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.

What sort of person buys an Android phone?

This post will not be as sardonic and Apple-fanboi-smug as the title suggests… I promise. Well, maybe.

As a long-term Apple obsessive, there was never any question that I would fall into the iPhone camp, even when there was no real competition (and, seriously, there was no real competition until Android 2 and Windows Phone 7). But still, I wonder: what makes a person who is fresh to the world of smartphones choose Android over iPhone? This article on Macworld (reprinted… er, re”printed”… from Network World) raised the issue for me again. While it’s talking about a survey that shows most owners of “dumb” phones (a.k.a. “feature phones”) plan to replace them with another “dumb” phone, the author herself is an Android user, and the whole article skews in that direction.

Respondents to the survey cited high costs of data plans and the adequate capabilities of their feature phones as primary reasons not to switch, but then there’s this:

Others said they weren’t tech smart enough to have a smartphone, believing the apps and setup too complicated.

That really got me thinking, because it sounds like those users were imagining an Android phone in their future, not an iPhone. After all, one of the biggest selling points for iOS devices of all kinds (iPod touch, iPhone, iPad) is their ease of use, and specifically, the ease of purchasing, installing and using apps.

Much has been made of spurious comparisons between the iPhone/Android rivalry of today and the Mac/Windows rivalry of the ’90s. I don’t really find the comparison that relevant. While there are certainly some similarities between the “open” Android and the “open” Windows versus the “closed,” Apple-owned iOS and Mac OS, there are too many differences, both between Android and Windows, and between the Apple of the ’90s and the Apple of today: the specific nature of the licensing of Android compared to that of Windows, Apple’s status today as the world’s largest technology company and most iconic brand compared to its “niche player” status in the ’90s, etc.

So, I don’t really see Android as analogous to Windows in making the argument that history is destined to repeat itself and iOS will fall into a small — if highly profitable — niche. Apple’s in a much different place than it was when the desktop wars were raging, and Android presents a much different type of competition.

And yet, there are still some factors that remain relevant in the comparison, which I’ll get to in a minute. First, let’s consider the reasons a person upgrading from a feature phone to a smartphone would choose Android over iOS:

Carrier availability. More than anything else, the argument I’ve heard from people choosing Android phones over the iPhone was that the iPhone wasn’t available on their carrier of choice — usually their current carrier, and usually, specifically, Verizon. For the most part, people seem to like their carriers, and only switch if they’re having problems. And, from what I’ve heard, the only network that’s really had a lot of problems in recent years was, ironically, the only one that carried the iPhone in the US: AT&T.

There’s no question that the iPhone brought customers to AT&T, and little question that the iPhone is the only reason AT&T is still #2 in the US. Anecdotally, I myself switched to AT&T (from T-Mobile, which I was quite happy with) specifically to use the iPhone.

Now that the iPhone is coming to Verizon in a couple of weeks, it will be interesting to see how this changes things. But I am sure there are still customers who are loyal to Sprint or T-Mobile (or other carriers) who will choose an Android phone to avoid switching to either AT&T or Verizon. (And then of course there are the AT&T iPhone users who plan to switch to Verizon as soon as their contracts are up. But that’s for another post.)

Android is “open.” I say “open” in quotes because there has been plenty of discussion (just google “Android open site:daringfireball.net” for a taste; here: I did it for you) about how Android’s open licensing really just means it’s open for carriers to load up with crapware that can’t be uninstalled; or open to exploitation by hackers, viruses and privacy-invading stealth apps. But I’ll acknowledge that it is, also, open — to some extent — in the way its champions mean: users are not inside a “walled garden” as they are with Apple’s iOS. You can install apps freely, bypassing any officially sanctioned “app store”*, and you can tweak the system to your heart’s — or at least your carrier’s heart’s — content. But most users do not want to tweak their systems. They want something that just works, that they don’t have to think about, and that they are not afraid they’ll break. Which leads to…

Recommendations from “tech experts.” In other words, non-techie people asking their techie friends or relatives which phones they should buy. And here’s where we get into the territory where I see relevant analogies to the Mac vs. Windows era of the ’90s. Imagine a person who doesn’t know anything about smartphones but who is interested in entering this slightly daunting new world of technology. They have a friend or relative who they perceive as a tech expert — the person they’d call 15 years ago for help hooking up the free Lexmark printer that came with their new Gateway PC. Which they bought because they asked the same tech expert what kind of computer they should get. Today, that tech expert may be the main reason this person ends up with an Android phone.

