
When iTunes 8.2 debuted in prerelease form (for developers running the iPhone 3.0 beta firmware), one of the more exciting features from the back-end perspective was crash logs being made available via iTunes Connect.
Well, Hassan from Inside Redbox Mobile reminded us that, with iTunes 8.2 going into general availability — and into the hands of consumers — developers now have access to the full range of crash logs from their full base of installed customers. Bug. Fixing. Goldmine. (See the Inside Redbox Mobile crash log report, above.)
From the consumer standpoint, the information looks to be as anonymized as anything else sent from iTunes to Apple — Genius info, for example — and in exchange for sharing, users will likely get more stable apps.
Sounds good to us!
[Thanks Hassan!]

(Peggle Forum Review by cjvitek For more Forum Reviews, see the TiPb iPhone App Store Forum Review Index!)
With all the talk recently about Peggle, I was surprised that it hasn’t been reviewed (although it did get a “quick app” and a pick of the week) so I thought I would download and give it a try. And, well, Peggle has managed to crack my “regular game rotation” that currently consists of only a few other games.
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In what might be the first and most widely accessible bit of WWDC schwag, Lonely Planet has made their San Francisco City Guide free for a limited time. [Usually $15.99 - iTunes link]
Whether you’re going to San Fran for WWDC, for any reason at any time at all, or just want you some free Golden Gated goodness for your iPhone, go grab it while it lasts!
[Via TUAW, thanks to Jamesus for the tip]

We’ll avoid the obvious question (why live in a SIM world when you can live in the real one), and the metaphysical (maybe you’re just a SIM in someone else’s iPhone already…?) because, frankly, no one cares! The Sims 3 is — finally! — out for the iPhone and iPod touch:
Play with your Sim using touch and accelerometer controls while exploring stunning 3D open-world environments. Customize your Sim with personality traits and physical characteristics, as you decide whether to fulfill their destiny…or not. Do good or mischief. Fall in love or watch them get dumped. Pick a fight or make a friend. Good or bad, enjoy the ride with The Sims as they experience everything “real” life has to offer. ANYTHING’S POSSIBLE!
If you try it out, and manage to remember the rest of us still exist, let us know how you like the Sims 3 for the iPhone, okay?
[Thanks Andrew for the tip!]

Confession: Jeremy can’t believe we’re posting this, but after a bunch of forum questions, email queries, and a mini Twitter ’splosion, we figured we’d put this up as a public service message to the Jailbreak community.
First: don’t panic.
Second: those strange little black icon badges that have suddenly popped up on your Phone, Email, iPod, and perhaps other apps? Yeah, that’s because you installed Backgrounder, and that’s how Backgrounder shows you which applications, built-in or user-enabled, are currently running background tasks (multitasking).
Third: enjoy.

A former pick of the week for me, and one of my most-used Mac and iPhone apps, has just seen the latter, mobile version updated. I had a chance to try out 1Password touch 2.0 [Free - iTunes link], and the new ability to sync Wallet Items, along with an entirely new, very robust way to sync over Wi-Fi, work the way such things ought.
If you loves security, and want the ability to take your super-strong, pseudo-random passwords, as well as credit cards, debit cards, and all that new goodness, with you, give it a try.

QuickOffice has updated their Mobile Office Suite [$19.99 - iTunes link] for iPhone to version 1.2.0. The full list of updates is after the jump, but what caught our eye was this little goody:

John Carmack has written an update on his Doom port for the iPhone, and he’s continuing the same candor he began with his Wolfenstein 3D post. What are we getting? A classic in almost every sense of the word:
Before I actually started coding on the project, I had visions of adding a lot of modern tuned effects to the core gameplay experience. It would certainly stay a sprite-and-sector based game, but there are many things that would be done differently with the benefit of a GPU and the wisdom of hindsight. Once I began actually working on it, it started to look like a bad idea for a number of reasons. I am trying to not be very disruptive in the main codebase, because I want it to stay a part of prBoom instead of being another codebase fork. While I can certainly add a bunch of new features fairly quickly, iterating through a lot of user testing and checking for problems across the >100 commercial Doom levels would take a lot longer. There really is value in ” classic” in this case, and there would be some degree of negative backlash to almost any “improvements” I made. There will still be a couple tiny tweaks, but nothing radical is changing in the basic play. It would be fun to take a small team, permanently fork it, and make a “Doom++” just for the iPhone, but that wouldn’t be the best first move. Maybe later.
Check out the full post for more on his experiences with iPhone game development.
[Thanks to Icebike for the tip!]

Every week a few of us from team TiPb, bloggers and forum crew alike, will bring you our current favorite, funnest, most useful App Store apps, WebApps, jailbreak apps, even the occasional accessory, web site, or desktop app if the mood strikes us. As long as they’re iPhone (or iPod touch) related, they’re fair game.
So who’s on deck this week and what are our picks? Find out after the break!
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Daring Fireball has posted a bitingly satirical look at Apple’s iPhone App Store review process which, like the best of comedy, is firmly rooted in both tragedy and truth. That Apple hasn’t posted clear guidelines for developers is frustrating enough. That they apparently haven’t imposed them on their own internal staff raises the flabbergast bar to dizzying new heights.
With 35,000+ apps and a billion downloads Apple is well on their way towards building that next great platform. Until they fix the app approval process, however, that building is a house of cards.
Enough of the choir preaching. Here’s Gruber bringing the painful funny:
MONDAY MAY 18: The dude who wrote that game with the iPhone icon seems very upset. Says that the iPhone image is used to explain that the user must tilt the device in order to play the game, and so how can he show this visually without using an image of an iPhone. And he has a list of other apps already in the Store which use similar graphics. I reply with the exact same message as last week, word for word. Spend the rest of the day playing Flight Control.
Read the entire Excerpts From the Diary of an App Store Reviewer via Daring Fireball…