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	<title>dv-depot.com &#187; Tetris</title>
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		<title>Android Market&#8217;s ten cent app sale continues with Tetris, ADWLauncher EX, and more</title>
		<link>http://www.dv-depot.com/86348/android-markets-ten-cent-app-sale-continues-with-tetris-adwlauncher-ex-and-more/</link>
		<comments>http://www.dv-depot.com/86348/android-markets-ten-cent-app-sale-continues-with-tetris-adwlauncher-ex-and-more/#comments</comments>
		<pubDate>Thu, 08 Dec 2011 19:14:24 +0000</pubDate>
		<dc:creator>shaun</dc:creator>
				<category><![CDATA[Other Tech Sites]]></category>
		<category><![CDATA[ADWLauncher]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Apps]]></category>
		<category><![CDATA[Brand New]]></category>
		<category><![CDATA[Cent]]></category>
		<category><![CDATA[continues]]></category>
		<category><![CDATA[Email]]></category>
		<category><![CDATA[engadget]]></category>
		<category><![CDATA[Games Tetris]]></category>
		<category><![CDATA[Getaway]]></category>
		<category><![CDATA[Markets]]></category>
		<category><![CDATA[More]]></category>
		<category><![CDATA[Nbsp]]></category>
		<category><![CDATA[Sale]]></category>
		<category><![CDATA[Source Link]]></category>
		<category><![CDATA[Space Physics]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Toki]]></category>

		<guid isPermaLink="false">http://www.dv-depot.com/86348/android-markets-ten-cent-app-sale-continues-with-tetris-adwlauncher-ex-and-more/</guid>
		<description><![CDATA[Still haven&#8217;t had your fill from the first two days of Android Market&#8217;s ten cent app sale? Then you now have ten additional apps to consider, with plenty more yet to come. This latest batch includes games like Tetris, Reckless Getaway, Space Physics, and Toki Tori, as well as a couple of apps including the [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;">
	<img src="http://www.blogcdn.com/www.engadget.com/media/2011/12/android-ten-cent-apps.jpg" style="border-width: 0px; border-style: solid; margin: 4px;" /></div>
<div>
	Still haven&#8217;t had your fill from the first two days of Android Market&#8217;s ten cent app sale? Then you now have ten additional apps to consider, with plenty more yet to come. This latest batch includes games like Tetris, Reckless Getaway, Space Physics, and Toki Tori, as well as a couple of apps including the brand new ADWLauncher EX. Hit the source link below to start sending them to your phone.</div>
<p style="padding:5px;background:#ddd;border:1px solid #ccc;clear:both;">Android Market&#8217;s ten cent app sale continues with Tetris, ADWLauncher EX, and more originally appeared on Engadget on Thu, 08 Dec 2011 14:00:00 EDT.  Please see our terms for use of feeds.</p>
<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6>
<p>Permalink&nbsp;<img class="img_label" src="http://www.blogsmithmedia.com/www.engadget.com/media/post_label_VIA.gif" alt=""/><span class="caption">Droid Life<!--//--></span> &nbsp;|&nbsp; <img class="img_label" src="http://www.blogsmithmedia.com/www.engadget.com/media/post_label_source.gif" alt="source"/><span class="caption">Android Market<!--//--></span> &nbsp;|&nbsp;Email this&nbsp;|&nbsp;Comments<br />
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		<title>Artist Gives Nature the 8-Bit Treatment</title>
		<link>http://www.dv-depot.com/83759/artist-gives-nature-the-8-bit-treatment/</link>
		<comments>http://www.dv-depot.com/83759/artist-gives-nature-the-8-bit-treatment/#comments</comments>
		<pubDate>Mon, 30 May 2011 15:14:21 +0000</pubDate>
		<dc:creator>shaun</dc:creator>
				<category><![CDATA[Other Tech Sites]]></category>
		<category><![CDATA[8 Bit]]></category>
		<category><![CDATA[8Bit]]></category>
		<category><![CDATA[artist]]></category>
		<category><![CDATA[Artwork]]></category>
		<category><![CDATA[Creatures]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gives]]></category>
		<category><![CDATA[Images]]></category>
		<category><![CDATA[Life Versions]]></category>
		<category><![CDATA[Nature]]></category>
		<category><![CDATA[Sculptor]]></category>
		<category><![CDATA[Shawn Smith]]></category>
		<category><![CDATA[Space Invaders]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[treatment]]></category>
		<category><![CDATA[Wooden Blocks]]></category>

		<guid isPermaLink="false">http://www.dv-depot.com/83759/artist-gives-nature-the-8-bit-treatment/</guid>
		<description><![CDATA[Texas sculptor Shawn Smith uses hundreds of tiny wooden blocks to transform images of vultures and other creatures into real-life versions of the 8-bit artwork more commonly seen in games such as Space Invaders and Tetris. Wired Top Stories]]></description>
			<content:encoded><![CDATA[<p>Texas sculptor Shawn Smith uses hundreds of tiny wooden blocks to transform images of vultures and other creatures into real-life versions of the 8-bit artwork more commonly seen in games such as <em>Space Invaders</em> and <em>Tetris</em>.</p>
<p><img src="http://feedads.g.doubleclick.net/~at/htxqqd9O6bRqtSap_vRcqIBpbHo/0/di" border="0" ismap="true"/><br />
<img src="http://feedads.g.doubleclick.net/~at/htxqqd9O6bRqtSap_vRcqIBpbHo/1/di" border="0" ismap="true"/></p>
<p><img src="http://feeds.feedburner.com/~r/wired/index/~4/w7iAYPaAtG0" height="1" width="1"/><br />
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		<title>Behind The Life Of Games</title>
		<link>http://www.dv-depot.com/78683/behind-the-life-of-games/</link>
		<comments>http://www.dv-depot.com/78683/behind-the-life-of-games/#comments</comments>
		<pubDate>Sat, 04 Sep 2010 02:48:30 +0000</pubDate>
		<dc:creator>johntesh</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Age Group]]></category>
		<category><![CDATA[Babysitter]]></category>
		<category><![CDATA[Car]]></category>
		<category><![CDATA[Car Industry]]></category>
		<category><![CDATA[Gamer]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gaming Force]]></category>
		<category><![CDATA[Gaming Group]]></category>
		<category><![CDATA[gun]]></category>
		<category><![CDATA[Immersion]]></category>
		<category><![CDATA[Line Gaming]]></category>
		<category><![CDATA[Mmorpg]]></category>
		<category><![CDATA[Mother And Father]]></category>
		<category><![CDATA[Motion Pictures]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Own Games]]></category>
		<category><![CDATA[Play One]]></category>
		<category><![CDATA[Runescape]]></category>
		<category><![CDATA[Social Conflicts]]></category>
		<category><![CDATA[Stress Games]]></category>
		<category><![CDATA[Stress Relief]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Youngsters]]></category>

