Now I just need a 2-liter bottle of Shasta…

Today I woke up with a couple of nerdy ranking lists floating around in my head. I suspect these will get expanded into YouTube videos in the near future, but for now, just the straight lists. These are my personal rankings of all Rush albums, and all Metroid games.

Rush Albums Ranked

It’s probably worth noting here that I got seriously into Rush when I was a freshman in high school, in 1989, so there’s a definite before-and-after feel going here. The stuff that already existed when I got into them seemed mythic and eternal; the stuff after that is all “the new stuff” to me, even though the oldest of “the new stuff” is now 33 years old… but when it came out, the band’s first album was only 16 years old. (As was I.)

  1. Moving Pictures (1981)
  2. Signals (1982)
  3. A Farewell to Kings (1977)
  4. Permanent Waves (1980)
  5. Grace Under Pressure (1984)
  6. Hemispheres (1978)
  7. Clockwork Angels (2012)
  8. Counterparts (1993)
  9. Snakes and Arrows (2007)
  10. Power Windows (1985)
  11. Caress of Steel (1975)
  12. 2112 (1976)
  13. Vapor Trails (2002)
  14. Hold Your Fire (1987)
  15. Fly by Night (1975)
  16. Rush (1974)
  17. Feedback (2004)
  18. Roll the Bones (1991)
  19. Presto (1990)
  20. Test for Echo (1996)

I suspect many Rush fans would criticize my low placement of 2112 but I stand by it. I just don’t think it’s that great. I find the side-long suite on Caress of Steel to be more musically and conceptually interesting, and the other tracks on Caress are much more interesting than the utterly forgettable side 2 of 2112. I couldn’t even remember all of the songs. (After really straining my brain muscle I was able to come up with “Tears,” but I had to look at Wikipedia to remember “Lessons.”) I even prefer “I Think I’m Going Bald” to most of the filler tracks on 2112.

The Live Albums

Yeah, Rush had a bunch of live albums too. Earlier on in their career, they had a nice formula of four studio albums, then a live album. After Neil’s life fell apart in the late ’90s with the deaths of his wife and daughter, and the band’s future became more uncertain, they started releasing a live album after every studio album, plus some other archival material, and things got messy. I’m not even sure I’m accounting for all of them here. Anyway, here’s the list:

  1. A Show of Hands (1989)
  2. Grace Under Pressure Tour (recorded 1984, released 2009)
  3. Exit… Stage Left (1981)
  4. Rush in Rio (2003)
  5. R40 Live (2015)
  6. Time Machine 2011: Live in Cleveland (2011)
  7. Clockwork Angels Tour (2013)
  8. R30 (2005)
  9. Snakes and Arrows Live (2008)
  10. All the World’s a Stage (1976)
  11. Different Stages (1998)

I have to give special recognition to Grace Under Pressure Tour, because when the DVD of that was finally released in 2009, and I watched it, my jaw dropped. I suddenly remembered that I had seen it on TV in 1985 and was mesmerized by it, but that was the only time TV or radio ever exposed me to Rush growing up. By the time I was in high school, I had all but forgotten it. (Which is to say, when a friend first played me a tape of A Show of Hands, I knew I had heard of Rush, but didn’t remember having ever heard them.)

Metroid Games Ranked

I’m almost as much of a Metroid nerd as I am a Rush nerd. As with Rush, my first taste of Metroid was pretty far removed from my obsession with it. The same friend who introduced me to Rush in high school also owned an NES (I didn’t), and I played Metroid a few times at his house. I was intrigued by this disturbing and immense underground world, but it was also disorienting and brutally difficult.

For various reasons I never owned or even played an SNES (Super Metroid was released when I was a junior in college), and I totally skipped the N64/PlayStation generation of consoles too, because… my god, those polygons and textures just plain sucked, and the games all looked like absolute ass. The GameCube drew me back in though — the first actual console I owned since my Atari 2600 (not counting an Atari 7800 I bought NOS from Radio Shack’s mail order catalog in the late ’90s) — and I was obsessed with Metroid Prime, the first Metroid game I truly experienced.

A year or two later I bought a Game Boy Advance SP, and played Zero Mission and Fusion, then of course Metroid Prime 2: Echoes, also on the GameCube. I loved all of those. The DS Metroid games were kind of crap though, and I could never get the hang of the Wii motion controls on Metroid Prime 3: Corruption. Fortunately, the Wii also introduced the Virtual Console, and I finally got to experience the magic of Super Metroid. (That was also how I introduced my then 5-year-old son to the world of Metroid.)