The point here is: “tech experts” have different needs and different goals with technology devices than “average” users. They’re not afraid of getting “under the hood” of the system — in fact they want to do that — and they have little understanding or patience for people who don’t get technology. (Trust me, aside from my preference for Apple products, I’m there myself.) But both because of a general disdain for whichever technology they don’t use, along with a very real understanding that in making this recommendation they’re, willing or not, committing themselves to providing ongoing support, the tech experts are most likely to recommend whatever platform they’re most familiar with.

This is one of the reasons so many tech novices bought Windows computers the first time around, and I can see a very real possibility that this will be a factor in the growth of the Android platform, especially among new and technically inexperienced smartphone buyers.

But there are definitely some differences. First, I think Android represents an even more technologically remote territory for novices than did Windows in the ’90s. It’s more like the DMZ between Windows and desktop Linux. And aside from the staunchest supporters, few reclusive, bearded übergeeks are still trying to convince their grandmothers to run Linux on their home PCs. Second, technology isn’t as intimidating as it used to be. Computer use is far more widespread now, and getting into a smartphone after already learning (or, well, sort of learning) to use a computer is comparatively simple.

And finally, we come back to Apple. Apple is not in the position it was in back in the ’90s. For one, Mac market share has grown considerably, especially in the US, along with the growth of Apple as a general consumer technology brand. The success of first the iPod, and more recently the iPhone and iPad, has translated into success for the Mac. (Check Horace Dediu’s asymco blog if you need numbers and graphs to back that up.) Most importantly, more “tech experts” are now using the Mac than ever before. Part of this is because at its core, Mac OS X is Unix-based, just like Linux**. Which is a big part of why desktop Linux is doomed (again, a topic for another post). And as more “tech experts” become familiar with the Apple ecosystem, they embrace iOS devices along with the Mac, and they recommend iPhones to their friends and relatives who ask them for help.

So… where does that leave Android? I see all three of the above rationales for choosing Android over iPhone as diminishing in importance… some much more rapidly than others. I especially see the effects of #1 and #3 diminishing together, especially once the iPhone comes to Verizon next month. I’ll say it more explicitly, with extra emphasis: I expect Android to take a huge hit once the Verizon iPhone becomes available. I’d go so far as to predict that within a matter of months — certainly before the end of 2011 — the number of Verizon iPhone users will be as much as 10 times the number of Verizon Android users. Compound this (likely) huge and sudden impact with the ongoing effect of #3, and it paints a pretty clear picture for me. I think Verizon’s iPhone commercial says it all. The iPhone on Verizon is what people have really been anticipating all along, not an “iPhone killer” Android phone from Verizon. Verizon knows it.

Of course, all of this doesn’t mean Android will go away, nor should it. Ongoing competition from a strong alternative like Android is (probably) essential to keep Apple on top of their game. But I see two main (and increasingly marginal) reasons people will continue to choose Android over iPhone: either they are on Sprint or T-Mobile and don’t want to change, or because they are hardcore tinkerers who will never be satisfied with the kind of controlled operating environment Apple offers. But for everyone else, the choice is about to become a whole lot more obvious.

As Marco Arment insightfully observed, the primary choice has been iPhone vs. (Android on) Verizon. Now users will have more options, with iPhone and Android (and Windows Phone 7) available on both AT&T and Verizon. But I think the choice is mainly going to become AT&T vs. Verizon, with the implication being that it’s (probably) the iPhone on either network. And since Apple has ensured that the carriers can’t significantly differentiate the same device with apps or features, the way they do with other manufacturers’ phones, it’s really all going to come down to the network. AT&T is probably going to take almost as big of a hit as I anticipate Android taking.

