Hey guys. I'm having the same issue here upgrading my first-generation iPhone to 2.0. I'm getting the same error code as Craig (-9838). This sucks! This is my business phone and I can't be without it. I knew the iTunes Store would be swamped, but you just expect Apple to stay on top of traffic.
It's 10:48am EST here, I have been trying to at least 2 hours to get this update thing to work. I updated my iPhone, and when i connect it to iTunes I get an error. I am unsure of the code but it tells me the following:"We could not complete your iTunes Store request. Thenetwork connection times out.
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Yup, i'm pissed too. Basically, Apple put too much effort into securing their phones. The only thing that is backlogged is the "activation." This is especially retarded for those of us who either have the old iPhone, or were existing customers... we have sim cards that are active, so if Apple wouldn't have tried so hard to prevent phone unlocking, we would all be golden and the only people trying to activate today would be brand-new customers.
Normally time heals all wounds, but for the time being I am stuck with an inoperable unlocked iPhone, not even allowing emergency calls and iTunes telling me that my SIM-card is apparently not supported. I bought the iPhone unlocked about 6 months ago but probably now needs unlocking again under the upgraded OS 2.0. Did I overlook this drawback? How do I proceed?
The Play section of LittleBigPlanet consists of a number of levels that have been created by Media Molecule, and are based around different themes that draw inspiration from real-world locations, such as Japanese gardens, dry Mexican deserts, New York City streets and icy Russian stages.[17] By completing the levels available to them (by reaching the scoreboard), the player may then advance the story and play further unlocked levels.[18] The story mode comprises eight themed areas, with each area containing three or four main levels, and some of these levels in turn contain collectable keys to unlock bonus mini-levels.[19] The main story mode comprises more than 50 pre-built levels in total.[19]
Each level contains a number of "score bubbles", initially known as "sponge" in early demonstrations of the game,[23] which may be collected in order to increase the player's score to beat their own, and other players', high scores. Users may collect larger bubbles known as "prize bubbles" which contain collectable items. Many of these bubbles are hidden or are in hard-to-reach places, and contain items such as new stickers and decorations, or new materials and objects that may be used in the Create mode for the user's own levels. Some of these hidden items may be accessed by using the aforementioned stickers menu to place stickers on special parts of the level.[18] Special clothing and accessories for the player's Sackboy is obtained by completing the levels without losing a life. In addition to the prize bubbles, collectable keys found in main levels unlock new mini-levels with unique goals, such as skipping a spinning pole or bouncing to grab bubbles, to speed levels such as bobsleigh racing.[13][19]
In order to facilitate the creation process and to accommodate any mistakes made, the editor features a manipulatable time system, whereby the player may "rewind" the editor, which acts as an undo feature, or pause the editor, which temporarily halts objects that run under the physics engine, such as gravity acting on falling or rolling objects.[13] In addition to his narration for other parts of the game, Stephen Fry provides the voice-over for the large number of video and interactive tutorials that accompany the create mode, a number of which must be completed in full before unlocking a new set of objects for use.[20] User-generated content is not limited to the player's region, but is available worldwide.[31]
Both Sony Computer Entertainment and Media Molecule undertook a large-scale marketing campaign in the run-up to the game's release. In North America, SCEA partnered with several major online retailers to offer unique bonus gifts to customers pre-ordering the game from the selected retailers.[52][53] These gifts include codes to access additional in-game costumes, a sticker book, a burlap pouch and an official game guide.[54] In the UK, SCEE partnered with online retailers to offer downloadable costumes, such as the Nariko character from Heavenly Sword, to customers who pre-order the game.[55] A temporary shop in the UK was set up in Manchester city centre, where people were able to play the game before its release. The shop moved to central London in October. In addition to a chance to play the game, it offered such activities as t-shirt making.[56] To market the game to an online audience, a website campaign to "reclaim Pluto as the ninth planet", Proposition Pluto, was released as a marketing tool several weeks before the game's release.[57]
A public beta version of the game was previously scheduled for the summer of 2008,[76] but it was later announced that only private beta testing would take place; a public demo was mentioned as a "possibility".[77] However, in a later interview, Alex Evans, Co-Founder of Media Molecule, said a beta would be released in September 2008 describing it as "a public beta, but limited at the same time".[78] The first beta became playable on 23 September 2008, when gaming website Eurogamer began offering beta codes to its members on the same date, with a total of 5,800 codes available; the website quickly buckled under the influx of visitors, with many unable to load the site.[79] Subsequently, several other gaming websites including 1UP.com[80] and GameSpot[81] offered beta codes to their users. Players were able to play the beta until it ended on 12 October.[82] Although Sony had originally planned to erase all levels created by players during the beta period, an official poll was held to let the players decide their fate;[83] the players voted to keep the levels.[84] These levels were carried over to the final game, although save game data and progress made in the beta was not.[83]
In August 2009 Media Molecule announced that a future update would add water to the game.[22] The additional Create Mode tools were released as part of a Pirates of the Caribbean-themed downloadable content pack on 22 December 2009. Much like the Metal Gear Solid pack, the premium downloadable content pack contains six new levels and also unlocks new creator tools allowing users to use the new mechanics in their levels. These tools include a Global Water Object allowing users to trigger changes in the water properties of their levels as well as a water-activated switch, a scuba-gear pick-up and a bubble machine. The pack also features Pirates of the Caribbean-themed stickers, decorations, music, backdrops, objects and materials.[98] Whilst users are required to purchase this pack in order to create levels with these tools, users are able to play levels utilising the features whether they purchase the pack or not.[99]
A Game of the Year Edition of LittleBigPlanet was released in North America on 8 September 2009. This version included all of the content from the original game, as well as exclusive levels from 18 members of the LittleBigPlanet community (along with short videos of each of them explaining the levels). The re-release also includes the "Metal Gear Solid", "Monsters" and "History" costume and level packs and the "Animals" costume pack. A limited number of copies of the game also included a code, giving the player access to a beta of ModNation Racers.[3] Although there were no plans to release the Game of the Year Edition in Europe,[100] the Korean language version of the Game of the Year Edition is available in South Korea.[101] 2ff7e9595c
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