Probably the fact that they get their bras custom made.
Pretty much the only thing a screen needs to do to support 3D with glasses is have a refresh rate over 60Hz.
Honest reason? Because this phone was ready to come out in like November, at which point the ICS source code hadn't been released yet. If you look around, there were leaks stating that the phone was ready to come out as early as like the first week of December.
Windows works the way it does because it bundles drivers for nearly every possible configuration with the install, including many that you'll probably never use. Space on a cell phone, generally speaking is at a premium, so Android can't really afford to do that as easily as Windows can. There's other reasons too, but that's the first one that comes to mind.
Thought: They've said that some of the extra money is going to go to porting the game to different platforms. They've only guaranteed the PC/Steam copy of the game for $15. Are Kickstarter pre-orderers going to have to pay for the theoretical Android/iOS/whatever other platform versions?
I believe they've said that you can map the second analog stick to either the D-Pad or the four face buttons though the emulator, so you can use it in the way it is intended.
From what people are saying, Notch donated 10k, but he's not the one that got the prize.
Judging by the PC/PS3 interoperability that Sony is allowing (Dust 514, Portal 2, CS:GO), I don't think they're as much against it as Microsoft is.
It is "incomplete". They've said they'll update it as time goes on. I think this isn't so much a list of all the games that work, just all the games that have been thoroughly tested so far.
I remember there was an article here during E3 where some developer had actually implemented it in the internal version of their game for testing (and was showing it off), but said that Microsoft specifically would never allow it to go into a released game.

Edit: Here's the article:

[kotaku.com]

Thank you for correcting me (not being facetious, I honestly don't like being wrong).
2-3 million. AAA disc titles are the ones that are 20-30. And again, those numbers are from the original version of the Kickstarter page.

Edit: And games like SMB and Braid, IIRC, already had successful PC launches to create revenue to fund the console versions.

For everyone that keeps talking about how this is the beginning of the end of traditional publishing:

From this project's own Kickstarter page, it says they aren't even halfway to the development costs for a Xbox Arcade/PSN title, and nowhere near the costs for a AAA disc title. Without a doubt, publishers still have a place, until a dev team can earn $30 million from a Kickstarter campaign.

Or, maybe the profit from selling this game can go to funding Pyschonauts 2.
One of the beauties of Kickstarter is that it doesn't necessarily end when the amount is reached. The fundraising can (and probably will) keep going until March 13. I hope they make it to a million.
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