Category Archives: gaming

3D games: gimmick or the next generation?

I’m attending NVIDIA’s GPU technology conference, and at the exhibition here I took the opportunity to view some 3D images on some Lenovo (and of course NVIDIA) kit.

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I was impressed; yes you have to wear the special specs, but the results are superb. The images are more immersive and more realistic, and I can see the appeal.

I am still not sure though whether 3D games will take off. The screens are substantially more expensive, the specs are inconvenient, and there are not many games.

We have also seen how Nintendo’s 3D support in the DS was insufficient to generate much momentum.

The question then is whether 3D gaming will ever be mainstream. Looking at a high quality 3D display makes you think that it must catch on eventually; but it has a lot stacked against it.

Bridge for Apple iPad and iPhone: FunBridge upgraded, no longer free

GOTO Games has updated Funbridge for iOS to version 3.0, adding many features and introducing a per-game fee.

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FunBridge is a Contract Bridge app in which the play is always online. You play against the computer but compare your score to that of others. In this new version the game engine seems little changed, but interaction with others is much greater, making it more like the web version.

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In the earlier release, you could see your ranking and which users were in the top 10 for a tournament of 10 games, but you could not discover anything about another user beyond the username. Now there are user profiles and you can see another user’s overall ranking and, if they choose to provide it, name, age, location and About me notes.

Tournaments no longer stand alone, but are grouped into series which match you with players of similar standard. Rankings are decided after each period of a week, based on the results from short 3-game tournaments, provided you play at least 5 during the period. There are 35 series, and after each period the top 25% are promoted and the bottom 25% demoted from each.

You can also play in old-style Daily Tournaments, which are now more frequent than before with a new one every two hours, but these are not grouped into series. You can also play practice hands. The Daily Tournaments and practice hands are scored with IMPs (International Match Points), whereas the Series Tournaments are scored with pairs-style percentages; if you score just slightly more then others, you get 100%, and even a good score can get you 0% if everyone else made an overtrick.

The other big change to mention is that play is no longer free, though you get an introductory 100 games.

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Games cost from 3p each falling to 1.75p if you purchase 1000 at a time. FunBridge will give you 5 games free if you reveal your birthday and another 5 for your city. Is your birthday worth more than 15p?

This makes FunBridge expensive compared to most iOS games. It is a different model to the web version, where you pay €9.90 per month (a bit less if you subscribe for a year) for unlimited games. That would buy around 400 games on the iOS version so you win or lose depending how often you play.

The game itself truly is a lot of fun, though I have found a few frustrations. The play is generally good, though eccentric occasionally. The bidding can be perplexing, especially as the bidding conventions are not described in detail, so you have to guess exactly which variant the computer is supposed to be playing. There is help for the meaning of simple bids, but this does not always match the selected convention and cannot be trusted.

Still, everyone is in the same situation so it is fair!

Hands seem to be tilted towards interesting deals; I have never seen a 10-card suit in one hand in regular bridge but I have in FunBridge.

Gameplay can be annoyingly slow even on a good connection; though perhaps when everyone has played all their free games this will improve!

A fun game; but with the new subscription model I wonder if we will see some alternatives at lower cost. It would also be good to see a version for Android and other mobile operating systems.

New Sony PlayStation Network hack: not as bad as you may have heard

Sony’s Chief Security Officer Philip Reitinger has reported a new attack on the PlayStation network leading to headlines stating Sony hacked again. Has the company not learned from the incidents earlier this year?

Actually, it probably has; the new hacking attempt does not exploit any weakness in Sony’s network unless you consider any system reliant on username/password to be weak – not an unreasonable opinion, but given that the likes of Apple and Amazon and PayPal still use it, hardly fair to single out Sony.

If you read the statement carefully, it says that somebody obtained a large list of username/password pairs and ran them against Sony’s network. Further:

given that … the overwhelming majority of the pairs resulted in failed matching attempts, it is likely the data came from another source and not from our Networks

Because of the large number of PlayStation users, there were still 93,000 successful matches, which to its credit Sony says it detected – presumably there was a pattern to the attack, such as a limited range of source IP numbers or other evidence of automated log-in attempts.

