07 December 2009
iPhone Developer Booted Over Fishy Reviews
Looks like someone got caught cheating with App Store reviews, and Apple pulled their 1000 apps! Everyone tries to game the system, but most of us work within the rules (and not just the official rules, but also the rules of decency). I’m pleased to see Apple take this step (even if they didn’t do so proactively), which makes things more fair for the rest of us.
06 December 2009
Game as Art
There’s a lot of art that’s powerful and moving and you really want to experience, but would never hang in our living room. Brenda Brathwaite’s Train is such a work, but it’s a board game. I haven’t played it, but it seems like it would be cathartic in the sense that Aristotle used in his Poetics.
05 December 2009
29 November 2009
Jigami Is Available!

App Store Approval
The Jigami approval process went pretty smoothly. I submitted my final binary on Monday night, 16 November. The following Monday morning, 23 November, it was “In Review.” And on Wednesday afternoon, 25 November, it was “Ready for Sale.”
I didn’t want to release it right before Thanksgiving (and before I had my marketing ready), so I’d set the availability for 30 November. In parts of the world, it’s already on sale!
Obviously I’d prefer it if it didn’t take 8 business days to approve a board game, but Apple did live up to the “within 14 days,” and didn’t come up with a reason to reject it.
So for me, the approval process is not ideal, but is working.
16 November 2009
Jigami History
Looking at my notebook, the earliest record of it I can find is from 10 December 1991. I had apparently done a Mac prototype by February 1992, and continued to refine it (the next version I saved is from February 1993).
I took about 3 days to port it to NewtonScript in August 1993, and then Scott Shwarts and I polished it. As near as I can tell, we finished it in December 1993. Apple briefly published it as Jigsaw Strategy Game, but then decided they didn’t want to be in the game business, and we got the rights back and distributed it ourselves for a while.
The game was always intended for a handheld device, and in October 2008 I started an iPhone version. I got it working, but the UI wasn’t quite right. The original Newton version used a stylus, so you simply touched a piece and moved it directly. But doing the same thing with your finger meant you couldn’t see the piece you were moving. This is pretty important, since you need to see the shape and symbols. It took me a while to finally accept that the piece had to be moved out from under your finger. Suddenly the game became fun again.
I thought it would be cool to rotate with a gesture, and managed to get this working. But it nobody liked it, even though you could rotate by any amount (±270°). So I implemented a second tap. Everyone preferred this, even though rotating could now take up to 3 taps.
Autorotation was suggested by someone at the Casual Connect conference (sorry, I don’t remember who to credit).
The game was now better than the Newton version, but it still needed a lot more polish. I put in two more AI levels and a bunch of animation. Finally, I got Dalton Webb to do professional artwork. (You can see some of the art progress at the A Sharp Facebook page.)
The original game was available in English, French, German, and Japanese. Unfortunately, I couldn’t just use the original text, because minor things had changed. I didn’t get all of those in the first release, but Laurent Aillet gave me a French translation, and I hope to get more.
I actually submitted the game to the App Store last night, but one of my testers just sent me a crash log and I was able to figure out that it was not the crash I had fixed. Although it seemed to happen only on 2.2 devices (which are a definite minority), I thought it was worth getting right. So I rejected the binary, fixed the bug, and resubmitted it.
That puts me back at the end of the queue, but the silver lining is that I was able to submit French keywords (I had forgotten to get them localized). This is one piece of metadata that Apple doesn’t let you change at will.
Hopefully I’ll have the end of the story in a few days: release. Well, really it will be a new beginning, since I have a number of updates planned…
27 October 2009
6 Different Beers
For my birthday, I got some beers I don’t usually drink (thank you Dav), so I thought I’d mention them.
I opened the Elysian Night Owl Pumpkin Ale with trepidation, but it had no pumpkin flavor I could detect (though they say it’s brewed with pumpkin and pumpkin seeds), only somewhat subtle pumpkin pie spices. Alcohol content was 5.9%. Overall, I’d say it was mild.
By contrast, drinking Sam’l Smith organic cherry fruit ale really seemed more like drinking cherry juice than beer. I didn’t notice the alcohol going down, though I guess it was there (no percentage was listed). Nice and fruity, rather than the uneasy mix that flavored beers often are.
I expected Lip Stinger (from McTarnahan’s) to be spicy, since it was “fermented with peppercorn.” Apparently they meant the singular — I could detect no pepper. It was just a beer. Alcohol content was 4.8%.
Fat Scotch Ale from Silvery City Brewery was just what I expected: scotch ale. I’m not sure what makes it that way — “a touch of peat character” I suppose. Alcohol content was 9%, which is probably also what makes it taste like what I expected.
Elysian’s The Immortal IPA was a nice India pale ale, definitely hoppy. 6.3% alcohol content.
Bear Republic’s Hop Rod Rye was slightly bitter but not at all unpleasant. 8% alcohol content.
So what was my favorite? Probably Fat Scotch Ale, as the most distinctive. And Lip Stinger seemed oddly lacking in character.
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