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April 14th, 2014, 00:01 Posted By: wraggster
via http://www.emucr.com/
DraStic v2.2.1.1a for Android is released. DraStic is a fast Nintendo DS emulator for Android. In addition to being able to play Nintendo DS games full speed on many Android devices it has the following features:
- Customize the placement and size of the DS screens, for portrait and landscape modes
- Fully supports add-on controllers, and physical controls in devices like nVidia Shield and Xperia Play
- Save and resume your progress anywhere with save states
- Tweak your gaming experience with a database of thousands of cheat codes
- Synchronize your save games with your online Google Drive space
- Increase emulation speed with fast-forward
DraStic v2.2.1.1a for Android Changelog:
- Added ability to specify RTC start time instead of using system time
- Changed sound handling during fast-forward
- Fixed problems with certain archives
https://play.google.com/store/apps/d....dsemu.drastic
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April 13th, 2014, 23:00 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Android has been updated. Changes:
- Added decorative background in portrait mode.
- Added COIN button to insert "coins" into VS System.
- Added DISK button to flip Famicom DiskSystem disks.
- Now resetting FDS to side A on startup.
- Fixed scanline effects in Debugger, etc.
- Made a work-around for external SD card use on Kitkat!
- If can't write to external SD card, saving states to /sdcard/iNES or to the app-specific SD card folder.
- Removed the MENU button from the screen.
- Fixed sections navigation in the File Selector.
News source: https://play.google.com
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April 13th, 2014, 22:06 Posted By: wraggster
Given Apple's status as the world's most valuable company and its enormous cash hoard, the refusal to offer even meager support to open source and industry groups is puzzling. From the article: 'Apple bundles software from the Apache Software Foundation with its OS X operating system, but does not financially support the Apache Software Foundation (ASF) in any way. That is in contrast to Google and Microsoft, Apple's two chief competitors, which are both Platinum sponsors of ASF — signifying a contribution of $100,000 annually to the Foundation. Sponsorships range as low as $5,000 a year (Bronze), said Sally Khudairi, ASF's Director of Marketing and Public Relations. The ASF is vendor-neutral and all code contributions to the Foundation are done on an individual basis. Apple employees are frequent, individual contributors to Apache. However, their employer is not, Khudairi noted. The company has been a sponsor of ApacheCon, a for-profit conference that runs separately from the Foundation — but not in the last 10 years. "We were told they didn't have the budget," she said of efforts to get Apple's support for ApacheCon in 2004, a year in which the company reported net income of $276 million on revenue of $8.28 billion.'
http://apple.slashdot.org/story/14/0...-tech-industry
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April 13th, 2014, 21:49 Posted By: wraggster
Windows Phone and Windows RT, the Microsoft operating systems for the company's smartphones and tablets respectively, could be getting a little more ... epic in the future. Epic Games co-founder and CEO Tim Sweeney told forum-goers that the company is working on implementing its Unreal Engine 4 on mobile Microsoft platforms.
"We have been doing some work in this direction (implementing various levels of WinRT API support) and we want to have Windows Phone support eventually, but we're a very long way from having a ship-quality implementation," Sweeneywrote on the Epic forums. "Right now our mobile efforts are really focused on iOS and Android based on their huge market sizes. We have a lot of work to do on these platforms before expanding to other mobile platforms such as WP."
In other words, while we might see Unreal Engine 4 support on Windows Phone and Windows RT in the future, for now it's still more likely to hear or read "coming soon to iOS and Android" than it is "coming soon to Windows Phone."
http://www.joystiq.com/2014/04/12/ep...phone-windows/
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April 12th, 2014, 01:01 Posted By: wraggster
via http://emu-russia.net/en/
ZX Spectrum emulator for Android has been updated. Changes:
- Added slow-motion mode, combined with fast-forward mode.
- Fixed multitouch input in cases where it didn't work.
- Fixed scanline effects in Debugger, etc.
- Made a work-around for external SD card use on Kitkat!
- If can't write to external SD card, saving states to /storage/sdcard0/Speccy or /storage/sdcard1/Android/data/com.fms.speccy/files.
- Fixed screen decorations covering Spectrum screen.
- Fixed sections navigation in the File Selector.
- Fixed recognition of multiple file extensions.
