Looks like Apple finally has an answer for the battery issue surrounding the iPhone 4S. Apple has released the first Over-the-Air update for all iOS devices running on iOs 5 such as the iPhone 3GS, 4 , 4S, iPad , iPad2 , iPod Touch ( 3rd gen and 4th Gen). The update is available Over-the-air meaning you won't have to download a 700 odd MB file and use iTunes to update your device. In fact I have managed to update 2 iPhones and an iPod touch in a matter of minutes as the OTA update was just 44.6 MB for my iPhone.It would have taken to few hours or days required to download few GBs of files normally.

Just go to Settings->General->Software Update and you should see an update if you are running on iOS 5.

Here is the change log for the iOS 5.0.1 Software update.

  • Fixes bugs affecting battery life
  • Adds Multitasking Gestures for original iPad
  • Resolves bugs with Documents in the Cloud
  • Improves voice Recognition for Australian users using dictation

Have you updated you iPhone or iDevice ?

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If you are one amongst some consumers who had purchased the iPhone 4S from outside India and were facing issues getting it to work here , good news for you. Many users including me were seeing no signal bars on the iPhone 4S in India. Calls and SMS were not working.Surprisingly 3G data was working fine on most operators including Airtel , Vodafone and BSNL. I had tried using some international SIM cards such as AT&T, T-Mobile , O2 UK, 3 UK, SmarTone (HK). The issue was strange as I had another iPhone 4S which was working perfectly fine with all the SIM cards.

Look at the speedtest below on BSNL. Awesome speeds but no signal bars ! Weird right ?

Awesome speed yet no bars

iPhone 4S was working perfectly fine outside India

This is the same phone which was working perfectly fine in the UK. In fact i was using the 4S as a Hotspot for my laptop as I and unlimited data from 3UK.

Hardware problem� ? Not convinced

If the device had a manufacturing defect or if the hardware was faulty, how would it work in the UK that too for a couple of days without throwing up an error. In fact since I have 2 4S devices sitting next to each other. How would one work and other won't . I'm not really convinced it could be a hardware issue. If I return the phone to Apple and get a replacement ,� what is the guarantee that the problem won't appear in the new phone too ! The problem lies somewhere else.

SIM problem or Network Problem

One tech enthusiast Atul� Chitnis� suggested it was an Operator issue, coupled with operator issued sims.� I always believed it had something to do with Indian networks as the phone I have was working on 3UK, O2 UK and Vodafone UK without any issues. Atul is right about the SIM because I noticed the iPhone 4S seems to reject home-made microSIM cards. The Vodafone and BSNL sim cards which work on the iPhone 4S are factory made microSIMS issued by the operator.

Another blogger Rajat from BGR.in� was suggesting it could be an issue with the IMEI number of these new devices. Since the device is fairly new , it might be the case that operators were not authorizing the device on their networks. I would party agree with that but then how does 3G data work on such devices ? Won't the SIM registration fail in such cases ? Another dead end .

A lot of users have been constantly talking about this issue on the Apple support forums and surprisingly there has not been any statement by any Apple employee in this issue. A small portion of the users have some devices which would work and the majority of users who were complaining faced the same issue as mine � No calls or sms but data works ! I had subscribed to this forum and my inbox was getting hammered constantly. It was amazing to see how some consumers were trying to help others and amusing to see some venting their anger.� But can't blame them because , even I was seriously upset about this issue. A lot of users had complained to the Apple Technical support about this issue and could not get an definite answer.

Magically problem is getting fixed and phones are fully functional on some networks

Today ,� I was rather surprised to see some updates from users that the phones which had an issue had started to work suddenly or magically ! Till now, most users had zero or minimum help from operators and even Apple had suggested that they were working on this issue and had no solution at hand at present. But then today i heard reports of the iPhone 4S suddenly starting to work on some networks. I immediately tried to pop-in my Vodafone and BSNL microSIM cards into the 4S and boom it worked ! Full bars and calls and SMS worked too ! I can confirm Vodafone and BSNL work fine for me . Airtel still refuses to work but that might be because I'm not using a proper microSIM card. I tried AT&T USA (worked) , 3UK (worked) , (O2 UK does not work � Airtel. This clearly seems like a Operator / Network issue as the iPhone 4S works on select networks.

