Reflections on (my own) uninformed speculation as pertains to a possible “iTV” from Apple

I don’t have any inside sources of information on the inner workings at Apple. I get most of my information from a handful of well-regarded tech blogs. (See the link list at the bottom of this post.) In fact, I would probably be doing the world a service by deleting my blog entirely and setting up my URL as a redirect to daringfireball.net.

But my lack of well-sourced information doesn’t preclude the formation of opinions, based on what I’ve heard. On rare occasions, those opinions might even merit sharing with others, and today I think may be one of those times.

The topic is an Apple-branded television, and whether or not such is coming in 2012, or ever. I was inspired to reflect on this after today’s post on the topic on Revert to Saved.

Past performance as an indicator of… something

I have a poor record regarding Apple rumors. I insisted in early 2007 that Apple couldn’t possibly be developing a smartphone. (You won’t find any traces of that insistence here, however, as I did have the good sense not to publish anything about it.)

Most smartphones then on the market sucked. I couldn’t envision what an Apple phone might look like, especially one with a touch screen and only one button. Much like The Homer, my mental abomination would likely resemble a cross between a Nintendo DS and the Cinco-Fone. Besides, it would have to be called the iPhone, and Cisco already owned that name. We know how that turned out.

In late 2009 and early 2010, I couldn’t imagine Apple releasing a tablet. (And that time around I had plenty of stupid stuff to say on the matter.) Every tablet I’d seen before that sucked, and I was certain there would be issues with screen resolution.

We know how that turned out.

Now, an Apple-branded TV, or, as the rumors would have it, iTV. Most TVs today suck, and there are few pieces of technology known to humanity more craptastic than a cable TV set-top box. There are open questions pertaining to the potential device’s screen dimensions. (Today’s flood of rumors says they’ll come in three sizes.) And, of course, ITV is already the name of a British network.

Given the eerie similarity of this scenario to the seemingly insurmountable challenges Apple previously faced with the iPhone and iPad, therefore, I am forced to deduce that Apple must have a TV in development, and… we know what it will be called.

Don’t listen to me

Where Apple excels is not in creating whole new technologies, but rather in combining existing and emerging technologies in novel ways, and optimizing the hell out of their performance. And they integrate their hardware seamlessly with software platforms that deliver content and experiences to create a cohesive and engaging ecosystem that no one else can match.

So, my inability to predict or even imagine what Apple has in the pipeline is partly a failure of imagination, and partly a lack of knowledge of the kinds of hardware and software engineering that Apple is keeping under wraps, guarded with jealous secrecy unmatched by any business or government agency on Earth.

So what?

So what, indeed? What is Apple doing, and more importantly, will it be awesome? Scratch that: How awesome will it be?

But the biggest question I actually have right now is: How much of this (hypothetical) iTV was invented before Steve Jobs died, and how much of Apple’s mojo did he take with him? In the coming months we should have an answer. This will be Apple’s first major product introduction of the post-Jobs era, and it will tell us how well that obsessive attention to detail has truly been woven into the “Apple DNA.”

Further reading

As promised, here’s a list of some of my favorite tech blogs/podcasts at the moment. I subscribe to their RSS feeds and check them daily.

Post script

I cranked out the bulk of this post in the Notes app on my iPhone while standing in a hallway, waiting for SLP. I had the idea in my head and I wanted to get it written before I lost it. I’m not sure what that really says about anything, but I thought it was worth noting.

The Long Run

As I’ve been posting frequently on Twitter and occasionally here, on June 1 I started running. I’ve never been athletic or even particularly physically active, but at 37 I was beginning to feel the effects of my sedentary lifestyle. Thanks to the Couch-to-5K running plan and the fantastic C25K iPhone app, I’ve been able to finally get off my lazy ass and do something about it.

I had to take a break at one point due to shin problems and I ended up repeating a couple of weeks, but in the end I stuck with it and this week I finally finished the program. I hate to use the tired cliché “If I can do it, anyone can,” but it seems apropos. Couch-to-5K is really amazing, especially when an app makes it so easy to do. Now I’m regularly running 30-plus minutes every other day, and I’m looking forward to participating in my first 5K race next month.

The biggest challenge for me with the running lately has been finding interesting music to listen to while running. Combine that with the “itch” to record some new music, and the answer was obvious: I wanted to record an extended piece of music suitable for listening to while running. Over the past week I’ve worked on it in every spare moment, and now it’s finished. So, here I present “The Long Run,” clocking in at 40:37. Later in the week I’ll be posting it on my music site, both as an uninterrupted track and divided into 11 separate (but “gapless”) tracks. I’ll also be releasing it on CD in the 11-track form. But in the meantime you can hear (and download) it all right now on Alonetone:

alonetone.com/room34/playlists/the-long-run

For most of my longer runs I’ve chosen a route around Lake Nokomis, which I’ve commemorated with the album’s cover art, a collage of photos taken at and around the main beach this afternoon. (Yeah, I work fast with this stuff.)

Update: The album is now posted on my music site as well, and the CD is available for purchase. Full MP3 downloads (including the fabled, long-awaited single-track version) coming soon.