That too is a topic for another post.


* Registered trademark by Apple pending.

** Yes, reclusive-bearded-übergeeks, I know neither Mac OS X nor Linux is technically Unix. But the difference is irrelevant to everyone but us.

UoP’s Greatest Hits

In the spirit of “If you can’t say anything nice, don’t say anything at all,” I will refrain from writing about last night’s midterm election results, except to say, “Don’t blame Minneapolis.” Also, to quote Apu Nahasapeemapetilon, “If you survive, please come again.” The next two years will either prove or disprove the merits of the Tea Party movement, and if we’re lucky we’ll still be around in two years to start cleaning up the mess.

OK, I knew I couldn’t avoid saying something snarky about it, but that’s it. No more. Let’s move on to something fun… ME! I’m taking a look back at the top 10 posts on Underdog of Perfection, based on the number of hits they’ve received according to WordPress stats. Without further ado… I present the all-time top 10 Underdog of Perfection posts to date.

OK, just a little further ado: here’s a chart of my hit count over the past month.

And now the list…

10. Mechanically-separated chicken or soft serve ice cream? You be the judge.

January 17, 2009 — When the gross picture of mechanically-separated chicken exploded as a full-fledged meme last month, as part of a factually challenged story hyping the dangers of the stuff (come on… you don’t need to make up stuff like “bathed in ammonia”; the truth is bad enough), I immediately recognized the picture as one I had seen about a year before. As I recalled, I had seen it on TotallyLooksLike.com next to a strawberry soft serve. I had forgotten that I had created that “totally looks like” image, which apparently is no longer available on that site, but is still on mine. Hence, traffic!

9. Best Google Doodle yet

June 6, 2009 — Ah, that would be the Tetris Google Doodle. But I suspect that every time there’s a new Google Doodle, someone googles “Best Google Doodle yet” and finds this post. Traffic!

8. Honda Fit iPod controls: when something is worse than nothing

August 23, 2009 — Rants are always good for some hits, especially when it’s something other people are annoyed by too. The fact is, the Honda Fit iPod controls suck, and Honda doesn’t seem to be doing anything about it, so I suspect as each model year is introduced, this post will generate more… traffic!

7. Migrating from CakePHP 1.2 to 1.3: My Story (Part One of… Possibly More than One)

May 16, 2010 — Writing about technical issues surrounding web development is one of the ostensible purposes of this blog, especially since I went freelance, so it’s gratifying to see my fellow developers relying on me for information, on those rare occasions when I actually have some to share. Thanks for the traffic! (I really didn’t set out to end each of these with the word “traffic” but it seems now that I am destined to do so. Um… traffic.)

6. This is what I wanted all along

October 27, 2010 — Being just a week old, this may be the fastest ascension of any post I’ve written to date. I suspect a lot of that has to do with the timeliness of the topic, but given the vague and keyword-free title (take that, SEO strategists!), the most logical explanation for its popularity is surely the conscious effort I made to promote it. Near the end of the post I make reference to the review of the MacBook Air by Jason Snell for Macworld. I also tweeted an announcement of the post, and stuck in an @jsnell, both in honest appreciation of his review, but also in the somewhat crass hope that he would retweet it. Which he (and several others, most notably Michael Gartenberg) did. Boom! Traffic!

5. Brooks Brothers: what’s up with the sheep?

July 25, 2007 — I’m glad some of these “random observation” posts are generating traffic. I believe I’ve spent a grand total of less than 5 minutes of my life inside Brooks Brothers stores, but I’ve pondered their bizarre logo for much longer, and the fact that others have too has brought my blog significant traffic.

