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October 4th, 2019, 22:26 Posted By: wraggster
In an interview with Gamesindustry.biz, Ustwo studio head Dan Gray said that Apple Arcade relieves the burden of having to explain to players that mobile games are really worth the £3.99 price tag. Gray said that making premium games has been a dangerous proposition for a number of years, and that even for a successful studio like Ustwo, it would still be dangerous to throw a game out there and charge £5. According to Gray, one of the positive things about subscription in general is there's no direct one-for-one value transaction.
I agree with Gray on all of these points. With Apple Arcade it's now up to Apple to convince players to pay for games. However, this merely solves a short-term problem that developers face, but in the long-run Apple Arcade and similar subscription services could be harmful to the games industry as a whole.
Like Gray, most developers that are part of the Apple Arcade launch line-up are very happy with their deals. Apple has probably paid them a substantial chunk of money for exclusivity, plus it's Apple's problem to sell the content to users. This eliminates the financial risk for developers, they get money upfront and can focus on production, and the marketing will largely be handled by someone else. "This reminds me of the old days of boxed games, where publishers were the gatekeepers to store shelves"
This reminds me of the old days of boxed games, where publishers were the gatekeepers to store shelves. Developers had to go through them to get games in front of consumers. When platforms like Google Play, Steam and the Apple App Store launched, developers were no longer dependent on others to release their games. They had the freedom to publish on their own terms, with complete creative freedom, and without having to share as much of their revenue.
https://www.gamesindustry.biz/articl...uences-opinion
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September 30th, 2019, 17:54 Posted By: wraggster
A new report from Sensor Tower has put Mario Kart Tour's day-one downloads at over 20 million, double Apptopia's estimate from earlier today and nearly triple the day-one downloads of Super Mario Run.
Additionally, Sensor Tower reports that player spending has already reached $1 million -- approximately one-fourth of launch-day spending on top Nintendo mobile revenue performer, Fire Emblem Heroes. This does not include revenue from the $4.99 Gold Pass subscription, due to a free two-week trial offered to everyone who subscribes.
https://www.gamesindustry.biz/articl...-its-first-day
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September 25th, 2019, 18:38 Posted By: wraggster
Nintendo's latest foray into the mobile space, Mario Kart Tour, has gone live today -- and with it comes a surprise business model that's new for the platform holder.
In addition to the usual microtransactions that come with free-to-play games, and have been mentioned in promotional materials, the title also offers a monthly subscription.
A Gold Pass will give Mario Kart Tour users exclusive characters, karts, badges and other items, as well as access to the 200cc racers.
It costs $4.99 per month, which -- as our friends at VG247 point out -- is more than the $3.99 the company charges for Nintendo Switch Online (a service that grants access to online multiplayer for all Switch titles, plus a growing catalogue of NES and SNES titles).
It's also the same price as the newly-launched Apple Arcade, which offers more than 100 games with no in-app purchases.
https://www.gamesindustry.biz/articl...ours-gold-pass
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September 23rd, 2019, 20:06 Posted By: wraggster
Since re-releasing in China under the title Game for Peace, PUBG Mobile has seen a 540% revenue increase year-on-year.
Back in May, publisher Tencent announced it was pulling the game from China after months of being unable to monetise it.
The game was soon relaunched as Game for Peace -- with new elements of pro-Chinese military propaganda -- and granted a license to monetise by the Chinese government.
Following the move, PUBG Mobile is now the leading battle royale mobile game in terms of revenue across iOS and Android, having grossed over $1 billion in player spending.
https://www.gamesindustry.biz/articl...usd1bn-revenue
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September 23rd, 2019, 19:59 Posted By: wraggster
Google has announced a new premium subscription service called Play Pass, launching in the US this week with over 350 games and apps.
The service costs $4.99/month, or $1.99/month for 12 months through a limited offer. Google is also offering a 10-day free trial at launch. That covers access to a catalog of several hundred games and apps for up to six devices, with no microtransactions or ads.
Popular launch titles include Monument Valley 2, Stardew Valley, Terraria, Limbo, Death Squared, The Battle of Polytopia, This is the Police, and more. The subscription also covers various premium apps including weather, music, and fitness apps.
For now, the service will only be available in the US, though Google plans to roll it out in other countries soon.
https://www.gamesindustry.biz/articl...iption-service
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September 20th, 2019, 22:19 Posted By: wraggster
Apple's premium mobile game subscription service, Apple Arcade, has soft-launched for some users three days ahead of its planned release date of September 19.
However, it seems some developers and publishers working with the service may not have been aware of the three-day-early release.
