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Posts tagged with "app store"

Game On: Speed Running Game Emulation on iOS

Delta.

Delta.

Game emulators are nothing new to mobile phones. That is unless you have an iPhone. There’s a long history of emulation on Android and an even longer history on Macs, PCs, and other platforms. However, with ‘retro game console emulators’ (Apple’s App Review Guidelines term) now allowed worldwide on iOS, we’re seeing the iOS world speed-running game emulation. It will be a while before iOS emulators catch up to Android and other OSes, but in just over a week, there’s already been a lot of news.

It started with a Commodore 64 emulator.

It started with a Commodore 64 emulator.

The short-lived Bimmy.

The short-lived Bimmy.

  • About the same time that iGBA was being pulled from the App Store by Apple, Bimmy, an NES emulator appeared on the Store for $0.99. It, too, was pulled from the Store within a day or two, but this time, it was the developer who pulled it, not Apple. Tom Salvo, Bimmy’s developer, told Zac Hall of 9to5Mac that he pulled the app “out of fear” and not as the result of pressure from anyone.
Delta works with a variety of classic systems.

Delta works with a variety of classic systems.

  • Then, last Wednesday, Delta, Riley Testut’s game emulator that supports a long list of older Nintendo systems and the Sega Genesis console, was released on the App Store everywhere except the EU, where it is available on AltStore. Within hours, Delta shot to the top of the App Store’s Free Apps Top Chart, where it remains today.
  • In the wake of Delta’s success, other developers have announced that they plan to bring their game emulators to iOS, including the maker of the Sony PSP emulator PPSSPP and the developer of Provenance, which works with multiple systems.
  • The rush to the App Store by emulator developers isn’t universal, however. The creators of Dolphin, which works with Nintendo GameCube and Wii games, announced that it will not be coming to iOS because Apple doesn’t allow the necessary Just-In-Time recompilers to be integrated with game emulators.

Meanwhile, all eyes are on Nintendo. The company is notoriously protective of its intellectual property. And, although Nintendo has not sought to restrict the availability of emulators for its oldest systems, it aggressively pursued the makers of Yuzu, a Switch emulator, which resulted in the emulator being forced from the Internet other emulators following suit. So, while emulators for early Nintendo systems have been available elsewhere for years, the sudden mainstream popularity of Delta on the App Store could draw an unwanted reexamination of emulators by the company. My hope is that instead of litigation, the new crop of iOS emulators spurs Nintendo to offer older games on the App Store and via other channels, but history isn’t on the side of my hopes and dreams.


Emulators Will Change the App Store Forever

Delta for iOS.

Delta for iOS.

Writing at his personal blog, Brendon Bigley explains why the Delta emulator launching on the App Store is a big deal for retrogaming fans who also love native iOS apps:

AltStore for me (and many) was just a way to get access to Delta, which is the best emulator on iOS by a pretty shocking margin. While there are admittedly more feature-rich apps like RetroArch out there, no other app feels made for iPhone in the way Delta does. With a slick iOS-friendly user interface, custom themes and designs to reskin your experience, and the ability to grab game files from iCloud, Delta always represented what’s possible what a talented app developer could do if the App Store was even slightly more open. It’s in this possibility space where I likely never switch to Android again.

I posted this on Threads and Mastodon, but I was able to start playing old save files from my own copies of Final Fantasy Tactics Advance and Pokémon Ruby in 30 seconds thanks to Delta.

Years ago, one of my (many) lockdown projects involved ripping my own Game Boy Advance game collection using a GB Operator. I did that and saved all my games and associated save files in iCloud Drive, thinking they’d be useful someday. Today, because Delta is a great iOS citizen that integrates with the Files picker, I just had to select multiple .gba files in iCloud Drive to add them to Delta. Then, since Delta also supports context menus, I long-pressed each game to import my own save files, previously ripped by the GB Operator. And that’s how I can now continue playing games from 20 years ago…on my iPhone. And those are just two aspects of the all-encompassing Delta experience, which includes Dropbox sync, controller support, haptic feedback, and lots more.

Brendon also wraps up the story with a question I’m pondering myself:

How does Nintendo react to the news that despite their desire to fight game preservation at all costs, people are nonetheless still enjoying the very games that built their business in the first place?

I’ll never get over the fact that Nintendo turned the glorious Virtual Console into a subscription service that is randomly updated and not available on mobile devices at all. I’m curious to see if Nintendo will have any sort of response to emulators on iOS; personally, I know that Delta is going to be my new default for all Game Boy/DS emulation needs going forward.

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AltStore Is Now Available in the EU

It’s been ready for a while, but today, AltStore is finally available for iOS users in the EU.

Riley Testus, one of AltStore’s founders, had this to say about the launch:

This is a day I’ve been looking forward to for over 10 years.

