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  • MLB.com At Bat 2010 out now

    by 
    Mike Schramm
    Mike Schramm
    03.02.2010

    Baseball season is almost here (Spring training starts this week), and with it comes a brand new version of Major League Baseball's great iPhone app. MLB.com At Bat 2010 is out now on the App Store, and for $14.99, you get the same great app you bought last year: live scores, streaming audio of all the games around the league, and available video of games via an in-app purchase. There's no lite version yet, but last year MLB released a free version sans audio and video, so if you just want the scores, you can wait and see when that one shows up. Meanwhile, if you want official baseball info beamed straight to your phone all year long, this app is the way to go. While there are definitely lots of other apps that will hook you up with scores and alerts for a much cheaper price, the MLB app is a quality way to get information straight from the league. Especially if you're going to be following baseball closely all year, the $15, while steep for an iPhone app, is definitely worth it. Personally, I can't wait for this season to start. Play ball!

  • Sway releases a free version

    by 
    Mike Schramm
    Mike Schramm
    03.25.2009

    If you haven't yet tried Sway, the game from Illusion Labs and ReadyFireAim, now's the perfect time to do so. They've released a free version of the game that limits you to three levels and just two characters, but it's enough to try out the really unique control scheme. Back when I first posted about the game, I hadn't tried it yet, but it's now been on my iPhone for about a month, and it's excellent. Each of your thumbs is a "hand" on your characters (i.e., to grab something with your left hand, in game, you just touch your thumb to the left side of the screen), and then once you've grabbed something, you can swipe that thumb back and forth to sway the character around. It gets pretty complex, but practice makes perfect, and a few stages in, you'll be swinging from grip to grip with the greatest of ease.The full version still costs $4.99, and if you enjoy the free version, I highly recommend it: there are many more characters that you can pick up and choose from, and the stages actually get really tough, as there's a lot of precise swinging that you'll have to do to explore the whole area and find everything there is to find. Sway might be a sleeper hit for the iPhone -- it took me a little while to figure it all out, but once I did, I found a control scheme that's delightfully original. If you haven't tried it out yet, definitely take advantage of the free version.

  • How to sell an iPhone app for $9.99

    by 
    Mike Schramm
    Mike Schramm
    11.24.2008

    Marco over on the Instapaper blog (which, of course, is the blog of the app Instapaper), posted a really interesting commentary recently on a subject we've been following since the beginning: App Store pricing. As we've said before, it's a strange thing -- developers want higher prices so that they can put more effort into making iPhone apps better. But customers have a perception already that anything above $5 in the App Store just isn't worth it.So Marco offers his take: he's been selling an app in the store for $9.99, and it's going just fine. He has tips for how developers can sell their own apps for a higher price, and he settles on some good compromises for everybody: deliver a real value with your app (as economists know, an app is worth what people are wiling to pay for it, so if you produce an app that is worth $10, people will happily spend that much). Respect yourself as a developer, and don't cower to cheapskates (some people won't be happy with anything, even when it's free). And perhaps most importantly: offer a free version.That last one may be the key -- our own Michael Rose was sold on Instapaper only when he tried it out. More and more, I'm thinking that it was a major mistake on Apple's part not to allow developers to easily offer demos and upgrades in the same app -- people are willing to spend money on an app that's worth it, but not if they aren't sure, and trying it goes a long way to making sure. I'm not in favor of app store developers banding together to raise prices, but Marco is right: if you make an app that's worth $10 and put it on the App Store for $9.99 (with an easy way to demo it out), people will come and buy it.