If Sony is right, and the list of passwords came from another source, there is no reason why the hacker might not try the same list against other targets and this is not evidence of a weakness in the PlayStation network itself.

As Reitinger notes:

We want to take this opportunity to remind our consumers about the increasingly common threat of fraudulent activity online, as well as the importance of having a strong password and having a username/password combination that is not associated with other online services or sites. We encourage you to choose unique, hard-to-guess passwords and always look for unusual activity in your account.

It is good advice, though can be impractical if you have a very large number of online accounts. Something like PasswordSafe or Keypass is near-essential for managing them, if you are serious about maintaining numerous different combinations.

From what we know so far though, this is not evidence of continued weakness in the PlayStation network; rather, it is evidence of the continued prevalence of hacking attempts. Kudos to Sony for its open reporting.

Why I miss pinball machines

I’m just back from Microsoft’s BUILD conference in Anaheim, California, where I had little time to do much other than attend sessions, write, eat and sleep (a little).

I did have a quick look round the exhibition though, and was pleased to find four pinball machines. Unfortunately I never got a go, except on one that proved to be slightly broken. Another was so broken that it was switched off.

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That’s one of the reasons you don’t see many pinball machines these days. They are high-maintenance, with many moving parts that get pounded constantly by one or more heavy silver balls, plus the occasional thump from the player as he bangs or shifts the machine just enough to affect the ball’s motion without causing, he hopes, a tilt.

Another reason for the game’s decline is that a good player can play for ages on a single quarter – or 50c, which seems to be the going rate now. It is a game of skill where accurate shooting gets you both long games and frequent extra balls and replays.

Neither of these characteristics is good for arcades, which like high income and low maintenance.

I love the game though. It offers tactile, physical pleasure that will never be captured by video simulations. The machines themselves are pure delight, every one different, often with gorgeous artwork and amazing gameplay with loops and tunnels and mini-play areas and fantastic contraptions that enable themselves if you get the right sequence of targets.

Most latter-day machines have a multi-ball mode, which is a lot of fun and surprisingly difficult. Watching several balls at once is a great deal harder than keeping your eye on just one.

I am not sure that pinball machines are made any more, though enthusiasts seem to be able to keep the old ones going. Sadly a lot of the machines you encounter in dusty corners of cafés and arcades are not in good order, the bumpers do not bump as they should, some features do not quite work, and they are disappointing.

The best one at BUILD was called Pirates of the Caribbean and seemed pretty good, though I never got a game.

Most of the time I have to make do with computer simulations. The best I have come across are the Pro Pinball series for the PC (don’t get the Xbox version which is a poor port). I was on a forum once with one of the developers, who explained how he hated scrolling on pinball simulations. I agree – how you can shoot accurately with the play area is scrolling all time? There is also an amazing open source project which lets you load actual machine ROMs for authentic simulation, though this is of uncertain legality.

I am more interested in simulations than pinball-ish games that you could never build. One of the great features of Pro Pinball is that you can go into a maintenance mode and tune it as you would a real machine.

Unfortunately none of these are anything like as much fun as the real thing, though they do save on quarters or your local equivalent.

Keyboards, consoles and living rooms: Trust Thinity reviewed

Computers are for the study, consoles for the living room, right? Kind-of, but we are seeing some convergence. The box under your TV might actually be a Mac Mini or a PC, or you might be browsing the web on your Sony PS3. From time to time you hit a problem: game controllers are lousy for text input.

I was an early adopter for Microsoft’s Media Center PC, and hit exactly this problem. Microsoft’s media center remote was good in its way, but sometimes I needed a keyboard and mouse. I ended up getting a wireless keyboard. However I also discovered that a keyboard, while great for a desk, is an awkward thing to have lying around in a living room.

This is the problem Trust is trying to address with its Thinity Wireless Entertainment Keyboard. This is a small keyboard – think netbook-sized – with an integrated trackpad. It comes with a USB wifi adaptor and a stand/charger.

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When sat in its charger it is reasonably stylish as these things go, but still looks like a keyboard.

