
'MacHeads,' a new movie about the Apple and Macintosh culture, will premiere Wednesday at MacWorld.
(Credit: MacHeads)It's a long-established truism in technology journalism that stories about Apple are pretty much guaranteed to do better than just about any other subject.
And why? It's certainly not because of the total size of the user base of Apple products. Rather, as has been very well chronicled in newspapers, magazines, online, and in books, the passion felt by the community of Apple users far outstrips its size.
Now, with the release of MacHeads, you can add movies to the roster of media documenting the full fervor of the Mac faithful and their particular brand of do-it-yourself brand evangelism.
MacHeads, a 54-minute film by the Israeli director and producer team of Kobi and Ron Shely, has its world-premiere Wednesday with a screening at Macworld, a suitable place for a film about 25 years (or more) of Mac fanaticism, especially because much of it was filmed at Macworld 2007.
It's also a bit of an ironic location to launch a cinematic discussion of hard-core Mac fandom, given the recent announcement that Apple will end its participation in Macworld after this year, a development that could well spell the end for the last large-scale physical gathering of the very people the movie is about.
In a way, however, the end of Macworld as we've known it plays right into the hands of the Shely brothers, as one of the chief arguments their film makes is that the newest generation of Mac users depends much more on the Internet for community than Macworld itself or the users-group meetings that have taken place in any number of cities around the world for so many years.
Either way, though, one thing is made abundantly clear in MacHeads: As long as there are Mac users, new or old, on working computers or museum pieces, the so-called cult of Mac will stay alive and well.
As a movie, I found MacHeads to be rather uneven. It struck me as haphazardly edited, and it struck me that the filmmakers were never completely clear with themselves whether their movie was about Mac users, their passion, Apple, the computers themselves or the transformation of a small, yet unbelievably vocal community.
Probably, that's because it's about all of the above. But where MacHeads succeeds in amply demonstrating the extent of the feeling the faithful have for their beloved Macs, it suffers from an obvious lack of clarity.
Still, it's kind of fun listening to the so-called MacHeads opening up to the world about their obsession. It's also not at all unfamiliar. I myself am writing this on a Mac, and between my wife and I, we have five Macs, two iPods and two iPhones. And she would probably recount proudly that she nearly dumped me early in our relationship when I told her that I was considering buying a PC for my next computer.
In the film, this distaste for all things Windows takes many forms, some funny and others even more funny.
Early in the movie, for example, the well-known sex author and blogger Violet Blue, says, with only the slightest hint of irony, "I've never knowingly slept with a Windows user. Ever. Ever. That would never, ever happen."
Later, DigiBarn computer museum co-founder Bruce Damer talks about Apple taking on IBM and PCs as "the force fighting against the beige banality."
While the Mac--in its many iterations--is the technological focus of the devotion of the MacHeads, Apple co-founder and CEO Steve Jobs is clearly the human form.
And together, Jobs and the products his company makes comprise a church of sorts, with thousands, if not millions, of followers.
"If you go online and look up the definition of a cult," Shawn King, the executive producer and host of Your Mac Life, says in the film, "Mac users are a cult. You know, complete fealty to one leader."
Fealty and devotion often have a physical component, and for some Mac fans, that's a tattoo. MacHeads, then, features at least two cases of users with Apple logos emblazoned on their legs.
But some Mac users clearly think of their computers as an extension of themselves--a sentiment that some might laugh at, but which others will understand fully.
"Only Mac people really put stickers all over their laptops," digital media strategist Deborah Schultz says in the movie, "and I think it's indicative that this is kind of something that is close to me like my clothing and it's an identification."
These days, with Apple flying high on the strength of the massive success of the iPhone, the iPod and the Mac line, it's easy to forget that in the mid-'90s, the company was on the verge of failure. And for the 25 million or so Mac users at the time, events at the time like Macworld were a place to come and share their hopes and fears about their future computing.
"You have to be an optimist to be a Mac user," said former MacAddict columnist Joseph Holmes in the film, "because there were those tough times when we thought, you know, maybe I'll have to use a Windows system. Maybe there won't be a Mac in a couple of years. It was kind of tough."
Or, as fellow Mac fan Debroah Shadovitz put it, "We would have entered the dark ages if Apple went away. We couldn't let that happen."
As is the basis for endless business school case studies today, of course, Jobs returned from the Siberian exile of forced life away from Apple, and brought the company back to glory, first with the iMac and then with the company's next--and maybe biggest--game changer, the iPod.
