Tag: Nintendo

Nintendo DSi vs. iPhone/iPod touch as a portable gaming platform

iPhone vs. Nintendo DSiThis is a topic that’s been on my mind for a while, but only now (as of last Friday) that I own a Nintendo DSi, in addition to my iPhone 3GS, do I feel I’m in a place to write an informed piece about it. The iPhone (and, to a lesser extent, its phone-less cousin, the iPod touch) has been the focus of much techie attention for the past couple of years, but most of the time (other than on game review sites) its capabilities as a portable game system are only peripheral to the discussion.

I owned a Nintendo DS Lite for a couple of years before I got my first iPhone in March 2008, but even though I knew both were, amongst their other (limited or not) features, portable game devices, I never really thought of them as being in the same league. This was mainly due to two factors: 1) their control schemes and 2) their methods of game distribution.

The DS Lite was an “old school” gaming handheld. Sure, it had limited WiFi features, could be made to run a rudimentary web browser, and offered plenty of titles that were not typical video game fare, but essentially it was the latest descendant of the venerable Game Boy, and in many ways even reminiscent of the much earlier and technologically primitive Nintendo Game & Watch systems of the early 1980s.

The iPhone on the other hand was, at least on the most superficial marketing level, a cellphone. A smartphone, to be sure, and one that would reinvent the category and an entire industry. But it was not, foremost, a gaming system. It didn’t have a D-pad or a cluster of buttons, and it didn’t accept cartridges, discs, SD cards, or any of the other, increasingly minuscule physical media upon which games are typically delivered via retail outlets for prices usually ranging between $20 and $40. Instead, Apple brought us the radically different App Store, an entirely online (and even entirely wireless) means of selling and delivering software, at such low prices that $10 is not only the high end, but is often decried as “ridiculously expensive” by customer-reviewers in the App Store.

So, pardon the lame pun, but the DS vs. iPhone was an apples-to-oranges comparison. That is, until Nintendo recognized the potential of the iPhone and iPod touch to eat its portable lunch, and delivered the more iPhone-competitive DSi, a revamped DS Lite that loses the Game Boy cartridge slot (and, sadly, backwards compatibility with a huge and highly appealing game catalog) in favor of slightly larger (but same-resolution) screens, a pair of low-resolution digital cameras, and an enhanced OS with the ability to access an “app store” of its own, the DSi Shop. And with this salvo, Nintendo suddenly made the inclination of gamers to compare these two systems head-to-head much more apt. But are they keeping themselves relevant, or shooting themselves in the foot? That’s what I aim to determine here.

Industrial Design

I haven’t lined up the Nintendo DSi next to a DS Lite to compare their sizes (though others have), but from my tactile memory of my old DS Lite (now property of my 6-year-old son), I sense that the DSi is ever-so-slightly larger. It still manages to fit, not necessarily comfortably, in a jeans pocket — at least while standing — but it’s not really the kind of device you’d carry around loose in your pocket. The iPhone and iPod touch, on the other hand, are expressly designed to be carried in this fashion. Any cellphone that can’t fit in your pocket these days would be pretty worthless, and I find that the iPhone’s form — its dimensions, rounded corners, and smooth surfaces — slides easily into a pocket and is quickly and comfortably forgotten.

A significant market has grown up around both devices for accessories like carrying cases, although ideally both should do well in a pocket without one. I’ve found my iPhone 3GS is actually less prone to scratches without a case than with one, and both devices work better in a pocket without the extra bulk that even the slimmest of cases adds. But the DSi, at least the “metallic blue” model I own, is made of the kind of matte, metalized plastic that collects and shows every fingerprint, smudge, or slightest of scratches. Why anyone would design a device, largely targeted at pre-teens, out of this material is beyond my comprehension.

Winner: iPhone, by a wide margin.

Technical Capabilities

That both Sony’s PSP and the iPhone have far more processing and graphics horsepower than the Nintendo DS has been well covered, but as with the Wii, Nintendo has proven it’s not waging a war of raw tech specs. Nintendo’s angle in this generation of systems is to provide unique gameplay experiences via unconventional control mechanisms, be they the Wii’s motion-sensing controller or the DS’s dual screens (one of which is touch-sensitive) and innovative ways of incorporating its microphone and, now, camera(s) into gameplay. Sometimes these new schemes seem more like gimmicks than innovations, especially with the DS.

The iPhone changes the game (sorry) here, though, because not only does it have more impressive raw technical specs than the iPhone, but it incorporates technologies that allow for the innovative control schemes of both of Nintendo’s systems. So even if you take Nintendo’s side in the argument that it’s not about specs, Apple pretty much has this one covered.

Winner: iPhone, slightly.

