For the curious, I decompiled this "Temple Run" app. It requires Android 2.2 or higher, because its AndroidManifest.xml declares the use of OpenGL ES 2.0 which was introduced in that version of Android. (And the app's minimum API level is Android 2.1.) The app also needs android.hardware.sensor.accelerometer and android.hardware.touchscreen.multitouch, but virtually all Android 2.2 devices have these capabilities.
So, effectively, Temple Run works on any Android 2.2+ device, which represents 92.2% of the devices in the wild: http://developer.android.com/resources/dashboard/platform-ve... When the developer says they support 707 of the 1443 unique devices on Android Market, this means that these 707 devices represent 92.2% of the market, whereas the article tries to present this as "only half the market is supported".
Yet another article written by an iOS fanboy trying to unfairly depict the state of the Android ecosystem... Nothing to see here.