Oddly, MacHeads hardly covers the iPod, and its importance in making Apple what it is today. I think that's because the whole point of the film is to focus on the passion of a niche group of tech users, and the iPod has been such a mainstream hit that it is the dominant portable music player today, hardly the kind of device that establishes the us against them mentality that many of the Mac fans in the film evince.
Yet, the movie feels like it has a hole without a discussion of the iPod, and I think that's evidence of the lack of clarity I talked about earlier--the indecisiveness as to what the film is really about.
Because this is well-covered ground, there is little in MacHeads that would surprise anyone who is familiar with the cult of Mac. Yet, because that community is so visible and outspoken, the movie is bound to have an audience--at least of the already converted. Whether it will appeal to those outside the fold is less likely, to me, at least.
No matter, though. Apple's fan base alone is large enough to give the Shely brothers a sizable potential audience, even if many of those people really just want to see how their kind is portrayed on film.
After all, in the end, what makes the cult of Mac powerful, and interesting, is the people.
"It's the community that you want to talk about," says Shawn King in the film. "Don't love Apple, love the community."

Bandai's iPhone version of I Love Katamari is one of the most popular games on the mobile platform. This March, iPhone game developers will gather in San Francisco to promote the platform.
(Credit: Bandai)While there are more than 10,000 applications for the iPhone, many of the most popular ones are games. A quick glance at the top 25 paid applications reveals that 18 are games; games comprise 14 of the top 25 free iPhone apps as well. And those ratios are likely to hold for the foreseeable future.
That's most likely what led the organizer of the Virtual Goods summit to announce on Tuesday the first iPhone game conference, dubbed the iGames Summit, slated for March 19 in San Francisco.
"The market for iPhone games is exploding, and we're organizing our first event focused on this vibrant market," organizer Charles Hudson wrote in an e-mail announcing the event. "Our half-day event will bring together leading iPhone game developers, investors, and industry executives to share their collective wisdom on what's working today and where this exciting industry is heading."
On the event's still-rudimentary Web site, several leading iPhone developers are listed as having already committed to participating in the summit. Among them are Tapulous, which published the mega-hit Tap Tap Revenge, a sort of Guitar Hero for the iPhone; Zynga, a leading developer of games for sites like Facebook and MySpace; and SGN, another leading iPhone game developer.
What, exactly, will take place at the summit remains unclear, but the announcement of such an event makes sense, given the success of the platform, the number of people making games for it, and the adaptability of the iPhone--with its accelerometer, touch screen and rabid user base--for games.
Updated at 5:28 p.m. to include additional data and analyst perspective.
Though the retail economy suffered what appears to be one of the bleakest holiday seasons in recent memory, it looks as though the video games industry bucked that disastrous trend.
That's one conclusion that can be drawn from holiday Xbox 360 sales numbers released by Microsoft Monday, in which the company reported that its console business had the most successful holiday season in its history.
All told, Aaron Greenberg, director of product management for Xbox 360, said Microsoft boosted the Xbox's worldwide sales lead over Sony's PlayStation 3 to 8 million units, explaining that, based on internal data, the Xbox has now sold 28 million units globally, compared with the PS3's 20 million.

A big part of the success of the Xbox 360 during the holiday season likely comes from the September drop in price of the console to $199, the lowest-price next-generation console.
(Credit: Microsoft)Microsoft said its holiday data came from internal sales numbers and weekly sales data available in some regions, like Europe, as well as past years in which December console sales are typically twice that of November, which in turn are typically twice that of October.
In November, Microsoft sold 836,000 Xboxes in the United States, suggesting that if Greenberg is right, the company moved about 1.67 million of the consoles in December.
No official North American video game sales numbers are available yet for December. They are expected to be released on January 15 by industry analyst the NPD Group.
To be sure, it can be confusing comparing North American sales numbers with global figures, especially when the numbers are simultaneously based on different kinds of sources.
But there does appear to be ample evidence that the video game industry is proving more resilient to the economic crisis, if not outright recession-proof, than other industries, and data provided by Microsoft, Sony, and Nintendo seem to be at the heart of it.
Nintendo, for example, sold 2.04 million Wiis in November, and while reports of shortages of the console seem less prevalent than in 2007, it is likely it did extremely well during the holidays. While nonscientific, of course, if Greenberg's formula is correct, Nintendo would have sold about 4 million Wiis in December.
For its part, Sony said recently that sales of the PlayStation 3 between January 1, 2008, and November 30, 2008, were up 60 percent from the same period a year earlier, though the company has not yet released any kind of figures for December.