		<guid isPermaLink="false">http://www.dv-depot.com/78683/behind-the-life-of-games/</guid>
		<description><![CDATA[Video games are America&#8217;s new car industry. I recommend that earlier than you continue to insult both me and the gaming group, that you just truly take the time to PLAY one. Games are an excellent source of leisure for the whole family. It will be important, nevertheless, that folks spend time to coach their [...]]]></description>
			<content:encoded><![CDATA[<p>Video games are America&#8217;s new car industry. I recommend that earlier than you continue to insult both me and the gaming group, that you just truly take the time to PLAY one. Games are an excellent source of leisure for the whole family. It will be important, nevertheless, that folks spend time to coach their kids about on-line gaming and train them to make the best choices while interacting with folks online. <a title="Games" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fmshcvip.com&sref=rss">Games</a> are artwork because they inspire us and make us really feel and provides us experiences unreachable inside the realm of the real. It would not matter if it is the fantasy of Pokemon and taking pleasure in caring for one thing because it grows or immersion in <a title="Runescape Bots" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Frunecheatz.com&sref=rss">Runescape</a> as a place with politics and economy and social conflicts all its own.</p>
<p> Games are a wonderful solution to relieve stress. For the typical non-gamer, in actual fact, spending 15 or 20 minutes a day playing an easy to be taught, although troublesome to overcome, game like Tetris or Minesweeper will do wonders for stress relief. Video games are arising with some creative ways of designing their interface. Whereas being inventive, they still operate the identical and are simple to navigate.</p>
<p> Mother and father enable the television to be a babysitter versus being really invested of their child&#8217;s lives. Flip your judgmental views on the individuals who actually deserve it, the failing dad and mom that sit idly by as their youngsters see motion pictures and video games which are clearly not supposed for their age group. Mother and father typically see their youngsters as becoming obsessed with enjoying, and the mother and father are capable of see firsthand just how pervasive and powerful this gaming force is. One potential direction of this force is that it immerses children in ineffective, repetitive play that has the power to have an effect on the methods in which they develop both emotionally and physically. Dad and mom cannot settle for the fact that they failed their duties as mother and father as they attempt to place the blame on games. If they&#8217;re such an enormous affect just do away with them.</p>
<p> Studies present that ninety two percent of children beneath age 18 play regularly. In response to the Media Analysis Lab at Iowa State University, about 8.5 percent of eight-to-18-year-outdated avid gamers can be thought-about pathologically addicted, and practically one quarter of young folks-more males than females-admit they&#8217;ve felt addicted. Studies have shown that these games, are quite efficient at instructing our children abilities that they will want after the apocalypse. You know, the sport Fall Out 3 has taught us that it is easier to kill cyborgs with a grenade then a machine gun.</p>

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		<title>Lego robot plays Tetris</title>
		<link>http://www.dv-depot.com/56049/lego-robot-plays-tetris/</link>
		<comments>http://www.dv-depot.com/56049/lego-robot-plays-tetris/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 13:30:14 +0000</pubDate>
		<dc:creator>othertech</dc:creator>
				<category><![CDATA[crunchgear]]></category>
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		<category><![CDATA[Processing Board]]></category>
		<category><![CDATA[Rubik S Cube]]></category>
		<category><![CDATA[Strokes]]></category>
		<category><![CDATA[Sudoku Solvers]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Texas Instruments]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[Watch]]></category>
		<category><![CDATA[Webcam]]></category>

		<guid isPermaLink="false">http://www.crunchgear.com/?p=153488</guid>
		<description><![CDATA[<a HREF="http://www.crunchgear.com/wp-content/uploads/2010/04/0-5.jpg">With a webcam, a digital signaling processing board, and some Lego Mindstorms pieces, Creator Branislov Kisacanin put together what he calls the </a><a href="http://kotaku.com/5520974/now-robots-can-play-tetris-without-us?utm_source=feedburner&#38;utm_medium=feed&#38;utm_campaign=Feed:+kotaku/full+(Kotaku)">Tetris-Bot</a>. The way it works is the Texas Instruments DSP board analyzes the screen and then communicates with the NXT robot through LED lights. The Tetris-Bot will then push the buttons on the number bad, which it can do at up to three strokes a second.]]></description>
			<content:encoded><![CDATA[<p><object width="640" height="480"><param name="movie" value="http://www.youtube.com/v/wY83EaE7svA&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/wY83EaE7svA&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="480"></embed></object><br />
With a webcam, digital signaling processing board, and some Lego Mindstorms pieces, creator Branislov Kisacanin put together what he calls the <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fkotaku.com%2F5520974%2Fnow-robots-can-play-tetris-without-us%3Futm_source%3Dfeedburner%26%23038%3Butm_medium%3Dfeed%26%23038%3Butm_campaign%3DFeed%3A%2Bkotaku%2Ffull%2B%28Kotaku%29&sref=rss">Tetris-Bot</a>. The way it works is the Texas Instruments DSP board analyzes the screen and then communicates with the NXT robot through LED lights. The Tetris-Bot will then push the buttons on the number bad, which it can do at up to three strokes a second.</p>
<p>If you watch the video though, you might notice that the robot seems to be having some difficulty getting past level one. The robot certainly has a long way to go before it can catch up to the Rubik’s Cube and Sudoku solvers, but it’s a neat concept nonetheless. </p>
<p><a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Ffeedads.g.doubleclick.net%2F%7Eat%2Fle6KxVu1ThgYW5Oof1H0dS4tdE0%2F0%2Fda&sref=rss"><img src="http://feedads.g.doubleclick.net/~at/le6KxVu1ThgYW5Oof1H0dS4tdE0/0/di" border="0" ismap="true"/></a><br />
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		<title>Video: Japanese company shows Super Mario Bros. on Kindle emulator</title>
		<link>http://www.dv-depot.com/54148/video-japanese-company-shows-super-mario-bros-on-kindle-emulator/</link>
		<comments>http://www.dv-depot.com/54148/video-japanese-company-shows-super-mario-bros-on-kindle-emulator/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 13:01:53 +0000</pubDate>
		<dc:creator>othertech</dc:creator>
				<category><![CDATA[crunchgear]]></category>
		<category><![CDATA[Tech News]]></category>
		<category><![CDATA[Black And White]]></category>
		<category><![CDATA[Buggy]]></category>
		<category><![CDATA[cgjapan]]></category>
		<category><![CDATA[Classic Titles]]></category>
		<category><![CDATA[Clone]]></category>
		<category><![CDATA[Control]]></category>
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		<category><![CDATA[Running]]></category>
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		<category><![CDATA[Super Mario Bros]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Tokyo]]></category>