After that, the Metroid franchise all but died out, because Nintendo seemed to actively try to kill it with misguided garbage like Other M and Federation Force.

And then came Samus Returns, on the 3DS. Ohhhhh man. That game scratched the itch. Needless to say, Metroid Dread carried on where that one left off, and I am eagerly awaiting Metroid Prime 4.

And now, the list:

  1. Metroid Dread (Switch)
  2. Super Metroid (SNES)
  3. Metroid Prime (GC)
  4. Metroid: Samus Returns (3DS)
  5. Metroid Prime 2: Echoes (GC)
  6. Metroid: Zero Mission (GBA)
  7. Metroid Fusion (GBA)
  8. Metroid Prime 3: Corruption (Wii)
  9. Metroid Prime Pinball (DS)
  10. Metroid II: Return of Samus (GB)
  11. Metroid Prime: Hunters (DS)
  12. Metroid: Other M (Wii)
  13. Classic NES Series: Metroid (GBA)
  14. Metroid (NES)
  15. Metroid Prime: Federation Force (3DS)

Finally… just in case you didn’t get the reference in this post’s title:

A lament for a lost video gaming era

For a long time I have been lamenting why computer games aren’t like the ones I loved to play in the late ’90s/early 2000s… games like SimCity 2000 and Age of Empires. Even the über-nerdy version of Scrabble I had on my computer back then, with tournament rules and rankings, etc.

Oh, the descendants of those games certainly exist, but they have lost all of the things that made them interesting to me. And there are no new games that really capture that spirit effectively anymore. (Even the new ones that ostensibly try to evoke that spirit… don’t. At least not for a purist like me.)

Finally today I realized why. Because back then the video game market was way smaller than it is now, and it only catered to hardcore nerds like me. These days, it’s so much bigger, and so much broader, that there’s (comparatively) no money to be made on the types of games I liked back then.

And the real tragedy for me is that I can’t even play those games I loved anymore, because I don’t have any hardware that can play them. There’s emulation, but these games seem to exist in a technological gap. Emulators are great for even older games, mostly console games, but I haven’t really been able to find a decent way to emulate these games that required more computing power. Then again… maybe I just haven’t been trying hard enough.

I think I like Super Mario Run

Here’s my early review of Super Mario Run, less than a day after it was released.

I think I like it.

I have been waiting forever for Nintendo to finally accept the reality of modern mobile devices and make games for the iPhone. (No, Miitomo doesn’t count. And Pokémon Go doesn’t really, either, especially since Nintendo didn’t actually make it.)

There have been a ton of Mario-inspired platform games for iOS over the years, and while many have been of very high quality and creativity, none has stuck for me.

What makes the top-tier Nintendo franchises (and here I am thinking Mario, Zelda, Metroid, and maybe Pokémon) so great? These are the criteria:

  1. Engaging concept
  2. Attention to detail
  3. Playability
  4. Platform-optimized experience

Every would-be Mario surrogate on iOS has failed at least one of these criteria. And I expected that, if Nintendo ever did make an iOS game, especially a Mario game, when it finally did arrive it would be an unmistakably “Nintendo” experience because it would nail them all… and most likely differ from what I thought I wanted about the experience, because what I thought I wanted wouldn’t really work, and what I actually wanted was something I couldn’t quite imagine.

People have been saying it for years, but yes: this is how Nintendo and Apple are alike, and why I expected to be surprised, if not amazed, by what Nintendo came up with, even if it didn’t seem at first glance like it would be successful.

The biggest surprises for me about Super Mario Run when it was announced were a) how slow Mario seems to run, and b) that it’s essentially an endless runner with one control: tap-to-jump. It’s like the old joke before the iPhone came out that, if Apple ever released a phone, it would only have one button. Guess what: it did, and it changed everything.

Let’s explore the criteria, one by one:

Engaging concept. It’s classic Mario. The basic formula that has existed since Super Mario Bros. in 1985. More specifically, this game, visually and structurally, fits very much into the mold of the New Super Mario Bros. series that debuted about a decade ago on the Nintendo DS. Check.