News source: https://play.google.com
News source: https://play.google.com
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April 12th, 2014, 00:54 Posted By: wraggster
via http://www.emulation64.com/
PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.
Here's changelog for 0.9.8 release:
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+ OpenGL ES 3 detection bug on Xperia devices fixed, graphics work again.
+ More accurate audio mixing and emulation
+ Software rendering and display list performance improvements
+ Workaround for timing issue hanging Crash Tag Team Racing
+ Galician language
+ Built-in ARM disassembler improvements (dev feature)
+ Fix for immersive mode volume key issue on Android Kitkat
+ And more minor tweaks and fixes as always. |
Visit Official homepage for for further information and latest build of emulator
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April 12th, 2014, 00:51 Posted By: wraggster
via http://www.aep-emu.de/
Marat Fayzullin has updated his MasterSystem, GameGear, SG-1000, SC-3000 and SF-7000 emulator MasterGear for Android.
Quote:
The new version has got the slow-motion mode (combined with the fast-forward mode in the Settings) and a variety of fixes. More importantly, I have started adding workarounds for external SD card restrictions imposed by Android KitKat. If you are a KitKat user, the new MasterGear will let you keep your games on the external SD card, saving your gameplay states to /sdcard/MasterGear folder or the app-specific SD card folder, as KitKat prohibits third-party apps from writing arbitrary SD card folders. No, I do not know why Google made this restriction. I guess their Nexus devices simply do not have SD cards, so they never tested.- Added slow-motion mode, combined with fast-forward mode.
- Fixed multitouch input in cases when it didn´t work.
- Made a work-around for external SD card use on KitKat!
- If can´t write to external SD card, saving states to /storage/sdcard0/MasterGear.
- If MasterGear folder doesn´t exist, saving states to /storage/sdcard1/Android/data/com.fms.mg/files.
- Fixed fast-forwarding in automatic frame rate mode.
- Fixed a crash in Cheatopedia, when displaying the list.
- Fixed rare crashes in gesture detection.
KITKAT NOTE:
The /storage/sdcard1/Android/data/com.fms.mg/files folder is deleted when you uninstall the app. To avoid losing your saved states when storing games on the external SD card, manually create the /storage/sdcard0/MasterGear folder in your internal storage.
https://play.google.com/store/apps/d...?id=com.fms.mg
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April 12th, 2014, 00:50 Posted By: wraggster
via http://www.aep-emu.de/
Marat Fayzullin has updated the port of his ColecoVision emulator ColEm to the Android platform.
Quote:
The new release adds the slow-motion and audible keypad clicks. It also fixes the screen artifacts that sometimes showed up in the accelerated mode, makes keypad more sensitive, and gets rid of random multitouch problems that some users experienced.
Most importantly, if you are an Android Kitkat user, the new ColEm will let you keep your games on an external SD card. As Kitkat prohibits third-party apps from writing to the SD card, ColEm will save your gameplay states in the "ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm" folder on the internal storage (if present) or the private app folder on the SD card. Please note that Android will *delete* all private app folders when you uninstall the app. To avoid losing your saved states, I suggest you manually create the "/sdcard/ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm" folder in the internal storage: it will not be deleted.
- Added slow-motion mode, combined with fast-forward mode.
- Added optional click sound to the virtual keypad.
- Fixed left/top edge artifacts with accelerated video enabled.
- Made a work-around for external SD card use on KitKat!
- If can´t write to external SD card, saving states to /storage/sdcard0/ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm/" title="zur Homepage von Marat Fayzullin" target="_blank">ColEm.
- If ColEm folder doesn´t exist, saving states to /storage/sdcard1/Android/data/com.fms.colem/files.
- Fixed multitouch input in cases when it didn´t work.
- Fixed keypad input sensitivity.
- Fixed fast-forwarding in automatic frame rate mode.
- Fixed rare crashes in gesture detection.
https://play.google.com/store/apps/d...s.colem.deluxe (full version)
https://play.google.com/store/apps/d...=com.fms.colem (free version)
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April 12th, 2014, 00:49 Posted By: wraggster
via http://www.aep-emu.de/
Marat Fayzullin has updated his (commercial) GameBoy emulator VGB-Android.
