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Filed under: Odds and ends

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

Sega giving away Columns on iPhone for free all this weekend


Normally we'd just send out a tweet about this (that's usually what we do with free app deals, so if you're not one of the almost 40,000 people following us yet, you definitely should be), but this is a good one, and it's a holiday, so we wanted to make sure you knew. Sega is feeling particularly generous this weekend, so they're giving away free copies of their Columns Deluxe, a port of the old Genesis game, for the iPhone. The game is a pretty straightforward port -- it doesn't have any extras, and the accelerometer controls are a little tacked on from what we hear, but if you like the puzzler gameplay of Columns, and you should, it's a fun one to pull up for a few minutes at a time.

Plus, it's free -- from July 3rd to Monday, July 6th, Sega says it'll be on sale for the low price of nothing at all. Sounds good to us -- sit back, put a few brats and burgers on the grill, grab a Corona (and lime, of course), and enjoy some old-school dropping block gameplay for no money at all.

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

Want to BBQ with the iPhone? You don't even need an app


Not really -- if you really are planning to grill up some meat (or mushrooms and pineapples, they're good too) today or this weekend, you'll need a little more heat than your iPhone will give. But it's true, Apple's little handheld can get nice and toasty when it's really working*, and illustrator Chad Covino made a little Fourth of July BBQ-themed sketch about that very subject. We love it -- very nice work!

My iPhone does get hot, but not so hot I can't pick it up -- usually when I'm running 3D for a longer stretch of time or when the phone is doing some serious calculating like audio or photo editing, I start to feel the heat coming off the back. Batteries are to blame for some of the more extreme problems, however, and that's not a huge surprise, given that batteries in any mobile device have their issues. The good news in that case, however, is that the phone is unlikely to actually explode -- the repair guy Wired talks to says that "a little bit of smoke eventually is probably the best bet." Not that a smoking iPhone is a good situation at all, but you can at least be sure that your iPhone is not quite as hot as the fire under your burgers this weekend.

[* Note that the Apple KB article referenced here about temperature warnings/"don't leave the iPhone in the glove compartment" for the iPhone 3G and 3GS is not a new post, nor is the temperature alert screen unique to the 3GS; the KB was simply updated to include the newer device. Jim Dalrymple at The Loop has a solid rundown. FoxNews incorrectly reported that the support article was specific to the 3GS, but then did cite PC World's Melissa Perenson and David Coursey with personal stories of wicked-hot 3GS units. If your 3GS is overheating, check in with Apple support or your local AT&T store. -Ed.]

Filed under: Humor, Software, Odds and ends, iPhone, iPod touch

iLaugh, therefore I exist

Jokes are relative. What's hysterically funny for one person may not even crack a smile on another person's face. iLaugh [App Store], a database of over 50,000 jokes for the iPhone and iPod touch from developer Azure Talon, uses sheer volume of bon mots to ensure that you'll be able to find a funny story for just about every taste.

You can pick from a variety of genres from Animals to Yo Mama!, and turn on/off sex or rude jokes as well as important categories such as Chuck Norris Facts. Each joke or story can receive a thumbs up or down from you and other iLaugh users, and the app allows you to filter out jokes that don't meet a certain minimum score.

Want to share a laugh with friends? iLaugh has Facebook and Twitter buttons that send the joke on to the rest of the world, and you can also use cut & paste on iPhone OS 3.0 devices to email the offending lines to your friends.

All of the chuckles are available for US$0.99, and iLaugh would be a smart purchase to make before those 4th of July picnics.

Filed under: Multimedia, Odds and ends, iPhone

The 88 song recorded on iPhone and released in iTunes Store

Remember that time you were on tour with The B-52's and had a great idea for a song, but there was no recording equipment to be found? Oh wait, that was The 88. Well anyway, The 88 recently recorded their latest single with nothing but an iPhone and the Sonoma Wire Works Four Track application, according to The Loop.

The 88 recorded the song, Love is the Thing, with a few tricks: to make sure the drums didn't overpower the iPhone speaker, they covered the drums with a sheet and uses brushes instead of drumsticks to deaden the sound. Four Track records at 16 bits and 44.1 kHz and can make unlimited-length tracks. The band recorded 14 separate tracks, including various guitars, vocals, and effects, and combined them on a Mac for the final mix.

The band documented the process in more detail on their website. The song sounds great quality-wise and is now available in the iTunes Store for $0.99, and Four Track is in the App Store for $9.99.

Filed under: Software, Odds and ends, Freeware, iPhone, App Store

Dunkin' Run lets you live in the future, Dunkin' Donuts style

Ever wanted to order a bunch of coffee and doughnuts along with your friends online, and then go and pick them up in the store? There is, in fact, an app for that. Dunkin' Donuts has released Dunkin' Run (iTunes link), an app that not only connects you and your friends together (through a strange love of pastries and java), but will allow you to set up an order and then go straight to the store and pick it up.

