Kibbles & Bytes Blog
Apple news, tech tips, and more…
Apple news, tech tips, and more…
This weekend my cousin and her Fiance are coming for a quick visit. They will be coming up from Boston to look at some potential wedding venues and they are going to show me how to properly cook in my Instant Pot. I got my Instant Pot two years ago, but honestly, I don’t know how to use it. Seeing as my cousin and her Fiance use theirs all the time I’ve asked them to finally show me how to use mine!
After my cooking lesson, I’ll work off a good meal with a Vermont tradition, wood stacking. Perhaps this isn’t an actual tradition, but the work needs to be done none the less. Our woodstove isn’t our primary heat system but we do enjoy the added warmth when the cold weather really sets in.
Thank you for reading,
Emily & Mike
This October marks seven years since Steve Jobs passed away leaving behind a legacy of innovation and development that has undeniably changed the world we live in and how we live in it. From its early days, Apple has almost always taken the unconventional approach to creating hardware and software, tackling obstacles from an uncommon angle and often finding newer, better, more streamlined ways of doing things. This has led to groundbreaking advances and a modest list of not-so-successful ideas that failed to hit the mark or were perhaps too far ahead of their time.
It’s with this in mind, that we discuss Apple’s little-known singular foray into the world of gaming consoles, the Pippin.
The iPhone and iPad have blossomed into powerful mobile gaming platforms in recent years, and even the often joked about desktop and laptop Macs have more than enough computing power to run most modern desktop games. The Pippin, though, despite the pretense of being its home computer and/or educational platform, was a video games console through and through.
The Pippin was an ugly duckling in the highly competitive market of the mid-1990s, and unlike other machines of the time such as the Panasonic 3DO, weren’t intended as a proprietary, single console like we associate devices such as the Super Nintendo or Sega Genesis. It was instead meant to be something that could be licensed out to many companies. Apple had designed the brains of the machines but would leave the manufacturing to other firms.
In terms of performance it did boast a few innovative features such as the fact that Mac computers of the era could play software designed for the Pippin since it shared much hardware with the Macintosh. With its educational usage in mind, rather than being solely an entertainment platform it had peripherals like a full keyboard, optional wireless controllers and even a printer.
Wanting to get in on the lucrative console business, Japanese toymaker and anime publisher Bandai decided to be first to license the tech, and in February 1995 the first Apple Bandai Pippin consoles went on sale in Japan. The machine’s US launch would take place a few months later, in September. The Japanese-market Pippin ATMARK consoles were a rather classy white, while American-market Pippin @WORLD (pronounced At-World) consoles were black. In Europe, the Katz Media Player had a different but similar black design.
Bandai may have been the first company to release a Pippin, but aside from the tiny European release by Katz, there were to be no more. Unfortunately, the machine was a complete failure.
It never caught on for reasons which had nothing to do with failure to be a good idea. It had at it’s core a PowerPC 603 RISC CPU which could have rivalled the Sony PlayStation for it’s rendering power had it been it’s utilized.
First, it was too expensive. At launch, the retail price of $600 was an unprecedented price for the time. Secondly, it launched into a market already dominated by Nintendo and Sega, and unlike other high-end consoles with the same price point such as the Neo-Geo, it had almost no software or games available.
While with Bandai’s support around 70 titles would be released in Japan, including the extremely popular Gundam franchise, that wasn’t the case in the US market. Over the console’s short lifespan, we only saw 18 games ever hit shelves. And not a single one approached the “must have” status a console needs to attract new customers despite having early internet support, the infrastructure just wasn’t there.
All in all, the Pippin would sell less than 50,000 units in its two years on sale, it’s that less than 5000 units were sold to US consumers. Bandai would cease support for the console in 1997 when it abandoned its deal with Apple and tried to align itself with Sega instead with it’s Netlink internet peripheral for the Saturn, which also didn’t work out. Katz vowed to continue support for the console but they were ultimately getting their hardware from Bandai and couldn’t maintain support beyond it’s current inventory of a few thousand units.
It wasn’t until the Sony PlayStation line finally broke into the scene that Nintendo and Sega would be dethroned as the leaders of the console market, a distinction that they have shared only with Microsoft’s XBox line of gaming consoles.
The Pippin is one example of an excellent idea that just couldn’t find footing through no direct fault of its own. It lies in repose with other valiant but failed attempts at console gaming such as the Atari Jaguar, Philips CD-i, Sega Dreamcast, Memorex VIS, Pioneer Laseractive and Panasonic 3DO among others.
Dear Friends,
This week we saw snow flurries just about every day, a sure sign winter is coming. The higher elevations have snow sticking to the mountain tops and the trails are turning white at Sugarbush. We have been taking advantage of the still somewhat mild weather around my house and working to get the horse barn ready for another winter. Our big fall project this week was fixing a water line issue, our barn hydrant failed part way through last winter. We had assumed it somehow froze but why June when water still wasn’t coming out we knew we had bigger problems. Thankfully, we have a second water hydrant so it was just an inconvenience for several months. I’m happy we have finally fixed the issue.
We are eagerly anticipating Apple’s announcement next week. Customers are always surprised to hear that we do not have any special intel when it comes to Apple product announcements. We have to do what everyone else does, guess. Added excitement to this event is a new location and time zone, we all want to know what Apple has to reveal.