4. Why does Safari 4 Beta take SOOOOO LOOOONG to start up? Am I the only one having this problem?

March 1, 2009 — I kind of wish some of these posts would stay buried. Three of the top four all-time posts on my blog are related to issues with Apple products, specifically, issues with early releases and/or beta software. People continue to visit these posts long after they’ve become irrelevant. Seriously, Safari 4 Beta? It’s currently up to version 5.0.2! Please, this post needs no more traffic!

3. Dog inequality in Walt Disney’s world

November 18, 2008 — And then there are posts like this one. Awesome. I love the fact that this has resonated with so many people. Goofy + Pluto = Traffic.

2. Solution for the iPhone Facebook problem

June 8, 2009 — Here’s another post pertaining to early software, and one that’s way past its sell-by date. Here, from an SEO perspective, we have an interesting case study: a keyword-laden but still generic title. What iPhone Facebook problem? The post was referring to the dilemma of iPhone users who were stuck with the then-crappy iPhone Facebook app or the then-crappy iPhone-optimized Facebook mobile site. The best option at the time, in my opinion, was the non-iPhone mobile site, but Facebook had a redirect built into that site that would automatically take iPhone users to the inferior iPhone mobile site. I found a way around that, and shared it in the post.

This is not really relevant anymore, but now any time there is any kind of problem with iPhones and Facebook, this post sees a surge in traffic.

1. Disabling the pinch-zoom feature on the new MacBook

March 9, 2009 — I’m always a bit annoyed when I look at my stats and see this post near (or at) the top. To me it’s a long-dead issue, but apparently not. I just showed this solution to SLP yesterday, so the problem still persists, and whenever I get a new Mac or reinstall my software, I have to remember to go in and deal with this again.

I don’t know whether or not I’m in the minority of Mac users here, though I suspect not, but I do not like the multitouch features of the MacBook trackpad. The only one I use is two-finger scrolling. That’s nice, but the rest are just an unwanted nuisance. I forget they even exist until I trigger them accidentally when I’m trying to do something else. Then I have to dig into System Preferences again and turn them off. Apple may love multitouch, and it’s great on iOS devices, but clearly there’s some distaste for it on the Mac, which for me means traffic.

P.S. You may notice a logical inconsistency here: the rankings in this list — specifically, the placement within the rankings of #10 and #6 — don’t jibe with the chart I showed at the top. That’s because most of the traffic driven to my site in the wake of the mechanically-separated chicken meme went to the home page, for whatever reason, not directly to the post. In which case those visitors would have completely missed the mark. In short, it’s a failure both for Google and WordPress Stats. Great job!

This is what I wanted all along

Last Tuesday night, I was sitting in a chair upstairs in my house*, with my 15-inch MacBook Pro, my iPad, and my iPhone 3GS all on my lap. And I had a revelation…

I’m a huge nerd!

No, not that revelation. I had that long ago. The revelation was…

This is ridiculous!

Earlier in the evening, I had spent a considerable amount of time hunting, as I had several times before, for a workable iPad app for writing code. I decided to spring for the $6.99 for Gusto, which seems promising. But since it currently doesn’t support SFTP (due to government regulations on encryption software, which the company says it’s working on), it’s completely useless to me in its present state. The bottom line: while there’s plenty I can do with an iPad, I still can’t do my work on one, which limits its usability.

The conclusion I had last Tuesday night was simple and obvious: I need a Mac that’s as small as an iPad.

And then came Wednesday. Steve Jobs must have been reading my mind on Tuesday night, and then he hopped in his Delorean to go back in time* a few months and develop a solution to the problem I had only just realized I had. Because at the Back to the Mac event Apple held that day, Steve Jobs introduced my dream computer: the 11-inch MacBook Air.

The moment I saw it, I knew I needed it. I worried a bit that it might be underpowered, or its storage capacity might be too small. But that’s not important. It would fit in the CaseCrown iPad messenger bag I had recently purchased, and that was all that mattered.

