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Filed under: Apple

Filed under: Apple, Security

Apple Learning Interchange: Security Compromise

Apple is apparently alerting ALI forum members that Learning Interchange account passwords have been compromised. In a message forwarded to us by several TUAW readers, Apple warns that members who commonly use the same credentials on multiple sites may be at risk. If you are an ALI account user, please consider updating any accounts that use identical credentials. Here is the Apple quote that was sent to us.
We recently learned that the security of Apple Learning Interchange (ALI) members' names and passwords may have been compromised. These accounts are limited to accessing the ALI discussion board and do not contain sensitive information such as credit card or social security numbers.

While ALI member names and passwords are not linked to your Apple ID, our records indicate that your ALI member name and Apple ID are the same. For this reason we strongly recommend that you change your Apple ID password as well as any others that might have the same name and password combination.

At the time of posting, the ALI site (also linked to in the Source link) is unavailable. We do not have confirmation from Apple about this situation, although we have contacted them for a statement.

Filed under: Analysis / Opinion, Bad Apple, Apple, iPhone, iPod touch

App Store Rejections: Apple rejects iKaraoke app, patent filed published for a karaoke player

As if the waters surrounding the App Store approval process weren't murky enough, one developer has just hit an unprecedented wall. Apple rejected his app, iKaraoke, citing that it duplicated functionality of the iPod application. Of course, the "duplicate functionality" reason is nothing new, but Apple's next step is: just a few weeks after rejecting the application, they have filed a patent for including karaoke functionality into the iPod app.

A brief look at the demo iKaraoke's website will quickly tell you that, while the app does bear a light resemblance to some of the menus found in the iPod application, the actual interface that the user interacts with to select and download a song is far from duplicating the iPod's polished interface. Another key point is that the file format used by iKaraoke is known as the .kar format -- an unofficial extension of the MIDI specification that enables lyrics to appear in time with music. The lyrics are then displayed on the screen, and highlighted as the song is played. Does any of this sound like functionality found in the iPod app? We didn't think so.

So what exactly was duplicated then? According to apple, iKaraoke "duplicates the functionality of the built-in iPhone application, iPod, without providing sufficient differentiation or added functionality." But they didn't just stop there. The reviewer went on to say that the application "downloads media files that are not managed by the iTunes application, which also manages media files, we believe this would be confusing to the user." Now, hold on a minute here... it's fine for several other apps to stream and download media files that are supported by the iPod without being managed by iTunes, but it's not OK for an app to download media that isn't natively supported, and provide functionality that isn't natively provided by the iPod?

This wouldn't be much different from your typical app rejection if the story stopped there, but it doesn't. This morning, Apple filed a patent [application here] which details built-in Karaoke functionality being added as part of the iPod application, with some additional bells and whistles such as monitoring the pitch of the user's voice. So it seems the functionality that was duplicated is functionality that Apple has not yet released, and possibly not yet even begun to develop. Maybe the $99 iPhone Developer Program fee should include a crystal ball for testing apps before submitting them.

As with the many other patents Apple has filed, this feature may never see the light of day. But is it really acceptable to reject an application, based solely on what appears to be a duplication of a feature that may or may not even be released in the future? Let us know your thoughts in the comments.

Update: As a few of you have pointed out in the comments, although the patent application was published today, it actually was originally filed back in April of 2008. While this does indicate that the patent was indeed filed long before the SDK was even released, questions still remain about whether or not Apple may choose to reject applications based on functionality found in unreleased features.

Similar rejections have occurred with apps that offered podcast downloads prior to the inclusion of podcasting functionality in iTunes, for example. Essentially, what needs to happen is that Apple needs to clear the air on what exactly is considered a duplication of functionality, and to be clear with the developer on exactly what aspects of their application are in violation of this requirement, rather than sending a vague form letter and ignoring inquiries for additional information from the developer.

Filed under: Hardware, Apple

Apple rumored not to renew contract with NVIDIA for graphics chips


The relationship between Apple and NVIDIA, the manufacturer of the graphics chips in most Macs for quite some time now, appears to be souring at an exponential rate. Electronista reports that negotiations between the two companies to continue their business relationship are not going well, with Apple accusing NVIDIA of being arrogant. According to a source with access to NVIDIA, Apple is on track to cut NVIDIA off as a graphics chip provider for the next 3-4 years.