		<guid isPermaLink="false">http://www.crunchgear.com/?p=152701</guid>
		<description><![CDATA[<img src="http://www.crunchgear.com/wp-content/uploads/2010/04/mario_kindle-620x678.png" />

We've shown you an <a href="http://www.crunchgear.com/2010/04/13/video-n64-emulator-running-on-hacked-ipad/">N64 emulator running on a hacked iPad</a> just a few days ago, and now it's time to see how <a href="http://en.wikipedia.org/wiki/Super_Mario_Bros.">Super Mario Bros.</a> would look like on a <a href="http://www.crunchgear.com/tag/kindle">Kindle</a>. And the short answer is that the 1985 NES game would look awful: it's slow, it's in black and white only, it has no sound, it's buggy (since when can Mario kill Goombas by bumping into them?), and apparently, you can't even control Mario properly. Not that this is surprising.]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-152704" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.crunchgear.com%2F2010%2F04%2F16%2Fvideo-japanese-company-shows-super-mario-bros-on-kindle-emulator%2Fmario_kindle%2F&sref=rss"><img class="aligncenter size-medium wp-image-152704" title="mario_kindle" src="http://www.crunchgear.com/wp-content/uploads/2010/04/mario_kindle-620x678.png" alt="" width="489" height="535" /></a></p>
<p>We&#8217;ve shown you an <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.crunchgear.com%2F2010%2F04%2F13%2Fvideo-n64-emulator-running-on-hacked-ipad%2F&sref=rss">N64 emulator running on a hacked iPad</a> just a few days ago, and now it&#8217;s time to see how <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FSuper_Mario_Bros.&sref=rss">Super Mario Bros.</a> would look like on a <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.crunchgear.com%2Ftag%2Fkindle&sref=rss">Kindle</a>. And the short answer is that the 1985 NES game would look awful: it&#8217;s slow, it&#8217;s in black and white only, it has no sound, it&#8217;s buggy (since when can Mario kill Goombas by bumping into them?), and apparently, you can&#8217;t even control Mario properly. Not that this is surprising.</p>
<p>The Tokyo-based company responsible for this experiment is called KLab, and it has <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.klab.jp%2Fpress%2F2010%2F100407.html&sref=rss">developed</a> a clone of the <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcode.google.com%2Fp%2Fkdk-emulator%2F&sref=rss">Kindle Developer’s Kit (KDK) and Kindle Emulator</a>. KLab says it&#8217;s the world&#8217;s first.</p>
<p>Super Mario Bros. comes to life through an NES emulator that&#8217;s running on the KDK clone. KLab also programmed Kindle versions of two more classic titles, <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcode.google.com%2Fp%2Fumjammer%2Fsource%2Fbrowse%2Ftrunk%2Fvavi-games-tetris-kdk&sref=rss">Tetris</a> and Load Runner.</p>
<p>Here&#8217;s the Super Mario Bros. video. Don&#8217;t expect too much. The clip is pretty short, but at least we now know the Kindle isn&#8217;t a gaming machine):<br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/bKriwqCYEQA&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/bKriwqCYEQA&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Via <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fasiajin.com%2Fblog%2F2010%2F04%2F14%2Fklab-releases-amazon-kindle-compatible-emulator-in-open-source%2F&sref=rss">Asiajin</a></p>
<p><a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Ffeedads.g.doubleclick.net%2F%7Eat%2F7WOAWvFlNA1RfgDW_maVQReMbko%2F0%2Fda&sref=rss"><img src="http://feedads.g.doubleclick.net/~at/7WOAWvFlNA1RfgDW_maVQReMbko/0/di" border="0" ismap="true"/></a><br />
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		<title>Time Sink: Cement Tower puzzle game</title>
		<link>http://www.dv-depot.com/46274/time-sink-cement-tower-puzzle-game/</link>
		<comments>http://www.dv-depot.com/46274/time-sink-cement-tower-puzzle-game/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 04:00:59 +0000</pubDate>
		<dc:creator>othertech</dc:creator>
				<category><![CDATA[crunchgear]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Tech News]]></category>
		<category><![CDATA[Architecture]]></category>
		<category><![CDATA[Bonus]]></category>
		<category><![CDATA[Cement Bags]]></category>
		<category><![CDATA[CrunchArcade]]></category>
		<category><![CDATA[Current]]></category>
		<category><![CDATA[Explosions]]></category>
		<category><![CDATA[Fifteen Minutes]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[go]]></category>
		<category><![CDATA[Gravity]]></category>
		<category><![CDATA[Headline]]></category>
		<category><![CDATA[Helicopter]]></category>
		<category><![CDATA[Jenga]]></category>
		<category><![CDATA[Laws Of Physics]]></category>
		<category><![CDATA[Outlay]]></category>
		<category><![CDATA[Pockets]]></category>
		<category><![CDATA[Puzzle Game]]></category>
		<category><![CDATA[Sky]]></category>
		<category><![CDATA[Stack Blocks]]></category>
		<category><![CDATA[Suits]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Time Sink]]></category>
		<category><![CDATA[Welcome Addition]]></category>
		<category><![CDATA[Wise Man]]></category>