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The Thinity is compatible with Windows PCs – why not Mac? – Sony PlayStation 3, and Microsoft Xbox 360. There is no need to install drivers, just plug in the USB device and it works. That said, there is no caps lock indicator on the keyboard, so you can download a software indicator for Windows if you want.

The trackpad is actually multitouch, and as well as having hardware left and right buttons,  tapping with three fingers makes a right button click, and it behaves as a scroller if you drag with two fingers.

How is it then? Well, it does the job and is easier than using a game controller to type URLs and passwords. I cannot rate it highly though, since it is not a particularly well-designed keyboard. The keys are close together and it is hard to type at speed. I would not enjoy using it as a main PC keyboard; I wrote most of this review with it but found it a struggle.

It is also a shame that there are no configuration options for Windows. I would like to turn off tapping, which I personally find a nuisance because of accidental clicking though I know others who love it.

Although the Trust brand is associated with budget gear, I get the impression that the company set out to make at least a mid-range product, with multi-touch keypad and a long-lasting li-ion battery. Unfortunately it needs a bit more design effort, making it seem over-priced for what it is. There are little annoyances, like the fiddly on-off switch, the support tabs on the back that are hard to prise open, and the fact that the keyboard flexes a little more than it should.

Logitech’s Google TV, the Revue, has a keyboard/trackpad that is only a little larger, but is more usable.

But do you want a keyboard in the living room at all? Personally I am doubtful. They are a transitional necessity. I am a fan of apps rather than remotes. The virtual keyboard on an Apple iPad does all that is necessary for occasional text input in a more elegant and living-room-friendly manner. Nintendo is taking this same direction with the Wii U, which has a touch controller with its own screen.

Of course these devices cost more and do more than a simple wireless keyboard, but they are inherently better suited to the task. One factor is that when you type, you do not want to be 12 feet away from where the letters are appearing on a screen. With a screen-equipped remote, they are right in front of you.

That does not solve the immediate problem with a PS3, Xbox or Media Center PC, so you will still need something like the Thinity, though I would suggest you check out the competition too. Long term though, I do not think we will see many keyboards in the living room.

Nintendo bringing dual screen to the Wii with smart controller

Nintendo has announced the Wii U, set for release sometime in 2012. If the unique feature of the original Wii was the motion controller, this new one is characterised by a smart controller that is in effect a mini-console in its own right, complete with 6.2″, 16:9 touch screen, accelerometer and gyroscope. In fact, it sounds a lot like a tablet with game controller buttons.

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As for the console, it is not so different from before except that it now includes an IBM Power-based multi-core processor and from what was seen at E3, a substantial advance in graphical power. The original Wii Remote controllers are still supported, as are accessories like the Wii Balance Board.

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The console has internal flash memory, but you can attach an external USB hard drive. The disc drive reads a new proprietary high-density format as well as existing Wii titles, with which it is backward-compatible.

Why two screens? Well, it opens up many new possibilities for game play as well as non-gaming uses. At E3 it was shown being used for video chat.

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Nintendo spoke of the Wii U having a “strong bond between games, the TV and the internet,” and the new controller could be used for social interaction while the main screen is showing TV or internet content.

Having a second screen also means you have use one for navigation and the other for content, which makes a lot of sense.

I admire Nintendo’s ability to innovate. Now that the other consoles have picked up the idea of motion controllers, Nintendo is branching in a different direction, and this looks like a good upgrade for the Wii.

At the same time, the similarity of the new controller to an Apple iPad or RIM PlayBook or Android tablet gives me pause for thought.

First, it is going to be expensive relative to the original Wii.

Second, what are the possibilities for gaming if Apple put together the iPad and the Mac, or if Microsoft broke with its past and actually integrated Windows 8 on a tablet with the Xbox 360?

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Fixing a Nintendo DS Lite

Our Nintendo DS Lite developed a fault in the top screen. It would work occasionally, but then started going green and blotchy.

I checked the price on eBay – £12.00 for a new screen and a set of screwdrivers sounded worth a go.

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Nintendo decided to use special tri-wing screws for the DS Lite. I am not sure why gadget manufacturers use special screws because it does not take long for the DIY community to get hold of suitable tools, but I guess it deters the most casual tinkerers. This is why three screwdrivers were included in my package. There were also several plastic tools for prising open the case though I did not use these.