Sayonara Wild Hearts developer Simogo tweeted yesterday that it "had no idea about the Apple Arcade beta-stuff that is currently happening" and asked early access players not to spoil the game for others. In another tweet, the developer told someone in the beta that they were "not playing the final version of the game as far as we know."
https://www.gamesindustry.biz/articl...ome-developers
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September 20th, 2019, 22:15 Posted By: wraggster
Attached to a wall at Ustwo Games' London studio is one of the team's favourite user reviews for Monument Valley.
It says: "Thank you for making this game, I thought it was really beautiful, one of the best things I've played on mobile, and it really impacted me. I just thought £3.99 was too much."
"That's always been super funny to us," chief creative officer Dan Gray tells GamesIndustry.biz.
Amusing as it is, it illustrates the biggest challenge of the mobile space: the value players place on games. Following the launch of the App Store, a race to the bottom means that the vast majority of mobile titles are now free-to-play..
Premium is still an option, of course, as Ustwo has demonstrated with Monument Valley -- the sequel to which made $10 million in its first year. But Gray acknowledges this is not the norm.
"Making premium games has been a dangerous proposition for a number of years," he says. "Even we know we were very lucky with Monument Valley. We were lucky to get a unicorn, but the exception doesn't prove the rule. It would still be dangerous for us now to throw a game out there and charge £5."
https://www.gamesindustry.biz/articl...-mobile-gaming
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September 17th, 2019, 21:39 Posted By: wraggster
Android will represent a larger share of mobile game revenue than iOS this year, according to a new report from Newzoo.
The data firm's Global Mobile Market Report estimates game revenue of $68.5 billion in 2019, up 26.7% year-on-year. China will be the leading market, with $21.6 billion in revenue, followed by the United States with $12.1 billion.
Within that, $33.5 billion in revenue will be from iOS games, which is 48.9% of the global market. Google Play represents $24.5 billion in revenue (35.8%), while the remaining $10.5 billion (15.3%) will be from third-party Android storefronts.
https://www.gamesindustry.biz/articl...an-ios-in-2019
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September 11th, 2019, 21:49 Posted By: wraggster
Pokémon Masters earned $26 million from the App Store and Google Play in its first week, according to data from Sensor Tower.
DeNA's game launched on August 31, and earned $26 million in the seven days that followed. Sensor Tower's data puts it ahead of other franchise mobile titles Pokémon Quest, Pokémon: Magikarp Jump, and Pokémon Rumble Rush.
Masters' first week revenue is approaching half of the revenue earned by Pokémon Go in the same period. Niantic's game hit $56 million in a week, according to Sensor Tower, but it only available in Australia, Germany, Great Britain, the United States, and New Zealand.
https://www.gamesindustry.biz/articl...its-first-week
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September 11th, 2019, 21:47 Posted By: wraggster
According to Google Stadia VP and head of product John Justice, the Stadia team is working hard to implement not just cross-platform play, but also cross-progression across as many games on the service as possible.
Speaking in a video interview with StadiaCast, Justice said that Google wanted to include the feature event for games that don't include online or multiplayer features by necessity. He offered the example of The Elder Scrolls V: Skyrim (though he acknowledged Skyrim had not been announced for Google Stadia) as a situation where a single-player, story-based game might benefit from cross-progression on a new platform.
"We are trying to do [cross-progression] with every single title we're bringing to Stadia. That's something that we see as a key piece of next-gen. We're trying to push that next-gen is all about openness, it's about being able to play across your friend groups, it's about taking down these walled gardens, it's about being able to keep your progression wherever it is you are."
But he also acknowledged the company was encountering some resistance.
"Not every game platform is wholly on board with this, and some of them are on board with it for some titles and not for others."
https://www.gamesindustry.biz/articl...itle-on-stadia
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September 11th, 2019, 21:44 Posted By: wraggster
At today's Apple Special Event, Apple showed off more details for its upcoming premium mobile game subscription service Apple Arcade, including a release date of September 19.
The service will cost $4.99/month, with a one-month free trial available at launch. Over 100 premium games will be available upon release from studios such as Annapurna Interactive, Bossa Studios, Cartoon Network, Capcom, Finji, Giant Squid, Klei Entertainment, Konami, LEGO, Mistwalker Corporation, SEGA, Snowman, ustwo games, and others.
https://www.gamesindustry.biz/articl...s-september-19
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August 30th, 2019, 00:15 Posted By: wraggster
Citra MMJ is an unofficial fork of the Citra emulator that has Android-specific hacks in order to improve performance on smartphones in the pursuit of getting playable frame rates. From what could be gathered on a thread in r/EmulationOnAndroid, this emulator, which originated on the Chinese forum Weibo, was recently marred in controversy as its release was apparently breaking GPL since the source code wasn’t provided when the binaries (in an APK) were published.