		<guid isPermaLink="false">http://www.crunchgear.com/?p=140309</guid>
		<description><![CDATA[<img src="http://www.crunchgear.com/wp-content/uploads/2010/02/2-06.jpg" alt="" />A wise man once said, “I'd say in a given week I probably only do about fifteen minutes of real, actual, work.” If that sounds eerily similar to your current work schedule, you may enjoy this browser-based puzzle game, Cement Tower.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.crunchgear.com/wp-content/uploads/2010/02/2-06.jpg" alt="" /></p>
<p>A wise man <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.imdb.com%2Ftitle%2Ftt0151804%2Fquotes&sref=rss">once said</a>, “I&#8217;d say in a given week I probably only do about fifteen minutes of real, actual, work.” If that sounds eerily similar to your current work schedule, you may enjoy this browser-based puzzle game, Cement Tower.</p>
<p>It’s an addictive mix of Tetris and Jenga with the welcome addition of explosions. The goal is simple: stack blocks up into the sky until one of them touches a strategically placed glowing star. You’ll need to battle the laws of physics and hovering helicopter mines along the way.</p>
<p>Touch a mine and your structure explodes, forcing you to start over. Fail to outwit gravity and your structure will topple to the ground. You have the ability to cement your current structure in place even as it’s falling over, although you’ll need to use your cement bags sparingly while attempting to pick bonus bags up along the way.</p>
<p>The first 10 levels are free to play, which ought to be enough to either get you hooked or remind that Tetris, Jenga, and architecture aren’t your strong suits. Additional 10-level packs run a buck apiece, for a total outlay of three bucks should you take on all 40 levels.</p>
<p><a title="Cement Tower ..-- Powered by Wild Pockets --.. - Build Your Destiny -" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.cementtower.com%2F&sref=rss">Cement Tower</a> [Wild Pockets]</p>
<p><a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Ffeedads.g.doubleclick.net%2F%7Eat%2FRmcD_KLJ3PEMK-HI1rPVu0ui_fg%2F0%2Fda&sref=rss"><img src="http://feedads.g.doubleclick.net/~at/RmcD_KLJ3PEMK-HI1rPVu0ui_fg/0/di" border="0" ismap="true"/></a><br />
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		<title>How to mod your original NES to epic levels</title>
		<link>http://www.dv-depot.com/45835/how-to-mod-your-original-nes-to-epic-levels/</link>
		<comments>http://www.dv-depot.com/45835/how-to-mod-your-original-nes-to-epic-levels/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 06:00:48 +0000</pubDate>
		<dc:creator>othertech</dc:creator>
				<category><![CDATA[crunchgear]]></category>
		<category><![CDATA[Tech News]]></category>
		<category><![CDATA[Diy]]></category>
		<category><![CDATA[Enthusiasts]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[Geeks]]></category>
		<category><![CDATA[go]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Headline]]></category>
		<category><![CDATA[Heart]]></category>
		<category><![CDATA[Laundry List]]></category>
		<category><![CDATA[Mario Bros]]></category>
		<category><![CDATA[Modder]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[Nes]]></category>
		<category><![CDATA[Nes System]]></category>
		<category><![CDATA[Play Mario]]></category>
		<category><![CDATA[Power Supply]]></category>
		<category><![CDATA[Reset Button]]></category>
		<category><![CDATA[Respect]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Webpage]]></category>
		<category><![CDATA[Wisdom]]></category>

		<guid isPermaLink="false">http://www.crunchgear.com/?p=139606</guid>
		<description><![CDATA[<img src="http://www.crunchgear.com/wp-content/uploads/2010/02/nes_2005.jpg" />Some hardware is just dear to a geeks heart that they can't let it just die. Take for example the original NES system. Some enthusiasts take modding them to a whole new level. I mean, I like to play Mario Bros. as much as the next guy, but this is getting extreme.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.crunchgear.com/wp-content/uploads/2010/02/nes_2005.jpg" alt="" title="nes_2005" width="300" height="158" class="alignright size-full wp-image-139612" />Some hardware is just so dear to a geeks heart that they can&#8217;t let it just die. Take for example the original NES system. Some enthusiasts take modding them to a whole new level. I mean, I like to play Mario Bros. as much as the next guy, but this is getting extreme.</p>
<p>One particular modder has set up an <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.raphnet.net%2Felectronique%2Fnes_mod%2Fnes_mod_en.php&sref=rss">entire webpage</a> dedicating to fixing up his NES. He&#8217;s got a laundry list of modifications, along with detailed instructions on the best way to install them. This guy can tell you how to install a remote reset button, build your own controller, replace the power supply, install a blue power LED &#8211; the list goes on and on. And while you have to respect his enthusiasm, I can&#8217;t help but question the wisdom of doing this. Of course, if I could find Tetris for the original NES, I might be tempted..</p>
<p>[via <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.retrothing.com%2F2010%2F01%2Fhacking-the-nes.html&sref=rss">Retrothing</a>]</p>
<p><a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Ffeedads.g.doubleclick.net%2F%7Eat%2FFvzC9ZQhRj8yjByHisR6wwd2ZQ4%2F0%2Fda&sref=rss"><img src="http://feedads.g.doubleclick.net/~at/FvzC9ZQhRj8yjByHisR6wwd2ZQ4/0/di" border="0" ismap="true"/></a><br />
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		<title>Console beeps and nerds play the Tetris theme</title>
		<link>http://www.dv-depot.com/33793/console-beeps-and-nerds-play-the-tetris-theme/</link>
		<comments>http://www.dv-depot.com/33793/console-beeps-and-nerds-play-the-tetris-theme/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 13:15:57 +0000</pubDate>
		<dc:creator>othertech</dc:creator>
				<category><![CDATA[crunchgear]]></category>
		<category><![CDATA[Tech News]]></category>
		<category><![CDATA[Beep]]></category>
		<category><![CDATA[Beeps]]></category>
		<category><![CDATA[Cacophony]]></category>
		<category><![CDATA[Computer Class]]></category>
		<category><![CDATA[Computers]]></category>
		<category><![CDATA[Fun Stuff]]></category>
		<category><![CDATA[go]]></category>
		<category><![CDATA[Internal Speaker]]></category>
		<category><![CDATA[Nerds]]></category>
		<category><![CDATA[Play One]]></category>
		<category><![CDATA[Play Tetris]]></category>
		<category><![CDATA[Protocol]]></category>
		<category><![CDATA[Tetris]]></category>
		<category><![CDATA[Tetris Theme]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.crunchgear.com/?p=126475</guid>
		<description><![CDATA[
I&#8217;m a big fan of people who do fun stuff with computers and so I am a big fan of this. These guys programmed 20 computers to play one note over and over. The resulting cacophony turns out to be a beep-boop version of the Tetris theme.