"We've had a solid holiday season and have delivered consistent growth throughout this year. Two thousand eight was a pivotal year for PlayStation with the best software line up in the industry, a dramatic expansion of PlayStation Network including the launches of the video delivery service and the beta of the PlayStation Home," Ian Jackson, vice president of sales for Sony Computer Entertainment America, said in a statement. "Early internal data points to an increase of more than 130 percent of PS3 hardware sales for the holiday season--since Black Friday--and we're also seeing a growth of nearly 40 percent in total PS3 hardware sales for the calendar year. We remain confident this momentum will continue into the new year."
However, the PS3 was the only one of the three next-generation consoles to see its November 2008 sales drop from a year earlier. According to NPD, sales of the PS3 fell 18.8 percent, from 466,000 to 378,000. By comparison, Wii sales skyrocketed 108 percent, from 981,000 to 2.04 million and the Xbox grew 8.6 percent, from 770,000 to 836,000.But Sony said that the November sales drop was an anomaly due to "an abnormally strong month due to a price cut (with) the introduction of the 40GB PS3."
"From a hardware perspective, I think the clear (holiday) winner is Nintendo," said Colin Sebastian, an analyst with Lazard Capital Markets, "and Microsoft has also benefited by cutting the (Xbox) price in September."
Sebastian added that Sony must address the challenges it faces this year, among them that the price of the PS3 is significantly higher than its competitors, as well as the fact that the console's internal Blu-ray drive has not driven the kind of sales Sony had hoped.
In the early days of the next-generation console wars, it was generally assumed that it would be a three-way race between the Xbox, the PS3 and the Wii. But because of the massive popularity of the Wii, Sony and Microsoft no longer compare their consoles' performances to that of Nintendo's.
The rationale seems to be that the Xbox and PS3 are completely different types of machines than the Wii, given the former's reliance on high-quality graphics and superior performance and the latter's focus on more casual games intended to appeal to a broad audience.
Whether that is semantics is a question neither Sony nor Microsoft seem eager to answer. In fact, both frequently make the point that Wii owners often also own either an Xbox or a PS3, if not both.
Of course, that is music to Nintendo's ears, and its growing confidence is borne out by the tremendous sales of the Wii since its launch in November 2006.
And to many, the most remarkable thing about the Wii's success is that it continues unabated.
According to Nintendo, the Wii has sold 15.4 million units since its launch, with 8.02 million of those consoles selling between January 1, 2008, and November 30, 2008. That means more than half of all Wiis bought in the U.S. were sold in 2008.
For the Xbox, the biggest strategic move to date has been the lowering of the console's entry-level offering to $199, making it the cheapest next-gen console, lower even than the $249 Wii. By comparison, the most inexpensive PS3 costs $399.
Interestingly, though, a recent study conducted by Nielsen Media Research, the clear winner among all consoles when measured by minutes played is neither the Wii, the Xbox 360 nor the PS3. In fact, the study concluded, the venerable PlayStation 2, still the most successful console of all time, continues to dominate players' time, even now.
All told, fully 30.2 percent of console minutes played were on the PS2, according to the study, more than twice the third-place Wii's 13.5 percent. The Xbox 360 came in second, with 18.3 percent, while, in fifth place, with 7.7 percent, the PS3 was embarrassed by the fourth-place finish of the original Xbox.
It's not surprising that the PS2 would come in first in such a study, given that there are more than 100 million of the consoles in players' hands.
But the runner-up finish by the Xbox was a victory of sorts for Microsoft, and a vindication of the efforts it has put into its Xbox Live service.
In fact, Greenberg said Monday that Xbox Live grew to 17 million members by the end of 2008, from 14 million at the end of October.
And the service--which offers members thousands of downloadable games, as well as movies and TV shows--also saw its revenue jump 84 percent, Greenberg said.
To Sebastian, the biggest advantages that Microsoft and Nintendo have over Sony is that the video gaming market has shown a clear preference for the more casual play that the Wii and Xbox Live offer.
"Sony has not been able to capture much of that market," Sebastian said.
Next week, NPD will release its December U.S. sales data, and it is certain that Sony, Nintendo and Microsoft will all issue press releases touting the successes of their respective platforms.
But asked why it decided to release its global lifetime sales numbers Monday, rather than wait until next week, Greenberg said, "All this data is based on our own sales data. This is (information) we have available, so we'd rather share this data now, rather than sitting on (it)."
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Internet and mobile services are expected to score against handheld video game players and satellite radio amid an economic recession, according to results from a Forrester Research survey released Monday.
