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Filed under: Software, iPhone, App Store

Loopt teams with Mobile Spinach for check-in discounts, Booyah talks about MyTown

If the iPhone has a leading app genre, aside from gaming, I'd say the current surge of "check-in" apps is probably it. Sure, back when the App Store first opened up, Twitter apps were everywhere (and they're still being made daily, it seems), but in terms of a genre that can only exist on a location-aware device like the iPhone, "check-in" apps like Foursquare, Gowalla, and so on, are making their mark right now. Here's news on two such apps continuing to grow on the App Store skyline.

First up, Loopt [iTunes link] has announced a partnership with a company called Mobile Spinach to start trying to monetize this kind of app usage. Mobile Spinach delivers local ads, and Loopt says that it'll be using their location-based social networking service to bring specials and deals to users from wherever they check-in from. Note that while Apple doesn't necessarily want location-based advertising as the sole purpose of an app, it seems to be all right with location-based advertising as an extra feature like this. Loopt tells us at TUAW that it's a great deal for the company, as it is "an easier and cost-effective way to do online/mobile advertising," and that it means "Loopt users can get great free offers on everyday things they want in need just by walking around in the neighborhood." It'll be interesting to see just how useful this extra advertising can be.

After the link below, read about how MyTown finally got the success they'd been hoping for.

Continue readingLoopt teams with Mobile Spinach for check-in discounts, Booyah talks about MyTown

Filed under: iTS, Software, iTunes, Apple, App Store

App Store devsugar: Browser-based previews and URL tricks

TUAW reader Gabby tipped us off this morning that Apple has expanded its new browser-based iTunes previews to include App Store offerings. Sure enough, I pasted a standard App Store URL for Apple's Remote application into Safari and was treated to the preview shown just above.

This new preview option is just one of many App Store URL tricks you may want to take advantage of. You can find some of the most useful tricks right after the break on this post. Got another URL trick for App Store? Let us know in the comments.

Continue readingApp Store devsugar: Browser-based previews and URL tricks

Filed under: iTunes, iPhone, App Store

Apple forces Stanza to nix USB book sharing

Those who enjoy USB book sharing their ePub and eReader files in the current version of Stanza [iTunes link] will want to avoid the 2.1 version of the software, currently being distributed in the App Store. The update notes reveal that Apple apparently ordered Lexcycle to remove the USB sharing ability. Unfortunately, Lexcycle is forbidden from explaining why they were told to remove the feature.

To me -- and this is pure speculation -- this is Apple's equivalent of giving Amazon the finger. Amazon acquired Lexcycle back in 2009, and that this could be part of a series of moves by Apple to drive people toward the iPad and the upcoming iBooks software. I wouldn't be too surprised if Apple found a way to ban the wonderful Kindle app [iTunes link] from the App Store at some point in the future. Is Apple becoming the next Tammany Hall with Steve Jobs its "Boss" Tweed?

For now, to avoid losing USB sharing, remember not to do a bulk upgrade of your apps and avoid any future Stanza updates.

Filed under: Software, Freeware, iPhone, App Store

Gowalla announces shared trips

There's a growing battle lately on the App Store over "check-in" apps -- Foursquare, Gowalla, and MyTown have all seen big gains in users lately (and a few other contenders have been roaming the periphery), and it looks like we're starting to see some innovation in the mix. Gowalla recently updated their free app [iTunes link], and introduced a new feature called Shared Trips. These are more or less tours (or a line of check-ins at different places around a given city), but they can feature all kinds of things: a set of bars, interesting buildings to see, the old bookstore/coffeeshop run, or any other ideas Gowalla users have. Trips can be shared and rated, and you'll be able to browse through the most popular trips and even earn badges in the app for creating or going on a popular trip.

The new version also adds bookmarks, which will let you remember your favorite check-in spot -- while you can't add them from the mobile app yet, you can browse them from there, and they're hoping to get the functionality in soon.

Obviously, this might not appeal to everybody -- there are lots of iPhone users out there (including me) who aren't so keen yet on sharing their location with everyone they know every time they leave the house. But it is interesting to note that this is a burgeoning mini-industry, brought on almost completely by the ubiquity of the iPhone and its up-and-coming competitors. Any time you have more than a few apps vying for a growing audience, you're going to end up with some interesting innovation. It'll be fun to see what kinds of ideas Gowalla and its competitors can come up with.