The project is simple, using the internal speaker of [...]]]></description>
			<content:encoded><![CDATA[<p><object width="640" height="505"><param name="movie" value="http://www.youtube.com/v/I_EE37F7Jy8&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/I_EE37F7Jy8&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object></p>
<p>I&#8217;m a big fan of people who do fun stuff with computers and so I am a big fan of this. These guys programmed 20 computers to play one note over and over. The resulting cacophony turns out to be a beep-boop version of the <i>Tetris</i> theme.<br />
<span id="more-126475"></span></p>
<blockquote><p>The project is simple, using the internal speaker of each computer in the class to play a different channel (instrument) of the tetris theme.<br />
All computers are linked with the upd protocol, so not all the computers are synchronised, but for now it will be good!</p>
</blockquote>
<p><a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Ffeedads.g.doubleclick.net%2F%7Eat%2F6PJIBDHqzkJkYuHx4P9F1fQYDjo%2F0%2Fda&sref=rss"><img src="http://feedads.g.doubleclick.net/~at/6PJIBDHqzkJkYuHx4P9F1fQYDjo/0/di" border="0" ismap="true"/></a><br />
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		<title>This dress is made of Tetris!</title>
		<link>http://www.dv-depot.com/30770/this-dress-is-made-of-tetris/</link>
		<comments>http://www.dv-depot.com/30770/this-dress-is-made-of-tetris/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 15:10:00 +0000</pubDate>
		<dc:creator>crave</dc:creator>
				<category><![CDATA[crave]]></category>
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		<description><![CDATA[
                    
                            <div class="cnet-image-div image-large float-none" style="width: 382px">
<img class="cnet-image" src="/i/bto/20091029/tetris_dress.jpg" alt="" width="382" height="640" />
<span class="image-credit">(Credit:
A Dress A Day)</span>
</div>

<p>I don't know who you are, Erin, but <a href="http://www.dressaday.com/2009/10/finally-tetris-dress.html">this Tetris Dress</a> that you made makes me kind of want to marry you. There isn't much more to say about this great garment than that. And sorry, people, but it's a one-of-a-kind, so ...</p>
                        
                ]]></description>
			<content:encoded><![CDATA[<div class="cnet-image-div image-large float-none" style="width: 382px">
<img class="cnet-image" src="http://news.cnet.com/i/bto/20091029/tetris_dress.jpg" alt=""<br />
width="382" height="640" /><br />
<span class="image-credit">(Credit:<br />
A Dress A Day)</span>
</div>
<p>I don&#8217;t know who you are, Erin, but <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.dressaday.com%2F2009%2F10%2Ffinally-tetris-dress.html&sref=rss">this Tetris Dress</a> that you made makes me kind of want to marry you. There isn&#8217;t much more to say about this great garment than that. And sorry, people, but it&#8217;s a one-of-a-kind, so &#8230;</p>

