Here's a good summary of what's now happening with the screens in terms of iPhone versions:
http://www.paintcodeapp.com/news/iphone-6-screens-demystified
The bad news is that, for an iPhone game (no iPad), you now have to support the following screen-sizes in points:
* 320x480 (everything up to iPhone 4S)
* 320x568 (iPhone 5, 5S, 5C)
* 375x667 (iPhone 6)
* 414x736 (iPhone 6 Plus)
So there are two completely new sizes to support. Hard-coding positions is thus probably no longer an option. Just like on Android, you better find out the current screen size in points and place your objects accordingly.
In addition, for the iPhone 6 Plus, you should include a new set of graphics: "@3x". Sparrow should automatically load them on such a device.
I couldn't test that yet, but as far as I understand it, the iPhone 6S should report a screen size of 1242x2208 pixels, even though it's "only" 1080x1920 in reality. The graphics are then scaled to the right size by the hardware.