What do Star Wars, David Holsinger’s Easter Symphony, and an episode of The Office have in common?

A confession. As a kid, I didn’t like Star Wars. You’d think I was in the ideal target market for it. I was 9 when Return of the Jedi was released in 1983, and I saw both Empire Strikes Back and Return of the Jedi in the theater. But for some reason it just didn’t appeal to me. I wasn’t into guns and swords, even if they were made out of lasers, and I found the plots impossible to follow.

As an adult I did eventually develop an appreciation for the original trilogy, however, and in particular I think The Empire Strikes Back is a genuinely great film. But overall, I still felt like they didn’t totally live up to the hype (especially Jedi with those godawful Ewoks).

And then the prequels happened. Lifelong fans of the series were as overjoyed before the prequels were released as they were infuriated after. Even as a kid who didn’t care at all about Star Wars, I remember getting swept up in eager musings on the playground as kids speculated about what the story before the story was all about. And then Lucas went and made the damn things.

The general consensus among Star Wars lovers was that the prequels sucked, and were nowhere near as good as the originals. But here’s the thing: as someone who didn’t religiously memorize every minute aspect of the original trilogy and embed it into the very fiber of my being from childhood, I didn’t really think the prequels were that much worse than the originals. They still had inscrutible plots, hackneyed dialogue, and lots of lasers and weird sound effects. I won’t quibble at all with the hardcore fans over George Lucas and his abominable, incessant tampering with the originals. But I will stand by my argument that the prequels are not that much worse than the originals because, really the originals weren’t that great to begin with.

Band geeks are like regular geeks

Anyone who was a band geek in the ’80s or ’90s (or, presumably, still today) will recognize the name David Holsinger. He’s one of the most famous and prolific living composers of music for band/symphonic winds/wind orchestra/whatever you want to call it. But outside of this arcane world he is largely unknown, as he rarely (if ever) writes for string orchestra, which is apparently where all of the “serious” composers dwell. Whatever the case, his technically demanding compositions are a staple among the more skilled high school and college wind ensembles, and he is revered by band geeks in much the way George Lucas is revered by regular geeks.

For years, Holsinger’s most highly regarded piece of music was called “The Death Tree,” which he composed in 1986 and originally envisioned as the second movement in his three-part Easter Symphony. The only problem was, much like Lucas and the legendary Star Wars prequels, he never wrote it. As with Star Wars, the untold story took on mythical status, and fans of his work built up impossible expectations for its excellence, should it ever come to exist.

My college band director was one such enthusiast, and while I was a student he commissioned Holsinger to finish The Easter Symphony. I was a junior, first chair clarinet at the time, and it was unbelievably exciting to be a part of something so awesome. David Holsinger traveled to work with us directly on the piece frequently during the year leading up to its premiere. I even got to pick him up at the airport on one of his visits, took him to Wendy’s (his choice) for lunch, and picked his brain on the hour-long drive to our small-town campus. He conducted the first public performance himself. In fact, if you can get your hands on a CD of that premiere, you can even hear my own indelible mark on the recording, as I utterly destroyed the final note of “The Death Tree” on an impossible-to-tune E-flat clarinet. (If you’re not familiar, the E-flat clarinet is to the regular B-flat clarinet as the piccolo is to the flute. And just as impossible to play in tune.)

I had never played (nor even heard) “The Death Tree” prior to our first rehearsals for The Easter Symphony. I was well familiar with Holsinger’s work, of course, but this particular piece had been too challenging for my high school band. So I approached “The Death Tree” with virgin ears, rather than with the cherished nostalgia some others had for it, much like how I came to like Star Wars as an adult. I liked it, but I hadn’t embraced the legend.

When the first partial scores for the first and third movements of The Easter Symphony began arriving in our rehearsal room in Minnesota, laser printed and mailed directly from the composer in Texas, there were various grumbles of disappointment. I enjoyed it all equally, but others complained that the new movements were nowhere near as good as “The Death Tree.” The legend had been built up out of all proportion, and it was simply impossible for David Holsinger (or anyone) to deliver a piece of music as mind-blowing as people were demanding. It’s not that The Easter Symphony wasn’t good. People’s expectations were unreasonable.