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		<title>The App Store Effect: Are iPhone Apps Headed for Oblivion?</title>
		<link>http://www.dv-depot.com/29087/the-app-store-effect-are-iphone-apps-headed-for-oblivion/</link>
		<comments>http://www.dv-depot.com/29087/the-app-store-effect-are-iphone-apps-headed-for-oblivion/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 15:40:00 +0000</pubDate>
		<dc:creator>othertech</dc:creator>
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		<guid isPermaLink="false">http://Gizmodo-5378390</guid>
		<description><![CDATA[
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/gizmodo/2009/10/appstore-blackhole.jpg"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_appstore-blackhole.jpg" class="left image500" width="500" /></a>It's uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the <a class="autolink" title="Click here to read more posts tagged #appstore" href="http://gizmodo.com/tag/appstore/">App Store</a>, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.</p>
<p>The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn't have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.</p>
<p>For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it's uncharted, and treacherous, territory. But the most bizarre thing of all is&#8212;in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business&#8212;Apple's charting a course straight into it.</p>
<p>"The App Store is a very competitive environment," says Caroline Hu Flexer, co-founder of <a href="http://duckduckmoosedesign.com/">Duck Duck Moose</a>, an indie developer of children's edutainment apps like <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331863487&#38;mt=8">Itsy Bitsy Spider</a>. "As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you're pretty much at the mercy of Apple."</p>
<h2>The Problem</h2>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/gizmodo/2009/10/chartlist.jpg"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_chartlist.jpg" class="left image500" width="500" /></a><br />
Most <a class="autolink" title="Click here to read more posts tagged #iphoneapps" href="http://gizmodo.com/tag/iphoneapps/">iPhone apps</a> had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. <a class="autolink" title="Click here to read more posts tagged #appprices" href="http://gizmodo.com/tag/appprices/">App prices</a> could reasonably be expected to fall over time&#8212;an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What's strange, though, is how prices dramatically collapse after hitting Apple's store.</p>
<p>Two weeks ago we flagged <a href="http://gizmodo.com/5372317">some bizarre differences</a> in pricing between equivalent PSP and iPhone games. Big titles, like <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=284800458&#38;mt=8">Tetris</a> and <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=292421271&#38;mt=8">Fieldrunners</a>, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn't make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/gizmodo/2009/10/appcomp.jpg"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_appcomp.jpg" class="left image500" width="500" /></a></p>
<p>As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat's premium To Go guides cost a healthy $4/month for Windows Mobile phones, but <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=296428490&#38;mt=8">sell</a> for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=324327451&#38;mt=8">sells in the App Store</a> for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry's touchscreen phone, but <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=310647896&#38;mt=8">just $1</a> for anyone who bought Apple's. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=299049482&#38;mt=8">in the App Store</a>. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?</p>
<p><em>Update: The BlackBerry Weatherbug app boasts a few extra features over the iPhone app, including push notifications. This accounts for some of the price difference</em></p>
<h2>The Economy</h2>
<p>Some of this is pure Econ 101: The store serves a massive, captive audience that's pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.</p>
<p>If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the <a href="http://www.apple.com/pr/library/2009/09/28appstore.html">2-billion-download</a> mark, and there are likely well over 50 million App-Store-ready devices in peoples' hands right now. A vast majority of these downloads&#8212;averaging an insane 35 per device&#8212;will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that's one hell of a market.</p>
<p>It's true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won't <em>stop</em> falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.</p>
<p>Newsweek's <a href="http://www.newsweek.com/id/216788/page/2">exposé</a> on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn't explain exactly what happened to make the situation so grim.</p>
<h2>The Culture</h2>
<p>Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn't help either. Software is worth less to us now, even though we use it more.</p>
<p>I spoke with Steve Andler of Networks In Motion, the company that makes <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=319730503&#38;mt=8">Gokivo</a>. It's an app that we <a href="http://gizmodo.com/5296667/first-iphone-app-with-in+app-purchasing-1-app-10-per-month">savaged</a> for its introductory price of $10 a month, which then <a href="http://gizmodo.com/5373324/gokivo-drops-monthly-rate-to-5month">dropped to $5 a month</a> a few weeks ago.</p>
<p>Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM's servers in real time, meaning that&#8212;beyond developer costs&#8212;they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it's just about impossible for Gokivo to compete with an app like <a href="http://gizmodo.com/5374147/motionx-gps-drive-review-hands-down-the-best-value-in-gps-apps">MotionX GPS Drive</a>, which is $3 a month, or $25 per year.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/gizmodo/2009/10/navprice.jpg"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_navprice.jpg" class="left image500" width="500" /></a></p>
<p>Andler says there are subtle differences in services offered, which is true&#8212;MotionX, for example, doesn't yet read street names aloud when it gives you directions&#8212;but your average user probably doesn't know this, and there's a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it's <em>weird</em>.</p>
<p>Loren Brichter, father of <a href="http://gizmodo.com/5378336/tweetie-2-review-the-best-iphone-twitter-app-period">Tweetie</a>, is used to getting yelled at by jaded app shoppers. He's charging $3 for Tweetie 2, an update&#8212;but a whole new version, really&#8212;of his well-established Twitter app. Offering the software as a free upgrade isn't realistic for him:</p>
<blockquote>
<p>I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either&#8212;a popular pastime of other App Store devs. It's always been $2.99, and will probably always be $2.99.</p>
</blockquote>
<p>His decision wasn't easy. And even though his app is the <a href="http://gizmodo.com/5378336/tweetie-2-review-the-best-iphone-twitter-app-period">darling</a> of the tech press, and has hundreds of great user reviews, he's being <a href="http://justanotheriphoneblog.com/wordpress/iphone-software/tweetie-2-new-app-will-spit-on-existing-old-app-users">lambasted</a> for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn't have even made sense.</p>
<h2>Apple</h2>
<p><img src="http://cache.gawker.com/assets/images/gizmodo/2009/10/topchart.jpg" width="160" height="347"/>From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category&#8212;one of the only ways for an app to get any meaningful amount of iTunes visibility&#8212;are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she's experienced it firsthand:</p>
<blockquote>
<p>The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.</p>
</blockquote>
<p>This is echoed and <a href="http://gedblog.com/2009/09/28/losing-ireligion/">amplified</a> by the makers of <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=284542696&#38;mt=8">Twitterific</a>, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:</p>
<blockquote>
<p>While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.</p>
</blockquote>
<p>And if things don't change?</p>
<blockquote>
<p>Myself and others like me will have no choice but to focus our development efforts elsewhere.</p>
</blockquote>
<p>With yesterday's <a href="http://gizmodo.com/5382732/lite-iphone-apps-are-dead-in+app-purchases-come-to-free-apps?skyline=true&#38;s=x">announcement</a> that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top "free" apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer&#8212;to just <em>crack that list</em>&#8212;just became more uncertain.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/gizmodo/2009/10/twitter.jpg"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_twitter.jpg" class="left image500" width="500" /></a><br />
This is disastrous for developers, even if it's mostly incidental, and a function of Apple trying to sell apps like they've been selling music for years, despite a totally different set of product types and customer needs. But Apple's effect on pricing goes well beyond incidental. At least in some cases, Apple calls the shots.</p>
