Motorola smartphone. When traveling, it was easy to catch a newscast or get some ball scores from any location. Now, you have to have a Wi-Fi connection, which seriously limits your options.

Finally, there is the matter of price. It is hard to endorse paying $30.00US for an app that has lost a major feature. Sling charges the same price for versions of the app that do run on 3G. It seems unfair given all that has happened to this app.

It is certainly true that Sling Media is not to blame for the business decisions of AT&T, but the company certainly controls the pricing of the app.

I think there will be a lot of people who want to buy and use SlingPlayer Mobile for iPhone. On the other hand, many people have had their enthusiasm severely dampened by the current situation. Unfortunately, no matter how clever the app, and it IS clever, AT&T, Apple and Sling Media have all been damaged by this drama.

Nothing is forever, and policies can change. All concerned will have to figure out if the decisions made so far with this app are worth the damage to reputations and corporate image.

Note: The Sling web site is running pretty slowly as I write this, and I was surprised to see that the iPhone version of the app is not listed in the support options.

Here are some screen shots of the app in operation:

Filed under: Analysis / Opinion, iPhone, App Store, iPod touch

AT&T says it is to blame for the SlingPlayer fiasco

Engadget and other publications tonight are quoting AT&T saying it knifed the SlingPlayer for iPhone due to concerns over bandwidth.

"Slingbox, which would use large amounts of wireless network capacity, could create congestion and potentially prevent other customers from using the network. The application does not run on our 3G wireless network. Applications like this, which redirect a TV signal to a personal computer, are specifically prohibited under our terms of service. We consider smartphones like the iPhone to be personal computers in that they have the same hardware and software attributes as PCs.

That said, we don't restrict users from going to a Web site that lets them view videos. But what our terms and conditions prohibit is the transferring, or slinging, of a TV signal to their personal computer or smartphone.

The Slingbox application for the iPhone runs on WiFi. That's good news for AT&T's iPhone 3G customers, who get free WiFi access at our 20,000 owned and operated hot spots in the U.S., including Starbucks, McDonalds, Barnes & Noble, hotels, and airports. AT&T is the industry leader in WiFi."

Well OK, AT&T. You do allow Slingplayer to run on other phones on your system. A couple of weeks ago you apologized for the language in the Terms of Service that got such bad publicity and implied it wasn't talking about the SlingPlayer.

It's clear the popularity of the iPhone combined with massive streaming is not going to help a cellular network that drops calls on the best of days. Apple is stuck with these guys, and so are we. iPhone owners who pay a healthy charge for 'unlimited' data are getting a crippled app on what is apparently a crippled network. Perhaps Apple will think about the fun they've had with AT&T the last couple of years and think about offering some choice to iPhone customers.

Filed under: Analysis / Opinion, Odds and ends, Books, Developer, iPhone, App Store, TUAW Bookshelf

TUAW Bookshelf: Inside Secrets to an iPhone App

Many TUAW readers have probably bought an iPhone app and had the thought "I could do better than this!" go through their minds. Sometimes you're wondering when someone else is going to write an app to do just the thing you want to do with your iPhone or iPod touch.

Carla Kay White was one of these people. She had an idea for a "Gratitude Journal", where you keep track of the everyday things you're grateful for. It's a great concept, and it can keep your spirits up when a prescription antidepressant fails you. Carla was writing her gratitude into a paper journal when she realized that her iPhone was just the platform for this tool. One problem, though – Carla didn't have any iPhone programming skills.

What she did have was a good idea, a background in project management, and some minor funding to bring her concept to light on the iPhone. Inside Secrets to an iPhone App is a short (88 page) tome that not only tells the story of how she brought Gratitude Journal (click opens iTunes) to market, but how anyone with an idea for an iPhone app can do the same.

Continue readingTUAW Bookshelf: Inside Secrets to an iPhone App

Filed under: Analysis / Opinion, Software, Odds and ends, Developer, iPhone, App Store, SDK, iPod touch

Why do crap apps still exist? They sell.

The Wall Street Journal's Digits blog takes a look at "crap apps" -- those pieces of junk on the App Store that do one thing and do it pointlessly, whether that thing be farting or belching or making the sound of fingernails on a chalkboard (yes, really) or what have you. And they come up with a very intriguing, albeit obvious, reason that the App Store seems so filled with completely terrible and silly apps. Why? Because they sell.