I found numerous guides on YouTube and elsewhere, though they rarely tell you everything you need to know

The operation was harder than I thought it would be. I can take apart a DS Lite in seconds now, having done it a few times, but the first time took a while as I learned where to prise it apart and which bits are likely to ping out and get lost – the left and right bumper buttons, for example, have tiny springs that are likely to come loose.

Why was it difficult? Well, to get at the top screen you have to disassemble most of the DS Lite, including the bottom part. There is a cable running from the screen to the motherboard that has to be pushed through the hinge, which is tricky. There are also two cables (antenna and microphone connectors) that have to be threaded under a metal assembly on the motherboard, and which tend to get stuck when out of sight. You can see these in the photo above – they are the black and white cables towards the bottom.

Another fiddly task is that the speaker wires are soldered to the aforementioned cable that connects the top screen. This means you have to detach them from the old screen and solder them to tiny pads on the new cable.

I also had difficulty reassembling the top part of the case. It seems to go out of alignment easily, and in fact it is still not quite perfect.

The outcome? Good news and bad news. The top screen works fine. However, when I reassembled the bottom case the plastic power switch must have been slightly out of alignment, because it broke the small protrusion on the internal switch. This means the DS Lite can now only be operated with a pin. This is a common problem, but unfortunately I did not find one of the guides which mentions the issue until it was too late.

Well, I have ordered a new power switch for a further £1.00 including postage. However, apparently replacing the power switch is another tricky job because it is surface mounted. We’ll see.

Postscript: I am happy to report a successful power switch replacement. I am not sure if it is attached quite as strongly as before; but for now it is working fine.

Funbridge: bridge for iPhone and iPad

There are several bridge app for Apple’s iPhone and iPad, but the one I’ve had most fun with is called, appropriately, Funbridge. This is already well-established as a Windows application, where you play against a computer but can compare your performance to other players, making the results much more interesting.

The iOS version is currently a free app, and has just been updated to include Tournaments as well as one-off games, now called Training.

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In the latest version, you have to log in to play more than a couple of games, though the account is free.

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Bidding and play is straightforward, with a few caveats. There is no fine-grained control over bidding conventions; you can choose between Beginner, Advanced, Expert, American Standard, Acol, or Polish system. Unless you choose Acol, these are all strong no trump, 5 card major systems. It is worth reading up on the systems used in detail, as otherwise you will get unpleasant surprises.

Note that during both bidding and play, Funbridge will call back to the server before every decision. This means you cannot play offline, and if you are playing where the internet connection is weak, such as on a train, you can expect frustrating delays; games can take so long that you forget what has been played!

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During play just tap a suit to display all the cards you hold in that suit, then tap a card to play. Take care – there is no undo, and it is all too easy to tap the wrong card and then watch with horror as you see your safe contract sailing down to a penalty.

You can choose to withdraw on a hand, in which case it is not scored, but if you then play it again, you are given a kind of informational score that does not count towards your ranking. It can still be interesting to see how a different line works out.

Once play has completed, you get to compare your score with others and see how many IMPS (International Match Points) you achieved.

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A really nice feature is that you can click the magnifying glass and get details of each contract, including card-by-card analysis. So if you are amazed at how well or badly someone managed to do, you can see how it happens. Sometimes, I have to say, it happens only because of a baffling misplay. I imagine this happens when the computer is playing on the other side, unless there are serious bugs in the engine.

A Tournament is a sequence of 10 games, at the end of which you can see how you rank among the other players, currently ranging from 150 to 750 or so in number. Scoring in tournaments seems to alternate between IMPs and Pairs scoring – the difference being that Pairs scoring rewards small differences in the score and makes big differences less costly, whereas with IMPs the reverse is true.

Overall it is enjoyable, though as in real bridge there are moments of frustration. The hands seem tilted towards more interesting or better than average holdings, though it is hard to be sure.

One complaint: the server seems to get too busy at times and the software does not cope particularly well; you click Connect and there is no error message, nothing happens.