<p>A high-profile dev team that has sold a number of apps in the store since the earliest of days, and who accordingly wishes to stay anonymous, told us as much. When they approached Apple with their first app, they had a price in mind. Apple told them it was too high, and that they'd need to cut it to succeed. They chopped it in half. Even then, Apple told them to "be careful."</p>
<p>This company made out fine, since they were in a position to adapt. However, to play the volume game, they had to restructure their entire philosophy around a pricing structure that, just months before, would've seemed ridiculous.</p>
<p>With over 2 billion data points to graph and filter to their heart's content, Apple understands the App Store climate better than anyone else possibly can. As such, their advice is probably golden. Which is okay if you're a relatively nimble, single-purpose company, and you can afford to risk restructuring <em>everything you do</em> around their store, <em>and</em> your costs can be covered at whatever price you evidently need to set to sell at a certain volume. But you'll just want to keep in mind that their advice is self-interested. Apple wants cheap apps, to keep people buying them, and to keep other stores firmly in the second tier&#8212;and they're not afraid to say it. From Apple's <a href="http://yahoo.brand.edgar-online.com/EFX_dll/EDGARpro.dll?FetchFilingHtmlSection1?SectionID=6357514-889-261737&#38;SessionID=J97vWSP2nUKf302">last quarterly report to investors</a>, a line they've been echoing since the store opened:</p>
<blockquote>
<p>[Apple] also expects competition to intensify as competitors attempt to imitate the Company's approach to providing [digital app distribution] seamlessly within their individual offerings or work collaboratively to offer integrated solutions...While the Company is widely recognized as a leading innovator in the personal computer and consumer electronics markets as well as a leader in the emerging market for distribution of third-party digital content and applications, these markets are highly competitive and subject to aggressive pricing.</p>
</blockquote>
<p>You don't need to look back any further than the <a href="http://news.cnet.com/2100-1027-998590.html">launch of the iTunes music store</a> to see an Apple that will do everything it can to push other peoples' prices down for their benefit. Of course, they can't really fix prices for apps&#8212;they're not songs or movies, and each one does something different&#8212;but they can nudge like hell.</p>
<h2>What Happens Now</h2>
<p>So what does <a class="autolink" title="Click here to read more posts tagged #theappstoreeffect" href="http://gizmodo.com/tag/theappstoreeffect/">the App Store Effect</a> mean, right now? In the short term, we'll get lower prices. This is great. But in the long term, it might not be sustainable.</p>
<p>The promise that sales volume will make up for the rock-bottom prices you need to charge just to be seen in your app category seems increasingly hollow, and to put it bluntly, if developers don't have a chance in hell of recouping their fees, they'll stop trying. And I'm not talking about 99-cent iFart app spammers here&#8212;I'm talking about big players who already make money selling software. If the navigation companies, the big game studios and the premium content providers can't thrive in the App Store, they'll have to leave; even playing in Apple's sandbox threatens and undercut their (sometimes much more crucial) product lines elsewhere.</p>
<p>And don't forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that's what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they're expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple's design or totally by accident, everyone who doesn't own an iPhone will suffer for it.</p>
<p>The App Store Effect illustrates a new kind of economy, and it's not going to go away. In fact, it's going to get worse. Developers will either adapt, die or leave. But where will they go? Until there are 50 million Android handsets and 50 million Pre offspring out there, the rest of the mobile software world is pretty much screwed.</p>
]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcache.gawker.com%2Fassets%2Fimages%2Fgizmodo%2F2009%2F10%2Fappstore-blackhole.jpg&sref=rss"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_appstore-blackhole.jpg" class="left image500" width="500" /></a>It&#8217;s uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the <a class="autolink" title="Click here to read more posts tagged #appstore" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2Ftag%2Fappstore%2F&sref=rss">App Store</a>, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.</p>
<p>The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn&#8217;t have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.</p>
<p>For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it&#8217;s uncharted, and treacherous, territory. But the most bizarre thing of all is&mdash;in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business&mdash;Apple&#8217;s charting a course straight into it.</p>
<p>&#8220;The App Store is a very competitive environment,&#8221; says Caroline Hu Flexer, co-founder of <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fduckduckmoosedesign.com%2F&sref=rss">Duck Duck Moose</a>, an indie developer of children&#8217;s edutainment apps like <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D331863487%26%23038%3Bmt%3D8&sref=rss">Itsy Bitsy Spider</a>. &#8220;As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you&#8217;re pretty much at the mercy of Apple.&#8221;</p>
<h2>The Problem</h2>
<p><a rel="lytebox" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcache.gawker.com%2Fassets%2Fimages%2Fgizmodo%2F2009%2F10%2Fchartlist.jpg&sref=rss"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_chartlist.jpg" class="left image500" width="500" /></a><br />
Most <a class="autolink" title="Click here to read more posts tagged #iphoneapps" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2Ftag%2Fiphoneapps%2F&sref=rss">iPhone apps</a> had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. <a class="autolink" title="Click here to read more posts tagged #appprices" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2Ftag%2Fappprices%2F&sref=rss">App prices</a> could reasonably be expected to fall over time&mdash;an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What&#8217;s strange, though, is how prices dramatically collapse after hitting Apple&#8217;s store.</p>
<p>Two weeks ago we flagged <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5372317&sref=rss">some bizarre differences</a> in pricing between equivalent PSP and iPhone games. Big titles, like <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D284800458%26%23038%3Bmt%3D8&sref=rss">Tetris</a> and <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D292421271%26%23038%3Bmt%3D8&sref=rss">Fieldrunners</a>, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn&#8217;t make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.</p>
<p><a rel="lytebox" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcache.gawker.com%2Fassets%2Fimages%2Fgizmodo%2F2009%2F10%2Fappcomp.jpg&sref=rss"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_appcomp.jpg" class="left image500" width="500" /></a></p>
<p>As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat&#8217;s premium To Go guides cost a healthy $4/month for Windows Mobile phones, but <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D296428490%26%23038%3Bmt%3D8&sref=rss">sell</a> for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D324327451%26%23038%3Bmt%3D8&sref=rss">sells in the App Store</a> for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry&#8217;s touchscreen phone, but <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D310647896%26%23038%3Bmt%3D8&sref=rss">just $1</a> for anyone who bought Apple&#8217;s. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D299049482%26%23038%3Bmt%3D8&sref=rss">in the App Store</a>. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?</p>
<p><em>Update: The BlackBerry Weatherbug app boasts a few extra features over the iPhone app, including push notifications. This accounts for some of the price difference</em></p>
<h2>The Economy</h2>
<p>Some of this is pure Econ 101: The store serves a massive, captive audience that&#8217;s pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.</p>
<p>If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.apple.com%2Fpr%2Flibrary%2F2009%2F09%2F28appstore.html&sref=rss">2-billion-download</a> mark, and there are likely well over 50 million App-Store-ready devices in peoples&#8217; hands right now. A vast majority of these downloads&mdash;averaging an insane 35 per device&mdash;will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that&#8217;s one hell of a market.</p>
<p>It&#8217;s true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won&#8217;t <em>stop</em> falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.</p>
<p>Newsweek&#8217;s <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fwww.newsweek.com%2Fid%2F216788%2Fpage%2F2&sref=rss">exposé</a> on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn&#8217;t explain exactly what happened to make the situation so grim.</p>
<h2>The Culture</h2>
<p>Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn&#8217;t help either. Software is worth less to us now, even though we use it more.</p>