According to the results, 51 percent of North America consumers surveyed said they planned to curtail technology spending in the coming year, due to the economy. And areas expected to take the greatest hit include handheld video game players, followed by satellite radio, smart phones, video game consoles, and portable GPS devices.
The report noted:
While no device is immune from consumer spending cuts, new devices such as satellite radios and handheld video game players are the most likely to be left off the priority list - two thirds of consumers, regardless of their previous intentions, said that they are less likely to purchase these two devices in a recession, while a scant 3 percent said that they are more likely.
The survey, which took the pulse of more than 5,000 consumers in North America during November, found that high-definition TVs were more resilient, with only half of those surveyed saying they were less likely to purchase an HDTV in the coming year. And 7 percent of survey respondents even noted they were more likely to buy an HDTV, Forrester noted.
But Internet, as well as mobile, services fared far better.
According to the report:
An evaluation of purchase intentions can determine which products consumers see as essential and which they consider a luxury, mobile phone and Internet service, for instance, remain steady, while momentum for newer products such as personal navigation devices and satellite radio will slow.
Among Internet users, 83 percent of survey respondents noted they have no plans to change their service and 2 percent indicated plans to increase their service. As for mobile phone users, 70 percent said planned to keep the status quo, with 2 percent noting plans to increase their service, according to Forrester.
But all services are not created equal. Premium cable services and landline phone services, for example, were deemed less essential to survey respondents, with 14 percent of those users cumulatively noting they may cancel or reduce their service.
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Updated January4 at 3:04 p.m.: This story has been changed to correct the number of members of the Wikimedia Foundation's board.
Wikipedia founder Jimmy Wales is "absolutely" not out of a job at the Wikimedia Foundation, according to the foundation's director of communications.
On Saturday, Valleywag editor Owen Thomas reported that Wales was "out of a job," writing, "Imagine an online encylopedia anyone can edit -- and no one can run. Jimmy Wales, Wikipedia's...cofounder, is no longer a board member of the site's nonprofit foundation. Who's in charge here?"

It was reported Saturday that Wikipedia founder Jimmy Wales is no longer on the board of the Wikimedia Foundation. But the director of the board said the report was not true.
(Credit: Wikimedia Foundation)The Valleywag report didn't cite any sources saying that Wales was no longer on the foundation's board, though it did point out that Wales' seat on the board--along with those of two others--had expired on December 31, 2008.
But in an e-mail to CNET News, Sue Gardner, the director of the foundation, wrote, "(t)here's nothing to it. Jimmy is a much-valued board member of the Wikimedia Foundation, and I expect he will hold that role permanently: I know of no reason for anyone to speculate otherwise."
In addition, Jay Walsh, the foundation's director of communications, said that Wales is "absolutely" still a member of the board and that he, along with the two other members, had been "unanimously" confirmed for another term on the board.
Wales' official position is Community Founder Trustee. According to Walsh, the Wikimedia Foundation's board decided that rather than make Wales' appointment infinite, or indefinite, it would allow his seat to come up for re-appointment at the end of each term, giving Wales a way to bow out if he needed to do so for any reason.
"I don't foresee any (time) in the near future where he wouldn't continue in that position he holds," Walsh said.
Indeed, in an e-mail sent on December 28, 2008, to the Wikimedia Foundation's e-mail list, board chair Michael Snow wrote, among other things, "We...had a unanimous vote to re-appoint Jimmy Wales to his position as Community Founder Trustee."
Wales did not immediately respond to a request for comment, nor did Valleywag's Thomas.
Last April, the foundation re-organized its board, formalizing Wales' position as the Community Founder Trustee, and setting forth its current structure, in which the board is intended to be comprised of 10 members, including Wales, three community-elected seats, four "specific expertise" seats, and two chapter seats.
As of right now, the board has just seven members and is still looking for three more, said Walsh.
Following on the success of their hit do-it-yourself magazine, the people behind Make will now bring their efforts to public television.
On Saturday, Make: Television will debut, a partnership between the magazine, Twin Cities Public Television, and American Public Television. All episodes will also be available for DRM-free download in HD, on YouTube, Vimeo, iTunes, and Blip.tv.

"Make: is the DIY series for a new generation," a release about the new show began. "It celebrates 'makers'--the inventors, artists, geeks, and just plain everyday folks who mix new and old technology to create new-fangled marvels. The series encourages everyone to invent, revent, recycle, upcycle, and act up. Based on the popular Make magazine, each half-hour episode inspires millions to think, create and, well, make."
