or small devices versus tablets -- and across platforms. Secondly, we test Corona against all types of devices, especially on the Android side. This is a big issue and it is not uncommon to have devices that, because of their graphics chipset or OpenGL implementation, end up breaking apps that work well on a majority of other devices. We deal with these issues and fix potential problems on a daily basis. Our developers just need to download a new daily build of Corona to build their app and they have automatically fixed the issue. If they were not on Corona, they would have to track down these issues themselves, figure out how to fix obscure rendering issues, and test across a huge set of devices. And you are right -- the fragmentation issue is not going away. As new platforms and devices emerge, it will only get worse. Do you see the 'write once and publish everywhere' philosophy as the future of the mobile games industry, or will more tailored content always be required? There will always be a need to do tailoring for specific platforms, if only because each platform will support a different set of features. Two simple examples -- today the Kindle Fire and Nook do not have integrated GPS, and Game Center is only available on iOS. If you are building an app with Corona across iOS, Android, Kindle and Nook, you would be able to leverage most of the same code base, but would have