However, things have cleared up now as the emulator’s source code was published on GitHub and an easily-accessible APK file is available for download (link below). According to its GitHub release page, the emulator requires you to have a 64-bit ARM (ARMv8/arm64) Android smartphone running Android 7.0 or above so if your Android phone is a bit old, you’re probably out of luck. Furthermore, your phone needs to have a beefy SoC (System-On-Chip) such as the SnapDragon 845/855 in order to get playable frame rates in any games. As a result, it could be said that 3DS emulation on Android is more or less limited to flagships such as the Samsung Galaxy S10 or the OnePlus 7 for now
According to various user reports on Reddit and elsewhere, these games are currently playable provided you have a beefy-enough phone:
- Persona Q runs almost perfectly on a SnapDragon 855Fancy playing some New Super Mario Bros 2 on your Android phone? If you have an adequately powerful device, you can! ()
- Return to Samus works very well on a Snapdragon 845
- Rune Factory 4 runs well
- Pokémon Ultra Moon runs at 30 FPS (full speed) on a SnapDragon 855
- Pokémon Omega Ruby is running at 30FPS in some places
- , New Super Mario Bros 2 is running at 60FPS most of the time, Pokemon Y works pretty well and TLZ: Ocarina of Time 3D can maintain 25-30FPS most the time (runs at 30FPS normally)
- works decently although there’s slow-down in battles
- More tests can be found by checking the videos on MasterKillua’s channel
- Please note that I was personally not able to verify any of these performance figures as I’m not in possession of a high-end Android device
Citra MMJ’s GitHub Release Page (download link): https://github.com/weihuoya/citra/releases
http://wololo.net/2019/08/25/android...-your-android/
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August 29th, 2019, 22:43 Posted By: wraggster
Want to release your game on Stadia? You're in good company, with over 4000 other developers.
But Stadia business development manager Ray Bautista insists that Google is being picky with who it allows in. The team wants its cloud streaming platform to be a curated storefront experience.
"It was important for us with Stadia that we moved away from the Wild West that exists in some storefronts today," Bautista said, speaking at the GamesIndustry.biz Investment Summit at PAX Dev. "Just because a studio has a game idea doesn't mean we're going to allow them to publish that game on our platform. Just because a developer or publisher releases a game that was a success, we certainly aren't going to allow ten, 20, 50 fast follows to come after that.
"It's important to us that we are looking at every single piece of content that comes to our platform to really help spotlight developers, showcase the talented developers and content that's coming out, and more importantly make sure we're proud of the content that's being released on the platform."
https://www.gamesindustry.biz/articl...-google-stadia
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August 28th, 2019, 00:01 Posted By: wraggster
Over a year after its announcement, and 2 months after the end of the closed beta, Mario Kart Tour will finally be available for iOS and Android next month. This is Nintendo's third mobile Mario game, and eighth mobile game overall, excluding games licensed by The Pokémon Company. The release comes shortly after Dr. Mario World, which came out on July 10th.
Source
https://gbatemp.net/threads/mario-ka...r-25th.546849/
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August 26th, 2019, 23:15 Posted By: wraggster
Apple will delay implementing its new rules around ads and analytics in iOS apps aimed at kids.
The company behind the App Store had planned to introduce the new rules next month, but it has told The Washington Post that it has been pushed back to give developers more time.
"We aren't backing off on this important issue, but we are working to help developers get there," Apple's Fred Sainz said.
Sainz also said that "generally we have heard from them that there is widespread support for what we are trying to do to protect kids."
https://www.gamesindustry.biz/articl...-in-kids-games
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August 19th, 2019, 23:05 Posted By: wraggster
Yaba Sanshiro (originally called Yabause Devmiyax) v2.6.8 is compiled. There's a new version of Yabause from japanese developper Devmiyax, based on his recent android port uoYabause. This version is a great improvement from original Yabause, on par with SSF and even better on some games. Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.
https://github.com/devmiyax/yabause
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August 19th, 2019, 22:43 Posted By: wraggster
Around 3 hours ago, pwn20wnd who is one of unc0ver’s authors (together with Sam Bingner) took the community by surprise and tweeted out that unc0ver 3.5.0 got released with support for iOS 12.4 which is the latest version of iOS meaning that it’s obviously signed and ready to be installed.
Unlike other times when a new version of iOS got jailbroken, this time it wasn’t because a new exploit, making use of a previously disclosed vulnerability, got released but because sock_port (the exploit by Jake James used to jailbreak iOS 12.1.3-12.2) got unpatched on iOS 12.4 (released on 22 July) after it was patched on iOS 12.3.
Apparently, this security blunder was discovered by Ahmed Aldeab 2 days ago and after it was verified by leading jailbreak developers, pwn20wnd got to work by updating and testing a new release of unc0ver presumably before Apple becomes aware of what happened and pushes a new version of iOS to patch the issue.
http://wololo.net/2019/08/18/jailbre...d-in-ios-12-3/
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