I’m thrilled to announce a brand new version of AltStore — AltStore PAL — is launching TODAY as an Apple-approved alternative app marketplace in the EU. AltStore PAL is an open-source app store made specifically for independent developers, designed to address the problems I and so many others have had with the App Store over the years. Basically, if you’ve ever experienced issues with App Review, this is for you!

We’re launching with 2 apps initially: my all-in-one Nintendo emulator Delta — a.k.a. the reason I built AltStore in the first place — and my clipboard manager Clip, a real clipboard manager that can actually run in the background. Delta will be FREE (with no ads!), whereas Clip will require a small donation of €1 or more. Once we’re sure everything is running smoothly we’ll then open the doors to third-party apps — so if you’d like to distribute your app with AltStore, please get in touch.

AltStore is a self-hosted solution, meaning once it starts accepting third-party apps, those developers will have to host and promote their apps themselves. From a user’s standpoint, that means:

…there is no central directory of apps; the only apps you’ll see in AltStore are from sources you’ve explicitly added yourself.

Also, if you’re in the EU and have US and EU Apple IDs, sign into the EU one and download AltStore. Then, you’ll be able to log back in with your US Apple ID if you want, and AltStore will still work.

As Riley explains, this is a lot like Apple’s recently announced web distribution feature in the EU.

Thanks to Federico, we have screenshots.

Thanks to Federico, we have screenshots.

The AltStore team envisions their marketplace as a place for apps from indie developers and those that Apple won’t allow on the App Store, like the team’s Clip app. AltStore will use Patreon donations as its payment system for paid apps, just like AltStore and Delta have been doing for years. Also, AltStore will not take a commission on Patreon donations. However, AltStore will cost €1.50/year to cover Apple’s Core Technology Fee.

It’s exciting to see AltStore live in the EU. I wish it were available in the US too, and I recommend reading Riley’s blog post about what motivated him build AltStore. It’s about more than videogame emulators, which I love. That’s maybe where AltStore started, but it’s about the iOS indie developer community, which I love even more.


AppStories, Episode 378 – Are We Entering a Post-App World?

This week on AppStories, we explore whether we’re experiencing the beginning of the end of apps and consider what might replace them.


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Are We Entering a Post-App World?


On AppStories+, we explain why we’ve said goodbye to time tracking.

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Monument Valley at 10: The Story of the Most Meticulous Puzzle Game Ever Created

Earlier this week, I linked to The Ringer’s profile of Monument Valley on its 10th anniversary, which focused on what’s become of mobile gaming since the game’s release. Today, I have another story about Monument Valley that focuses on the game’s origins and beautiful design.

Jonathan Bell’s article for Wallpaper explores the Monument Valley team’s approach and influences:

The end result had a pixel-perfect axonometric aesthetic that not only went hard on its references to Dutch master artist and printmaker Maurits Cornelis Escher, but also dug deep into classic video game design, going right back to early arcade machines and 8-bit titles. Each of the ten levels is like a piece of fine furniture, built with invisible dovetail joints and inlaid with marquetry, stuffed with secret compartments and little design flourishes. Gray cites the world of theatre and stage design, as well as graphics, as important keystones in the way the levels were constructed. ‘Ken would always talk about flower arranging, and how you frame a silhouette of a level on the screen,’ he says

I love this anecdote about the game’s last minute naming:

The small team was so laser-focused on delivering the best game they could that the name wasn’t even considered until the very end. ‘Right before launch we were going to be interviewed by Edge magazine – the morning of that day we hadn’t picked the name.’ Monument Valley was chosen as being familiar, yet unusual, implying a sense of mystery, grandeur and travel.

Monument Valley is one of the most important indie games ever published on the App Store, so it’s great to see its backstory told in detail by Bell. Be sure to check out the full story, which includes photos of early design sketches of the game’s interface and characters.

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Apple Amends App Review Guidelines to Permit Game Emulators and Make Other Changes

Yesterday, Apple announced an update to its App Review Guidelines in a brief post on its developer site. The changes to sections 3.1.1(a) and 4.7 of the guidelines, which apply globally to all apps distributed through Apple’s App Store, address three items:

  • game emulators,
  • super apps, and
  • linking to the web from inside music streaming apps to make purchases outside the App Store

Historically, game emulators were forbidden from the App Store. As a result, an emulator like Delta, which can play games released for Nintendo systems through the N64, could only be used on iPhones through a clever combination of developer tools and a Mail plug-in. In contrast, there are plenty of emulators on the Google Play store for Android users to download.

Revised section 4.7 of the App Review guidelines specifically allows retro gaming emulators:

Mini apps, mini games, streaming games, chatbots, plug-ins, and game emulators

Apps may offer certain software that is not embedded in the binary, specifically HTML5 mini apps and mini games, streaming games, chatbots, and plug-ins. Additionally, retro game console emulator apps can offer to download games.

Presumably, this will allow Delta and other emulators onto the App Store, so they can be used to play game files stored on iPhones.

