I have a question for those of you building universal apps for the iPhone ecosystem. What's the best way to handle cases where, in order to make the application look good on the iPad and the iPhone/iPod touch, differently sized images are required? I'm not referring to OpenGL here - this is just plain old 2D, top-down perspective rendering. More specifically, I am strongly considering doing a rewrite of Mazer5D, my Java 6 game, for this ecosystem. One of its tenets is a fixed-size viewing window, relative to the image size (for example, with 48x48 pixel images and a 7x7 grid, the viewing window would be 336x336 pixels). Problem is, the screen size on the iPod touch/iPhone and the iPad is not the same, which poses some problems for this type of application.