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50 years of Apple pushing tech forward, for better or worse

Over the last 50 years, Apple reimagined personal computers, catalyzed the era of the smartphone, enlarged an iPhone and called it the iPad and garnered a strong position in wearable tech through its Watch series and its AirPods. It also popularized software and services like its App Store, FaceTime, iCloud, iMessages and many more. For a lot of us, the first time we pinched-to-zoom on a photo was likely on an iPhone.

However, Apple gives and it takes away. Things have had to change, be removed and consumers have to move on to whatever's new. For better or worse, the weight of Apple's influence has led to entire product categories following suit. Or, more typically, there's resistance, complaining and then… following suit. With the benefit of hindsight, most of these cases are examples of Apple seeing where technology was going and getting ahead of a transition that would have been inevitable. Often, these transitions have caused short-term pain for some, but time has proven Apple (mostly) correct about dropping older tech.

As Sir Arthur Quiller-Couch once said: murder your darlings. Here are some of the darlings we’ve lost over the years.

The death of the disk drive (1998)

This is a two-parter. The iMac G3 marked Steve Jobs' return. The colorful all-in-one Mac was a new start in many ways. In 1998, Apple ditched the standard ports and myriad cable types of personal computers, going all in on USB and a little-known thing called the internet. (In fact, that’s what the ‘i’ in iMac stands for.)

In doing so, it also ditched the 3.5-inch floppy disk drive — although it did have a read-only optical disk drive. Even with sluggish internet and USB transfer speeds at the time, the convenience was plain to see and it led to a decade of thumb drives of ever-increasing storage limits. High-capacity alternatives to the floppy disk, like the Zip disk and even Minidisc, attempted to bridge the gap, but never gained the widespread traction and adoption of the original disk drive. But flash drives and, later, internet-based file storage quickly made them obsolete anyway. Apple was just a little early with its dismissal.

Portable music players (2007)

Despite Apple’s iPod being the de facto music player at the time, it was supplanted by the company’s own biggest hit: the iPhone. At its peak, the iPod made Apple the zeitgeisty tech company it is today. It dominated the MP3 player market, and by 2006, iPods were responsible for 40 percent of the company’s revenue. And that was before the era of Apple including a free U2 album with every iTunes account.

When the iPhone launched in June 2007, it was swiftly followed by the iPod Touch in September. This was the iPhone without the phone part — indicating how the company saw the future of music listening. You didn’t need an iPod if you already had an iPhone in your pocket. It’s the best example of Apple cannibalizing a product that defined a decade with something far more impressive and, eventually, more successful.

It was a slow death. Ignoring the countless MP3-playing rivals, (RIP Zune), Apple dropped the classic iPod in 2014. It soon did the same to the tiny iPod nano and iPod shuffle in 2017. Finally, the company discontinued the iPod Touch in May 2022.

The physical smartphone keyboard (2007 plus change)

A BlackBerry on a rock.
Unsplash / Thai Nguyen

When the iPhone’s capacitive screen and touch keyboard landed, there was a learning curve. Moving from physical keys (whether it was a 9-key alphanumeric version or the BlackBerry’s QWERTY experience) to a touch screen, especially on the tiny 3.5-inch panel of the first iPhone, wasn’t easy.

But it was the future. Physical keyboards took up physical space on devices — especially as those screens grew and grew. The adoption of touch keyboards sped up, thanks to third-party keyboard apps on Android, like Swype, SwiftKey and many others, introducing different input methods, smarter predictive text, typing algorithms and even touch heatmaps. Software keyboards were intrinsically more versatile, supporting multiple languages, infinite key arrangements and eventually emoji galleries. A colon-ellipsis smiley soon didn’t hit the same.

The death of the disk drive, part 2 (2008)

The MacBook Air, introduced by Steve Jobs in 2008, was famously pulled from a manila envelope to demonstrate its ultraportable design. To achieve that slimness, it had to ditch the internal optical drive entirely, making it the first MacBook without one. That move kickstarted an era of ultraportable laptops.

It was a major break from what laptop users were used to, and Apple tried to offer people some options. Apple introduced "Remote Disc," a feature which allowed the Air to wirelessly use the optical drive of a nearby Mac or PC, and offered an external USB SuperDrive as an optional accessory. (I've used mine exactly once since I bought it in 2013.)

While it was considered underpowered compared to Windows competitors, the original MacBook Air set a new design standard for the industry. It positioned Apple’s Macs for a future of App Store software installations, faster internet connectivity, and the rise of streaming media, cloud storage, and the rest. Apple’s MacBook Pro and MacBooks eventually followed suit, ditching optical drives in 2012.