If the two companies cannot reach an agreement, NVIDIA would continue to provide chips for models that currently use NVIDIA, but Apple would be likely to drop NVIDIA chipsets in updates to their product line, particularly in iMacs and MacBooks currently based on Intel's Nehalem architecture.

A significant factor in the disagreement is the way NVIDIA handled the graphics failures of MacBook Pros carrying the GeForce 8600M video chipset, which had a tendency to overheat and eventually stop working. Apple had to extend the warranty on MBP models graphics chips sold from June 2007 to October 2008 to three years (the Apple support page on this issue can be found here).

The relationship between Intel and NVIDIA hasn't exactly helped, either. Both businesses filed opposing lawsuits over NVIDIA's license to make mainboard chipsets with their own internal memory controllers. If Intel wins, NVIDIA could not make another chipset like its GeForce 9400M model that supports Core i7 processors, and would oust NVIDIA from Macs by exclusion.

Neither Apple nor NVIDIA have publicly spoken on the matter so far. Apple does have a history of severing relationships almost without warning, as they dropped ATI (now AMD) from Power Mac G4s after the company revealed Apple's plans ahead of a Macworld keynote address. However, if Apple does indeed drop NVIDIA, they may have to return to AMD in order to maintain their current graphics standard.

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

Jason Rohrer on going from indie to the App Store

We covered Jason Rohrer's Primrose when it first came out -- the creator of Passage, a critically-acclaimed indie game, had taken his first steps onto the iPhone with an abstract puzzle game, and in this latest interview with Edge, Rohrer says he's on the iPhone to stay. He says that when he first moved from strictly art/indie games to more commercial development on the iPhone, he worried that he was selling out: he wasn't a fan of cell phones at all or any Chinese-made gadgets sold by American companies, and yet the iPhone's platform seemed most "palatable" to him in terms of making games and a little money from them.

And yet he says the iPhone still has pros and cons -- even in an "open source, free software" world, Apple's system offers a choice: you can buy a packaged-up version of the software and throw a little money back to the developer (not a ton -- he says you've still got a better chance at making a living from Vegas than you do from the App Store), or you can still try building and installing your own version on your iPhone. As an open-source developer selling apps on the App Store, he says, "you're charging for the service and convenience, not the content."

Still, he echoes the sentiments of lots of other developers: "There is no quality filter, except for the whims of the masses." Apple's App Store offers up an intriguing system for many indie developers like Rohrer, who want to earn a little money for their games without setting up all of the complexity and burdens of a more traditional publishing channel, but it's still tough to keep from getting lost in the mix.

Filed under: Cult of Mac, Apple, iPhone

Two years with the iPhone

On June 29, 2007, Apple and AT&T released the iPhone for $600 to crowded stores throughout the United States. A whole lot has changed in the iPhone-world in just 2 short years. The 1.0 software is just a distant memory, and looking back I'm a little surprised how limited the original iPhone was at release. I thought for the 2-year anniversary, we could take a little walk down memory lane and see how far things have come.

Apple announced the iPhone at Macworld in January 2007, explicitly stating they were doing it because otherwise the FCC would have outed them. Cingular/AT&T was named as the exclusive carrier. The phone would cost $600, which was a completely unsubsidized price.

Continue readingTwo years with the iPhone

Filed under: Retail, Odds and ends, Apple, iPhone

Apple's new iPhone 3GS availability checker


You decided to skip the lines on June 19th and now you just have to purchase an iPhone 3GS for yourself. If you're like some of our readers, you've found out the hard way that availability of the latest iteration of iPhone is limited. Wouldn't it be nice to know which Apple Stores actually have the devices in stock before you hop in the Family Truckster, drive through traffic, and only then find out that they're out of iPhones?

The best way to avoid bitter disappointment is to use the newly posted iPhone 3GS availability page on the Apple website. Just select your state (sorry, it's US-only at this time) and a list of all of the Apple stores will appear with little green (got 'em!) or red (sorry...) icons matched to the model of iPhone 3GS that is your current object of desire. In the example shown above, most Colorado Apple Stores seem to have a good selection with the exception of the Twenty Ninth Street store in the People's Republic of Boulder.

Now that you can find out with a quick glance where the 3GS is available, what are you waiting for? Grab that credit card and go!