Attention to detail. This feels like a Nintendo game, in all of ways, both good and bad. The good is where it counts — the actual game experience. The bad is the surrounding stuff, showing that Nintendo is still out-of-step in the online world. First, the bad: this game requires an always-on Internet connection, which seems a bit ludicrous. Apparently the primary reason is to prevent piracy, which I really don’t get. The only way to pirate iOS games is to jailbreak the device, and it seems like there would be easy enough ways for the game to detect that without an Internet connection.

Besides the Internet connection issue, there’s also the fact that the initial setup process requires selecting your country from a huge list (again, this is something the game should be able to detect automatically, especially since it has to be online to function) and a distracting Nintendo Account step. Then after a brief gameplay tutorial, you’re thrust into a black screen with a progress bar as the full game content is downloaded. I’m not sure if my experience was just due to peak interest at the launch, but it took forever to download… in fact, I tried over four sessions as I was out-and-about, jumping between LTE and WiFi in various locations, until I finally got the last 5% to download when I was at home several hours later.

So, that’s the bad, and it really kind of sucks. But the good is, once the game is actually loaded up on your device, it has all of the polish you expect in a top-tier Nintendo title. The design is flawless, the UI interactions are smooth as can be, and everything about it shows the same level of care that Nintendo puts into the best Mario games for their own systems. And because the iPhone screen resolution is so much better than on a DS/3DS, this looks much more like a Wii U game than a mobile game.

Playability. This is where I was really surprised. At first I was disappointed. Mario runs continuously, which makes sense for the one-hand — really, one-finger — control scheme, but he seems slow. This is not the “hold down the B button” running we’re used to in a Mario game. It’s about halfway between his usual walking and running speeds. But you quickly realize the speed was carefully calibrated for optimal playability. When you don’t have the ability to make Mario stop, you need just a fraction of a second longer to figure out how best to react to what’s going on in his environment. Before long you realize this speed feels perfect in conjunction with timing jumps, interacting with special blocks and avoiding enemies.

Speaking of enemies, when Mario is running and approaches an enemy, he automatically vaults over it. It’s a cute effect, but initially it made me wonder… is there any way to die in this game? Especially since it seems like even when Mario would die, such as falling down a hole, he instead goes into a bubble (as in New Super Mario Bros. U) and gradually floats backwards on the course? Well, yes. I didn’t immediately realize that you have to earn those bubbles, and they eventually run out. Plus, Mario only vaults over enemies if he’s running. If you’re mid-jump and he touches an enemy (other than landing square on its head), he dies just like in any other Mario game.

After a couple of easy screens, the complexity of the courses quickly catches up with you, and before you know it you feel like you’re just playing a regular Super Mario title, not a streamlined “endless runner” version.

Platform-optimized experience. Speaking of that streamlined “one-finger” control: one of the most irritating problems with any iOS game, aside from the difficulty of using a simulated, on-screen D-pad for movement, is the fact that your fingers obscure part of the screen. Nintendo, of course, solved this perfectly. When you’re navigating the game interface, the full screen is used as in any other game. But during a run, the bottom 1/4 or so of the screen has no action… only a generic background design matching the style of the current course. That way, you can keep your thumb poised at the bottom of the screen ready to tap (or tap-and-hold for a longer jump) without covering up any of the action.

I would never have expected a one-control, endless-runner style Mario game to work as a real Mario game, but it does, and is probably the only way to make this work on an iOS device. But Nintendo not only defied most fans’ logic with this control scheme, they perfectly tailored the elements of the game to work with it. They removed standard elements of Super Mario games (like Fire Flowers) that simply wouldn’t work with this control scheme, and they added things that — while they maybe would work with a traditional control scheme — are only logical with an endless runner, like special blocks that make you change direction when you jump on them, and others that pause the action to give you an extra moment to decide how to proceed.

A couple of other realities of mobile devices that Nintendo acknowledged with this game’s design are the brevity of play sessions and the interest in online competitive play. The levels here are shorter than typical Mario levels, although they don’t feel especially short, but they work well if you only have a minute or two to play. And the Toad Rally mode is a great way to do online competitive play. You’re not actually competing in real time, but the game makes it feel like you are, by matching you up with actual previous runs by other players.

There’s also a reward system for daily play, unlocking both useful features like additional playable characters as well as more frivolous prizes like decorations for your Mushroom Kingdom, similar to some of the features in Miitomo. And of course, you can tie in your Nintendo Account so your Mii shows up throughout the game. (I assume some of what you do here feeds back into the Miitomo experience as well, but to be honest I deleted Miitomo off my iPhone months ago.)