Honestly ,� my respect for Apple has increased by a fold as I never expected them to offer support for a device not currently on sale in India and also not purchased in the country. My respect for operators on the other hand has dwindled as they had no clue how to tackle the issue. Can't blame them as the device is not launched in India , but then some operators even refused to offer a microSIM card.� This issue brings up a million dollar question to consumers like you who are reading this post.

Will you buy any phone from outside India after you heard about such an incident ? Do you agree to pay a premium in price for local support ? Let us know in the comments !

Observations

  • The iPhone 4S is picky at accepting SIM cards , it prefers factory made microSIMs
  • It takes a lot of time to latch on to a network
  • 3G coverage is not great in India and the iPhone 4S does not have a toggle switch to turn off 3G. Hence the device might be ideal for Indian networks
  • Apple is marketing the 4S as a World phone , but refuses to work on certain operators. Aren't they supposed to take responsibility for this issue.
  • Some users who are roaming internationally in India with a 4S might also faced this issue.
  • Users who faced this issue had purchased factory unlocked phones from Apple in UK, USA, Singapore , Canada and few other countries where Apple is selling factory unlocked phones.

Further Reading

Apple Support forum

iPhone 4S Unboxing

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Mobile analytics firm Flurry today reports on the continuing shift in portable gaming from dedicated devices to smartphones and other multipurpose devices. According to results compiled by Flurry from NPD market research and Flurry's own mobile app data, Apple's iOS and Google's Android mobile operating systems will account for 58% of portable gaming revenue in the United States for 2011, an almost exact flip-flop from 2010 when dedicated device leaders Nintendo and Sony held 57% of the market.

The most striking trend is that iOS and Android games have tripled their market share from roughly 20% in 2009 to nearly 60% in just two years. Simultaneously, Nintendo, the once dominant player, has been crushed down to owning about one-third of market in 2011, from having controlled more than two-thirds in 2009. Combined, iOS and Android game revenue delivered $500 million, $800 million and $1.9 billion over 2009, 2010 and 2011, respectively.

Flurry's data for 2011 is based on estimates for the final two months of the year, but suggests that the rapid growth in gaming on smartphone platforms is showing no signs of slowing. The market dynamics of free or low-cost games sometimes supplemented by in-app purchases and played on multi-function devices versus dedicated gaming devices with relatively high-cost game titles are clearly playing out in favor of iOS and Android. The result has been a surging gaming market increasingly attracting casual gamers willing to spend a few dollars to play on their phones, while established players have seen not only their shares but also their revenue declining each year.

Nintendo has been resisting increasing pressure to bring its games to the iPhone and other platforms, sticking by its long-standing tradition of making its games exclusive to its own hardware. Flurry suggests that the rapidly-shifting landscape of portable gaming may soon bring Nintendo face-to-face with a "Nokia-like" decision whether to jump over to smartphone platforms or watch its business erode away.

[Originally Posted on MacRumors]



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As wonderful of a thing as the App Store is, it comes with a heck of a seedy underbelly of unscrupulous developers and I really hate how often it seems like we're posting these rip-off alerts lately. Shameless clones are one thing, but flat out stealing a game's assets is an entirely different animal. Today's victims are the guys from Ironhide Game Studio, who currently have three different Flash games out in the wild. Kingdom Rush is their most popular, which is currently ripping up the charts on the various Flash game portal sites, and is boasting 40 million total plays worldwide. You can add one more to that number by clicking here and checking it out, it's a pretty cool little tower defense game.

In late July, Ironhide Games released Kingdom Rush, and in the last few weeks of October, My Yayi released the same game on the App Store… Although, you'll notice that the Ironhide and Armor Games logos have been removed, making the whole thing that much more damning. In fact, if you want to see a ton of other ripped assets, click the above image for a full-size comparison of multiple levels.

The guys from Ironhide Games have already explored all the regular channels to get the game taken down, including sending copyright infringement notices, contacting Apple, and even hiring outside consultants to help get it removed. Yet, it remains. We've heard the actual process of getting a stolen game removed can be rather slow from other developers who have experienced similar problems, but it's no-doubt incredibly painful for the original creators to look at the game up on the App Store in the meantime.