The show will focus on the same kind of activities and people that have filled the pages of Make magazine. Among those featured in the first episode, for example, are Cyclecide, a group that travels the country putting on a bicycle rodeo; the maker of a cat-feeder built from an old VCR; and the man behind the "laser harp," a musical instrument played by strumming laser strings.
For some time, Make has been producing video content that has been available online. But now, for the first time, it is creating all-new content that is intended for television.
Make is also behind Maker Faire, a two-day DIY festival that takes place each year in both San Mateo, Calif., and Austin, Texas.
The launch of the show comes at a difficult time for media, what with layoffs across the industry and a weakening environment for advertising. But Make senior editor Philip Torrone said that things are going well for the magazine and that it is doing as well as it ever has.
One explanation for that would seem to be that as the economy falters and people struggle to make ends meet, Make helps them learn to do things on their own, without spending a lot on pre-produced goods. And, because it fosters a do-it-yourself ethos, the magazine--and its related media--is attractive to those interested in becoming more self-reliant.
Whether the TV series will be a success is unknown. But the fact that Twin Cities Public Television and American Public Television have decided that now is a good time to launch the show is a sign that people, there at least, believe that the time is right to promote DIY to a larger audience.
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Happy New Year, everyone.
And according to some very unexpected messages I got today, it seems it's also my birthday.
Which is strange, because unless my parents were lying to me, I believe I was born in November. Yet, when I finally woke up today and checked in with the Internets, I found eight messages waiting for me, wishing me a happy birthday.
The first actually came yesterday afternoon before 6 p.m. my time, and it was from a former CNET News colleague. I was confused, but thought that perhaps it was a birthday message that got lost in a wormhole back in November and finally figured out how to find its way through the Tubes to my inbox. These things happen.
But the sign that something odd was truly happening came today when, in my e-mail in-box there was a message posted from a friend to a list I'm on, also wishing me a happy birthday.
This got me wondering. The first message, from the former co-worker, had actually been delivered via Facebook. And then, when I checked my e-mail again just now, there were notes informing me that six friends on Facebook had written on my wall, all wishing me, well, you know.
The topper, finally, was the note I found when I logged into Facebook, from the Facebook "team."

This birthday greeting was waiting for me on Facebook today. The only thing is, it's not my birthday.
(Credit: Daniel Terdiman/CNET News)By now, I knew what was going on. When I signed up for Facebook, I entered my birthday, as I often do on Web sites that ask for it, as January 1. I do that because it's easy for me to remember, because it's sort of close to my real birthday, and most importantly, because there's no way I'm giving a Web site my real birthday.
Hello! Identity theft, anyone?
In the past, this has never come back to me in any way. To be sure, I know that by submitting a false birthday, I'm probably violating sites' terms of service, and now maybe I'll be kicked off Facebook. But still, I value my privacy and have no intention of revealing a piece of information that is very useful to anyone wishing to do harm with it.
Then again, there's all these wonderful friends -- not to mention the Facebook team -- who were nice enough to notice it is my "birthday" today. What to do about them?
Well, I guess the answer is to out myself, and say that this is a totally unexpected artifact of my attempt to maintain some privacy while also using Web sites that want to leverage the use of my personal data. And yours, of course.
I've always wondered why sites like Facebook need to know my birthday, and my uninformed answer was a combination of security and micro-targeting.
And in most cases, it's never come up. But with a site like Facebook, where the social factor in things like this come to the fore, it obviously does come up, and it makes me wonder. Do most people put in their real birthday? Don't they worry about the consequences? Or maybe there aren't really any consequences. It's not, after all, as though giving out your birthday is the same as revealing your Social Security number or your mother's maiden name.
But with so many of these birthday messages today, I guess I'm seeing that that little piece of information does have a social purpose. Will that get me to change it (assuming Facebook doesn't kick me off for lying)? Not a chance.
I mean, hey, how else can you get people to celebrate your birthday twice a year? I'll take my presents now please.
Remember Sony and Microsoft? No? Well, neither does the average Amazon customer.
According to a release sent out by the online retail giant Friday, the Nintendo Wii and all its accessories dominated video game sales during the holiday shopping rush and not one mention was made of Sony's Playstation 3 or Microsoft's Xbox 360.
"Nintendo Wii dominated the top sellers in video games and hardware, including the Wii console, the Wii remote controller and the Wii nunchuk controller," the release reports.
What about all its competitors? Have they somehow entered the realm of irrelevance?
I'm starting to wonder if they have.
... Read moreDon Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.
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In mid-December, Forbes.com concluded that pro skateboarder Tony Hawk is the world's third-most influential athlete, trailing only Tiger Woods and Lance Armstrong.