Just a cookie

On a recent episode of NBC’s comedy The Office, Robert California (James Spader), the intimidating new CEO of Dunder Mifflin’s parent company, is sitting in the conference room with the Dunder Mifflin employees, leading a brainstorming session to figure out ways to increase the company’s profitability. After a number of lackluster ideas from the usual suspects — Ryan (B.J. Novak) especially, in a classic moment of self-absorbed douchebaggery — the affable oaf Kevin (Brian Baumgartner) raises a complaint about the snack vending machine in the breakroom. The comment could be taken at face value, or it could, as Robert California takes it, be a metaphor for a profound insight into improving Dunder Mifflin’s core business.

Robert California ends up spending the entire day with Kevin, listening to and attempting to decipher Kevin’s cryptic food analogies, until, ultimately, he realizes that Kevin was really just talking about cookies the whole time. No deeper insight, no profound meaning. The Kevin he thought he was spending the day with never really existed.

Where was the failure here? In Kevin, for not living up to unreasonable expectations? Or in Robert California, for having unreasonable expectations in the first place?

I’m not saying that George Lucas and David Holsinger are like Kevin. But I am saying that maybe we’re all a bit too much like Robert California.

Answer: They’re all just cookies.

Happy 30th birthday, PC era

I may be a hardcore Apple fanatic now (and, well, for about the last 20 years), but back in the ’80s, I lived in the “IBM-compatible” world, as it was called back then, in the days before Microsoft Windows.

IBM-compatible, of course, meant a computer with the same basic architecture, and capable of running the same software, as the (literally) definitive Personal Computer — PC — IBM introduced on this date in 1981. I have so many vivid memories of the ’80s IBM PC experience that I’m at a loss where even to begin to discuss them. So many games. Such terrible graphics.

I never actually owned the IBM PC, the model 5150 (not to be confused with this), myself, but my uncle did. It was always a treat in the early ’80s when we’d visit him and he’d let me go into the spare bedroom where he kept his PC. He was the first person I knew who owned a computer. It was dazzlingly futuristic, and I eventually learned some rudimentary command line skills — just enough MS-DOS to get myself into BASIC, where I loved to write stupid, pointless little programs.

Eventually, in 1987, I got my own PC-compatible computer, the Tandy 1000 EX that I’ve mentioned here before. The Tandy 1000 was an odd beast. It boasted a better graphics card than the average PC, allowing it to display a whopping 16 colors instead of the usual 4, but in almost every other way it was already hopelessly outdated at the time of its release. It was never able to run even version 1.0 of Windows, so we got Tandy’s feeble semi-GUI, DeskMate, instead. But I still thought it was cool.

It all began with the IBM 5150 PC, though. Without that, Apple might have become the world’s largest (technology) company 25 years earlier. But in the end it all worked out OK. The iPhone 4 I carry around in my pocket now is (approximately) a kazillion times more powerful than the 13-pound metal box IBM gave us 30 years ago today.

Still, I have fond memories of so many games I played on that old Tandy 1000 back in the late ’80s. Here’s a list of some of my favorites.

I brought my Tandy 1000 EX to college with me in the fall of 1992, but the campus computer labs were dominated by Macs (except for a couple of the high-tech labs in the physics building that were full of NeXT cubes), and it wasn’t long before I was a convert. I bought my first Mac — an LC 475 — at the college computer store in the spring of 1994 and I haven’t looked back. Except when I have. That Tandy 1000 EX is long gone but my love of those old games I played in junior high and high school lives on.

Takin’ it to 3-2-1 Contact

I’ve been thinking this for years, but I finally decided to put it to the test. I tweeted the results, but it felt like something worth commemorating here as well.

First, a confession: I am a Michael McDonald fan. Not the latter-years, “songbook”-type crap Paul Rudd’s character made fun of in The 40-Year-Old Virgin. But the classic, late ’70s/early ’80s stuff with the Doobie Brothers, Steely Dan, and countless other backup vocals and solo tracks that inspired Yacht Rock.

As a Michael McDonald fan, I’ve listened to his work with the Doobie Brothers probably more than anyone should. Tracks like “Takin’ It to the Streets.” And another thing I’ve done a lot of in my lifetime — again, probably more than anyone should — is watch shows produced by Children’s Television Workshop for PBS in the late ’70s and early ’80s, right around the time of Michael McDonald’s peak.

So, no, I don’t think it’s an accident that what I’ve anecdotally observed is now, here, for you, concretely proven: the 3-2-1 Contact theme song is almost a direct ripoff of the transitional bridge of the Doobs’ 1976 hit “Takin’ It to the Streets.” But don’t take my word for it… your ears will tell you.

Listen to “Takin’ It to the Streets,” particularly, the section beginning at 0:47 in the clip below.