Quote:
The new VGB-Android fixes line-match interrupts (so that Street Fighter 2 and a few other games run with no glitches), makes scanline effects work properly when running Super GameBoy games, and adds support for external SD cards on Kitkat. There is also a bunch of other fixes, covered below. Finally, I removed the MENU button off the screen, to avoid accidentally entering the Advanced Settings menu. These settings can still be accessed via "Advanced | Settings" Android menu.
- Fixed line-match interrupts to occur on LYC writes (Street Fighter 2).
- Fixed scanline effects in Super GameBoy mode.
- Made a work-around for external SD card use on KitKat!
- If can´t write to external SD card, saving states to /storage/sdcard0/VGB.
- If VGB folder doesn´t exist, saving states to /storage/sdcard1/Android/data/com.fms.vgb/files.
- Removed the MENU button from the screen (use "Advanced | Settings" instead).
- Fixed sections navigation in the File Selector.
- Fixed a crash in Cheatopedia, when displaying the list.
- Fixed rare crashes in gesture detection.
- Fixed recognition of multiple file extensions.
https://play.google.com/store/apps/d...id=com.fms.vgb
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April 12th, 2014, 00:49 Posted By: wraggster
via http://www.aep-emu.de/
Marat Fayzullin has released another version of its GameBoy Advance emulator VGBA-Android.
Quote:
This update fixes the ARM V flag computation on x86 Android, adds the often requested slow-motion mode, and extends Cheatopedia with more Pokemon Fire Red cheats, submitted by users.
More importantly, Android Kitkat users should now be able to run games from their SD cards. As you know, Kitkat restricts third-party apps from creating or modifying files on the external SD card. Because of this limitation, if you store your games on an SD card, VGBA will save your gameplay and screenshots to the "VGBA" folder in the internal storage. If this folder does not exist, VGBA will save to the app-specific SD card folder, where it is permitted to write. Please note that all app-specific folders are deleted when you uninstall the app, so you may want to manually create that "VGBA" folder, or simply keep all your GBA games in the internal storage, avoiding Google´s draconian restrictions.
- Fixed startup crash
- Fixed ARM V-flag computation after subtraction (Caravan Heart works).
- Added slow-motion mode, combined with fast-forward mode.
- Added more Pokemon Fire Red cheats to the Cheatopedia.
- Made a work-around for external SD card use on KitKat!
- If can´t write to external SD card, saving states to /storage/sdcard0/VGBA.
- If VGBA folder doesn´t exist, saving states to /storage/sdcard1/Android/data/com.fms.vgba/files.
- Fixed a crash in Cheatopedia, when displaying the list.
https://play.google.com/store/apps/d...d=com.fms.vgba
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April 12th, 2014, 00:48 Posted By: wraggster
Marat Fayzullin has updated the port of its Spectrum emulator Speccy for Android.
Quote:
Speccy-Android 3.0.4, my Sinclair ZX Spectrum emulator, is now available at Google Play.
Among other things, this release adds slow-motion mode, fixes multitouch input wherever it failed to work, and removes scanline effects interference with Debugger and Advanced Settings. Furthermore, for those Kitkat users who got their external SD cards disabled, I have added a workaround that lets you store your Spectrum files on these SD cards. All saves will then go to /sdcard/Speccy, or Speccy´s private directory on the SD card. See below for the complete list of changes.
- Added slow-motion mode, combined with fast-forward mode.
- Fixed multitouch input in cases where it didn´t work.
- Fixed scanline effects in Debugger, etc.
- Made a work-around for external SD card use on KitKat!
- If can´t write to external SD card, saving states to /storage/sdcard0/Speccy.
- If Speccy folder doesn´t exist, saving states to /storage/sdcard1/Android/data/com.fms.speccy/files.
- Fixed screen decorations covering ZX Spectrum screen with OpenGLES disabled.
- Fixed sections navigation in the File Selector.
- Fixed recognition of multiple file extensions.
https://play.google.com/store/apps/d...com.fms.speccy (free version)
https://play.google.com/store/apps/d....speccy.deluxe (full version)
via http://www.aep-emu.de/
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April 11th, 2014, 23:12 Posted By: wraggster
Samsung’s latest flagship smartphone, along with its new range of wearable tech devices, has launched in the UK today.
The Galaxy S5 smartphone, Gear 2 and Gear 2 Neo smartwatches, and the Gear Fit fitness band are all available to buy now from all major retails in store and online.