Yes, even "legitimate" iPhone developers -- those people working hard to create an innovative touchscreen interface, or bring some crucial functionality to the iPhone -- are finding that of all the apps they release, the crudest and most stupid are the ones that sell. They profile a guy whose serious movie apps aren't selling, but whose cobbled-together-in-five-minutes gimmick apps are making a mint. In short, the reason our App Store is full of way more fart apps than apps like Twitterific 2.0 is because people are paying for the fart ones. The message we're sending with our wallets is that if you want to make a million dollars on the App Store, don't toil away to polish your groundbreaking award-winning puzzle game. Just give us a gag we can show to our friends.

Is it right? I'd say no, but then again, even I have been pulled in to a gimmick app or two: I bought Cat Piano (in my defense, I've gotten enough entertainment out of it to find an easter egg: shake your iPhone while playing). But next time your finger is poised over the "Get App" button on that 99-cent belching app that you just know the friend you're seeing later will get a total kick out of, think to yourself: is that two-second gag worth an App Store full of crappy apps?

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, iPhone, App Store, iPod touch

Peggle now available for iPhone


We told you everything you needed to know back when it was announced. When it got delayed, we were bummed, but only a little, because we knew we'd soon have it in our hands. And now, it's finally here.

55 levels and 40 challenges of some of the most addictive gameplay there has ever been. Controls feature a "precision wheel" on the side of the screen that will let you line up your shot perfectly. All of the Peggle masters and powers in the regular version made it to the iPhone as well. If you've ever played Peggle, you probably already know that at $4.99, this is a steal, and if you've never played Peggle, we can almost assuredly tell you it's more than worth the price (though there is a free trial for the Mac just in case you're not 100% sure).

Peggle for the iPhone is out. Your free time's days are numbered.

Filed under: Analysis / Opinion, Hardware, Software

Things I learned over the weekend

It was one of those slow weekends. A good time, I thought, to clean up some odds and ends on my to-do list. Often, my list involves things relating to my computers, and this weekend was no exception.

Item #1. Install Windows 7 RC1 using VMWare. I didn't have a super urgent reason for doing so, but the time seemed right. I went to the Windows 7 download site, followed the instructions and the download never started. Just an animated thingy. I assumed the Microsoft Servers were busy, so just let it go. A few minutes passed. The thingy kept spinning. Finally, after an hour I said the hell with it. Oh, I wasn't just staring at the screen for an hour. I DID have other things to do.

I tried again later in the day. I thought, well, maybe this download is really popular, but it has been out for a few days, and certainly Microsoft has plenty of bandwidth. I tried a few tests downloads of other things, and everything was peachy.

Just for the heck of it, I tried downloading the RC with Firefox. Blam! It started right away. I'm sure other people know this, but a quick Google didn't give me any obvious joy. For whatever reason, Safari just won't connect. A subtle message from MS? Or just one of those things? Anyway, save yourself some frustration, and use Firefox. It just works. (Note: there were some comments about this in Steve's Windows 7 post)

Continue readingThings I learned over the weekend

Filed under: Analysis / Opinion, Apple Financial

Apple cracks top five UK PC makers

Although overall shipments for Macs are at an 18-month low , worldwide numbers continue to climb. Macworld UK pointed to a Gartner study evaluating UK PC shipments for the first quarter of 2009. Apple has moved up, joining the top five PC manufacturers in terms of units shipped for the first time.

According to Gartner, Apple shipped 143 thousand units in the UK the first quarter of 2009, accounting for 4.8% marketshare. That represents a 6.6% growth year over year, which is in sharp contrast to the 5.1 percent decrease in the overall UK PC market.

At 4.8 percent, Apple is still a relatively small player -- the number four manufacturer, Toshiba, shipped nearly twice as many units -- but these numbers prove that Apple adoption is remaining strong, regardless of the economy.

The figures that will probably get the most play in the non-Mac press are those from Acer, the number three manufacturer in the UK. Acer's year-over-year growth in terms of units shipped was up a whopping 40.6%, due in large part to its price-conscious netbook offerings.

Apple and Acer approach the PC market from opposite ends of the spectrum; Acer goes for high-volume, low-margin sales, Apple does high-margin, lower-volume, yet both companies are succeeding in an industry that is declining worldwide.

What does this mean? Well, to me, it means that despite Microsoft's quips, price doesn't necessarily dictate market share.

Filed under: Analysis / Opinion, Desktops, Gaming, Hardware, iTS, Rumors, Software, iTunes, App Store

The evidence for an Apple game console

I think the whole "Apple buying Twitter" rumor floating around is about as much of a crock as the "Apple buying EA" one. But I give slightly more credence to this conclusion: that, despite the painful experience of Pippin, Apple is once again putting together a game console. Why? Let the evidence from BNET convince you.