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

The question of emulators

Gizmodo recently posted this video, which is beautiful to any PSX-era gamers: it's Final Fantasy VII running right on the iPhone, like buttah thanks to the 3GS hardware. How is this possible? Through the magic of emulation -- ever since computers got powerful enough to pretend to be other computers, people have resurrected old consoles and hardware by writing code that makes old games and software think its right at home in the computer it belongs in (an old NES system, a Genesis, or even a Playstation or Nintendo 64). As a result, by loading up ROMs into an emulator program, you can play old games you can't find (at least working) in the store any more.

But the problem, as it usually does, lies in the legality. Even though those games are hard to find, companies still often own the copyrights on them (Square, for example, just released FFVII in an official emulator on the PSP, and they wouldn't be very happy with someone else releasing it on the iPhone). So while it's very easy for someone to write software that pretends to be an old NES (and there are lots of jailbroken apps around that will do just that), it's not easy to get all the rights and legal sign-offs to make it legit. Legit enough for Apple to keep it in the App Store, anyway. And while the video Gizmodo shows is awesome, and is possible on a jailbroken phone, it's not likely we'll ever see that app make it through Apple's approval. Not to mention that even when people jump through the legal hoops, Apple isn't happy with running other systems' code on their hardware anyway. Lame.

That doesn't mean that the old games are gone forever -- there are certainly emulators of open-sourced or expired hardware on the App Store (here's one for Chip-8), and obviously there's a commercial reason for companies who do own the copyrights on popular games to bring them into the App Store officially. But as great as it would be to have a GBA emulator that automatically played any GBA game ROMs you loaded into it, that kind of stuff will have to stay in the jailbreak underground for now.

Filed under: Analysis / Opinion, Gaming, iTS, Odds and ends, TUAW Business, Apple, iPhone, App Store, SDK, iPod touch

TUAW Interview: OpenFeint, continued



Have you seen anything like that already, where developers have said, well we thought about doing it this way, but we're going another way?

PR: Too early. The phones aren't even out yet, user experience hasn't occurred yet. I would say July, we'll get a lot of feedback once these games come out with push notifications. The other thing that's kind of interesting, by the way, is that OpenFeint is working on cross-compatibility, because if I have a 2.2 iPhone and you have a 3.0 iPhone, and you send me a social challenge, in my app on 2.2, it won't show up as a push notification, right, because I don't have the 3.0 iPhone. So we are support the concept of push notifications in the plumbing and infrastructure of OpenFeint, however on a 2.2 phone, whenever the user next opens the app, they would see a screen that is an OpenFeint screen that would have a notification saying "you've got to beat my score," as opposed to seeing it on the iPhone icon, as a number, like the Mail thing, where it says you have notes waiting for you.

So I think as a user experience, the jury's still out, because the platforms are just getting ready, right? So the key here is to say that we're going to make it trivial by continuing our tradition, which is no servers, very easy to integrate, and some big games will launch in July with push notifications and then we'll go from there.

I think, to a certain extent, the same thing will happen on the microtransactions side. It already has happened with Xbox Live -- I don't know if you remember the story of horse armor, where everyone says "how can you release a different graphic and ask us to pay for it?" Have you seen examples yet of how developers want to use microtransactions? Are they aware of that danger or are they fearful of that at all?

PR: So I think the obvious one, just because I have, as I said, investments in companies in the Facebook app space, the big reason for microtransactions is virtual goods. So any kind of virtual world, avatar apps, some of these Mafia iMob apps, you can assume that there will be virtual goods unlocking with microtransactions. That one I think will translate over fairly well, in fact Net is going next week to China, where he's a keynote speaker at Tencent's annual conference. Tencent is an Asian company which does a billion dollars in microtransactions, all of it virtual goods. So I think that microtransactions, as we see them on social networks today, will come pretty much that way onto the iPhone social network, or the iPhone gaming network.

NJ: I also think that it will actually lead to the pricing, might even drop dramatically, but those who are charging for applications are going to go free, because they're going to earn much more by making it free and leveraging microtransactions.

Yeah, if you're charging $4 for an app and can sell four levels for $1 each, that's the way to go.

NJ: The user starts playing, gets very engaged, and wants to get to the next level and make the purchase, and it's very difficult not to make the purchase if you're engaged and you want to continue the game.