Overall… yes, I do think I like it. This is not the perfect classic Super Mario experience I always thought I wanted on my iPhone, but… let’s be honest. There are enough other, really well-done iOS platform games out there that I have tried for a day or two and then abandoned that I realize a perfect classic Super Mario experience is impossible on a touchscreen device with no physical controls. What Nintendo has delivered is a new kind of Super Mario experience that feels 100% “Mario” but actually works on an iPhone.

Now, what I really want them to do is an iOS Zelda game. There are Zelda DS games that rely almost entirely on the touchscreen and stylus for all movement and action. It seems like a no-brainer that this experience would translate well to a mobile phone. But then, what do I know?

Just remember… If you see a stylus, they blew it.

Nintendo: 2 Darn Stubborn?

Since the newly announced Nintendo 2DS (yes, you read that correctly) is obviously targeted at a young audience, I censored the title of this post. Kotaku already won the battle for best title anyway.

Source: NintendoMy first reaction, upon hearing the name “2DS” was “What the hell?” My second reaction, upon seeing a picture of it, was “No, seriously… what the hell?”

I have been a Nintendo defender for a long time. I love Nintendo. My kids and I waited in line outside the Richfield Best Buy last fall to get a Wii U at midnight when it was being released.

Now, a few fun games aside, all of us think the Wii U itself is kind of a P.O.S., but that’s not even the point. Except, it kind of is.

Nintendo used to be the king of the video game world. They dominated the late ’80s and early ’90s. After faltering a bit, they roared back in the mid-2000s with the original Wii. But then the world changed on them. The iPhone happened. And suddenly Nintendo was Wile E. Coyote running off a cliff. Except when they looked down, they didn’t suddenly realize the ground beneath them was gone. They just kept right on running… into a strange world where all known laws of physics no longer apply.

The Wii U is a bit of a muddled mess, but its main failing is the poor user experience of its horribly designed system software. But it was indicative of the larger problem Nintendo currently has… it has become dangerously (to its own future) out-of-touch with how people are using not just video games, but technology devices in general. The 2DS seems like perhaps they have crossed a point of no return.

I “get” the 2DS. It’s designed to address a few very specific problems, all revolving around the fact that Nintendo’s core audience, especially for handhelds, tends to be young… single-digit young. The 3DS, Nintendo’s current flagship handheld system, has three problems with that audience:

1. It’s fragile.
2. It’s (kind of) expensive.
3. Its 3D effects can be harmful to young eyes.

Little kids break things. The delicate plastic hinges on the traditional clamshell DS designs are a perfect example. Parents don’t want to spend $150-$200 on a device their young child will break easily. And for ocular health, Nintendo themselves discourage use of the 3D effect on the 3DS for those under 7 years old. Parents can disable the 3D effect entirely, but it’s a cumbersome process.

Enter the 2DS: No hinge. Comparatively cheap at $129. And no 3D. Problem(s) solved, right? Except… targeting those specific issues has led to this monstrosity. Something that could only be created by a combination of focus group feedback and head-in-the-sand corporate executives, deliberately ignoring everything that’s happening in the world around them, denying the true source of the rot eating away at their company’s business model.

Set aside the Playstation Vita for a minute (since everyone pretty much has, amirite?)… there is one primary competitor to the Nintendo DS family for young portable video game enthusiasts: the iPod touch. There are plenty of reasons a parent might choose to get their kid an iPod touch, besides the obvious fact that the kid really wants one. But perhaps the most compelling factor is that the parents themselves already own iPhones. The iPod touch, after all, is pretty much just an iPhone without the phone. (And GPS, and a few other features, but you get my point.)

iOS is already familiar to these parents, so they can relate to their child’s experience. And more importantly, these parents understand the App Store, which is really the single reason why I believe Nintendo as it currently functions is doomed.

Let’s look at three more potential problem factors for the Nintendo DS family:

1. Its games are expensive ($30-$40 each).
2. Its game media can get lost.
3. Its games can only be used on a single device at a time.

True, the iPod touch starts at $229, a full $100 more than the 2DS. But buy just three games for the 2DS and you’re up to the price of an iPod touch. Granted, Nintendo has created an equivalent to the App Store for the DS line, but its selection of games is pitifully small compared to the iOS App Store, and many of those games are iOS ports! Even the best, deepest, biggest-budget iOS games rarely break the $20 barrier, and most are priced somewhere between free and $3.