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It's easy to see why cover is so widely used in every modern game with a gun in it, but it doesn't excuse how boring the systems usually are. Epoch [$5.99] stands out because its cover mechanics are actually fun to play with. They smartly combine agility and athleticism to the standard pounding and popping, while also offering an alien uptempo pacing, courtesy of Uppercut Games's exploitative enemies. The cover system is strong enough, actually, to carry the game to completion, which is an important note to make since, aside from the story hooks, the game doesn't have a lot more to offer outside of a standard weapons / items upgrade model.

Think of Epoch as a bizarre "what if" scenario come true. It's sci-fi Infinity Blade with guns, and it's pretty thorough with its adaption of that game's upgrade model and on-rails structure. The key departure is within Epoch's action model -- instead of hacking and slashing, you'll be whipping, sliding, jumping around, ducking or crashing your robot into pieces of cover as enemies sling bullets and lasers at you. If you're moving tactically, enemies will lose their bead on your metallic frame, and you will then be subsequently free to target them and fire without worry.

The enemy AI is aware of what you can pull off, and the way they coax you out of a flow or a dead period is one of the more exciting aspects of Epoch. Some enemies fire timed grenades that you'll need to avoid, while others can fire sweeping lasers that you'll need to jump over, and so on. Mitigating these hazards, while also handling the other enemies firing at you at different speeds and rates, keeps the volume of battle on 11 and makes you to consider options and moves ahead of the one you're currently executing. I like this approach to battle; it's kinetic, but forces some thoughtfulness.

Moving in cover is a simple, visceral joy, by the way. The animations are smooth, the swipe controls are intuitive, and you get a palpable sense of power, speed, and actual control as you bound from pillar to pillar, barrier to barrier. Epoch does a great job at mixing up the action, too, by bringing in new enemy types, compelling waves, and generally keeping you on your toes throughout the game. Though, with that said, it lasts just shy of an hour.

Shooting is a side-bar, much like cover is for most cover-based shooters. It's automated, but based on who you target. There are, on the other hand, some user-controlled special abilities that essentially act as upgradeable crowd-thinners on cooldown clocks. Think magic but in the real world explode-y sense, and you've got the ticket.

Epoch ... encourages its users to play through sequences multiple times in order to earn more income to buy new guns and new abilities from its in-game store, which is brimming with high-cost content. There's a stumble here. Re-runs though a level you're previously beaten doesn't appear to yield new fights or content outside of difficulty. The kickback is that, even though the combat is awesome, you'll find yourself doing the maneuvers in the same spots.

Another point: even though the on-rails approach that Epoch takes to guide you through its narrative element is effective, the lack of control can become grating when you're just re-loading the same content over and over again. Infinity Blade disguises this same problem effectively by giving you the ability to pick where your character goes. It also dishes out some optional side paths and item pick-ups. Epoch doesn't, so you're left with zero to do outside of fighting whenever you're stuck in a grind cycle.

If you're into upgrades and that rinse and repeat model of progression I doubt you'll have any qualms with Epoch because, otherwise, it's a good game that really executes on what sets it apart from a billion other titles: it's cover-system. You'll jump, glide, and whip all over the place while executing on some cool on-your-heels strategy padded out by a host of competent mechanics and systems. I recommend it, but also excuse the game time and a lot of the pacing issues.

Oh! And check out the game's story. It's a delight and delivered just right.

TouchArcade Rating:


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One of the pleasant surprises of last month's releases was King Cashing: Slots Adventure [99�/Lite], the slot machine game with an RPG twist. I'm of the mind that you can throw experience bars and upgradeable weapons on just about anything and it will be a better game for it, and King Cashing is a great example of this.

You play as a King on a quest to rid the world of an evil being who's holed up in his dark castle. You progress through the game battle by battle, and combat is handled by a unique slot machine mechanic. Each wheel of the slot machine represents things like your party members, weapons, bonus items, and enemies. You'll give the 3 wheels a spin and stop them either individually or all at once. The things that you manage to line up horizontally across the wheels determines the actions that take place during the battle. It may sound strange, but it's actually a pretty ingenious idea, and it works beautifully in the game.