PR: The thing that's a little trickier, I think, is when you have microtransactions that aren't directly virtual goods, because virtual goods don't fit the theme. But are like chapters, or just additional content in the game. Then, I think, the business model is a little trickier, because that's your content update strategy, and to some extent, the iPhone user is used to -- like, if you look at the success of Pocket God, it's a double edged sword. If you talk to the Pocket God guys, their game is one of the few games that stays in the top five constantly. It's just always in the top five. And they use OpenFeint, and they're going to use push notifications, but when we spoke to him about microtransactions, he said, I have to figure that out, because their commitment to their userbase is, every week you're going to get an update with more content. So given that he's already committed that on the current price point, how does he unlock more content with microtransactions? So he was the first to say I definitely want to do push notifications, but I have to think hard about how I could incorporate microtransactions into Pocket God. So I do think there's a little more complexity there, especially when it's not just direct virtual goods. But I think they'll crack it. I think some other people we're talking to are certainly thinking of Chapter 1, Chapter 2, Chapter 3, three microtransactions. And certainly the virtual goods guys are like no questions how they'll do it.

And there are definitely precedents for both, in terms of episodic gaming on other services. Jason maybe you can talk about this, too, as a developer -- I'm really interested in the balance between making sure that what you're selling people is worth it, or something that's not. If you're asking to pay a dollar for a gun that's just a re-skin, people won't go for that. What do you think of that?

JC: I think, as a game designer, what you have to really think about is the motivations for why people will want to purchase this content. Whether it's a re-skin or not is less important than what it will allow you to do in the game. And the reason why I think virtual goods have done so well on social networks is that social pressure is a huge motivator to getting people to do things, and if part of that social pressure results in you engaging and buying virtual content, people are much more likely to do it. I mean, if you just have another gun that allows you to increase your DPS by two points, that's not terribly interesting to anyone but the ultra hardcore gamer, and then they'll probably just be pissed off that they have to pay for it. So that's not really an appropriate way to go about it. As a traditional gamer, buying episodic content or buying level packs, or substantially new gameplay experience, fits with my head, and then virtual goods, I think, have to be motivated through social pressure.

And the last question I have is just about the future of OpenFeint. I have to give it you guys -- there were quite a few, and there still are, services poking around that want to do the kind of stuff that you're doing. And just in terms of size and influence right now, you're kind of the top of the heap. So what's next, are you planning to kind of sit on the heap and just keep things set, or are you still aiming to improve here?

PR: I think that definitely we will continue to innovate and add more services to the platform -- there's no question that it's a platform play, and that we will continue to add features and additional things. I would say two things: one is, we will publish games, always, on top of our own platform technology, that will really kind of push the borders of gameplay design around the OpenFeint platform, to sort of demostrate and lead the way. So in the last announcement, we did hint at a new game coming out this summer based around push notifications and microtransactions, where we want to lead the industry. Because we never think that by being in front today, that we will be always in front. So we want OpenFeint to be the premiere platform, we agree that today, we certainly feel like it's way up there, but we feel like you constantly have to build new product on top of your platform to really make a world class platform. Because otherwise you're just sort of opining and thinking oh, this is good stuff. So we always want to test our own platform, and expect a title this summer based on OS 3.0 and OpenFeint features.

The second thing, which is, I think we're really doing something different around the business model. Ngmoco announced their Plus+ platform this week, and it's really a publishing tool rather than an open platform, and we're pretty proud of the fact that we're sort of the biggest player who is really able to provide an open platform where a developer does not have to make a publishing deal with us in order to get access to the platform. Ngmoco's platform is hey, we have this platform, it's part of our publishing network, and if you want to publish games with us, that's how you get the platform, and obviously you know the economics of the publishing business in the game industry, right? There's revenue that has to be sacrificed there. So I think as a guiding strategy, we will never make our platform related to anything with our publishing because it's our belief that this OpenFeint thing does two things that we will always have to provide for publishers: no servers, because 90% of developers have no experience building servers, they build great console games, client side stuff, C, C++ programming, all this stuff, but they really don't have any backend experience. And two, we're not going to take rev share, in terms of publishing deals. And those two things, I think, are sort of our long-term guides. The third thing is to build our own games constantly, so we can use Danielle and Jason's game design and knowledge to say here's the kind of games we can do. So if we can do that and execute, I think, with some fingers crossed, with some luck, we'll emerge as the de facto standard, which is our goal.

I had talked to Danielle a little about pricing already, but I wanted to ask about microtransactions as well -- when you do that stuff, are you not skimming off revenue as it comes through, or what is the pricing scheme there?

