Okay, so I downloaded one of the games that was available, Trading
Stuff, decompressed its IPA and had a look inside. At first
glance it looked like a pretty normal iPhone app. Then I noticed there were no
resources besides a basic MainWindow.nib. No images, no sounds, no
localizations. The next thing I noticed was that the binary was ~13 megabytes,
or approximately ~95% the size of the entire app. That is enormous for a binary.
For reference, compare that to a normal iPhone game, like The Oregon
Trail, which is ~106 megabyte game has ~1 megabyte executable, or
about 1% the size of the app.
What is going on is that the Flash build environment is not using any of the
standard Mac OS X/iPhone OS bundling or localization mechanisms. Instead they
are transforming all their assets into embeddable objects and shoving them
directly into their application's TEXT section. At first glance that might not
seem so bad, but it has a bunch of consequences. It defeats almost any sort of
caching or prefetch logic the OS has for specific data types (like images), and
instead places all of the pressure directly on the VM and paging subsystems.