<p>I spoke with Steve Andler of Networks In Motion, the company that makes <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D319730503%26%23038%3Bmt%3D8&sref=rss">Gokivo</a>. It&#8217;s an app that we <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5296667%2Ffirst-iphone-app-with-in%2Bapp-purchasing-1-app-10-per-month&sref=rss">savaged</a> for its introductory price of $10 a month, which then <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5373324%2Fgokivo-drops-monthly-rate-to-5month&sref=rss">dropped to $5 a month</a> a few weeks ago.</p>
<p>Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM&#8217;s servers in real time, meaning that&mdash;beyond developer costs&mdash;they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it&#8217;s just about impossible for Gokivo to compete with an app like <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5374147%2Fmotionx-gps-drive-review-hands-down-the-best-value-in-gps-apps&sref=rss">MotionX GPS Drive</a>, which is $3 a month, or $25 per year.</p>
<p><a rel="lytebox" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcache.gawker.com%2Fassets%2Fimages%2Fgizmodo%2F2009%2F10%2Fnavprice.jpg&sref=rss"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_navprice.jpg" class="left image500" width="500" /></a></p>
<p>Andler says there are subtle differences in services offered, which is true&mdash;MotionX, for example, doesn&#8217;t yet read street names aloud when it gives you directions&mdash;but your average user probably doesn&#8217;t know this, and there&#8217;s a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it&#8217;s <em>weird</em>.</p>
<p>Loren Brichter, father of <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5378336%2Ftweetie-2-review-the-best-iphone-twitter-app-period&sref=rss">Tweetie</a>, is used to getting yelled at by jaded app shoppers. He&#8217;s charging $3 for Tweetie 2, an update&mdash;but a whole new version, really&mdash;of his well-established Twitter app. Offering the software as a free upgrade isn&#8217;t realistic for him:</p>
<blockquote>
<p>I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either&mdash;a popular pastime of other App Store devs. It&#8217;s always been $2.99, and will probably always be $2.99.</p>
</blockquote>
<p>His decision wasn&#8217;t easy. And even though his app is the <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5378336%2Ftweetie-2-review-the-best-iphone-twitter-app-period&sref=rss">darling</a> of the tech press, and has hundreds of great user reviews, he&#8217;s being <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fjustanotheriphoneblog.com%2Fwordpress%2Fiphone-software%2Ftweetie-2-new-app-will-spit-on-existing-old-app-users&sref=rss">lambasted</a> for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn&#8217;t have even made sense.</p>
<h2>Apple</h2>
<p><img src="http://cache.gawker.com/assets/images/gizmodo/2009/10/topchart.jpg" width="160" height="347"/>From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category&mdash;one of the only ways for an app to get any meaningful amount of iTunes visibility&mdash;are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she&#8217;s experienced it firsthand:</p>
<blockquote>
<p>The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.</p>
</blockquote>
<p>This is echoed and <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgedblog.com%2F2009%2F09%2F28%2Flosing-ireligion%2F&sref=rss">amplified</a> by the makers of <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fitunes.apple.com%2FWebObjects%2FMZStore.woa%2Fwa%2FviewSoftware%3Fid%3D284542696%26%23038%3Bmt%3D8&sref=rss">Twitterific</a>, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:</p>
<blockquote>
<p>While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.</p>
</blockquote>
<p>And if things don&#8217;t change?</p>
<blockquote>
<p>Myself and others like me will have no choice but to focus our development efforts elsewhere.</p>
</blockquote>
<p>With yesterday&#8217;s <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2F5382732%2Flite-iphone-apps-are-dead-in%2Bapp-purchases-come-to-free-apps%3Fskyline%3Dtrue%26%23038%3Bs%3Dx&sref=rss">announcement</a> that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top &#8220;free&#8221; apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer&mdash;to just <em>crack that list</em>&mdash;just became more uncertain.</p>
<p><a rel="lytebox" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fcache.gawker.com%2Fassets%2Fimages%2Fgizmodo%2F2009%2F10%2Ftwitter.jpg&sref=rss"><img src="http://cache.gawker.com/assets/images/4/2009/10/500x_twitter.jpg" class="left image500" width="500" /></a><br />
This is disastrous for developers, even if it&#8217;s mostly incidental, and a function of Apple trying to sell apps like they&#8217;ve been selling music for years, despite a totally different set of product types and customer needs. But Apple&#8217;s effect on pricing goes well beyond incidental. At least in some cases, Apple calls the shots.</p>
<p>A high-profile dev team that has sold a number of apps in the store since the earliest of days, and who accordingly wishes to stay anonymous, told us as much. When they approached Apple with their first app, they had a price in mind. Apple told them it was too high, and that they&#8217;d need to cut it to succeed. They chopped it in half. Even then, Apple told them to &#8220;be careful.&#8221;</p>
<p>This company made out fine, since they were in a position to adapt. However, to play the volume game, they had to restructure their entire philosophy around a pricing structure that, just months before, would&#8217;ve seemed ridiculous.</p>
<p>With over 2 billion data points to graph and filter to their heart&#8217;s content, Apple understands the App Store climate better than anyone else possibly can. As such, their advice is probably golden. Which is okay if you&#8217;re a relatively nimble, single-purpose company, and you can afford to risk restructuring <em>everything you do</em> around their store, <em>and</em> your costs can be covered at whatever price you evidently need to set to sell at a certain volume. But you&#8217;ll just want to keep in mind that their advice is self-interested. Apple wants cheap apps, to keep people buying them, and to keep other stores firmly in the second tier&mdash;and they&#8217;re not afraid to say it. From Apple&#8217;s <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fyahoo.brand.edgar-online.com%2FEFX_dll%2FEDGARpro.dll%3FFetchFilingHtmlSection1%3FSectionID%3D6357514-889-261737%26%23038%3BSessionID%3DJ97vWSP2nUKf302&sref=rss">last quarterly report to investors</a>, a line they&#8217;ve been echoing since the store opened:</p>
<blockquote>
<p>[Apple] also expects competition to intensify as competitors attempt to imitate the Company&#8217;s approach to providing [digital app distribution] seamlessly within their individual offerings or work collaboratively to offer integrated solutions&#8230;While the Company is widely recognized as a leading innovator in the personal computer and consumer electronics markets as well as a leader in the emerging market for distribution of third-party digital content and applications, these markets are highly competitive and subject to aggressive pricing.</p>
</blockquote>
<p>You don&#8217;t need to look back any further than the <a href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fnews.cnet.com%2F2100-1027-998590.html&sref=rss">launch of the iTunes music store</a> to see an Apple that will do everything it can to push other peoples&#8217; prices down for their benefit. Of course, they can&#8217;t really fix prices for apps&mdash;they&#8217;re not songs or movies, and each one does something different&mdash;but they can nudge like hell.</p>
<h2>What Happens Now</h2>
<p>So what does <a class="autolink" title="Click here to read more posts tagged #theappstoreeffect" href="http://redirectingat.com?id=21261X792902&xs=1&url=http%3A%2F%2Fgizmodo.com%2Ftag%2Ftheappstoreeffect%2F&sref=rss">the App Store Effect</a> mean, right now? In the short term, we&#8217;ll get lower prices. This is great. But in the long term, it might not be sustainable.</p>
<p>The promise that sales volume will make up for the rock-bottom prices you need to charge just to be seen in your app category seems increasingly hollow, and to put it bluntly, if developers don&#8217;t have a chance in hell of recouping their fees, they&#8217;ll stop trying. And I&#8217;m not talking about 99-cent iFart app spammers here&mdash;I&#8217;m talking about big players who already make money selling software. If the navigation companies, the big game studios and the premium content providers can&#8217;t thrive in the App Store, they&#8217;ll have to leave; even playing in Apple&#8217;s sandbox threatens and undercut their (sometimes much more crucial) product lines elsewhere.</p>
<p>And don&#8217;t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that&#8217;s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they&#8217;re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple&#8217;s design or totally by accident, everyone who doesn&#8217;t own an iPhone will suffer for it.</p>
<p>The App Store Effect illustrates a new kind of economy, and it&#8217;s not going to go away. In fact, it&#8217;s going to get worse. Developers will either adapt, die or leave. But where will they go? Until there are 50 million Android handsets and 50 million Pre offspring out there, the rest of the mobile software world is pretty much screwed.</p>

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