Filed under: Gaming, Freeware, Developer, iPhone, App Store

Review: Bankshot delivers a quick hit of fun


The other week I said a lot of good things about Grand Theft Auto: Chinatown Wars, but one of the great things about games on the iPhone is that they don't all have to be epic masterpieces. Such is the case with the free Bankshot [iTunes link], which is a simple and fun one-hit game that was created in just 36 hours: the only goal is to bounce a little neon "puck" into a target that gets placed on different sides of the screen. It's fun, it's easy, and it's the perfect kind of game to just pull up and play when you only need a few minutes of distraction.

The game does have a little bit of hidden depth (you can score more points by bouncing the puck off the walls more times before it hits the target, but if you go more than four bounces, the game is over), but essentially, this is an addictive little pick-up-and-play game (and it's even OpenFeint enabled, if you're into that sort of thing). The game is free with ads, but they were never distracting or in the way. If you want a quick arcade hit to play during your next few iPhone breaks, definitely pick it up.

Filed under: Surveys and Polls, Apple, iPhone, App Store

Netsize calls out App Store as most successful mobile platform

Netsize unveiled the results of something called the Mobile Trend Survey 2010 at European mobile tech conference M-Days, and they say that 87% of industry professionals surveyed put Apple's App Store front and center when asked about the most successful platform for mobile software. Android came in next at 60% of people expecting it to find success, and then drops off into generic answers and lots of smaller mobile outlets.

What's perhaps most interesting is that while this announcement came out today, the survey was likely done before the official iPad announcement, and since Apple has made it clear that the App Store will play a huge part in the iPad's future as well, that's just more checks in the win column. Apple gets a lot of credit for its quality hardware (and rightly so), but it might actually be the App Store model (for better or worse) that becomes the most significant creation of the past few years.

Filed under: Software, iPhone, App Store, SDK

iPad SDK allows you to take photos and other insights

Turns out a camera in the iPad may have been closer than we thought -- Engadget has been diving into the SDK released yesterday (NDAs be darned, I guess?) and discovered that the ability to "Take Photo" is still hidden in the iPad's code. Of course, the device doesn't actually have a camera, but the fact that there's code written for one could mean that prototypes of the device did have a camera, and/or that we'll eventually see one in a future revision.

There's a few other interesting things sneaking out of the SDK as well, including the fact that "popovers" (those windows and menus that were popping up in the video yesterday) are listed in Human Interface Guidelines as iPad-only flair. That would make designing for the two platforms pretty different -- while it's certainly possible, as we learned yesterday, to run iPhone apps on the new platform, it seems like Apple is telling developers that iPad apps will have a very different feel than their smaller predecessor's versions. A year from now, the two platforms may end up being different markets entirely.

Update: The "touch to return to the call" bar made the trip to the iPad, too. Makes it more likely that this is just vestigial code.

Filed under: Hardware, Software, App Store

Video of games on the iPad, and what developers plan to do with them


Unfortunately, we weren't able to attend the event in San Francisco yesterday, but our good friends at Joystiq were, and they've brought back this video of Need for Speed: Shift [iTunes link] and a few other games running on the iPad. Not only can you see how the accelerometer works (exactly the same as the iPhone, basically), but you can see how the regular iPhone apps will upscale to full screen (via what looks like a small "button" in the corner) on the iPad. Of course, this video isn't ideal, but it actually looks better than I thought.

Hopefully, of course, developers will actually put in the effort to recreate their apps for the iPad's bigger screen. That's exactly what the makers of Flight Control have said they plan to do; that game will be "re-imagined" to work on the iPad. They talk about not only making use of the bigger screen space, but actually going to the "next generation" of their games. It'll be very interesting to see, as the App Store evolves with the iPad, what kinds of markets emerge. Will we eventually have a set of games that works best on the iPhone, and a set that works better on the "big" screen?

Filed under: Hardware, Apple, iPhone

iPhone apps will run on the iPad

With today's announcement of the iPad, we heard about a new SDK for developing apps. We also heard, though, that the iPad will be capable of running all current iPhone apps without modification, downloaded straight onto the tablet from a built-in App Store. Either you can run apps normal sized on the larger screen, or, using pixel-doubling, iPhone-native apps can run full screen on the iPad. Apple has already rewritten all of their own apps using the new SDK (which will be available for download today on Apple.com), and I'm sure we'll start seeing tablet-driven development from iPhone developers immediately. A few companies, including EA, Gameloft, and the New York Times, have already gotten a head start on iPad development and showed off a few apps in the event earlier today.