OK, performance mattered too. So before buying one, I wanted to try it out and see if it could handle what I was going to throw at it. I’d call myself a “power user” (if it didn’t sound so stupid), although I don’t usually push my Mac’s limits in terms of processing power: I rarely edit video (unfortunately), and my work in Photoshop is usually limited to small, web-scale graphics. But I do often have a lot of programs open at once: I’ll be coding in Coda; uploading files with Transmit; checking email; previewing sites in Safari, Firefox and Chrome (and occasionally bothering to check them in Internet Explorer too, which means running Parallels Desktop); writing project proposals in Pages; and editing images in Photoshop… all while keeping the music running constantly in iTunes.

My somewhat idiosyncratic suite of applications wasn’t on the demo unit at the Apple Store, of course, but I did the best I could to push the little dynamo to full capacity: I opened all of the iWork and Microsoft Office applications at once, and then simultaneously ran a video preview in iMovie, played back a multitrack audio project in GarageBand, and watched the Close Encounters of the Third Kind trailer in iTunes. All of the video and audio ran perfectly even under these conditions, and at that moment I knew I wouldn’t be walking out of the store without a MacBook Air in my hand. I also picked up the external SuperDrive (for CD/DVD access), and I supplemented the feeble 128 GB of Flash storage with a portable external 1 TB USB drive from Seagate.

I spent most of Saturday afternoon installing applications and transferring files from my MacBook Pro to the MacBook Air. Make no mistake, my goal from the moment I laid eyes on it has been clear: this machine was going to replace both the MacBook Pro and the iPad in my “digital lifestyle.” Which means that I am also doing that thing that so many of the tech bloggers are asking if it’s even possible: I’m using the 11-inch MacBook Air as my only computer. I’m on day three of this experiment, and days one and two were heavy work days. Here’s a summary of my experiences so far.

Screen Size

The MacBook Air’s screen is indeed small, but its high resolution makes up for the lack of physical space. It’s basically like a widescreen iPad: the vertical pixel count is the same (768 pixels), with the horizontal increased substantially (from 1024 to 1366). Its dimensions are comparable to the iPad’s, which means its pixel density is about the same.

The image is very clear and sharp. But it’s also making me realize my eyesight isn’t what it used to be. It’s also not directly comparable to the iPad, because I would typically have the iPad’s screen about a foot from my face, but the MacBook Air is usually at least twice as far away. When I’m working on it directly it’s acceptable. But at my desk I attach the MacBook to a 19-inch LCD and use the MacBook’s own display as a secondary monitor. In this layout the screen is even farther from my face, and I do have a bit of trouble reading it clearly at that distance.

In short, although the screen is small, it has a high pixel count and dense resolution, so it’s a very usable size, albeit a bit challenging for aging eyes.

Tip: I’ve always kept the Dock on the bottom of my screen, but the demo unit had it on the left, which seems to make sense given the widescreen aspect ratio on this screen. I’m trying it out and so far I really like it, even though I do sometimes accidentally go to the Dock when I mean to go to the tool palette in Photoshop.

Storage Capacity

128 GB is not a lot of storage space anymore. My first Mac, back in 1994, had an 80 MB hard drive. Times change. I knew I’d never be able to fit my 250 GB iTunes library on the MacBook Air, but I was worried that I wouldn’t even be able to fit Mac OS X plus all of my applications on it. I’m pleased to say though that I was able to install all of the applications I regularly use, plus all of the iTunes content I keep on my 32 GB iPhone (allowing me to sync the phone), and I still have over 62 GB free. I’m planning to allocate about 20 GB for a Boot Camp Windows 7 set-up, but that will still leave about 40 GB for data files for future projects. The bottom line is that 128 GB is an acceptable bare minimum for my needs, but I would not have been able to get by with the 64 GB base model.

As noted above, I’m supplementing the on-board storage with a 1 TB external drive. It’s an investment I definitely recommend if you’re considering a MacBook Air. Not only is it great for Time Machine backup, but I’ve been able to load all of my iTunes and iPhoto data on it, plus archives of all of my digital crap dating back to 1994. It’s small enough and light enough to go with me in the messenger bag, too, so if I do need to access anything that’s on it, I’ll have it with me.