Interface

This is the aspect of the DSi that most compelled me to write a review comparing the two systems. It’s obvious, when comparing the original DS interface to that of the DSi, that Nintendo took lessons from both the iPhone interface and its own Wii in designing this new DS user experience. The new DSi interface is pretty slick, but cheesy-looking icons and bad text anti-aliasing only serve to highlight the DS screen’s low resolution (even lower on the DSi than on the DS Lite, because the screens are larger without adding any pixels, meaning the overall perceived resolution is worse than before). The DSi’s interface looks not just second-rate, but last-century compared to the iPhone.

Winner: iPhone, by a mile. Make that a light-year.

Gameplay Experience

Here’s where Nintendo shows its strength. For all of the “innovative” control schemes possible with the DSi, the thing I like most about it is its adherence to the old school D-pad-and-buttons controls. Take a look at the number of iPhone games with on-screen “virtual D-pads” and buttons as control mechanisms, and you realize just how important this is. And unfortunately, no matter how well iPhone developers implement these virtual controls — and they’ve gotten much better at it over time — there is simply no way that the iPhone will ever be able to replicate one critical aspect of the DSi’s controls: the tactile sensation of the buttons under your fingers. You never have to look at the controls to know your fingers are in the right places on a DSi. Not only is this lack of tactile feedback an inherent problem with the iPhone’s controls, but the ergonomics of holding the smaller iPhone’s form and pressing these on-screen “buttons” are a recipe for wrist strain.

The thing is, there’s no reason you’d have to use a D-pad for controls on the iPhone, and I’ve found that most of the D-pad based iPhone games I’ve tried, assuming I’d love them because they’re like the DS games I enjoy, have just left me frustrated and disappointed. Some of my favorite DS games include venerable franchises like Castlevania and The Legend of Zelda. Translating these kinds of games to a virtual D-pad just doesn’t work. But there’s no real reason why these types of exploration/action games need you to move your player around with a D-pad. Dungeon Hunter is a great example of an iPhone game that takes a new approach — you can simply tap on the screen where you want your character to move. It works much better than the D-pad, but it affirms the one aspect of touch-based controls on the iPhone that Apple will never be able to work around — you have to obscure your view of part of the screen in order to control the game.

Winner: DSi, for keeping it real, old school.

Software

Nintendo’s DS platform had a three-year lead on the iPhone, and in that time a lot of fun, engaging games have appeared, making the DS the world’s top handheld game system in the latter half of this decade. But the iPhone App Store has exploded like nothing before it. The fact that most iPhone games sell for 99 cents, and $9.99 is considered an absolute top end for premier titles like Madden 10, has made the prices of DS games — where even closeouts on shovelware typically run at least $14.99 — seem absurd. On the other hand, it’s almost impossible to find iPhone games with the depth and polish of the best DS games, such as the aforementioned Castlevania and Zelda series, to say nothing of Mario and Pokémon.

But those top-tier franchises are just a small part of the DS picture. The most successful games on the DS platform, “casual,” puzzle-type games, are equally, if not better, represented on the iPhone platform as well, usually at a small fraction of the price. The good is overwhelmingly outnumbered by the bad on both systems, but the best of the iPhone is catching up fast to the quality of the best of the DS, and price is not a factor to be overlooked. (In fact, the somewhat higher price of the iPhone/iPod touch hardware is quickly offset by the relative costs of building up game libraries for both systems.)

Winner: toss up, but leaning more towards the iPhone every day.

Online Stores

No comparison. Apple’s iPhone App Store is revolutionary, and huge, and despite its increasing notoriety for the abusive way Apple treats developers, a rousing success. It’s well-established that there are over 100,000 apps for the iPhone, and even though most of those are buried beneath a poorly-conceived interface, they’re still there. Granted, games are only a part of that 100,000, but my anecdotal observations suggest that games are possibly as much as 40% of the total. But let’s be conservative and cut that in half. 20,000 games available on the App Store.

How many games are available for download to the DSi, via the DSi Shop? I decided to check for myself, and the number I came up with is 75. Not 75,000. 75. And that includes some non-games, like a web browser and quasi-productivity apps.

Winner: Are you kidding me?

Conclusion

When I first got my iPhone, I was a somewhat avid DS player. I own a few dozen DS games, and have logged hundreds of hours playing them. Initially, the weak selection of slapdash, shallow, awkward games on the iPhone kept me committed to the DS platform. But over time, as was to be expected, iPhone developers have learned how to take best advantage of the unique properties of the platform, not to mention the fact that additional time and the promise of serious profits have brought tremendous commitment on the part of some “big guns” mobile developers (such as EA and Gameloft). As the iPhone has become a lot more competitive as a gaming platform, Nintendo has responded with the somewhat ill-conceived and tepidly-received revamps of the DSi.