And now, the legendary title sequence of 3-2-1 Contact, whose music and imagery is indelibly etched in my brain.

A childhood fantasy (almost) realized: 100 Atari games in my pocket

Owners of 1980s technology intellectual property are in an unenviable position. Their IP has very little value beyond historical significance or nostalgia. No one (well, I hope no one) is going to use an Apple IIe computer for serious productivity work these days, but that doesn’t diminish its importance in computing history, nor the strong positive memories its once loyal users may still hold onto.

There are few properties from the ’80s whose value is more purely historical and nostalgic than those bearing the brand of Atari. Sure, there’s still a company today named Atari, and it still makes modern video games for modern consoles, but this Atari shares only its name with the hallowed institution founded in Sunnyvale, California in 1972. The name and all of the properties that go with it have been sold and re-sold and re-re-sold so many times over the intervening years that any minute connection to the past, beyond the games themselves, has been lost.

So, what is a modern company that owns all of this (relatively speaking) useless IP to do? Trying to cash in on it is obvious, but doing it right is a huge challenge. The biggest hurdle is the very historical significance and nostalgia that give these games any lingering value in the first place. The only people who are really going to want to play Combat or Yars’ Revenge or — ah-hem — Math Gran Prix on an iPhone are people who either owned (and played the hell out of) these games as kids 30 years ago, or their kids, who harbor a morbid curiosity about this old crap their parents like for some reason. In order to satisfy these customers, the company that now calls itself Atari needs to achieve perfection in recreating the experience people remember. Not just the graphics and the sounds and the program mechanics of the games, but the feel… the essence of what it meant to play video games in the days when Ronald Reagan was president, pastels were popular in men’s fashion, and MTV still showed music videos.

Yesterday Atari released Atari’s Greatest Hits as a universal app for iOS devices. (To the non-nerd[s] in my audience: that means the same app works on iPhone/iPod touch and iPad.) The game comes free with arcade Pong, and 99 other classic (and not-so-classic, but… well… old) Atari games, both from the arcades and for the Atari 2600 VCS, available as in-app purchases. The games are sold in packs of four for 99 cents, or the entire set can be downloaded for $14.99. Let’s be serious: anyone who cares about this at all should just get it over with and download the works, immediately.

So did Atari live up to my unrealistic expectations? Read on after the screenshot gallery to find out.

First impressions

It’s clear from the moment you load Atari’s Greatest Hits on your iPhone or iPad that a great deal of attention and care went into putting this package together. And yet, it just doesn’t quite hit the mark. The graphic design of the menu interface bears plenty of superficial nods to the vintage Atari experience: plenty of use of Bauhaus font (the font Atari used with the original 7 cartridges released with the Atari VCS in 1977), lots of browns and oranges, and of course the carousel navigation that uses the original cabinet and/or game box art to help you select a game to play. But despite fonts and colors, this doesn’t look ’80s, and it certainly doesn’t sound ’80s. The entire time you’re on the menu, loud 21st century techno music booms from your speaker. To be fair, I like this kind of music, and the music they chose is decent. But it’s a distracting anachronism.

I compare this to the Williams Pinball Collection that came out a few years ago on the modern consoles. Its interface looks like an arcade, with the pinball tables lined up along the wall, and over the din of a dozen pinball machines blasts licensed ’80s popular music. (The song that stands out for me is the quite-possibly-perfect Loverboy hit “Workin’ for the Weekend.”) This is what I would have liked (if not downright expected) in a properly executed Atari collection.

Lamentations about “what could have been” aside, it is truly great to see the original game box art and arcade cabinets on the menu, and the menu itself is intuitive and fun to navigate. And it’s great that each game also includes a full high-resolution scan of the original instruction manual, which also explains why a collection of 100 games, most of which were only about 4 KB each on the original cartridges, could add up to a 68 MB download on iOS.

The sound and the fury

There was almost no question for me which game I would try first: Yars’ Revenge. I logged hundreds of hours (sometimes in a single game, it seemed) playing this game in the ’80s, long past the date when I should have moved on to the NES or PC games. Any true Atari retro experience needs to deliver a perfect rendition of Yars’ Revenge for me to consider it a success.

I started the game, picked my favorite game variation (Game 6), and then… WHAAAAA!!! Playing the game on my iPad, I was assaulted by hideous distorted grinding noises. I tried a few other games and confirmed that all of the 2600 games had horribly distorted sound. (It also didn’t help that Yars’ Revenge gets most of its intensity from a constant droning buzz, making this quite possibly the worst game I could begin this experience with.)