For those not all that familiar with skateboarding as a sport, this might come as a surprise, given some of the athletes he came in ahead of--football star Peyton Manning, basketball prodigy LeBron James, and NASCAR champion Dale Earnhardt Jr.
But to the millions of people who have played any of the 10 Tony Hawk video games, the Forbes honor surely came as no surprise. After all, those games have become one of the most successful video game franchises of all time, cementing the Hawk legend that began more than 20 years ago on the asphalt of Southern California. He retired from skateboarding nearly 10 years ago at the age of 31.

Skateboarding legend Tony Hawk has a new video game coming out soon, and is helping to promote a charity initiative called Regift the Fruitcake.
(Credit: Tony Hawk)These days, Hawk, 40, is working on a new iteration of the game franchise, even as he promotes skateboarding and action sports in general, and puts much of his effort into his Tony Hawk Foundation, which has helped build nearly 400 skate parks in disadvantaged communities around the United States.
Hawk, along with celebrities like Nicole Richie, basketball player Yao Ming, and Fall Out Boy, is also promoting a new charity initiative being run by Facebook and PayPal, called Regift the Fruitcake, which hopes to leverage their fame to help raise money for needy causes.
Q: Explain Regift the Fruitcake?
Hawk: Through PayPal and Facebook we're raising awareness of charities and making it possible to spread the word to your friends by sending little videos created by celebrities and athletes, with each of them representing their own charities or the charities that interest them. The idea is that you receive a video and you pass it on and you donate in the process. It's the same idea as when you get a fruitcake for Christmas and you end up giving it away because it's not going to go bad, so to speak.
These are viral videos?
Hawk: They are and each one directs you to a specific charity or cause, and on Facebook and on regifitthefruitcake.com site you can track them and find out how many times they've been sent.
Are you involved in other kinds of viral or social media?
Hawk: I have a Web site called shredordie.com, which is focused on action sports and action sports videos and kids uploading user-generated content. I do a lot of celebrity interviews there, with guys like Lance Armstrong, and Michael Phelps, and Jack Black.
How important is the user-generated content?
Hawk: That's the meat of it. We want kids to come and upload and show off their stuff. It's also a hub for companies looking for talent to sponsor.
You describe yourself as a proud computer geek. How so?
Hawk: Well, beyond shooting my own video clips, editing them, and doing all the effects, I've been into computers since I was a kid. I bought the first Amiga when it came out and then graduated to Macintoshes when I could afford one.
Mac or PC today?
Hawk: Mac.
What is your computer set up?
Hawk: I've got a dual-processor desktop, an iMac in my office and the newest MacBook. Not the MacBook Air, because I wanted a hard drive.
Do you have an iPhone?
Hawk: I have an iPod Touch.
What are your favorite apps?
Hawk: You know, I'm afraid to admit it, but I play a lot of Yahtzee Adventures. My kids love Line Rider, and I play poker and blackjack and Scrabble.
It seems like the iPhone, because of its accelerometer, would be good for skateboarding games?
Hawk: You're absolutely right. I wish I could say more about that, but let's just say that we're going to incorporate that technology into our next game.
So there will be a Tony Hawk iPhone game?
Hawk: Not iPhone.
Will it be for PS3 or Wii?
Hawk: The next game we're doing is for consoles, which will be next year. I get in trouble when I say too much about it, but you're on the right track.
How do you work with Activision on the making of one of your video games?
Hawk: I play it. Basically, we start with an idea and then we start creating it. I'm there every step of the way so that nothing gets decided before it's too late, including things like characters and locations and tricks and challenges. I've actually always been there throughout the process, playing it and making suggestions and just keeping it authentic, because that's the most important thing to me.
How much of challenge is it to keep the games true to skateboarding?
Hawk: That's the thing. When I'm there, it's pretty instinctual. It's actually quite easy because if I see something, I intuitively know if it's legitimate or not, as opposed to seeing it after the fact and going, 'Well, maybe that works.' I go with my gut feeling on all of it.
Can you describe something that would feel legitimate to you versus something that wouldn't?
Hawk: This is something we're working on in our new game. If you're grinding on something, let's say it's a ledge or a rail, and the board is doing it a certain way, that would be a different trick. And some of the challenges that we're running into with the new game we're developing are, let's say, the guy is doing a certain grind and he wants to change to another grind. The body positioning can't be the same. Every grind has a signature body position that you have to get into and that's crucial to keeping it authentic. So you can't just have this guy standing there, just balancing his arms, and suddenly his board goes into a different kind of grind or slide. The real skaters just know that's not real.