King Cashing is great because it's accessible enough that anybody who even has a passing familiarity with slot machines can pick it up and instantly be playing. But, for those interested in more, there is a good amount of underlying depth to the game with leveling up your party, upgrading their weapons and equipment, and trying to beat each battle as efficiently as possible in order to earn the the top medal.

That underlying depth just got quite a bit deeper, as yesterday King Cashing received a fairly massive update. First of all, the game is now Universal, and although it looked just fine running on an iPad in 2x mode before, it's a lot nicer having the game properly formatted for the larger screen.

As for gameplay, the level cap has been raised to 25, so you can continue on progressing your party members if you had reached the cap before. Also, there are 9 brand new weapons in the game to collect and use. Something fun about these new weapons is that they were actually all named after members in our forums following a contest the developer held there. Just goes to show, it always pays to hang around the forums, as you never know when you might end up with your name in an indie game.

The biggest new feature of this update however is the addition of 3 brand new side quests. These aren't your ordinary battles though, and instead are dubbed rag doll battles. Here your enemy is a dummy, literally, and doesn't have any HP. Rather, the enemy health starts at zero and your job is to inflict as much damage as you can given your allotment of cherries, which are the currency used to spin the slots. The more damage you're able to inflict, the better the prizes you'll earn.

I absolutely love this mode as it's essentially using the exact same mechanics but in a completely different way. I just keep on retrying, over and over, trying to climb my way ever higher up the prize ladder. These rag doll levels feel like proper games you'd find in a casino, and I imagine if the game charged real money in order to play then I'd have a pretty empty wallet by now.

Other minor additions in this update include a new Game Center leaderboard for the third rag doll level to keep track of who does the highest amount of damage, as well as 2 new achievements tied into the rag doll levels and new assortment of weapons. And of course, there is a massive amount of bug fixes and minor tweaks here as well, which are detailed in the app description if you're curious to know more.

I'm really happy to see one of my current favorite games get such a great update, and if you weren't sure about King Cashing before then there's a brand new lite version for you to try on for size. Definitely at least give the lite version of this unique title a spin.



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Devices such as iPad, iPhone and iPod Touch can be easily charged via USB, but what if you're travelling and you don't have a USB port to charge your iOS device? Luckily for you and all the travelers out there, TwelveSouth has launched a new device called PlugBug.


PlugBug is a new device that allows you to charge your iOS device and a MacBook using only one wall outlet. If you're a MacBook user, than you probably know how to the power brick allows you to adjust the cable size depending on your needs, well, PlugBug simply clips onto the power brick allowing you to attach any iOS device such as iPad, iPhone and iPod Touch for a recharge. As you can see, TwelveSouth PlugBug is perfect if you're travelling, because you don't have to carry any additional power plugs with you.

PlugBug is a useful little device, and it is available for order from TwelveSouth's website for $35.

[via Ubergizmo]

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I expected to love Evertales [$0.99]. Its trailer is stylish and charming, it looks a tiny bit like Trine, and it's by Thunder Game Works, the folks who made the Trenches series, and Crescent Moon Games, the studio that brought us Pocket RPG, Aralon, Gears and other great games. We were optimistic in our previews. But here's the thing about expectations -- sometimes they leave you disappointed.

Despite its impressive pedigree, Evertales falls totally flat. It's short, and it's got a few kinks that still need working out. It's excessively straightforward. But far worse than any of that, it's just not very much fun.

The formula should work. You've got three heroes, each with his own set of abilities. Sort of. You have platforming, combat, and something that could resemble puzzle-solving if you squint hard enough. You've got upgradeable weapons and big boss fights. You've got great looking environments -- I'll give this game that much. But you haven't got much else.

The trouble starts with those three heroes and their abilities. They just aren't all that unique. The archer can shoot, but so can the mage and warrior if you buy their extra weapons. The mage can cast spells, which is a lot like shooting but much more useful. The archer can double jump, and the mage can float slowly to the ground. There will be areas where you need to use those abilities. The warrior can't do much, but he seems to hit pretty hard. You can switch between them, but for the vast majority of the game you won't have any reason to want to.