Sound unnecessary and lame? Maybe -- though it is free, even if it's adware as adware can possibly get. And apparently the app is really badly designed, not to mention that we do feel a little dirty telling you about it: you should probably eat something a little healthier, like a banana or even an (wait for it) apple.

But let's not forget where we started out here -- back in the day, we dreamed of ordering coffee on our iPhone, and now that day has basically come. Unfortunately, the best parts of the dream haven't yet materialized -- Dunkin' Runs only lets you tally up orders among your friends, not actually deliver them to the store. For that, you've still got to show the cashier your iPhone screen, and/or read them off the order. But it is a step closer to the dream. If companies are going to make apps that are actually useful for us, they have to start with apps like this, no? And if nothing else, it's an app that will tell you where Dunkin' Donuts is -- that's all I use my Bank of America app for anyway.

Filed under: Hardware, Odds and ends, Other Events, Developer, Apple History

Have you registered for WWNC 2009 yet?

If you haven't registered yet, you'd better get moving since WWNC 2009 starts on July 31st!

What? You don't know what WWNC 2009 is? It's the WorldWide Newton Conference, and it's planned for July 31st through August 2nd in Vancouver, B.C. Lest you think that the Newton platform is a Dead Parrot, you should be aware that there is still a vital community of Newton enthusiasts.

Some of the expected topics at the conference are:
  • Uses for Newton in today's world: for personal and business use (e.g. connecting to company database)
  • Improving Newtsync: discussion on improving OS X's Newton sync application
  • Ebooks and Newton: development of PDF viewer applications for Newton
  • Discussion around Einstein and new hardware platforms
  • Newton programming 101 for beginners
  • How to GPS with the Newton, from A-Z
  • How to Network the Newton: NPDS, wifi, etc.
Compared to WWDC, the WorldWide Newton Conference is a bargain at just $55 (accommodations, meals, and transportation not included) for the three days. If you still feel the love for your MessagePad, you should plan on attending this conference (I'd go, but I don't think Weblogs, Inc. will pay my airfare...). Sign up now!

Filed under: Cult of Mac, Odds and ends, iPhone

iPhone making a splash in the arts

Not too long ago we told you about an artist creating a cover for the New Yorker magazine using a paint program on the iPhone. Now an Australian photographer has won an award for a photo he took on his iPhone.

Steve Turner created a rather striking collection of images he put together, and manipulated to create a print that caught the eye of the judges at the Photo Marketing Association show in Sydney.

I tried to contact the photographer, and we had a brief email back and forth. He's traveling so I don't have too many details and the time difference between us has made communications spotty. His messages, of course, are all coming via iPhone. Steve says he has about $200,000 worth of camera equipment but loves shooting on the iPhone. He used CameraBag for the effects, and scaled the photos up on his Mac at his studio. If you go to Steve's web site you'll see the photo pop up. It's the photo with 9 small images and a larger image of a car. His non- iPhone work is pretty impressive as well. My guess is the image was taken with the older 2MP camera, allowing for time to submit his photo for consideration, but it is impressive.

There's just no predicting how creative people can be even if the equipment is not top notch. As I remember learning some years ago from an instructor in a photography course when I was complaining about my little camera, 'If Ansel Adams uses my camera, he gets great pictures. If I get his camera, not so much.' Great lesson for us all, and congrats Steve.

Thanks to photographer Gavin Blue for the tip

Filed under: Hardware, Peripherals, Wireless, Odds and ends

Can having a Quicky boost your Wi-Fi range?

Get your mind out of the gutter! I'm talking about the Quicky Jr II USB wireless signal booster, which is a little USB dongle / antenna that plugs into a USB port on any Mac that is running Mac OS X 10.4 or newer. This little device, from QuickerTek, purports to let you wander up to three times the distance you normally can, and still receive a nice, strong, and encrypted wireless signal.

The US$89.95 Quicky Jr II comes with an easily-installed USB driver that lets it work with your 802.11n/g/b networks, including those that are powered by an AirPort Extreme Base Station. While I'm usually dubious of any device that claims to increase wireless range unless it is pitched by the late, great Billy Mays, the Quicky Jr II appears to be just what it says it is; a powered USB Wi-Fi antenna. In theory the larger antenna size and a built-in USB-powered amplifier could help boost the signal, then route it to your AirPort circuitry.

Rather than speculate on how well devices like this work, I'd like to ask our readers. Do you have any experience with this or similar products? Do they work as advertised? TUAW wants to know.