Adobe Flash (2010)

Thoughts on Flash
Apple

In the early days of the iPhone, Apple famously refused to support Adobe Flash. This was in the early 2000s, too, when much of the web was built with Flash for animations and video support. The iPhone and iPad notably lacked support, creating a fractured browsing experience for years.

In April 2010, just as the first iPad arrived, Steve Jobs published his "Thoughts on Flash" open letter, criticizing its poor security and a lack of touch-friendliness. Many Flash games and interfaces interacted with the mouse cursor's precise position, something that was invisible on the touchscreen iPhone.

It was also a calculated move. By denying Adobe access to the rapidly growing iOS user base, Apple forced developers to choose between sticking with the aging Flash or embracing open standards like HTML5. Also, by making Flash-based games and tools incompatible, it nudged those developers (and iPhone users) toward the App Store for those very games and tools (and more). There, Apple could curate and monetize those creations.

It was a slow death: Adobe finally discontinued Flash in 2020.

The headphone jack (2016)

Leszek Kobusinski / Alamy

In a move described by Apple marketing executive Phil Schiller as "courage,” nixing the headphone socket ended up becoming the biggest headline to come from the iPhone 7 launch in 2016. Every flagship iPhone since has lacked the jack, with the most recent iPhone to include it being the original iPhone SE.

To make the change more palatable, Apple bundled a Lightning-to-3.5mm adapter (expect more dongle chat later) with the iPhone 7, 8 and X. In-box headphones also swapped from the typical jack to Lightning. Naturally, this meant you couldn’t charge the phone while you listened to music, unless you already had a pair of wireless headphones.

Of course, this move was ultimately instrumental in making true wireless earbuds ubiquitous. While Apple wasn’t remotely the first company to introduce wireless earbuds (and then headphones), the removal of the headphone jack undoubtedly sped up adoption. Pour one out for the Bragi Dash, the Jabras, the Jaybirds of this world.

Conveniently, alongside the aforementioned iPhone 7, Apple announced the AirPods. Features like one-tap setup and automatic pairing brought the convenience people expected of Apple and put it into a tiny white case.

Despite early resistance and "bragging" from rivals who clung onto the headphone jack, at this point, the socket is mostly confined to cheaper smartphones or phones aimed at audiophiles (hi, Sony) or mobile gamers (ASUS ROG).

Eventually, the iPad Pro also lost its headphone jack, and the rest of the company's tablets followed. The only non-Mac device to keep the jack? The iPod Touch, which had one until its discontinuation in 2022.

Bespoke ports (2016)

MacBook Pro dongles
Engadget

2016 was the year of donglegate. Apple’s MacBook Pro redesign that year was another drastic shift in the laptop's history. Chasing ever-thinner profiles and less port fuss, Apple stripped away nearly every legacy connector that professionals relied on. This was particularly jarring after the previous-generation MacBook Pro (2015) was often cited as the peak of utility, with a MagSafe charging port, two Thunderbolt 2 ports, two USB-A ports, not to mention a full-size HDMI port and an SD card slot.

Those were replaced with four (or on the cheapest 13-inch MBP only two!) Thunderbolt 3 USB-C ports and a headphone jack. For power users (like some Engadget editors), it demanded dongles (possibly multiple ones) in order to connect your USB-A thumb drive, wired internet, SD cards, external screens and well, at that point, pretty much everything. Many were particularly furious with the loss of the MagSafe charging connector. Of course, this also meant that one of those USB-C ports would be used primarily to charge the MBP. This sped up the availability of USB-C peripherals and accessories — perhaps because everyone was sick of carrying around so many dongles and hubs — but we still have USB-A devices. HDMI is everywhere. I still have SD Cards.

Eventually, Apple course-corrected itself. The 2021 MacBook Pro redesign reintroduced the SD card reader and HDMI port, and even MagSafe returned, freeing up a USB-C port.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/50-years-of-apple-pushing-tech-forward-for-better-or-worse-170025862.html?src=rss

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© Justin Sullivan via Getty Images

SAN FRANCISCO - SEPTEMBER 05: Apple CEO Steve Jobs speaks in front of a display of the new iPod products during an Apple Special event September 5, 2007 in San Francisco, California. Jobs announced a new generation of iPods as well as a partnership with Starbucks to access music being played at Starbucks coffee shops with the new iPod Touch. (Photo by Justin Sullivan/Getty Images)

A long-lost Ratchet and Clank mobile game has been found

After years of trying, a dedicated team has managed to download and archive a fully playable version of the long-lost canceled mobile game, Ratchet & Clank: Clone Home. The story of its search and recovery has been detailed in a new video by YouTuber The Golden Bolt, who helped kick off the search himself back in 2019. 