PR: Well even today, we have cross promotion inside OpenFeint 2, even before microtransactions, where if two players meet in a lobby, and they're from different games, then one player clicks on the other player's game, and you go to the App Store and you buy that other player's game? That's what you call our one-touch iPromote product inside of OpenFeint, it's a big draw for a lot of developers, because our community is now three million and growing -- we call it our social bazaar, because the App Store is so cluttered now that it's hard to differentiate. So you use OpenFeint and get your game in front of three million people in these lobbies. That revenue, when someone buys a game using OpenFeint's cross promotion feature, doesn't come from the developer, it comes from Apple. Because we are an Apple affiliate, through BigShare. So we take the user into a webview, which is our own catalog, where you can buy games off the App Store, and then Apple actually pays us. So that's hopefully -- this is the same thing, the whole idea is to get Apple to pay us every time there's a purchase in the App Store, including in-app purchases, as opposed to the outside.

Great. That's pretty much everything I had to ask, was there anything else you wanted to share? I guess we'll keep an eye on the game coming out this summer.

JC: Yeah, I guess the only other thing worth mentioning is that OpenFeint is available now -- it can be downloaded by anyone from our website. It's real.

Cool. Thanks very much.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Features, Internet, Apple, TUAW Interview, Developer, iPhone, SDK

TUAW interviews OpenFeint's Peter Relan, Net Jacobsson, and Jason Citron

Danielle Cassley and Jason Citron are the folks with their names on Aurora Feint, but as Danielle told us in an interview a while ago, Peter Relan is the real mastermind behind the growing Feint empire. Not only did he put the two together in an idea lab, but he's one of the driving forces behind the OpenFeint enterprise. Under his oversight, the Feint folks have swelled to become one of the major forces behind iPhone gaming (and thus, behind the iPhone's app ecosystem itself).

Netanel "Net" Jacobsson is a newer addition -- he's previously worked with Sony Ericsson on their mobile devices and Facebook on their own growing app empire, and now he's arrived at OpenFeint to help them use the lessons he's learned at the biggest online social networks around on their social software. Get the sense of how big this is yet? Relan, Jacobsen, and Citron all have pretty big ideas about where iPhone gaming is going, and as 3.0 comes down the pike and introduces a whole set of new features from Apple, they're in the best seat they can be in to do exactly what they want to do.

TUAW sat down with the three last week, and chatted about iPhone 3.0 and why it's such a big deal for developers, how they're going to approach microtransactions (carefully), and what's coming next for OpenFeint now that they've rounded up a whole stable full of developers implementing their backbone. Click "read more" to continue.

Continue readingTUAW interviews OpenFeint's Peter Relan, Net Jacobsson, and Jason Citron

Filed under: Software Update, Apple, Macbook Pro

MacBook Pro EFI Firmware Update addresses SATA interface speeds

While most of the focus of WWDC fell on the iPhone 3GS, the MacBook Pro line got some love from Apple last week as well, with several upgraded features on the 15" model and a re-branding of the 13" model from MacBook to MacBook Pro.

The Achilles' heel of the new upgrades, as reported last week, was that the MacBook Pro's SATA interface was limited to 1.5 Gbps in the latest models, down from 3.0 Gbps in previous models. Although this wasn't likely to be an issue unless you replaced the hard drive with a high-speed SSD, it still seemed like somewhat of a boneheaded move to downgrade the SATA interface without sufficient cause.

Today Apple has released MacBook Pro EFI Firmware Update 1.7, which makes the issue moot. The update allows the SATA interface to work at full speed once again.

If you have one of the affected models of MacBook Pro, grab this update either via Software Update, or else go here (requires OS X 10.5.7). More info on the firmware update can be found on its support page.

Thanks to reader Joachim Bean for sending this in.

Filed under: Apple Corporate, Apple

WSJ: Jobs had liver transplant, on schedule to return to work in June

The Wall Street Journal is reporting that Apple CEO and co-founder Steve Jobs had a liver transplant two months ago in Tennessee, but is still expected to return to work by the end of the month.

Jobs, who went on a medical leave from Apple in January, has had continuing medical issues related to a bout with pancreatic cancer. The type of pancreatic cancer that Jobs has will often metastasize in other organs, particularly the liver. According to the WSJ article, it is expected that Jobs will work part-time upon his return to the company in order to speed his recovery.

The 54 year-old Jobs missed the Apple shareholder meeting in February, and hasn't been flying in his corporate jet (one of the perks he receives along with his US$1 annual compensation) as much as he had in the past.