So it's important that you be there to help the developers get that right?
Hawk: Yeah, literally last week, that's the exact thing I did. I had a meeting with them and I was talking about how this one grind didn't look right. And then they said, 'What would it look like?' I have a little skate park in my office, and I said, 'Let's go out here,' and we did it, and they shot video for reference and they had it.
Over the years, how has the process changed for you in terms of your involvement with the development of the games?
Hawk: Up until recently, it was easier because the whole development team was familiar with skating. They'd been working on skating games for nearly 10 years, so it wasn't like I had to explain what a switch-crook (a skating move) looks like. They'd just know. So it got a little bit easier, and I became more of an overseer and approving certain aspects of it. Now, I don't want to say we're starting from zero, but we are rebuilding the whole game, so I'm back to being fully immersed at every step of the way so I can make sure it's authentic when it comes out.
But you're not doing any of the development yourself?
Hawk: No, I don't write code.
How has technology changed skateboarding?
Hawk: I think the biggest change is the speed of information and how it travels and how widespread it travels. When you've got videos up on Web sites that are literally shot the same day, the whole skate community knows right away when new tricks are invented, or new techniques are available. Before, it was only through skate magazines, which would come out months after the fact and weren't nearly as widespread. So I feel like there is this sort of global evolution of skating now, whereas before it was very confined to say, Southern California, or just certain parts of the country.
So new moves are spreading right away?
Hawk: A kid in Italy or in Australia can go out and be inspired to learn a brand-new move the same day, and that evolves skating globally as opposed to just in certain geographic areas.
Does that change how skateboarding is seen by the population at large?
Hawk: I think the acceptance has come with the success of things like our video games, or the television coverage skating has received in recent years. It's much more accessible. It's obviously more of a legitimate option for kids, career-wise. And parents are encouraging their kids to skate, and that's really why I started our foundation, because I felt that skating is massively popular. More kids are skating than playing little league now, but they're just not provided for in terms of facilities. So these kids want to do something physical, and positive, yet the only place they can skate is the shopping mall parking lot, or in front of the library, and they're discouraged from doing that. But the same cities that are discouraging them aren't providing facilities for them. So I wanted to help bridge that gap and provide skate parks in low-income cities.
With video games, does it ever reach a point where the technology is at such a high level of realism that there's nowhere else you can go with it? Do you see that happening with skateboarding games?
Hawk: For sure, with our next release. I can guarantee you that it's as close to real skating as you'll ever come.
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In the small hours of a summer night when I was in college, I heard a song play on San Francisco's famous Live 105 that seemed, at the time, one of the most profound, melodic, and catchy tunes I'd ever come across.
It was called Dancing on the Planet, and even back then--in the late 80s or early 90s--a rare track I never again heard on the radio.
For years, it was jammed in the back of my memory, always there as this incredible song that I just had to find.
Some time after the Google era kicked in, I began looking for it, finding it listed here or there on some random music site, the artist identified as Dave Storrs. But there were few clues as to how I could get a copy.
Once, I found a European site offering a compilation that included Dancing on the Planet. I tried buying it, but it didn't pan out. I also scanned various file-sharing sites and caught the occasional whiff of it. But still, the song was no more than an unimpeachable memory.
But a couple of weeks ago I had the inspiration to search for the song on YouTube. A quick, 21-character search string. Suddenly, with no fanfare, nothing to herald the conclusion of what had been at least a 15-year hunt, it popped up (see video below): the elusive song itself, accompanied by an obviously unofficial 1980s-era space-themed digital video.
Suffice it to say, it's hard to live up to the profundity of college-era memories, and Dancing on the Planet turned out to be a fun, if not great, dance track. But this sudden, unexpected end to a very long-standing personal mystery left me startled.
In the comments section, I discovered I was hardly the only one who had used YouTube to reunite themselves with Dancing on the Planet.
"Damn," wrote someone calling themselves gforcekaras. "(I) never thought I live (long) enough to hear this song again. Thank you so much for uploading this!"
In retrospect, I shouldn't have been so surprised that YouTube would prove to be the terminus for the search. In fact, after finding Dancing on the Planet, I immediately checked off another decade-plus hunt on the site as well: Doug E. Fresh and Slick Rick's original studio version of The Show, one of the first great rap songs.
And it turns out that YouTube, a service that was never really supposed to be about music, is many people's choice for tracking down the songs they've longed to hear for years, but couldn't find.