The products will also be available in Samsung’s newly launched Experience Stores up and down the country.
The Galaxy S5 features a 16MP camera with 4K video capabilities, 5.1-inch display, 2.5GHz Quad-Core processor, 2GB of RAM and a battery that can last 20 per cent longer than the Galaxy S4’s.
The Gear 2 and Gear 2 Neo are the first wearable devices to be powered by Tizen.
The Gear Fit is designed to act more like a fitness tracking band rather than a smartwatch. The display curves around your wrist and is lighter and more compact than the Gear 2. While it doesn’t have a camera, it does tell the time and have pedometer and heart rate monitor apps.
http://www.amazon.co.uk/s/ref=nb_sb_...ds=Galaxy%20S5
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April 11th, 2014, 22:50 Posted By: wraggster
Tiny devices from Amazon, Google and Apple will infiltrate countless living rooms this year - but will gaming really be on the menu?
With Amazon's Fire TV device the first out the door, the second wave of microconsoles has just kicked off. Amazon's device will be joined in reasonably short order by one from Google, with an app-capable update of the Apple TV device also likely in the works. Who else will join the party is unclear; Sony's Vita TV, quietly soft-launched in Japan last year, remains a potentially fascinating contender if it had the right messaging and services behind it, but for now it's out of the race. One thing seems certain, though; at least this time we're actually going to have a party.
"Second wave", you see, rather implies the existence of a first wave of microconsoles, but last time out the party was disappointing, to say the least. In fact, if you missed the first wave, don't feel too bad; you're in good company. Despite enthusiasm, Kickstarter dollars and lofty predictions, the first wave of microconsole devices tanked. Ouya, Gamestick and their ilk just turned out to be something few people actually wanted or needed. Somewhat dodgy controllers and weak selections of a sub-set of Android's game library merely compounded the basic problem - they weren't sufficiently cheap or appealing compared to the consoles reaching their end-of-life and armed with a vast back catalogue of excellent, cheap AAA software.
"The second wave microconsoles will enjoy all the advantages their predecessors did not. They'll be backed by significant money, marketing and development effort, and will have a major presence at retail"
That was always the reality which deflated the most puffed-up "microconsoles will kill consoles" argument; the last wave of microconsoles sucked compared to consoles, not just for the core AAA gamer but for just about everyone else as well. Their hardware was poor, their controllers uncomfortable, their software libraries anaemic and their much-vaunted cost savings resulting from mobile game pricing rather than console game pricing tended to ignore the actual behaviour of non-core console gamers - who rarely buy day-one software and as a result get remarkably good value for money from their console gaming experiences. Comparing mobile game pricing or F2P models to $60 console games is a pretty dishonest exercise if you know perfectly well that most of the consumers you're targeting wouldn't dream of spending $60 on a console game, and never have to.
Why is the second wave of microconsoles going to be different? Three words: Amazon, Google, Apple. Perhaps Sony; perhaps even Samsung or Microsoft, if the wind blows the right direction for those firms (a Samsung microconsole, sold separately and also bundled into the firm's TVs, as Sony will probably do with Vita TV in future Bravia televisions, would make particular sense). Every major player in the tech industry has a keen interest in controlling the channel through which media is consumed in the living room. Just as Sony and Microsoft originally entered the games business with a "trojan horse" strategy for controlling living rooms, Amazon and Google now recognise games as being a useful way to pursue the same objective. Thus, unlike the plucky but poorly conceived efforts of the small companies who launched the first wave of microconsoles, the second wave is backed by the most powerful tech giants in the world, whose titanic struggle with each other for control of the means of media distribution means their devices will have enormous backing.
To that end, Amazon has created its own game studios, focusing their efforts on the elusive mid-range between casual mobile games and core console games. Other microconsole vendors may take a different approach, creating schemes to appeal to third-party developers rather than building in-house studios (Apple, at least, is almost guaranteed to go down this path; Google could yet surprise us by pursuing in-house development for key exclusive titles). Either way, the investment in software will come. The second wave of microconsoles will not be "boxes that let you play phone games on your TV"; at least not entirely. Rather, they will enjoy dedicated software support from companies who understand that a hit exclusive game would be a powerful way to drive installed base and usage.