The TUAW staff, along with many of our readers, is looking forward to the return of the Steve Jobs to the company he helped to create.

Filed under: Cult of Mac, Apple, iPhone

Why weren't you in line this morning?

We don't want to imply that the iPhone 3G S launch was a dud. There's reports out that the 3G S may have sold more units than the 3G on opening day, but even more reports are coming in that the lines and general mayhem at Apple and AT&T stores were much more subdued this year than in previous years. There's a lot of speculation as to why, but we at TUAW figured we'd go straight to the source and ask our dear readers. Why weren't you in line this morning?


Why weren't you waiting in line this morning?

Filed under: Cult of Mac, Apple, iPhone

Buying a new iPhone, Tucson style

Of course, like many people, I just had to have a 3G S, so my old 3G phone is off to NextWorth. I got to my local Apple Store (La Encantata Mall) about 6:30 AM, and there were about 30-35 people in line. There were 2 lines actually, one for people who reserved an iPhone, and one for those that had just come to buy. The lines were certainly shorter than with the 3G roll out. This mall is not enclosed, but the iPhone gods smiled upon us and gave us a cool morning in the 70's. Not our usual Arizona broil.

Line dynamics are interesting. iPhone owners were telling the newbies how much they'll love their new purchase. Experienced iPhone owners were trading tips with less experienced users, and I even saw one guy checking TUAW for the latest news. Nice.

One thing I noticed was that a lot of the people in line had BlackBerry or other brands of cell phones. My recollection of the last upgrade was that most people getting the 3G were replacing generation 1 phones. That's anecdotal, but that's what I saw.

One guy in line told me he worked at a hospital and that he wasn't allowed to get an iPhone until it had remote wipe. Now, his IT guys have blessed the purchase.

Read on...

Continue readingBuying a new iPhone, Tucson style

Filed under: Hardware, Wireless, Apple Financial, Apple, iPhone

Munster: Apple to sell 500,000 units of iPhone 3G S this weekend

Everyone's favorite Apple analyst, Gene Munster of Piper Jaffray, is positively bullish on Apple and the iPhone.

In a forecast released today and reported in AppleInsider, Munster says he expects Apple to sell a half-million units of the iPhone 3G S this weekend. This is much more than the 270,000 first-generation iPhones sold in the first weekend in 2007, but pales in comparison to the 1 million mark set last year with the release of the iPhone 3G.

The difference this year? When the iPhone 3G was released in 2008, the new equipment was also accompanied by a drop in price and availability in 21 countries. For new users, the 3G S is the same price as the 3G, and the release of the 3G S tomorrow will only happen in 8 key market countries.

Munster's other prognostications include a total of 3 million iPhones sold in June for a quarterly total of 5 million, and an estimate of 7 million sold in the upcoming September quarter. He continues to rate AAPL as a buy, and has a $180 target share price for Apple.

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

Diorama will tilt your mind


See, now this is the kind of game I want from my iPhone -- the accelerometer isn't just a gimmick thrown in with the gameplay, it's the actual premise of the game. Diorama is a weird little Marble Madness-style maze game, but the catch here is that instead of just tilting the accelerometer to move the ball (which you do), the level of the game actually moves with you, so that you get a stereoscopic kind of effect, as if the stage is real inside your iPhone's screen. Tough to explain, but as soon as you see it above, you'll know what it's like. We've seen this kind of effect before in apps like MotionX's Dice roller, but in this case, it's actually part of the game -- you can only find the paths to take around the stages by actually tilting the device. And for extra 3D viewing, there's an actual 3D mode, so if you happen to have red and cyan glasses around, you can switch on the mode for anaglyphic 3D.

The app is the first iPhone release from a company called Drömsynt, and though the initial reports on iTunes say the game is pretty tough (it is a pain navigating the quickly-moving ball around those pathways), for just 99 cents, it's definitely worth downloading, if only to see how it works. So many apps just throw in a few iPhone-specific features as afterthoughts, but it's refreshing to see a game like this (or like Zen Bound, which really depends on the multitouch screen) rely on the originality of the hardware itself.

Tip of the Day

Holding the Command key (aka the Apple key) and pressing Tab will cycle through your open applications. It's easier to Cmd-Tab if you are Copy (Cmd-C) and Pasting (Cmd-V) to and from various applications.


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