While graphics-based iPhone apps are probably going to look pretty decent on the tablet, text-based applications look a little awkward when it's just bigger text. Native apps are going to be a must to really make this platform work, and I'm looking forward to seeing what current (and new) developers do with the new screen size and format.

Filed under: Gaming, Freeware, Developer, iPhone, App Store

Noby Noby Boy demoed at Apple Store in Japan

This one might require a little patience to watch, but those interested will be rewarded well, I think. The footage above is from an Apple Store in Toyko's Ginza shopping district, where none other than Keita Takahashi showed up to demo his latest iPhone game. Who's Keito Takahashi? He's the gaming auteur behind Katamari Damacy and Noby Noby Boy, two of the weirdest yet most fascinating games of the last decade or so, and he's bringing Noby Noby Boy to the iPhone.

Unfortunately, the above demo is in Japanese, but you can see what kinds of thinking is going into the game. It looks like he's completely revamping the game as a top-down physics-based version of the already very strange PS3 version. We would provide you with some more explanation, but it probably won't make things any clearer: the object of the game is to stretch out a little creature named BOY, and at the end of the level, your stretched length adds up with all the other players of the game online to another creature called GIRL, who is currently reaching out into the solar system. Told you it wouldn't help.

Nevertheless, it's pretty fascinating just to watch the four videos (start here) and see what weirdness transpires in the video -- there are some interesting touchscreen controls, and lots of quick physics on the items bouncing around the iPhone's screen. It's not that great as an actual game preview, but that might not matter much anyway: Takahashi said a while back that whenever this weird monstrosity does release on Apple's handheld, "price-wise might be like free." We can't wait to see it.

[via Panic]

Filed under: Gaming, Software, Reviews, iPhone, App Store, iPod touch

Review: Grand Theft Auto: Chinatown Wars

Grand Theft Auto is, at this point, one of the most storied franchises in video game history. It was already huge back during the days of DMA Design, when it was a top-down open world crime game with an attitude, but with the coming of Grand Theft Auto 3 on the console generation, the series turned into a full-fledged classic, with the sales, media attention, and depth to match the fun found in those first games. Nowadays, the series has already been through a number of other reboots, and Chinatown Wars on the Nintendo DS was just another one of those: a return to the game's top-down graphics along with the addition of new elements from the 3D versions and a few touchscreen tricks. Now, the release of the game on the iPhone [iTunes link] shows that GTA is ready for another segment of its life, and that the iPhone itself is ready for the big market titles to start making a splash.

I'll say this: there has not yet been a game on the App Store that is so worth the $9.99 Rockstar is selling this one for. If you're a fan of Grand Theft Auto, and, like me, haven't played this latest handheld iteration, you're in for a treat (it's the highest rated game on the DS' Metacritic page, and while I don't agree that it's the best title on that platform, it is an excellent game). And even if you're not a huge GTA fan (this game does have all the swearing and questionable morality that the bigger versions of the series are known for), just know that this game is a great example of what big-time developers on the iPhone should aim for. Indie games are great, but this one's a blockbuster.

Continue readingReview: Grand Theft Auto: Chinatown Wars

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

GTA tops the list, and other game news

For some reason there's a flood of gaming news coming from the App Store this afternoon. So we've rounded it up for you to take in all in one read:
  • Grand Theft Auto: Chinatown Wars [iTunes link] has reached the top-grossing spot on the store in just two days, which means it's probably taken over the previous record holder. Good news for full-scale gamers: we can expect to see more direct ports from other handheld platforms like the DS and the PSP. Still not sure if GTA is worth the $10? Stay tuned for our review later tonight.
  • Sega is releasing an Ultimate Genesis Collection on the App Store, which is more or less an official emulator. You get Space Harrier II with the free download, and then in-game purchases allow you to pick up other Sega games: Sonic for $6, Ecco the Dolphin for $3, and so on. They've released these games separately before, but this will give them a one-stop hub for official versions of older classics.
  • Assassin's Creed II Discovery, the iPhone version of the Ubisoft hit, will reappear on the App Store in February at $9.99. In this interview with Appmodo, producer Ben Mattes talks about the iPhone and what Ubisoft plans to do with it.
  • Finally, Magnacarta II is an RPG for the Xbox 360 that now has a character guide iPhone app. We've seen PC titles release complimentary apps before, but this is the first instance (I know of) where a console game has supplemented their release with an iPhone guide. Something to keep an eye on.
Exciting news all around! Looks like some major developers are finally starting to figure out some interesting and profitable ways to take advantage of Apple's handheld platform.