Every subsequent generation of Nintendo handheld has seen its game media shrink in size, from the fairly large cartridges of the original Game Boy to the tiny SD-like cards of the DS line. They’re more portable, but in some ways smaller is worse… as any parent whose kids bring their DS on car trips will tell you, the games are incredibly easy to misplace, and at up to $40 each that’s an expensive scenario. And, of course, a physical game can only be played on one device at a time. Even Nintendo’s eShop is built around a ridiculous model where you can’t transfer purchases between devices.

Contrast that with the iOS App Store. There are no physical media to keep track of, anyone on the same App Store account can download (and re- download) apps to their device without re-purchasing, and you’re not limited to the single device you originally bought the app on.

So while Apple (and Android) reinvented the world of mobile gaming, what did Nintendo do? They continued to drift into this strange territory of weird proprietary hardware, trying to create a unique experience by building devices, and games around them, that would be impossible anywhere else. That’s great, I guess… if any of it really made any sense. And never has it been clearer just how little sense it all makes than with the 2DS.

What is Nintendo’s greatest asset? Not its “unique” game hardware. It’s the intellectual property of great franchises like Mario, Zelda, Metroid and Pokémon. For decades now, Nintendo has sustained a (more or less) thriving business by making these must-have games and then selling the only hardware anyone can play them on.

But times have changed. The video game landscape is so different now, that I don’t think these legendary franchises are enough to carry Nintendo’s increasingly absurd hardware business any longer. I’ve been saying for years that Nintendo needs to do what Sega did… get out of the hardware business and start putting their games on other companies’ devices. This will mean a leaner, smaller Nintendo, but I bet they could wring just as much or more profit from selling their games on other systems as from building and selling their own.

Put Mario, Link, Samus or (God help me) Pikachu on my iPhone, and I will buy it in a second. But this crazy new hardware Nintendo keeps dreaming up? I’m not buying it anymore. And, for the first time, neither are my kids.

The Raspberry Pi Arcade Project: An Interlude

I’m currently at Part 8 of my Raspberry Pi Arcade project. That is, my own Raspberry Pi Arcade project is at the point of what I have planned as part 8 in the blog series. The blog series itself is stalled out after Part 3. And while the risk of getting too far ahead of myself is there — I don’t keep copious notes, so by the time I write a blog post my own project is so far removed from the topic of that post that I may forget key details — the real threat to the project is coming from what I’m experiencing around my own “Part 8”: polishing the user experience.

I’ve come to realize that while the Raspberry Pi is unequivocally an awesome piece of technology — a complete computer that fits in an Altoids tin, runs on a cellphone charger, plugs into your TV and costs less than $50 — it’s not a powerful computer.

Yes, I always knew it was not a powerful computer. And for a lot of applications it doesn’t need to be. But the main thing you gain by sacrificing that power is its diminutive size. It fits anywhere.

The thing is… for some applications you don’t need a computer to be tiny. And if there’s any application where you can afford for your computer to be huge, it’s a full-size arcade cabinet. I originally had visions of opening up my X-Arcade Tankstick and mounting the Raspberry Pi inside it. That would be cool — amazing, in fact — if I weren’t also mounting the Tankstick onto a full-size cabinet.

So… as I struggle with tweaking settings in my advmame.rc configuration file at the command line, trying to eke every last bit of processing power out of the Pi just so it can render simple early ’80s video games at full screen, I begin to wonder why, and whether or not it’s worth it.

Clearly my emulation dreams would be better served by powering my cabinet with a more robust PC. And the whole thing would probably be a lot easier to set up.

But as I stayed awake last night until well past 1 AM, sitting in front of my living room television, typing arcane commands on a black screen in that classic ’80s DOS font, I realized that this experience is part of what it’s all about. Not just having an arcade cabinet, but hardcore geeking out on Linux. Using a computer the way I used my first computer back in the 1980s.

As much as I’ve embraced the “it (usually) just works” ethos of iOS and modern mobile computing devices, app stores and touchscreens and nary a file system or command line in sight, sometimes I miss computing the old way, when it was a tinkerer’s hobby.

That’s what the Raspberry Pi Arcade project is really about. And maybe it will be the stepping stone to even more creative electronics projects with the Raspberry Pi as their brain. I could see, at some point in the future, replacing the Raspberry Pi in my arcade cabinet with a more powerful PC running Ubuntu Linux, and finding a new, even crazier project where the Pi would be right at home.