What I did on my summer vacation, 2011 edition

My family and I went on vacation last week. Nothing major… a driving tour of the Upper Peninsula of Michigan and Duluth, Minnesota. A “greatest hits” tour, if you will. There were some things I’d rather forget (a constantly spreading crack in the windshield from a rock that hit it two hours into the first day of the trip; the daily kid freakout in the hotel because we weren’t at the pool yet; watching lots of Disney Channel), and other things I’ll always remember (jogging along the canal waterfront in Houghton at 6 AM; eating a sandwich of salmon, egg and radish on grilled lefse).

But the most enduring overall memory of the trip will probably be the collection of nearly 150 Instagram photos I took on my iPhone during the course of the trip. Instagram’s images may be low-resolution (612×612 pixels), but the endearing and quaint qualities its filters and effects lend, combined with the modern technologies that underly it (and allow for things like instant worldwide sharing, geolocation, and printing a poster of your photos), make it a transformative tool for turning cell phone photos into meaningful artifacts.

And, with that grandiose setup, here’s a sampling of some of the more interesting photos I took on the trip.

I found what was quite obviously not a naturally-formed rock on the shore, and placed it on top of what was also quite obviously not a natural piece of driftwood.

I doubt Roger Ebert was actually at McLain State Park, north of Hancock, Michigan. But someone by that name apparently was.

Whoever wrote this must have been under the effect if they thought they could fit the entire phrase in that amount of space.

Retaining walls can be ugly. Someone in Houghton did their part to change that.

Rosie throws a rock while Fletcher looks on.

I had some fun experimenting with different arrangements of natural elements, and artificial photographic effects.

I think this was a strawberry, growing wild on a rock near Lake Superior.

A stern warning from the monks of Society of St. John, in front of the Jampot.

This disturbing mural greets the inebriated patrons of the Ambassador Restaurant in Houghton, Michigan.

Rosie found a piece of bark on the beach near the mouth of the Presque Isle River in Porcupine Mountains Wilderness State Park.

I’m no botanist, but this is a cool looking flower.

Not “You Are Here.” Just… “You.”

I’ve always found artsy photos of derelict businesses appealing, so I had to try my hand at it.

There’s nothing to see out there, but you can see it up close.

I discovered what appears to be half a bowling ball amidst the rocks on the lakeshore north of downtown Duluth.

Amazingly, in all of the times I’ve visited Duluth in my life, I’ve never approached the lift bridge on foot. So I never saw details like this…

…or this.

I like the composition of this photo, with Fletcher in the foreground symmetrically balanced against the lighthouse in the background.

Toy cars on I-35. OK, they’re not really toy cars, of course, but a clever bit of tilt-shift trickery.

Another thing I’ve somehow managed never to experience before was Canal Park in the fog. Until now.

Before writing this post, I tried to research the history of… this thing… sunken in the waters of the Duluth Lakefront just northwest of the canal. But it appears to have been purged from the city’s history. Kind of like… this.

Update (8/5/2011): A former coworker has identified this as the “Ice House”… it even has a Facebook page. Sadly, I still can’t find any more information about its history. How can there possibly not be any more information about this thing online? Is Duluth really so ashamed of it that all but its teenaged, diving residents deny its existence?

There was a cool exhibit called “Masters of Disguise” at the Great Lakes Aquarium. Chameleons are awesome.

So are mantises that look like twigs.

While eating lunch at Takk for Maten in downtown Duluth, I couldn’t help noticing that this giant onion is totally gonna eat that guy!

Couch to 5K week 4 playlist

If you follow me on Twitter (and if not, well…) you know that for the past few weeks I’ve been trying to conquer decades of sedentary lifestyle by way of the Couch to 5K iPhone app. It’s been working out very well so far!

One thing I have yet to do is consciously plan out a playlist to correspond to the cycles of walking and running that are a key to the Couch to 5K program. Well, on Thursday I will be running the final day of week 4, nearing the halfway point (what??!!) in the program, so it’s time to remedy that situation.

Here then is my Couch to 5K week 4 playlist, for your consideration:

Action Song Artist Time
Warm up One More Robot / Sympathy 3000-21 The Flaming Lips 5:00
Run The Distance Cake 3:01
Walk Little Fishes Brian Eno 1:30
Run Smells Like Teen Spirit Nirvana 5:01
Walk And I Love Her The Beatles
Run Highly Suspicious My Morning Jacket 3:05
Walk Pigs on the Wing (Part One) Pink Floyd 1:25
Run Uprising Muse 5:05
Cool down Computerworld Kraftwerk 5:08

It will be interesting to see how this plays out. Clearly I focused primarily on the timing and general mood of the songs when programming this playlist, giving… well… absolutely no consideration whatsoever to the transitions between the songs. But I think it will still be successful. It helps me a lot when running to focus on the music and to think, “OK… I run until the end of this song.”

And yes, when I get to running for the entire time, I will have a song for that. I have 14 songs in the library on my iPhone that are over 20 minutes long.

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.