Fortunately, later in the evening I loaded the game onto my iPhone 3GS, and found absolutely no sound issues with the 2600 games, even Yars’ Revenge. So I’m not sure if this is a general issue with the game on the iPad, or if it was an isolated problem that could have been resolved with a reboot. I’ll follow up on that when I know more.

Playing the game

With my worries about sound allayed, I was able to focus my attention on the quality of the game experience. All of the games are presented in a relatively small area of the screen, with ample space above and below devoted to on-screen controls. There have been some complaints in App Store reviews about the games not using the full display, but I think those complaints are misguided. These Atari games in their original form were so low-res that even when shrunk down to a little less than half the size of an iPhone screen, they’re still easily viewable. Plus, displaying the games in full-screen mode would mean you’d need to obscure part of the display with your fingers in order to control the game. Unacceptable.

The developers and designers who worked on this collection put considerable thought into translating the original game controls to on-screen counterparts that do not necessarily mimic the original feel, but that usually (but not always) contribute to a satisfying game experience.

A good pair of games to consider in reviewing the merits of these control systems are the arcade versions of Asteroids and Tempest. Both games translate quite well to the iOS experience. They look fantastic (all of the vector games, in particular, come through well here), and are just as fun to play as ever. With Tempest, the original control mechanism was a flywheel-like spinner. That is replaced with a thumbwheel that reminds me of the volume controls on old transistor radios. It’s way different from the original control, but it feels surprisingly natural and it’s very easy to adapt to this type of play.

Asteroids, on the other hand, does not benefit from this new alternate control mechanism, at least for the way I like to play the game. (I should probably note that I own an actual Asteroids cocktail table, so I’m very accustomed to the arcade controls.) The default control mechanism is a combination rotate/thrust “disc,” not unlike the disc controller on an old Intellivision. (Intellivision controls on an Atari game? Blasphemy!) Some people may prefer this, but I found it absolutely unusable, mainly because of my preferred Asteroids playing style: I don’t thrust all over the screen. I stay in one spot and just rotate, and I move around only when absolutely necessary. The disc control makes it nearly impossible, for me at least, to rotate without thrusting. Luckily, Asteroids (and apparently most of the arcade games, though I haven’t tried them all yet) offers multiple control schemes, including the original arcade-style five-button configuration. This worked well for me on the iPad, but I didn’t try it yet on the iPhone, and I imagine size could be an issue there, not to mention just holding the iPhone while fiddling with five on-screen buttons at the bottom of the display.

A few other miscellaneous game notes:

No licensed games. This was a no-brainer for me, but apparently (based on reviews on the App Store) it’s confusing to some users. This collection only consists of games Atari owns the rights to. That means games that were licensed for the original Atari 2600 won’t show up here, not even if Atari developed those games. You won’t find arcade classics like Pac-Man, Space Invaders, Defender or Berzerk, and you won’t find licensed movie properties like Superman, Raiders of the Lost Ark or E.T. And you definitely won’t find games that were originally released by other game companies like Activision, Imagic or Parker Brothers. Although… one wonders. Atari licensed Pitfall! and River Raid from Activision for inclusion on the plug-and-play Atari Flashback 2 console a few years back. Maybe a similar license could be in the works. It wouldn’t be difficult for Atari to offer additional in-app purchases of more games in the future.

I think the funniest instance of licensing issues popping up here though is the matter of Pong Sports. Back in the ’80s Atari manufactured the 2600 and a number of its games under special branding for sale at Sears stores, and there were three Sears exclusive titles (Steeplechase, Submarine Commander and Stellar Track), all of which are included here. And then there’s Pong Sports. Atari released this game as Video Olympics, and sold it as Pong Sports in Sears stores. But here it’s called Pong Sports, presumably because they couldn’t get the rights to use the word “Olympics” this time around.

Unreleased and homebrew games. If you’re not a hardcore Atari fanatic, you probably don’t realize that in recent years a number of unreleased prototype games have come to light as downloadable ROMs to play in computer-based Atari 2600 emulation software. And a rabid homebrew community has developed as well, creating brand new games for the system. This collection includes a few of these prototype and homebrew games, such as the Atari 2600 version of Tempest and an unreleased game called Save Mary. I find it funny that Atari had to, of course, come up with box art for these games for the menu interface, and they went with some really low-quality homemade art for most of them. But Save Mary is the weirdest… it uses the cover art that originally went with the Atari 2600 BASIC Programming cartridge.