This week’s Kibbles & Bytes exclusive special is a Philips Hue bundle. Philips Hue is easy to set up and works with Home Kit and smart speakers. I have just installed this set up in my own house, it’s perfect for those with older homes and wants smart home conveniences without costly installs and wiring projects. This starter bundle can easily be set up within a few minutes and it’s as easy as switching out a few light bulbs. Give it a try, I’ve discounted this bundle and thrown in free shipping
We are packing up and stuffing everything in the car for our trip to Key West. I convinced Grace that we really did not have to rush and spend the entire trip on I-95 so we will be doing some meandering as we head south. I am going to use my iPhone app that tells me where weird things are on my journey. I will never forget the trip to Hutto, Texas, and, with the help of the app, I went to see the hippo statues with Hapy and Jen Mayer. We had some extra time while attending an Apple conference and piled into my rental car to go see where this app was sending us. It turned out the town was hippo crazy.
I will be traveling most of next week. We are celebrating our 51st anniversary at Hapy’s house on Sunday and then jumping in the Jeep on Monday for the trip. Emily will be at the reins of Kibbles & Bytes next week.
Thank you so much for reading this issue of Kibbles & Bytes!
Your Kibbles & Bytes Team,
Don & Emily
While I run beta software on my computer, I do not yet run Beta software on my iOS devices. Screen Time was one of the features I was looking forward to (for the kids) when iOS 12 officially released last month. Regretfully, my kid’s devices are too old to run iOS 12, so that meant the test runs were up to me. I’d like to share how much I love Screen Time, but I can not. Why you ask? My reasons are obvious, it totally sells the user out on how much they do or do not use their phone!
Joking aside, the information it collects is revealing and useful for how we use our phones. I can clearly see how much time I spend checking on the news or listening to a favorite podcast. I’ve learned I check the weather a lot and my kids sneak my phone more often than I realized to play games. Texting is clumped into social media, so if you are someone who uses messages a lot you might feel it’s not fairly accounting for your time. None the less, I do find this to be a valuable feature. Just like the fitness features of Apple Watch, what you get out of it is up to you. You can choose to look at the statistics and make changes or you can choose to just ignore them. I am someone who does both. Some weeks I’ve made conscious efforts to adjust my phone use and other weeks I pretend my phone isn’t tracking me! I do suggest that everyone gives it a try, you can easily turn it off.
Get Started with Screen Time
To enable Screen Time, go to Settings > Screen Time and tap Turn on Screen Time. After you see an introductory splash screen, tap This Is My iPhone to go to the main Screen Time screen.
Two options on the lower portion of this screen help you customize Screen Time overall. Tap Use Screen Time Passcode to create another passcode that controls access to Screen Time settings and lets you extend time limits. It’s designed for parents who let their children use their devices, you could use it as a speed bump when overriding your self-defined limits. If you use both an iPhone and an iPad, enable Share Across Devices to aggregate your usage. This syncs settings between your devices. This is useful if you are trying to keep yourself honest. However, you do not need to enable this setting.
Downtime
To limit your usage according to a schedule, perhaps so you don’t get caught up in your favorite Netflix show before bed, tap Downtime, turn on the Downtime switch, and set start and stop times. Unfortunately, you can’t create multiple schedules for different portions of the day.
App Limit
When you tap App Limits and then Add Limit, Screen Time presents you with a list of categories and examples of your apps in each one. Select one or more, say Social Networking and Games, then tap Add. You can then set the amount of time you want to allow yourself overall for apps in that category. You can create multiple category limits with different amounts of allotted time. App limits can also help with Downtime because you can specify by category. This is another means of ensuring you perhaps don’t stay up later than you wish to.
If an app category is too broad, you can limit a particular app. Tap the Screen Time graph at the top of the screen, scroll down to the Most Used section, and tap an app in the list. At the bottom of that screen, tap Add Limit and specify a time limit.
There are a few exceptions to the apps limited by both Downtime and App Limits, regardless of your settings. The Phone app is always available, and Clock, Find my iPhone and Sarari. For other apps you never want limited, tap Allowed Apps on the main Screen Time screen, and then tap the green plus button next to any app you want to allow. Apple adds FaceTime, Maps, and Messages to the Allowed Apps list by default, but you can remove them if desired.
Living with Screen Time
Screen Time alerts you 5 minutes before a time limit expires and displays a Time Limit screen when time runs out. Although the point of Downtime and App Limits is to help you stop playing a game or reflexively checking Facebook, you can tap Ignore Limit to keep using the app. You can choose to ignore it for 15 minutes or just tell it to ignore it for the rest of the day. With many features, it’s all about deciding what you want to get out of it. If you find you are just always hitting ignore for the rest of the day, perhaps Screen Time isn’t right for you.
I have only been using Screen Time for a few weeks, there are days I do choose to just ignore it and there are days I consciously adjust how I am using my phone. One of the unexpected benefits, I am finding myself using my phone more. I know, that sounds strange. However, knowing my phone is tracking my usage is subconsciously forcing me to explore forgotten apps and to remind me my phone does more than just keeping me connected.
Give it a try, even if it’s just for a week!
Being the spoiled Apple fanboy that I am, I decided that I definitely needed a new Apple Watch just so I could write…