"Probably 15 years ago, I remember seeing The Wedding Present perform (Yeah, Yeah, Yeah, Yeah, Yeah) on the Conan O'Brien show," said Kevin Lien, who runs the music blog, The Sound of Indie. "I put a video tape in to try and record it, but...I missed it and have been on the lookout for it for nearly 15 years. Then all (of a) sudden, it pops up on YouTube one day."
Lien said he'd actually tried finding it on the service several times before, to no avail. But then one day, someone posted it.
"After searching for so long for that recording," Lien said, "I was thrilled to finally see it again. This four-minute piece of footage was my Moby Dick. I knew it was out there, but it had always eluded me."
For Molly Steenson, a Ph.D. student at Princeton, YouTube has provided her and her boyfriend a way to DJ at home. They can track down songs they previously had no other way to find.
"It started when I was in Bangalore, India (in) 2006," Steenson said. "My friend Udai...wanted to show me a Raj Kumar song (and YouTube) was the best way to find it. It's only increased since then. And now it's a few times a week that (her boyfriend) and I end up DJing back and forth on YouTube....It helps to find specific live performances we remember from TV shows, things that once upon a time I had on bootleg VHS."
And YouTube is also helping Steenson rediscover songs that she remembers from spending her high school years in Germany.
"It's been great fun," Steenson said, "to dig up songs I've had in my head since 1990 and that I've not heard since."
Serial song searching
For some people, tracking down missing songs is a serious pastime, since music is so important to so many and we all have those tunes we heard one time when on vacation or danced to with a certain special someone.
To Chris Taylor, a San Francisco journalist, the meeting of the Palm V and Napster, circa 2000, was a "perfect storm" for being able to easily write down the names of songs to hunt for later and then to actually try to find them.
But Taylor said one song he'd been seeking for at least eight years--5 Minutes (Uncle Eric), by Mainframe (see video below)--had eluded even his most assiduous attempts to find it.
"I had been looking on every file-sharing service in existence, from Napster on," Taylor said. "I found a 12-inch remix on BitTorrent, but like most 12-inch remixes of the day, it's a bit crap. I remember the song as being a bit spooky and surreal and time-travel-like."
Taylor said his eagerness and persistence about tracking down 5 Minutes was due to the song's quick rise and fall.
"It sank without a trace shortly after making an impression in the charts," Taylor said. "It's so funny how that happens. You hear a song on the radio every day for two weeks, then nothing at all ever. Like it went into the memory hole. It never existed."
But exist it did. And because it was one of the very few songs on the list on his Palm he couldn't find, "its mystique increased."
For Taylor, the resolution came one day when he decided to Google the song.
"Presto," he said. "The YouTube version."
Like my experience with Dancing on the Planet, though, Taylor said finally uncovering 5 Minutes was somewhat bittersweet.
"Not only is the track rarely as good as you remember," he said, "but also, you hear it on YouTube, but you can't download it to iTunes...Like, why did you post it (there) and not on LimeWire?"
But one friend I contacted for this story pointed out that there is a solution for some feeling Taylor's frustration.
He noted that one YouTube user, known as herecomesmongo79, rips old vinyl and posts the songs on YouTube along with purchasing information online. The idea is that this user is trying to promote the purchase of rare, out-of-print vinyl that would otherwise go completely unheard.
Another friend who heard that I was looking for people who had used YouTube to find rare music, asked if there wasn't some risk that by writing this article, many of the songs I identified in it would be removed, since many of them were posted by people other than the legitimate rights-holders.
In response, a YouTube spokesperson told me that, "We offer copyright holders choice as to what they want done with their videos: Whether to block, promote, or create revenue from them, in a way that is simple and straightforward. We cooperate with all copyright holders to identify and promptly remove infringing content as soon as we are notified."
Reading between the lines of that comment, my sense is that since the songs I'm writing about are all way, way below most people's radar, it's unlikely anyone is going to complain. Plus, some of the songs were posted by the record labels themselves.
Then there are the songs that still, inexplicably, haven't turned up on YouTube.
Lien, of The Sound of Indie blog, said he'd set up Google RSS feeds that automatically alert him if, for example, a song he'd been looking for turned up on YouTube.
And Steenson suggested that it's just a matter of biding one's time.
"Is there anything I'm looking for that I can't find?" Steenson said. "Some, yes: Indie bands from Minneapolis and elsewhere in Minnesota that are long forgotten. But someone will put them on YouTube, I'm sure."
Note: If you've used YouTube to find a song you'd been long searching for, please leave a comment with the name of the song and a link to it.

