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Submitted by Anonymous (not verified) on Thu, 01/04/10 - 6:56 AM Permalink

"According to Community Manager Alexandra Peters, they plan to get a friend in the US to buy a bunch of iPad’s when they drop and FedEx them to Australia."

"A simple solution, no doubt, but astonishing in my mind, that it’s come to that."

Seriously dude? Astonishing? Hardly. This is the sort of thing we have to put up with all the time. If it's not release date overlap it's price point.

Not news.

Think selling over 2 million copies of Flight Control, and developing the 5+ million downloaded Real Racing GTI for the iPhone/iPod Touch gives you any special treatment regarding iPad development from Apple? Think again!

Firemint, the Melbourne developer of those highly awarded and popular games, will be not be given any special help from Apple as they hammer out Flight Control HD designed specifically for the iPad. Currently, Apple have provided developers with a software emulator to develop iPad applications with, however, nothing beats refining and fine tuning the final application on the actual hardware itself.

While the launch date for the iPad is just over a week away in the U.S, Australian and New Zealand iPad application developers are left high and dry and will have to wait another entire month on top of that when it is launched locally to get their apps tested on the hardware. reports that Firemint will be taking a rather low-tech solution in solving that issue, and it's one that you wouldn't expect to see from such a top tiered App-store developer. From

According to Community Manager Alexandra Peters, they plan to get a friend in the US to buy a bunch of iPad’s when they drop and FedEx them to Australia.

A simple solution, no doubt, but astonishing in my mind, that it’s come to that.


(Press release)

Game development studio Firemint was honored with four awards from leading handheld gaming web site Pocket Gamer at a ceremony held at the annual Game Developers Conference last night.

Held in honor of mobile and iPhone games and developers, the Pocket Gamer Awards 2010 recognized winners in several categories as well as celebrating four years of Pocket Gamer coverage of the industry. Firemint received awards in four categories, including the coveted iPhone Game of the Year and Best iPhone Developer awards:

Best Casual/Puzzle iPhone Game: Flight Control

Best Free iPhone Game: Real Racing GTI

iPhone Game of the Year: Flight Control

Best iPhone Developer: Firemint

The highly addictive gameplay in Flight Control challenges players to touch aircraft and drag a path to the correct landing zone while avoiding collisions. Flight Control has been a major App Store success, with over 2 million copies sold, as well as receiving wide games industry acclaim for its elegantly simple gameplay that launched a new genre of“line drawing” games.

Real Racing GTI is the limited content, free version of Firemint Real Racing, one of the most acclaimed games on the platform. Firemint Real Racing is a pro racing game featuring highly realistic graphics, but its intuitive“pick up and play” handling means anyone who can drive a real car can race in Real Racing. Real Racing GTI was developed in partnership with Volkswagen Group of America, and served as the official launch vehicle for the 2010 Golf GTI in North America. Real Racing GTI has been downloaded over 5 million times, and has led to an increase in sales of the full version of the game, with players buying the full version Firemint Real Racing to gain access to more cars and tracks.

In the four years since launching, Pocket Gamer has published over 18,000 articles including more than 10,000 news items and over 3,500 game reviews at The site covers games on all handheld platforms, including mobile phone, iPhone, Sony PSP and Nintendo DS.

Accepting the awards, Firemint Community Manager Alexandra Peters said “We’re incredibly grateful for this wonderful recognition. We’d like to sincerely thank Pocket Gamer, and congratulate them on four fantastic years– we’re looking forward to many more to come!”

Submitted by Anonymous (not verified) on Thu, 28/01/10 - 11:59 AM Permalink

And given their success on the iPhone and Flight Control, why wouldn't you jump onto the apple bandwagon asap?

Looking forward to more success this year from you Firemint.

Submitted by souri on Thu, 28/01/10 - 12:44 PM Permalink

Does anyone else have doubts on whether the iPad will really take off? I was expecting something a lot more revolutionary than what was announced. I was pretty impressed with Microsoft's Courier, however.

Submitted by Anonymous (not verified) on Thu, 28/01/10 - 1:01 PM Permalink

I'm definitely not impressed with the iPad personally. I too have my doubts that it'll take off like the iPhone has. It's not really the revolutionary piece of technology Apple were claiming, and seems overly large for what it's trying to do.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 10:23 AM Permalink

Apple keeping a closed mouth can sometimes bite them in the ass. They never claimed anything. Nothing! Never! Ever! People assume certain things and then get disappointed when they don't pan out that way. Be disappointed, but Apple definitely didn't make any such claims.