Then there's the levels. There are only twelve, and they aren't particularly long. It's actually more like six with a hard checkpoint in the midst of each. They aren't hard, though they're occasionally irritating. I ran into a few bugs, places where I fell forever, coins that were stuck, that sort of thing. But more frequently I encountered areas where I'd be one death in before I could see where I needed to go next, which is simply shoddy level design. Deaths don't mean much, though. You'll run past several checkpoints per level, and you lose nothing for dying. It might rob the game of some potential challenge, but at least it keeps the lousy parts from getting too frustrating.

At the end of every second level, you'll find a boss. It seems like the idea of these bosses is to provide an epic, puzzling fight, but jumping and hitting them works efficiently and universally, right down to the final boss.

Like me, you might think you'll find some replayability in the Game Center integration. You probably won't. Most of the achievements are for defeating the game's six bosses. The others are for collecting all the armor for each of the characters. You can do that by grinding for coins -- which just means replaying levels to collect the same coins in the same spots, not improving your performance or anything -- or you can just buy the IAP. Which you should probably do if you're really into getting achievements, since there's one for that too. Maybe it's just me, but achievements lose a bit of their luster when you literally need to purchase them.

When you beat the game, you unlock Survival mode, which will give you a leaderboard to climb. You get a tiny sliver of Evertales' least interesting level to stand on while you fight off waves of enemies. It doesn't seem like you can earn coins this way, so forget about working your way up the leaderboard while earning useful upgrades.

The controls are another issue. By default, they're awful. Movement is controlled with a virtual stick that hangs out wherever you place your thumb, and that's fine. But jumping and attacking are both controlled by swipes on the right side of the screen, and more often than not the game confuses which you intend. That's okay, because there's a traditional jump/attack button set up available. It probably should have been the default, but that's the least of this game's problems.

Aesthetically, Evertales is pretty good. It looks great, sounds good, and has some cute cosmetic upgrades for its heroes. Otherwise, it's bland and boring. I've always been pleasantly surprised by these studios in the past. Evertales was a surprise, but it wasn't pleasant. Whether you love it or hate it, though, share your thoughts in our discussion thread.

TouchArcade Rating:


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One of our long-time favorites around the TouchArcade offices is Adult Swim's Robot Unicorn Attack [99�/HD], and to a lesser extent its siblings Robot Unicorn Attack Heavy Metal Edition [99�] and Robot Unicorn Attack Christmas Edition [99�]. I say "to a lesser extent" not because we don't enjoy the gameplay as much in the latter two titles, mind you, but because it's a scientifically proven fact that humans are incapable of enjoying any game more than one that runs Erasure's Always on an endless loop as its soundtrack, even if the gameplay is identical in each game. You can't argue with science.

Anyway, Adult Swim Games has just released new updates for the regular Robot Unicorn Attack as well as Heavy Metal Edition which add Retina Display optimized visuals into the games. This is something I've personally wanted ever since the release of the iPhone 4, and I've heard many requests from other users since then as well. But, it appears that it wasn't as simple as just flipping a switch to enable Retina Display in these games. Much of the artwork looks to have been redrawn and reworked, which could explain the delay in bringing these updates to market. You can see before and after examples in the screens below (click to enlarge):

At any rate, they both look fantastic now. It's a huge step up from the blurry, jagged visuals Retina Display device owners have been enduring for the past year or so. The Christmas Edition version of the game has not been updated, and it isn't clear if there are any plans to do so. But, with Christmas looming next month, perhaps Santa has a graphical update waiting in the wings for our Rudolph-costumed unicorn? We'll have to wait and see, but in the meantime, be sure to update your copies of Robot Unicorn Attack vanilla and Heavy Metal Edition and enjoy the new eyeball-scorching crispness.



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When we think about future, we imagine robots and futuristic cars, and if you would like to experience a piece of future in your living room, today we have a special futuristic lamp for you.

Silhouette lamp might look like an ordinary table lamp, but unlike standard table lamps, this one comes with a part that literally levitates in the air. However, it's not a trick, the upper part of this lamp floats thanks to the electromagnets and a sophisticated control system. In addition, this process produces a little bit of light thanks to the latest LED technology. Although Silhouette lamp looks incredible and futuristic, it won't produce enough light for your room, so you might be better off with a regular table lamp.

Silhouette lamp is amazing, but this futuristic lamp isn't cheap and it comes with a cost, and if you want to experience a piece of future in your living room, Silhouette lamp will set you back 1,000 Euros.

[via Dvice]

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