Filed under: Hardware, Software, iTunes, App Store

Amazon Kindle moves to App Store's 70/30 revenue split

Most of the rumors coming out about next week's event say that there'll be a tablet with a lot of similarities to the popular Amazon Kindle device, but even before Apple takes the stage, Amazon is taking one of the new ideas for its own. The online retail powerhouse announced that it is adapting a payment model for content providers that's very similar to the App Store, with a 70/30 split on pay sharing. There are a few limitations (there's still a cost for delivery, and the publisher has to conform to a number of price, feature, and location standards), but essentially, Amazon is taking the exact same model that has worked so well for both Apple and its development partners, and bringing it to the Kindle platform.

The timing is interesting -- with Apple just about to release what many expect to be a Kindle competitor, you have to wonder what Jeff Bezos is thinking. You have to wonder what Apple will do, too: while there are certainly all kinds of other things the theoretical tablet can do, it's possible that, if they are as close as some people think, Apple and Amazon will end up competing over content delivery, and one or the other may have to change its royalty offerings in order to attract more premium content.

That's all a ways down the line, of course -- first, Apple needs to announce the tablet, and then we have to see what happens in terms of releasing content for it. But there's no question Amazon and other companies are watching Apple's plans in the App Store, and it'll be interesting to see what comes next.

Filed under: iPhone, App Review

iSaidWhat?! lets you put a twist on words

Arguments happen, words are thrown, and words are sometimes misconstrued. "Stop putting words in my mouth!", someone might say to you. With Tapparatus's iSaidWhat?! [iTunes link], now you can put words in someone else's mouth.

Well, sort of.

In addition to serving as a basic voice recorder, iSaidWhat?! also allows you to cut and rearrange audio snippets. Take the following interaction between Jerry and Dorothy:

Jerry: I love you. You complete me. If I had just...
Dorothy: Shut up. Just shut up. You had me at hello. You had me at hello.

Using iSaidWhat?!, you could break down recorded audio into blocks of words or into individual words. So, the above conversation can rearranged into the following:

Jerry: You love me. I complete you.
Dorothy: Shut up. Just shut up.

The app is very polished and a delight to use. Users are presented with two tabs, one a list of their recordings and the other a list of their arrangements. A snappy and intuitive interface allows you to mark in- and out-points; and after you've completed marking these points, you're asked what you'd like to name it.

After completing an audio compilation, you can share it with the world. The app allows you to share your creation via email (which it encodes as a .wav file), over the network, Facebook and Twitter. iSaidWhat?! is available for purchase at the iTunes store for USD $1.99.

Filed under: Software, Developer, iPhone, App Store

Developers on avoiding the 99 cent App Store price

I've become a big fan of game developer Capy (formerly Capybara) in the past few months -- their releases of Critter Crunch on iPhone [iTunes link] and Might and Magic: Clash of Heroes on the DS have won me over quickly. But I'm not sure I agree completely with their co-founder, Nathan Vella, about what he says in this Gamasutra interview. His opinion is that the push towards the 99 cent price on the App Store is "the single most frustrating and terrible thing about App Store pricing." He says the dollar price point is stifling, and he praises developers like Canabalt's Adam Saltsman for sticking with a higher price point even when their games are simple.

I do agree with Vella on one thing: no developer should sell an app for less than it is worth, and dropping to 99 cents to increase sales doesn't work anyway. But certainly there's a place for 99 cent apps on the store, and I know personally that a 99 cent price point will open me up to try apps I'm not sure about, especially apps that I might be interested in but that don't offer a free trial. Clive Downie of ngmoco says as much later in the article: it's about the balance between providing choice for your customer and supporting yourself as a developer.

In the end, Vella knows what he's doing: he doesn't say that 99 cents is always the wrong price, but that you should always stick to your guns and ask your customers to pay the right price. If a game is worth $4.99, or $6.99, or even $9.99, developers will find that customers who care about the quality are willing to pay for it.

[via IGN]

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