Personally, I suspect I'll be waiting for V2.

Submitted by Bittman on Thu, 28/01/10 - 1:11 PM Permalink

Apparantly it doesn't multitask.

So it's halfway between a computer, and an iPhone. But useless for business applications, and really an oversized handheld gaming device.

I'll hold the jury off for the moment, because when the iPhone came out I just thought it was a phone bred with an iPod, and look how well it's gone.

But first impressions, not fascinating me.

Apparantly (from the twitter comments I read), HP have a nice tablet.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 8:37 AM Permalink

I am also less than impressed with the ipad .. will stick with my iphone.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 3:19 PM Permalink

Bylines should read "Apple makes play for th' livingroom". While the iPad falls short in functionality compared to say an iPhone the main revelation here is that Apple is committing to a future scenario where web browsing / game playing is done away from the paradigm of the desktop or laptop. Its not to say that these experiences need to be dumbed down, but rather they now exist on networked devices and in time slices more compatible with typically time-poor / media rich lifestyles.

It was a shame they omitted the twin cameras from iPad 1.0 for video conferencing as that would have made it a killer business tablet, however they did go for a populist pricepoint in order to take the fight straight to the living room couch. Expect that future revisions will add essential functionality like this in a staggered roll-out a la iPhone. Methinks the main point for Apple is to get the device out and establish an e-Books market while its still open and before potential content creators like newspaper + magazine publishing industries die a quiet death.


So while the announcement is a bit of a disappointment on the surface, perhaps game developers can look at the kinds of play that the iPad can engender in its unique social space and also catch some of the HTML5 wave which is about to break on Adobe's heads. It'll be interesting to see if a tablet can achieve the same kind of mass market presence as the Nintendo DS / Sony PSP in Asia and establish itself as the Western equivalent of the kind of portable, persistent gaming environment that is so successful for Dragon Quest + Monster Hunter over there ..

-- Chuan

Apple's newly revealed iPad tablet was announced this morning, and it came with a lot of interest from game developers, including Melbourne based game developer, Firemint. The SDK was released today shortly after the announcement, and it looks like Firemint are diving straight into the new platform.

Firemint have said to be "working on some incredibly fun and exciting games that will look amazing on iPad and take full advantage of its features, as well as working brilliantly on iPhone and iPod touch". They're also bringing an optimised version of their massively successful game, Flight Control, to the iPad as well.

From Firemint...

This morning, Apple revealed a magical and revolutionary device. We're delighted that we can now make our own announcement: we will bring an optimised and re-imagined version of Flight Control to iPad. Like almost 140,000 other apps on the App Store, Flight Control will work perfectly on iPad without any changes from us, but we want to ensure a delightful experience on iPad that feels just right.

We started developing Real Racing before the iPhone 3G was announced. Similarly, we are already building our next generation of games for higher definition, more powerful devices than are available today. We like to imagine what the devices of tomorrow will be capable of, and invest in bringing our games to the next generation of hardware. The iPad announcement and Apple's A4 chip have come at a fantastic time for us. We are working on some incredibly fun and exciting games that will look amazing on iPad and take full advantage of its features, as well as working brilliantly on iPhone and iPod touch.

Knowing Firemint's enthusiasm for pushing hardware and gaming boundaries, it will be something worth looking out for.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 8:40 AM Permalink

Great work guys

Submitted by souri on Mon, 01/02/10 - 9:08 PM Permalink

Awesome job, indeed. To put things in perspective, Gameloft have hit 10 million downloads recently, and they've had to release around 55 games (now up to 60) on the app store to reach those numbers.

Firemint have announced the great news that their popular Flight Control iphone/itouch appstore game has hit another new incredible milestone. Flight Control has surpassed 2 million sales in less than a year.

Helping push sales were the game websites which listed Flight Control in their "best of 2009 apps" listings around the end of last year. While Apple does take their 30% share of the sales, what's left is still quite a substantial amount for the Melbourne game developer.

From the Firemint website...

Less than a year ago, on 5 March 2009, we launched Flight Control on the App Store. Three months later, we had sold 1 million copies. Today we’re proud to announce that after 324 days, on 23 January 2010, Flight Control sold the 2 millionth download – that’s over 6,000 sales per day on average! We had particularly big days on 28 and 29 March 2009 when Flight Control suddenly exploded up the charts, with over 30,000 copies sold each day. Even 9 months after release, Christmas Day 2009 was also a great day with over 20,000 copies sold – many probably going to happy new owners of an iPhone or iPod touch!

