I've heard developers ache over the challenges that targetting multiple form factors and multiple resolutions can bring. I just went through an excercise this weekend in which I had to make a simple game that would run on 4 different form factors. 320x240, 320x320, 240x400, and 480x640. It wasn't as challenging as one would think (Of course it helps that it was a simple game). To make my graphics look their best on each platform I used mip maps for my sprites

I didn't specifically target any of those resolutions. Instead for my sprites I made a high resolution version (first row) and then scaled it down in half, and again, and again. Then I created a mapping function so that if I requested the red orb of a certain size then a copy of the orb that best fit my requirements would be selected. The result that I ended up with was the graphics looked absolutly stunning when the program was wun on a WVGA device, but scaled themselves back reasonably when run on a QVGA device.
The technique itself is old. I remember first being introduced to it in 1994. And it is very effective.
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