Tip: In order to make this work, I needed to manage two separate iTunes libraries. This is a lot easier than it might seem. When starting iTunes, hold down the Option key. iTunes will give you the opportunity to select a different library or create a new one. Same goes for iPhoto.

Performance

My old MacBook Pro had a 2.66 GHz Core 2 Duo CPU, almost double the 1.4 GHz unit in the MacBook Air. Processor speed is important for heavy-duty tasks like video editing, but in practice, I find the computer’s speed is far more a factor of its hard drive performance. Read-write operations are so much faster with Flash storage than with a traditional hard drive that with the kinds of day-to-day tasks I do, the MacBook Air seems at least as fast, if not faster, than the old MacBook Pro.

Memory

I knew going into this experiment that the biggest sacrifice I would be making was in giving up half of my RAM. My old MacBook Pro has 4 GB of RAM, and the stock MacBook Air comes with 2 GB. You can get a MacBook Air with 4 GB of RAM, but it has to be installed at the factory (since it’s soldered right onto the logic board), which means you have to special order it. I was too impatient for that, as well as reluctant to drop an extra $100, so I went with the stock 2 GB.

The biggest impact of this limitation for me is that I can’t keep as many applications open at once as before. I had gotten to the point where I never even paid attention to how many applications I had running, and rarely bothered to quit an application when I was done using it.

Tip: In the Mac OS X era, we Mac users no longer have to worry about manually setting memory allocations for our applications, but Parallels Desktop does still need to have its virtual machines’ memory limits set. I copied over my Parallels VMs from the old MacBook Pro, where I had given them each 2 GB of RAM. Doing this on the MacBook Air was not good… the thing ground to a halt when I fired up Parallels. Reducing the VMs’ memory allocation to 768 MB solved the problem.

Battery Life

Apple has touted the battery life of the new MacBook Air line with claims that the 13-inch can last up to 7 hours on a single charge, and the 11-inch 5 hours. I haven’t taken the time to log my actual usage time, but so far I’ve run down the fully charged battery twice. On Monday and Tuesday I had it plugged in all day as I worked, and then went on battery power in the evening while I spent some time organizing my data files, doing a bit more work, and of course always listening to music on iTunes. Anecdotally, I’d estimate I’ve been getting at least 4 hours of battery time under these conditions.

Today’s usage is probably the most relevant yet. I ran on battery at a coffeehouse this morning for about three hours. Now I’ve been running for about another half hour on battery power at MIA, and the battery indicator is saying I have 1:47 remaining. Not bad. This definitely beats the battery life in my old MacBook Pro. Then again, I almost never ran the MBP on battery power. It’s so big it doesn’t really feel like a portable device in the same way as the Air, and whenever I would go anywhere with it, my first instinct was to locate an electrical outlet and plug in. The MacBook Air feels portable and “unplugged” in the way that up to now only the iPad did.

Portability

It’s perfect. Jason Snell has it right: “It’s quite possibly the most desirable laptop Apple has ever made.” Indeed.

Ahoy!

It’s been two weeks since my last blog entry which, while not exactly a record for inactivity, is surely too long. I’m too busy to write a full entry today but I feel compelled to write a brief status update to tide over anyone who for some reason cares about what I’m doing/saying/thinking.

Item! Lots of work going on at Room 34 Creative Services, LLC! I’m making major enhancements to cms34 and preparing to roll out a major site overhaul for a long-term client.

Item! I’m suffering withdrawal after the premature end to the baseball season in Minnesota. That said, my pain is eased considerably by the Rangers’ handy defeat of the Yankees in the ALCS, and by the success of my favored San Francisco Giants in the NLCS.

Item! Oh, man. The MacBook Air. I couldn’t resist the impulse to buy the 11-inch model this weekend, and I absolutely love it. More on that in a future post.

Item! I’m hoping to review another coffeehouse this week, as it’s been way too long.

Item! If random, bullet point-length updates from me are something you enjoy, be sure to check me out on Twitter for all of the latest trivialities.

That is all.