The commercial success of Flight Control has meant that it has taken the number one spot for the "Top 100 paid apps" charts in many countries around the world including USA, UK, Australia, Germany, France, Canada and Japan.

Firemint have provided a chart which breaks down the sales of Flight Control for each country, and it's interesting to see how large the U.S section is, and it's great to see that Australia is just behind Great Britain as the third highest in sales numbers.

Submitted by Bittman on Wed, 09/12/09 - 4:24 PM Permalink

And they were impressed that Flight Control made #7 considering the first list is primarily based on revenue and Flight Control was sold at $0.99 a pop. I also see it amazing since it wasn't a port from a larger game, like most of the others were, and thus reliant upon the licence.

But also congratulations to IronMonkey Studios. I had no idea they had a hand in those projects and I'm happy to see any sort of success by companies out these ways nowdays.

Submitted by Anonymous (not verified) on Thu, 10/12/09 - 6:37 PM Permalink

Don't limit yourself to the iPhone! Develop some stuff for Windows Mobile and Android and really get your product out there. Sure the iPhone is well and good but it's not the only mobile platform available. WinMo has a very large market share and Android is catching up fast. So I say branch out and increase your customer base.

It's good to see some Aussie devs having success regardless of the platform.

Submitted by souri on Thu, 10/12/09 - 10:56 PM Permalink

While I agree with branching out, I don't think Windows Mobile and Android can touch iPhone's marketshare just yet. I do see some great potential with Android, but it seems to have gotten to a shaky start with game developers like Gameloft leaving it altogether, mainly due to its app store and tiny marketshare.

Flash based games and social gaming, however, seems like something very much worth delving into. I just want to know when Infinite Interactive are going to do a Puzzle Quest for Facebook.

Submitted by Anonymous (not verified) on Fri, 11/12/09 - 10:09 AM Permalink

Of course you shouldn't restrict yourself to one of the other platforms, what I'm saying is do those in addition to the iPhone. For sure the iPhone has the market share, no doubt about that, but that doesn't mean you neglect the other potential platforms. I mean if current-gen game developers only targeted the platform with the most market share we'll only be seeing Wii games and nothing for the PS3 or 360. Don't underestimate the amount of phones out there running WinMo, and Android is only going to get stronger. Symbian's days definitely seem numbered, though.

Apple have released a list of the iPhone / iTouch App Store's ten best sellers for 2009, and amongst the huge publishers (EA Games, Gameloft) and well known licenses (Need for Speed, Sims, Assassins Creed etc) listed in it is the recently GDAA Awards celebrated title, Flight Control, by Melbourne developer, Firemint. It takes out the number #7 best selling title position, just behind Assassin's Creed: Altair's Chronicles.

Firemint's other title, Real Racing, takes out an impressive second placing position in the other App Store "Best of 2009" chart. Firemint also worked with id Software to bring Doom Classic to the iPhone, and that collaboration has scored them the #10 position in the same chart. Nice work, Firemint!

However, equally as amazing is the work of another Melbourne mobile developer, IronMonkey Studios, who have taken out the #1 and #3 spot in the App Store's ten best sellers chart with The Sims 3 and Need for Speed Undercover (both for EA Games). Excellent stuff!

App Store's ten best sellers for 2009:

1. The Sims 3 (EA Games)
2. The Oregon Trail (Gameloft)
3. Need for Speed Undercover (EA Games)
4. Madden NFL 10 (EA Games)
5. Tiger Woods PGA Tour (EA Games)
6. Assassin's Creed: Altair's Chronicles (Gameloft)
7. Flight Control (Firemint)
8. Cooking Mama (Taito)
9. Civilization Revolution (2K Games)
10. Wheel of Fortune (Sony Pictures)

The top-rated games listed in Apple's "Best of 2009" chart:

1. Spider: The Secret of Bryce Manor (Tiger Style)
2. Real Racing (Firemint)
3. Zenonia (Gamevil)
4. Ravensword: The Fallen King (Gameloft)
5. Earth vs. Moon Ep. 2: Enter the Perk Shop (Low Five Games)
6. Sally's Spa (Games Cafe)
7. Ragdoll Blaster (Backflip Studios)
8. Canabalt (Semi Secret Software)
9. Blades of Fury (Gameloft)
10. Doom Classic (id Software)

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