It’s also funny… and probably an intentional joke… that for these games, the manual scans that are displayed are not for the games (since they don’t have instruction manuals) but for the Atari 2600 console itself. Somewhat of an Easter egg, I think.

God (or is it the devil?) is in the details

Atari got a lot of things right with this collection, but there is definitely room for improvement. Here are a few things that come to mind, some of which I’ve already mentioned.

License some great ’80s music for the menu. The aforementioned Loverboy hit would certainly be great, but really just about any music that was in heavy rotation on MTV circa 1983 would work. Personally I’d love to hear plenty of Duran Duran and Men at Work.

Alternate control schemes for the 2600 titles. Here’s the one thing that I think would make the biggest difference in creating an authentic Atari 2600 experience: position the on-screen controls to better mimic the feeling of holding an old CX-40 joystick. The space is already there; they’d just need to rearrange the controls. Move the fire button to the upper left where the pause button is; move the d-pad to the lower right where the fire button is; and move the pause button to the lower right where the d-pad is. Holding a square-ish device in the left hand and pressing a button with one’s left thumb while using one’s right hand to control movement is the natural way of the Atari 2600 experience. Ideally the d-pad would be tweaked a bit as well… it’s a little too restrictive feeling. A lot of iOS games with a virtual d-pad allow you to place your thumb anywhere in a general region of the screen and that instantly becomes the “zero” position of the d-pad. I suspect (or at least hope) that, given the nature of iOS apps, Atari will continue to refine the controls in future updates.

Better “cabinet art.” I have to be honest… I can live with the graphic design of the main menus, but the graphics framing the game itself while in play are downright ugly. Better to have it look like an actual vintage TV set like VH1’s (yes, VH1’s) Intellivision collection for iOS. And I’d prefer that the on-screen buttons look exactly like the real buttons on the arcade cabinets and console controllers, without the unnecessary added visual junk. It also seems like they phoned in the design of the on-screen slider for the paddle-based games. (Why doesn’t it at least look like the control they developed for Tempest?)

Final thoughts

I could nitpick details only an OCD Atari junkie will notice, much less care about, but in the end there’s only one thing I can say about this collection. Back in the early days of the App Store, Atari released a few of its classic arcade games as standalone apps, each consisting of both the original and a new version with modernized graphics and sound: Centipede, Super Breakout, Missile Command. Then they disappeared, and were gone for ages. A month or two ago, they reappeared, but with only the modernized portions. For ages I’ve been speculating that Atari had a massive collection app in the works, and finally yesterday it arrived. I was absolutely giddy. And while it will probably never fully live up to my expectations, it’s damn close. I’ve dreamed ever since I first got my Atari 2600 console in 1982, when I was 8 years old, that one day I’d be able to carry the experience around in my pocket. And now I can… almost. It’s not perfect, and it couldn’t be. But I’ll take it anyway.

Private Eyes are watching you!

I don’t normally post links to music videos on this blog… that’s typically reserved for one of my other blogs. But… well… any way you slice it, Hall and Oates are not prog rock, so it just didn’t fit.

But I got this video in my head (yes, I can get a video in my head) and I felt compelled to share it. It’s a cool song, and a humorously low-budget video, but the main reason I remember this video so well and love it so much is that it’s intricately woven into the fabric of my early childhood memories. This song was huge right when we first got MTV in 1982, and it was on heavy rotation. I was at a critical age—8 years old—where a lot of things seem to start to gel in your mind. You understand the world in new ways… your horizons expand… and those things you enjoy most at that time seem to leave a permanent impression on who you are.

For me, in 1982, it was MTV and Atari. So hearing this song—and, even more, seeing its video—triggers a flood of memories. Maybe it does for you too. Maybe not. Anyway, enjoy…

There are so many things I remember vividly about this video. Daryl Hall’s green jacket. The trench coats. John Oates and his bug eyes. The white flashes when the hand claps come in. The list of minute details permanently stored in my brain goes on.

But there is no way I can let this pass without commenting on the one thing that drives me mad: that the video of the drummer’s hands at the beginning is “off.” He’s shown hitting the snare drum when you hear the bass drum. I’m not sure if that was a deliberate joke or if the director of the video was just too clueless and/or lazy and/or in a big damn hurry to get the video finished before they burned through the $200 budget.

Anyway, this was something I was acutely aware of and bothered by as an 8 year old, watching this video. At the time I had a tendency to point out any minuscule error anyone around me made, as if the universe assigned me the job of trying to fix all of the small faults within it. So, yes… oh yes.. I noticed this.