Enjoy it for nothing while you can – it is “currently free” but I suspect will eventually attract a subscription cost – maybe a similar subscription rate to the desktop version, €74.00 for a year, or maybe something different.

15 minutes with the Nintendo 3DS

Today I got to try a Nintendo 3DS for the first time. A few first impressions.

It is a neat unit though it feels a little flimsy compared to the original DS or the DS Lite. I like the charging dock that comes in the box. Here it is, complete with genuine user fingerprints. The joystick (or circle pad) on the left is beautifully responsive.

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My first question was: what is the 3D like? The answer is that it really works.

I spent some time playing with the Augmented Reality game, where you lay cards on a table, point the 3DS rear cameras at them, and see magic happen as three dimensional creatures emerge, intermingled with the real world around them.

Photographing this takes more skill than I possess, but to give you the idea, here are four Augmented Reality cards (all in the box as standard) that I have laid on the desk:

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and here is a snap of the 3DS top screen viewing those cards in the AR game:

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You cannot see it from this image, but the 3D effect is vivid, and the background is the desk on which the cards are placed. A gimmick, but an engaging one.

The built-in AR game is a lot of fun and makes use of the AR background in that you have to pan the camera around the targets to shoot successfully, something which cannot be reproduced in a purely screen-based game.

What about eye strain? I am not sure; but the 3D screen did seem to strain my eyes slightly. There is a slider which lets you reduce or disable the 3D effect easily, so the eye strain possibility should not deter you, except that since you are paying for a 3D device it is a shame not to use it.

There is a lot more packed into the 3Ds though. It has an accelerometer and gyroscope, one front and two rear (for 3D) cameras, and wireless LAN that supports WPA/WPA2 at last – this was an annoyance with the older WEP-only models.

The software has the usual Nintendo quality, complete with the ability to create Mii avatars similar to those on the Wii, but this time they can be based on a snapshot of someone’s face taken with the built-in camera.

The downside versus the original DS is the battery life – just 3-5 hours.

Still, DS fans will love the 3DS. But will it grow its market? I’m doubtful. A lot of the market for casual gaming has passed to smartphones now; and for someone with a modern smartphone, the 3DS duplicates a lot of functionality. Few smartphones have 3D of course, though I did see the LG Optimus 3D at Mobile World Congress last month.

But how important a feature is 3D? That is an open question, and I guess depends on how much difference it makes to gameplay. My quick impression is that while it is truly impressive when first encountered, it is something you soon feel you could manage without – but that is only a quick impression and I could be proved wrong.

Poor usability in Microsoft’s Xbox Live billing and support

Leaving aside the defective hardware in its first release, Microsoft’s Xbox console is generally easy to use. I am not so impressed with the way Xbox Live purchases and accounts are handled though.

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Today’s story begins when I followed a link on the XBox 360 dashboard to upgrade my Live Account to Gold and get a free game: one of Kinect Sports, Kinectimals, Fable 3, or Halo Reach.

I followed the link and tried to pay. I got error 80190848. That’s right, just the number.

Of course I googled it. It seems that it indicates a problem authorising the credit card. Fair enough; the card on file was out of date. But what is wrong with a message that says “We could not authorise your payment; please check your card details”? This is poor usability.

Next, I found I could not delete the old card from my account. To do this you have to go to the Xbox Live website on your PC. However, you cannot take advantage of the special offer from the Xbox Live website. No, you have to use the dashboard, otherwise it does not apply.

OK, I left the dud card there for the moment, added a new card, and made the purchase.

That went through OK, but what about the free game? Nothing. No on-screen information. No message. No email.

OK, so I contacted support. This isn’t too good either. You go to the support page and have to find the tiny contact us link at the bottom of the page. At least that one works. Some paths through the site just don’t work at all. For example, go to My Xbox – Accounts – View Billing History. On the Billing account overview, click Contact support. You get this:

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Lovely. Note that for Xbox, it says go to to the Xbox Live Accounts and Billing page. Yes, that was where I just came from. I click it anyway:

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Nice.

Apparently Microsoft has lost a significant amount of money because of weak cryptography in its Xbox Live Points scheme. I wonder how much more it has lost thanks to annoyed or frustrated would-be customers?