The DS Lite is still on the market, for $40 less than the DSi. After a few days putting it through its paces, not only do I think the additions to the DSi are not worth the extra money, but the loss of backwards compatibility with Game Boy Advance games makes the system a lateral move if not an outright downgrade. Meanwhile, the iPhone/iPod touch just keeps moving on up.

Winner: iPhone.

Sponsored Links

Reason enough (for me) to install Windows (and Google Chrome)

Sure, I own a real NES. Two, in fact. I also own a GBA Micro, Nintendo DS, and a Wii, with emulated versions of all of my favorite NES classics. And then, of course, there’s emulation.

But as a web developer, I just have to geek out on this: the very idea of a working NES emulator running entirely in JavaScript… wow. I’ve known about JSNES for a few months, but I hadn’t had the time and/or inclination to fire it up in Google Chrome (still Windows-only), the only browser so far that has a JavaScript interpreter efficient enough to run it at a decent frame rate.

The last time I tried running it was on the iPhone. Yes… it did run… at about 1.5 FPS. And, of course, there’s no way to access the controls. But in Chrome… it’s actually playable. A smidge slower than the real thing (which would be at 60 FPS), but as you can see, I got it up to 46 FPS. Not bad. Especially considering that I was running Windows 7 with Parallels Desktop on the Mac. Nice!

JSNES

Wherefore my Mac malaise?

Mac and PC -- do they both suck?Anyone who knows me well knows what a Mac fanatic I am. I’ve used Macs exclusively since 1994 (except one Dell desktop I stupidly purchased in 2000… but I did still own an iBook at the time), when the LC 475 I purchased as a sophomore in college replaced the pitiful Tandy 1000 EX my parents had bought for me in 1987 when I was in seventh grade.

Over the past 14 years I have owned a number of Macs, specifically:

1994: Macintosh LC 475
Sold three years later to this guy.
1997: Motorola Starmax 3000
Yes, a clone… those were the days; I ended up selling it to my mother-in-law.
1998: PowerBook 1400c
Sold on eBay.
1998: Souped-up Macintosh SE
Purchased second-hand for $50 at a now-defunct Computer Renaissance; I still have it although it doesn’t really work… and I don’t have an ADB keyboard and mouse anymore… but I fired it up last week for the heck of it and at least got to the question mark folder icon.
1999: Power Macintosh G3
Blue-and-white, first generation; sold a couple years later to the singer in a band I was in in Atlanta — which now has only one remaining member from those days, and possibly the worst MySpace page in existence… no offense, guys.
2000: “Toilet seat” “Clamshell”-style iBook, graphite
I still have it but it barely works.
2002: Inspired-by-the-desk-lamp-in-the-Pixar-stinger iMac G4
I still have it, and it still works perfectly, although there’s some weird damage on part of the LCD display.
2004: 12-inch iBook G4
Currently SLP’s main computer.
2006: 13-inch white MacBook
Recently sold to my dad.
2008: 13-inch black MacBook
I am typing on it right now. Also, spare me the comments about paying $150 just for the color.

So that makes (at least — I don’t think I’ve forgotten any) ten Macintosh computers I’ve owned in a 14-year period. Half of which are still in my house today. I could also regale you with a similar chronology of the various iPods that have lived in my house, but we don’t have all day.

Clearly, I believe the point has been made: I’m a big Apple nut. But lately I just haven’t been feeling the love. I’m trying to figure out why. I still use my MacBook every day and have no desire to switch platforms (even though it is currently configured to triple boot Mac OS X, Windows XP and Ubuntu Linux, so it’s not like I don’t have options). I am rarely more than 10 feet away from my iPhone. I think the new line of MacBooks is fantastic, and I am extremely envious, even though I’ve only owned my current (last-generation) MacBook for about three months.

And yet… for the past few weeks, I just feel like the relationship has lost that spark. But why?

There are a few possible explanations:

XBOX 360. It pains me to have to praise a Microsoft product. It’s like the Fonz admitting he was wrong. I just can’t quite get the words out of my mouth. And yet, what can I really say? In the video game world I’ve been almost as loyal (OK, a rabid fanboy) to Nintendo as I’ve been to Apple with computers. And yet, I’ve still used Windows. I know the experience. And I owned an original XBOX. It was pretty cool, to be sure, but it didn’t really seem to have that much over the GameCube besides a better selection of games. I’ve always been hooked on the Nintendo franchises (Mario, Zelda, Metroid) and I’ve owned both a DS and a Wii for a couple years now. But although the DS has seen some serious action, I have to admit I’ve been disappointed with the Wii, mainly for the mountains of shovelware and dearth of decent games available for it. So when my annual Black Friday ritual came around this year, I went for it and bought an XBOX 360, and it was like stepping out of the cave for the first time. It’s not just the graphics. It’s not just the cool games. Microsoft has really nailed the user experience with this, and the online options with XBOX Live are mind-blowing, especially compared to the anemic efforts Nintendo has put into the Wii’s online services.