Moreover, this wave of microconsoles will enjoy significant retail support. Fire TV's edge is obvious; Amazon is the world's largest and most successful online retailer, and it will give Fire TV prime billing on its various sites. The power of being promoted strongly by Amazon is not to be underestimated. Kindle Fire devices may still be eclipsed by the astonishing strength of the iPad in the tablet market, but they're effectively the only non-iPad devices in the running, in sales terms, largely because Amazon has thrown its weight as a retailer behind them. Apple, meanwhile, is no laggard at retail, operating a network of the world's most profitable stores to sell its own goods, while Google, although the runt of the litter in this regard, has done a solid job of balancing direct sales of its Nexus handsets with carrier and retail sales, work which it could bring to bear effectively on a microconsole offering.
In short, the second wave microconsoles will enjoy all the advantages their predecessors did not. They'll be backed by significant money, marketing and development effort, and will have a major presence at retail. Moreover, they'll be "trojan horse" devices in more ways than one, since their primary purpose will be as media devices, streaming content from Amazon, Google Play, iTunes, Hulu, Netflix and so on, while also serving as solid gaming devices in their own right. Here, then, is the convergence that microconsole advocates (and the rather less credible advocates of Smart TV) have been predicting all along; a tiny box that will stream all your media off the network and also build in enough gaming capability to satisfy the mainstream of consumers. Between the microconsole under the TV and the phone in your pocket, that's gaming all sewn up, they reckon; just as a smartphone camera is good enough for almost everyone, leaving digital SLRs and their ilk to the devoted hobbyist, the professional and the poseur, a microconsole and a smartphone will be more than enough gaming for almost everyone, leaving dedicated consoles and gaming PCs to a commercially irrelevant hardcore fringe.
There are, I think, two problems with that assessment. The first is the notion that the "hardcore fringe" who will use dedicated gaming hardware is small enough to be commercially irrelevant; I've pointed out before that the strong growth of a new casual gaming market does not have to come at the cost of growth in the core market, and may even support it by providing a new stream of interested consumers. This is not a zero-sum game, and will not be a zero-sum game until we reach a point where there are no more non-gaming consumers out there to introduce to our medium. Microconsoles might do very well and still cause not the slightest headache to PlayStation, Xbox or Steam.
The second problem with the assessment is a problem with the microconsoles themselves - a problem which the Fire TV suffers from very seriously, and which will likely be replicated by subsequent devices. The problem is control.
Games are an interactive experience. Having a box which can run graphically intensive games is only one side of the equation - it is, arguably, the less important side of the equation. The other side is the controller, the device through which the player interacts with the game world. The most powerful graphics hardware in the world would be meaningless without some enjoyable, comfortable, well-designed method of interaction for players; and out of the box, Fire TV doesn't have that.
"This is the Achilles' Heel of the second generation of micro consoles... the giant unsolved question remains; how will these games be controlled?"
Sure, you can control games (some of them, anyway) with the default remote control, but that's going to be a terrible experience. I'm reminded of terribly earnest people ten years ago trying to convince me that you could have fun controlling complex games on pre-smartphone phones, or on TV remote controls linked up to cable boxes; valiant efforts ultimately doomed not only by a non-existent business ecosystem but by a terrible, terrible user experience. Smartphones heralded a gaming revolution not just because of the App Store ecosystem, but because it turned out that a sensitive multi-touch screen isn't a bad way of controlling quite a lot of games. It still doesn't work for many types of game; a lot of traditional game genres are designed around control mechanisms that simply can't be shoehorned onto a smartphone. By and large, though, developers have come to grips with the possibilities and limitations of the touchscreen as a controller, and are making some solid, fun experiences with it.
With Fire TV, and I expect with whatever offering Google and Apple end up making, the controller is an afterthought - both figuratively and literally. You have to buy it separately, which keeps down the cost of the basic box but makes it highly unlikely that the average purchaser will be able to have a good game experience on the device. The controller itself doesn't look great, which doesn't help much, but simply being bundled with the box would make a bold statement about Fire TV's gaming ambitions. As it is, this is not a gaming device. It's a device that can play games if you buy an add-on; the notion that a box is a "gaming device" just because its internal chips can process game software, even if it doesn't have the external hardware required to adequately control the experience, is the kind of notion only held by people who don't play or understand games.
