Amanita Design forum

Machinarium => Machinarium iPad Version(s) => Topic started by: Suleiman on September 03, 2009, 02:09:55 pm



Title: Machinarium for iPhone?
Post by: Suleiman on September 03, 2009, 02:09:55 pm
Its in project a version of machinarium for iphone?
Would be fantastic!


Title: Re: Machinarium for iPhone?
Post by: Alex on September 19, 2011, 07:23:35 pm

"Forget iPhone, it wont even run on a first generation iPad"  :source (http://www.eufuzz.com/technology/machinarium-for-ipad/)



Title: Re: Machinarium for iPhone?
Post by: bodik10 on October 29, 2011, 01:57:03 pm
What about iPhone 4S? I think 1Ghz cpu and 2 cores can solve the problem ;). If you made iPhone version, it would be awesome. Pleeeeeease :P


Title: Re: Machinarium for iPhone - (or iPAD1)?
Post by: Alex on October 30, 2011, 02:49:13 am
For those who are still wondering why Machinarium WON'T work on the iPAD1 (and will NEVER come to the iPHONE), i think i found a simple explanation...

Reply #77. from: quartzie (October 28, 2011) in the Machinarium for iPad2 Issues (http://amanita-design.net/blog/2011/09/10/machinarium-for-ipad2-issues/) thread on the Amanita Design blog reads:

"iPad2 has significantly more RAM (512 MB vs 256 MB) and a faster CPU (dual core A5 vs A4) than the 1st generation iPad, which makes a ton of difference for large games like Machinarium. As even iPad2 owners need to close up background applications to get good playability, it appears impossible to optimize the game enough to fit within the original iPad’s HW constraints."

So, as 512MB of RAM (Random Access Memory = where the backgrounds live) remains the required minimum (http://web.archive.org/web/20110831043219/http://www.mamba-games.co.uk/machinarium-collectors-edition-p-55.html) on both PC and MAC platforms, it appears that the simple answer as to "Why no ______ port?" will always be Not Enough RAM!