Of course, despite their outstanding success with the XBOX 360, Microsoft can never quite make a perfect user interface, as anyone who’s ever had to key in track names when ripping a CD on an XBOX 360 can attest. Neither Apple nor Nintendo would ever stand for the clunky, tedious process Microsoft subjects you to in this regard. But honestly, that’s the only bad thing I can say about the XBOX 360 so far. I love it. It’s a Microsoft product, and I freakin’ love it. I love it so much, I want to take it behind the middle school and get it pregnant. (OK, that crossed the line, but Tracy Jordan fans will appreciate it.)

The sucktastic world of iPhone apps. I cannot express how much eagerness was pent up within my being by the day the App Store finally went live. And like many iPhone devotees, I devoured as many apps as I could. Granted, many of the apps are outstanding. But with every passing day the ratio of good-to-crap goes down by an order of magnitude. It’s beyond disheartening to see the potential of this revolutionary platform being squandered on all of the pointless 99-cent apps that have flooded the store. But sadly, Apple’s woefully undercooked interface for the app store seems to encourage cheap, fast and pointless rather than high-quality, useful, well-designed applications. So that’s been a major let down.

Underdogs no more. I’m not sure why, or what it reveals about me, but I am almost always a fervent supporter of the underdog. Maybe it’s the dismal state of American politics over the last eight — no, 14 — years. Maybe it’s the fact that my hometown sports teams are perpetually doomed. (I realized last week that, at some point in the season, the Vikings always choke. Every year, in the history of the franchise. Think about it. The only thing they never fail to do is fail.) Maybe it’s simply due to the fact that I have been a Mac supporter for so long, and I’ve seen the company struggle to reach the high single digits of market share (not that market share matters nearly as much as some would have you believe). Whatever the case, my underdog fetish has been fed well by my devotion to both Apple and Nintendo for the past several years. But now Nintendo is producing the top selling video game systems, both console and handheld, and although Apple still has a long way to go in the battle for the desktop (if that’s even relevant anymore), their market share has surged, they possess unparalleled dominance of the MP3 player and music download markets, and they’re tantalizingly close to the top of the heap for smartphones. But if neither Apple nor Nintendo is an underdog anymore, can I still love them?

I’m not sure I can yet say definitively what it is that has caused me to lose some of my enthusiasm for Cupertino. But it’s provided some much needed self-reflection (most of which, I am sure, could not be less interesting to anyone else, but here it is for your disinterest nonetheless), and I think the effort of cataloging my long history of Apple computers has actually helped to remind me a little of what has made me so loyal to them for all of these years.

The iPokédex is here!

iPokédexYes, I am into Pokémon. Way more than any 34-year-old could possibly justify. At least I have a kid I can use as my excuse. But it’s getting pretty serious. First the DS video games, now the trading card game, and of course I will sometimes watch the TV show and DVDs with him.

If you know anything about Pokémon (or, for those of you over the age of 10, who don’t), you know there are a lot of them. In fact, the sheer, staggering proliferation of them seems to be the main point, or at least a shrewd marketing tactic. As a result, there’s a lot of information to know about them, and thus arose the idea of the “Pokédex,” or Pokémon Index. The Pokédex is both an element in the games and the TV show, and a tool for fans, to store and retrieve information about all of the various Pokémon.

That’s all well and good, but what I really wanted was a version that was always at my fingertips, i.e. a version that works on my iPhone. Strangely there seemed to be no iPhone-friendly Pokédex out there. I can understand why an official one wouldn’t exist, what with Nintendo’s reluctance to license their brands to other hardware manufacturers (a smart move when you consider the disaster that resulted the one and only time they tried it), and especially when you consider that the iPhone is now essentially a competitor to the Nintendo DS.

Anyway… the point of all of this is that I’ve built my own iPhone-friendly Pokédex, which I am oh-so-creatively calling the iPokédex. Don’t bother going to ipokedex.com though. (Yeah, I have no idea either.) I may eventually register a unique domain name for it (assuming I don’t get sued in the meantime), but for now you can find it here at this relatively pithy URL:

room34.com/pokemon

Enjoy!

“Untooned”

Once again, Digg proves to be a source not only of random information of the moment, but some of the most unexpected, bizarre creations I’ve ever encountered.

In this case, it’s work from pixeloo, wherein cartoon/video game characters are rendered in quasi-realistic detail. Brace yourself…