The change to section 4.7 also says that “mini apps and mini games, streaming games, chatbots, and plug-ins” of the sort found in apps like WeChat must be created with HTML 5, a clarification of the language previously used.

Finally, section 3.1.1(a) of the App Review Guidelines allows music streaming services to link out to the web from their apps so customers can make purchases outside the App Store. The change addresses the anti-steering provisions for which Apple was fined $2 billion by the EU, and Apple has said it will appeal.


Ten Years Later, ‘Monument Valley’ Is a Monument to Mobile Gaming’s Bygone Era

Lewis Gordan, writing for The Ringer, looks back at the 10 years since Monument Valley was released and wonders what has become of premium mobile games:

With such gigantic success, Monument Valley should have become a blueprint for indies on mobile (and it did, for the small cohort of artful titles such as Alto’s Adventure and Old Man’s Journey that followed soon after it). But as the years wore on, it became clear that the game was really more of an aberration. Premium mobile games, that is, those that you pay for, eventually turned into an endangered species, crowded out by free-to-play “forever game” behemoths such as Clash Royale and, most recently, Monopoly Go! (the latter of which is partly bankrolled by Saudi Arabia’s Public Investment Fund and spent an eye-watering sum of nearly $500 million on marketing and user acquisition alone). A binary, then (and thus a battle), presents itself, pitting the art game that values people’s time against the commercial product that seeks to exploit it with ever-increasing, capitalistic intensity. “In 2014, it was just the beginning of that battle,” says Orland. “We didn’t have a clear winner.”

Gordon argues that Monument Valley’s release marked a high water mark and the beginning of the end of artful mobile games. As he recounts, the game was profitable within a week, but just six months later, users were leaving one-star reviews for a $1.99 expansion pack to a game that was only $3.99 to begin with. Gamers had been trained by the Candy Crush Sagas of the world to expect endless free updates.

Adriaan de Jongh, who Federico and I interviewed on AppStories years ago, points to the 2017 redesign of the App Store as another factor in the decline of premium titles:

Before, says de Jongh, Apple “featured” a couple of titles per week, promoting them to anyone across the entire globe who opened the App Store. It was the “single biggest marketing beat” for Hidden Folks, helping the game earn just more than $50,000 on its very first day. Then, with the redesign, the opportunity practically vanished. iPhone users had to navigate to a different tab to see new games. In de Jongh’s view, this was a fundamental and ultimately fatal layer of friction.

Gordon’s story is worth reading in its entirety because it’s one of the best tours of the business of selling iPhone games that I’ve read. At the same time, though, I think Gordon paints a bleaker picture than is justified. There’s no denying that the iPhone gaming universe has changed a lot from the days when games like Monument Valley, Alto’s Adventure, and Hidden Folks were first released. However, it’s also too soon to declare the end of premium iPhone gaming. Few of those titles may break into the top paid games category these days, but that doesn’t mean there aren’t innovative, artistic games being released on the App Store. You need to work a little harder, cutting through the jungle of free-to-play games to find them, but they’re there.

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The App Store’s Updated Purchase History

Matt Birchler discovered a change to the App Store’s Purchase Page that seems to have largely flown under the radar. There are more details on the new page than before, which makes it easier to review past purchases. By default, you’ll see your last 90 days of paid purchases grouped by day. However, you can filter by free and paid, purchase type, and family member who made the purchases. You can also limit results to the last 30 or 90 days, this year, last year, or a custom period, which Matt points out displays, at most, one year of purchases.

A few of my recent purchases.

A few of my recent purchases.

It’s also worth noting that your purchase history is not limited to apps. My purchases go all the way back to 2005, when I started buying music on iTunes. Playing with the filters is like opening a time capsule full of classic media finds and embarrassing ‘What were you thinking?’ purchases.

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FinanceKit Opens Real-Time Apple Card, Apple Cash, and Apple Savings Transaction Data to Third-Party Apps

Ivan Mehta, writing for TechCrunch:

Apple’s iOS 17.4 update is primarily about adapting iOS to EU’s Digital Market Act Regulation. But the company has also released a new API called FinanceKit that lets developers fetch transactions and balance information from Apple Card, Apple Cash, and Savings with Apple.

If you use an Apple Card and a budgeting and financial tracking app, you’ll know why this is a big deal. I’ve been tracking my expenses with Copilot for over a year now, and I was pleased to see in Mehta’s story that Copilot, along with YNAB, Monarch, have teamed up with Apple to be the first third-party apps to use FinanceKit.

Before FinanceKit, I could only track my Apple Card expenses by importing a CSV file of my transactions one time each month when a new statement appeared in the Wallet app. Not only was that laborious, but it defeated the purpose of an app like Copilot, which otherwise lets you see where you stand with your budget in real-time. The process was such a bad experience that I used my Apple Card a lot less than I would have otherwise. Now, those Apple Card transactions will be recorded in Copilot, YNAB, and Monarch as they’re made, just like any other credit card.

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