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, Hardware, Software, Odds and ends, TUAW Business, iPhone, App Store

Talkcast reminder: Potluck night tonight


Our weekly interactive podcast goes live at 10pm Eastern this evening, and it's going to be a potluck night on the show -- you bring whatever you want to talk about, and we'll bring our own casserole of TUAW news from the last week. We'll definitely talk about the new iPhone 3GS: how fast it is, how Find My iPhone really can help you find your iPhone, five things you might not know about the phone (if you didn't read that post yet), and, errr -- how fast it is. The speed is such a big story we'll talk about it twice!

Plus, you'll probably hear us wax poetic on how much we love the mini, and we'll talk about our "stickiest" iPhone applications -- apps we just can't help but load up that "one more time." Should be a lot of fun -- definitely tune in and join us at 10pm Eastern this evening over on TalkShoe.

To participate on TalkShoe, you can use the browser-only client, or you can try out the classic TalkShoe Pro Java client; however, for maximum fun, you should call in. For the web UI, just click the "TalkShoe Web" button on our profile page at 10 pm Sunday. To call in on regular phone or VOIP lines (take advantange of your free cellphone weekend minutes if you like): dial (724) 444-7444 and enter our talkcast ID, 45077 -- during the call, you can request to talk by keying in *-8. Talk with you then!

Recording support for the talkcast is provided by Call Recorder from ecamm networks.



Filed under: Humor, Odds and ends, iPhone

Don't try this at home

Or at the pool, or at the beach. It seems a French fellow was proud of his new iPhone 3GS and was taking pictures around the pool when the sort of inevitable happened. Yup, in the drink. Amazingly, the iPhone survived the underwater ordeal, and even recorded [YouTube link] the trip. Allegedly.

I wouldn't recommend this as summer entertainment. The iPhone in question had a tight rubber case, and my guess is while the video did record OK, the moisture in the phone will eventually take a toll.

There are a few water-tight cases for the iPhone, and we road tested an Otterbox Defender case back in April. Perhaps this fellow will invest in such a case should he go iPhone diving in the future.

Now of course the video might be a fake (I would have expected to see water on the lens for example), but at least it's an entertaining weekend diversion. Click through to the second half of the post to see the video.

Via Cult of Mac.

Continue readingDon't try this at home

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, Hardware, Humor, Odds and ends, iPhone

iSuppli estimates the iPhone 3GS costs $179 to make

Did you know that after it is broken down into all of its composite metals and materials and parts, your human body is really only worth about $4.50? Yup, you're cheap in the broadest sense -- all of that oxygen, magnesium, iron, and sodium isn't actually worth all that much in the rare metals market. In fact, according to iSuppli, you're worth way less than the iPhone 3GS -- they looked at the component parts for Apple's new handset, and calculated its raw value at around $178.96. The most expensive components are the 16gb flash memory (ringing in at around $25 per part) and the display (at $19), all the way down to the audio codec board, which Apple reportedly picked up for a cheap $1.15. Of course, there was lots more cheaper stuff (we assume the screws weren't a buck each), but iSuppli didn't actually go that granular. That also doesn't include any of the non-hardware costs: shipping fees, R&D, distribution, marketing, and so on. But it's way more than you're worth, and it's $40 more than the Palm Pre costs to make, too.

Lest you start worrying that your spouse will start valuing their iPhone more than your body, however, there is a silver lining. If you break down to the mineral components of the human body, we're cheap, but the actual components of the body are pretty expensive, it turns out. Expensive to the tune of $45 million, if you count up all the money you could pick up from taking out your bone marrow, extracting your DNA, and selling off a lung or two. Just like the iPhone's parts, when assembled, are worth more than iSuppli's $179, you too pick up some value when assembled the right way.

[via Engadget]

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

TUAW First Look: A behind-the-scenes peek at WorldVoice Radio

WorldVoice Radio [iTunes link] is a cool little iPhone app that may help do for podcasting what Twitter did for web publishing -- make it easy to send out short, frequent messages. Of course, there's a difference, since WorldVoice Radio does this by letting you publish short podcasts from your iPhone. If you've used Utterli or Audioboo, you have the general idea.

The app, which was created by Kai Cherry and RnSK Softronics, has just arrived in the App Store. Kai is an occasional guest on the TUAW Talkcast, and he asked a few of the TUAW bloggers to join his beta testing team for WorldVoice Radio. (In the unlikely case that you're not familiar with the concept of beta testing, it's about getting a group of users together to make sure that an app is bug-free and functional prior to going to market.) Follow along as I give you a first look at this intriguing app, and as I beta-test WorldVoice Radio.

Continue readingTUAW First Look: A behind-the-scenes peek at WorldVoice Radio

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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