This is the Achilles' Heel of the second generation of microconsoles. They offer a great deal - the backing of the tech giants, potentially huge investment and enormous retail presence. They could, with the right wind in their sales, help to bring "sofa gaming" to the same immense, casual audience that presently enjoys "pocket gaming". Yet the giant unsolved question remains; how will these games be controlled? A Fire TV owner, a potential casual gamer, who tries to play a game using his remote control and finds the experience frustrating and unpleasant won't go off and buy a controller to make things better; he'll shrug and return to the Hulu app, dismissing the Games panel of the device as being a pointless irrelevance.
The answer doesn't have to be "bundle a joypad". Perhaps it'll be "tether to a smartphone", a decision which would demand a whole new approach to interaction design (which would be rather exciting, actually). Perhaps a simple Wiimote style wand could double as a remote control and a great motion controller or pointer. Perhaps (though I acknowledge this as deeply unlikely) a motion sensor like a "Kinect Lite" could be the solution. Many compelling approaches exist which deserve to be tried out; but one thing is absolutely certain. While the second generation of microconsoles are going to do very well in sales terms, they will primarily be bought as media streaming boxes - and will never be an important games platform until the question of control gets a good answer.
http://www.gamesindustry.biz/article...-for-round-two
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April 11th, 2014, 22:23 Posted By: wraggster
More than 60 per cent of Amazon Appstore downloads in February were games
Games continue to be the most downloaded category on Apple, Google and Amazon’s mobile stores, a new report by Distimo suggests.
The mobile research firm reports that approximately 41 per cent of worldwide downloads/installs last month on both Apple’s App Store and the Google Play store were apps categorised as games.
During the same period, 61.3 per cent of all apps downloaded from the Amazon Appstore were games.
Distimo’s report intended to discover which app categories are most popular with publishers. In its estimation, 74 per cent of all revenue generated on the Apple App Store and 90 per cent of all Google Play revenue came from ‘Games’ during February 2014.
All of which adds fuel to the claim that games continue to be the strongest moneymakers on mobile.
The analysis in the report were based on data extracted during February 2014 from Distimo AppIQ, a tool that collects publicly available data such as rankings and prices, among other things, and transactional data such as revenue or downloads from developers who opt into the Distimo App Analytics service.
Thus, it should be taken in context. For instance, Distimo points out that Sports and Finance apps also had a strong month, thanks to the tax return season in the US and the Winter Olympics in Sochi, Russia.
http://www.develop-online.net/news/r...-games/0191695
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April 11th, 2014, 22:13 Posted By: wraggster
While fans may never forgive EA for the disastrous launch of SimCity, those would-be city planners devoted to OS X will be happy to hear that the fan-favorite SimCity 4: Deluxe Edition is making a return to Apple hardware.
This new version of SimCity 4: Deluxe Edition has been designed from the ground-up for modern Apple hardware. It requires OS X Mountain Lion or a more recent Apple operating system, but alongside this shift into the modern, Aspyr claims the game boasts new bug fixes, performance improvements and native resolution support – a huge boon for anyone who'd rather not playSimCity 4 at a muddy, pixelated 1024x768. Otherwise, this is the same SimCity 4: Deluxe Edition that so many players have spent so many hundreds of hours immersed within.
Best of all, you Apple devotees need not wait for this game's launch. As of this morning, SimCity 4: Deluxe Edition is available on the OS X App Store at a price of $20.
http://www.joystiq.com/2014/04/10/si...-digital-rele/
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April 10th, 2014, 23:37 Posted By: wraggster
Greg Christie may have played a key role in developing the first iPhone, but he won't be hanging around Apple for much longer. The company has partlyconfirmed a 9to5 Mac report that the high-profile interface designer is leaving the company later this year after nearly two decades of working at 1 Infinite Loop. Just why he's hanging up his badge isn't certain. The 9to5 story contends that Christie and senior design VP Jony Ive had a "falling out" over iOS 7's design direction, prompting Christie to head for the exit. An Apple spokesperson, however, says that the executive has been "planning to retire" and notes that he "worked closely with Jony for many years." If there are any sour grapes involved, it's not apparent from Cupertino's official position.
http://www.engadget.com/2014/04/09/g...-leaves-apple/
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