Problems with PNGs... Overall compression + Running out of memory!

We're having a number of issues with PNGs while working on our first iPhone project, and any assistance would be greatly appreciated!
Our game is using a large number of PNG assets, some of which are full-frame (though the full-frame files tend to mostly be transparent/use alphas, though apparently that doesn't help memory issues much).
We're running into two huge problems -
1) We're running out of memory on device when calling to these full frame sequences, which tend to be anywhere from 10-40 frames each at anywhere from 50 to 250kb in size.
2) Our overall package size is huge, sitting at around 60mb. I've already compressed the pngs through photoshop to the best of my ability, and I'm not having much luck with downloadable compressors like pngcrush. IS there a way to compress all the pngs through xcode/c++/objective C? The programmers are informing me right now that the only compression possible is whatever I apply directly to my pngs on my end - nothing through code.
I'm stumped as to how I'm seeing seemingly-complex apps with plenty of content at 1-5mbs, and running smoothly with full-frame animations. I'm imagining the problem is that we're not using a proprietary engine to properly manage things, but I'm wondering if there is a simple solution.
Thanks in advance, guys!
P.S. - Already done a bunch of research on my own, and not having much luck. Just wondering if there is something obvious that both the programmers and I are missing!

* Make image frame smaller? A fully transparent border around an image is pure overhead -- there is still data in the actual pixels (even though you cannot see them), plus the transparent border itself. All it needs is an x/y coordinate and a tiny code adjustment.
* Use less transparency bits? Perhaps you could do with 1-bit transparency on some images. It'll use 1/8 times the memory (well, globally).
* Use less colors? 24 bit color might compress down to 16 bits without visual artifacts (esp. when you don't have lots of gradients). Perhaps even 8 bit palettized.
* Make images smaller? You might be able to get away with enlarging some images.
Just a few things you could check right away, without major rewrites.

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