Ratchet & Clank: Clone Home has usually been attributed to Handheld Games, which developed a string of mobile titles in 2005 including Spider-Man 2: The Hero Returns and Ratchet & Clank: Going Mobile, the predecessor to Clone Home. Originally set to debut in 2006 for Java phones, it was quietly canceled just prior to release.

It wasn't forgotten, though. Rumors persisted that it was a fully playable game, helping elevate it to mythical status among fans. Then, The Golden Bolt heard from one of the original developers that the game was indeed finished and may have found its way to a handful of mobile devices. His 2019 video on the subject helped kick off a new search.

The most dedicated fans researching the game were college students "Emily" and "Super Gamer Omega Clank." The latter posted on Reddit four years ago that they found someone with the game on a Sony Ericsson W880i. It was encrypted, though, and as little as a few weeks ago, they said that their quest to extract it from that device was proving to be "hopeless." 

Then, a breakthrough. The team managed to safely crack the phone's encryption, extract Clone Home and archive it for anyone to download. Miraculously, it's complete and fully playable, if a bit unpolished. Golden Bolt now believes that the game was actually developed not by Handheld Games but a company called JavaGround, which made Sony's last few Java (J2ME) games. It may have been uploaded by accident to mobile networks like Cingular or Sprint for a brief period, then downloaded by a handful of people before being pulled. 

People who have played the game so far say it's surprisingly good and even better than Going Mobile. It's a wonderfully eccentric entry to the R&C canon (which now counts 17 titles), thanks to the nonsensical plot, solid mechanics, ability to play as two different Lombaxes and a gun called the "Ewezie" that turns your enemies into sheep.

So why was Clone Home canceled? It may have been due to potential litigation between Sony and Handheld Games, The Golden Bolt speculated. In any case, it's a gem for game preservationists and an amazing reward for the years of work put in by R&C fans. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/a-long-lost-ratchet-and-clank-mobile-game-has-been-found-123008739.html?src=rss

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© The Golden Bolt

A long-lost Ratchet and Clank mobile game has been found

The final details of Samsung's Android XR headset have been all but confirmed

After announcing its intentions to make an XR device in 2023, and revealing the design and intended use-cases for the headset alongside the announcement of Android XR in 2024, Samsung has shared precious few details about Project Moohan. A new leak from Android Headlines is set to change that, detailing not only the specs of Samsung's new headset, but also a final name and new controller accessories ahead of the device's rumored launch later this fall.

Samsung's Project Moohan — officially called "Samsung Galaxy XR" per Android Headlines — is a marriage of sorts between the discontinued Meta Quest Pro and an Apple Vision Pro. It features an adjustable headband, primarily acts as passthrough goggles to the world around you and supports an external battery pack. While Samsung's demos of the Project Moohan focused on the headset's ability to accept voice commands and track eye and hand movements through built-in microphones and cameras, Android Headlines reports the headset will also support two controller accessories that look a lot like Meta's Touch Plus controllers for the Quest 3.

A grid of apps reportedly from Samsung's Project Moohan headset.
Android Headlines

More expected are the internals and software experience on the new device. Project Moohan will use a Snapdragon XR2 Gen 2 chip to power its One UI-ified version of Android XR, just as Qualcomm promised when it announced the new processor in 2024. Samsung appears to be taking a lighter touch when it comes to software. Screenshots shared by Android Headlines show an app grid with the company's browser, photos and camera apps, but the rest lines up with what Google's shown of Android XR. 

The headset will also reportedly feature one high-resolution 4K micro-OLED screen per eye, as previously rumored by Korean publication The Elec, and around a two hours of battery life, which is comparable to the Vision Pro. Importantly, Project Moohan is also lighter. The headset reportedly weighs 545 grams, a good bit less than the over 600-gram Apple headset.

The only thing really missing now is a price for Project Moohan and a release date. Samsung shared in its Q2 2025 earnings that it still expected to ship the headset in 2025, but hasn't announced an event to introduce the new device. Whenever it does launch, it sounds like it'll be expensive. In August 2025, rumors pointed to Project Moohan costing anywhere from 2,500,000 to 4,000,000 Korean won (around $1,700 to $2,800).

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/the-final-details-of-samsungs-android-xr-headset-have-been-all-but-confirmed-200915560.html?src=rss

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© Samsung

Three silver Project Moohan headset on display in Samsung's MWC 2025 booth.
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