First, Apple is picking up game execs and console chip makers left and right. Second is a whole slew of recent patents, for everything from mixing up media and game environments to management of games acquired from a media server. And third, though BNET doesn't actually connect the dots and say it, we will: Apple is sitting on what might be the best library of independent games anywhere, and it's sitting right in front of us in iTunes' App Store.

For years, console makers have depended on the mercy of publishers to keep their hardware going -- they sell the hardware at a loss, and then rely on the software sales and licensing to make it all back up again. But think of what Apple could do here: improve the AppleTV or Mac Mini, throw in some kind of Wii-like interface, and then break the whole thing open in the same way they did with the App Store: let developers in with a really low cost of entry, give them the tools they need to create solid games, and just take a nice cut from all of the tiny transactions flowing back and forth.

BNET claims that the iPhone's interface wouldn't work on a larger console, but why not? All Apple has to do is figure out a way to translate the iPhone's gestures and taps into a console system, and then they can practically run the games natively. Sure, the resolution would be a little low with a straight port, but that's a small problem to fix. Apple already has the makings of a game console with the iPod touch, and while the rumors may still just be rumors, there's never been a better time for them to leverage what they've already got.

Filed under: Analysis / Opinion, Hardware, Rumors, Features

TUAW Watercooler: Apple's next big thing

The internal email list for all the TUAW bloggers is a busy place. Some of the best conversations from the list, including musings, rants and raves, don't ever appear on the site. Today we wanted to give you a taste of one of those conversations, about Apple's 'next big thing.'

There has been plenty of discussion lately about Apple's next category-defining product. For months, I've dismissed tablet rumors. I know that Windows-based tablets are plentiful, but I've never used one, and don't know what the most useful applications are. I immediately think of a guy conducting inventory in a warehouse, but I know that's only because I have no experience with these machines.

Some suggest something that's essentially a laptop inside a touch screen, much like the iMac is a computer within its display; of course, Axiotron already makes a MacBook-based tablet. I don't see the practicality. I certainly enjoy the internet and email on my iPhone, but the amount of typing I do on the iPhone is a small percentage of what I do on my MacBook Pro.

Still, I think a similar device is coming.

Continue readingTUAW Watercooler: Apple's next big thing

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Developer, iPhone, App Store, iPod touch

Eliss releases version 1.1

Unfortunately, I missed Eliss the first time around, but I won't make the same mistake this time. It's a game designed by a French and Portugese graphic designer named Steph Thirion, and it's sort of an abstract multitouch puzzler -- you can pull and push together differently colored planets all floating around in a sort of space-like environment, with some groovy synth sound effects and music cuts to back up the gameplay. The game got nominated for an IGF award, and for anyone interested in fun puzzlers (not to mention the possibilities of multitouch in gaming), it's a must-see.

I say "the first time around," because it's been on the App Store for a while now, but the game just got updated to version 1.1, and the main tweak is in the difficulty -- there are now 25 levels instead of 20, and the curve has been adjusted to make moving through the stages a little smoother. And the game got a price drop, too -- you can pick it up for a mere $3.00. As I said, definitely worth it to get a little multitouch practice in for what might be the future of gaming.

Filed under: Analysis / Opinion, Gaming, Odds and ends, Freeware, iPhone, App Store, iPod touch

First Look: 24: Special Ops for iPhone

Digital Chocolate has nabbed the 24 license (along with a few sounds and music bits) from Fox, and they've released an iPhone game based on my favorite TV show ever. Unfortunately, things don't get quite as good as they probably should, but the run-and-gun gameplay mixes it up with a nice variety of minigames, so if you're a 24 completist (and have an iPhone -- apparently this doesn't work for iPod touch at the moment), it might be worth spending the $5.

If not, there's a "lite" version on the App Store which will take you through the game's first few "hours" (in reality, just a few minutes per segment) of stages. The game itself features Jack Bauer backed up by Chloe doing what else but saving Los Angeles from various terrorist threats. The grid-based action gameplay is simple but fun, and the shooter stages are broken up with encryption and driving minigames. None of it is brilliant, but just like the show, watching Jack Bauer kill bad guys is usually good enough.

It's too bad they didn't do more -- 24's strengths have always been in its breakneck story pace and twists and turns, and just from playing the first few hours in the lite version, this seems like a Jack-and-Chloe story only (Bill appears in a suit on the menu screen, so apparently he shows up later, in some role at old CTU). If there are any cool story twists or turns, they take place more than four hours in -- it would be great to see Michelle or even Nina (if this is before Day 3) again, but I doubt we get that. Still, it's got Jack killing and blowing stuff up, and that's never a bad thing.

Tip of the Day

Want to drag a file to another folder and copy it instead of moving it? Press the Option key when you drag that file and it'll be duplicated rather than moved entirely.


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