Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Sunday, April 27, 2025

How Nintendo beat Atari

The year is 1979. Atari is at the peak of its commercial success, but the mojo is gone. The freewheeling culture has been replaced by the Brioni suits and New York secretaries of new owner Warner. The existing industrial arrangement at the time was that of a bundled console-plus-cartridge business model, where the console manufacturer (say, Atari with its VCS/2600) sold the console at a loss and cross-subsidized it with the money made on cartridges sold with a huge profit margin.

Except, the game designers were paid a flat salary, not royalties, unlike the rock stars in Warner’s stable. In late 1979, four defecting Atari designers and one music industry executive disrupted the video game console business model by aligning it with the recording industry’s: Hardware would be just hardware, and content would now be supplied by third-party content providers. Activision was formed, with a little business and legal help from the Sistine Chapel of Silicon Valley law firms, Wilson Sonsini Goodrich & Rosati.

Atari sued Activision, slapping them with any legal argument Warner could come up with — theft of trade secrets, copyright infringement, trademark infringement, patent infringement — but nothing stuck. Activision’s business vision and legal team beat Atari’s. The floodgates of third-party game production opened, and the model remains the paradigm today.

Soon, however, the game market became saturated. Too many players for too small (at a time) a market meant it became impossible for most developers to scale and recoup their costs. Quality also dwindled, leading to customer dissatisfaction. To differentiate, some publishers released what Videogaming & Computer Illustrated described as “enough to send the most liberal sexual enthusiast staring at his/her shoes in abashment,” leading to public outcry and a bad rep for the industry as a whole. In late 1983, the video game market crashed, leading to the collapse of both Atari and Activision.

Enter NES. In 1985, Nintendo introduced the NES in North America. Three years later, competitor Sega introduced the Genesis (also known as the Mega Drive). Both companies had learned from the crash and took steps to prevent third-party developers from releasing unapproved games. Where Atari’s legal arguments had failed, they turned to an engineering strategy: A proprietary lock-out chip would be inserted in the console. A lock-out mechanism is an ensemble of software code that is burnt into two special-purpose chips. One is placed inside the console. That piece of software, embedded in silicon, looks for another piece of software, an unlocking key, which is itself burnt into another special-purpose chip added to the game cartridge. When a game cartridge that contains the key is inserted into the console, the key and the lock shake hands, and the key opens the lock.

The source code of the software embedded in both chips is kept secret by the console manufacturer. To keep the keys a trade secret, the console company burns them into the chips in a form that is understandable by machines but not by humans. To ensure even further protection of these secrets, both Nintendo and Sega manufactured the approved third-party game cartridges themselves, before selling them to the licensees who in turn distributed them through toy and computer stores. If I wanted to make a game for the NES, assuming I was one of the happy few to be vetted, I would deliver my game software code to Nintendo, who would add the secret key to it, burn the whole thing on a cartridge bearing my name, and hand that cartridge to me so I could then sell it through my own distribution circuit. Not efficient, but effective, as far as keeping the source code of the lock-out system a secret.

Many in the industry took umbrage with this model, in particular because it enabled the console manufacturers to impose what developers considered unfair business terms. Nintendo, in particular, was known to be a bully, and its behavior even led to anti-trust investigations by the U.S. government. But as every thief knows, every lock can be unlocked without the official key — it’s just a matter of time. In this case, that time was 1989.

The original Atari had been split after the crash, and Atari Games, doing business as Tengen, was now in the business of publishing games for various computers and consoles. But it didn’t want to be bound by Nintendo’s terms, and decided to publish unlicensed cartridges for the NES. After all, if the original Atari’s lawyers had been unable to prevent Activision from doing just the same thing for the VCS/2600, why would Nintendo’s lawyers be able to stop Atari Games?

Atari responded to engineering moves with a bolder engineering move. It reverse-engineered Nintendo’s lock-out chip, known as the “10NES,” and replaced it with its own, the “Rabbit.” The Rabbit code was entirely different from the 10NES, as far as 0s and 1s are concerned, but it was functionally similar. When a rogue Tengen cartridge was inserted into the NES, it would sing a mating song so close to what the lock expected from approved cartridges that the console would open up, and the two would play well together. The first rogue game would be “Tetris,” followed by such hits as “Super Sprint” and “Ms. Pac-Man.” On the Sega front, another third-party publisher, Accolade, started by two of the Activision founders, reverse-engineered the Genesis’ lock in 1991 for its game “Ishido” and quickly released a number of blockbusters for that platform.

Engineering responses to business disruption had been defeated by engineering means. In our never-ending dance, it was now time for lawyers to respond to reverse-engineering with legal engineering moves of their own. By legal engineering, I mean the craft of creating novel legal arguments in response to changes in an environment — in this case, technological change.

Engineering responses to business disruption had been defeated by engineering means. In our never-ending dance, it was now time for lawyers to respond to reverse-engineering with legal engineering moves of their own. By legal engineering, I mean the craft of creating novel legal arguments in response to changes in an environment — in this case, technological change.

The two cases, Atari Games v. Nintendo, and Sega v. Accolade, were tried in two different sets of courts for procedural reasons, but were ruled upon at the same time period and cross-referenced each other. The legal question was the same: Is intermediate copying of software code (the lock), when the sole purpose of such copying is to reverse engineer the lock and create a completely new and original code that will open the lock, illegal copyright infringement, even though the lock’s code is not at all present in the final product (the rogue key), or is this practice permissible under the fair use doctrine, since the code being temporarily copied is then discarded?

The underlying legal sub-questions were particularly complex, and both federal appeals court judges distilled their astute reasonings in clear ways, ultimately ruling that intermediate (temporary) copying of software code in the process of reverse-engineering it is generally permissible as fair use under copyright law. At the heart of their technical legal rulings was economic policy.

They focused on “the effect of the use upon the potential market for or value of the copyrighted work,” one of the Copyright Act’s fair use analysis factors, and noted that the public benefit of the copying at stake should also be factored in. In reference to the Accolade case, the judge concluded that “Accolade’s identification of the functional requirements for Genesis compatibility has led to an increase in the number of independently designed videogame programs offered for use with the Genesis console. It is precisely this growth in creative expression, based on the dissemination of other creative works and the unprotected ideas contained in those works, that the Copyright Act was intended to promote.” The judge rebuked any suggestion that Sega might suffer a loss when it came to the number of games it would itself sell (or not sell) as a result.

The Atari judge agreed: “When the nature of a work requires intermediate copying to understand the ideas and processes in a copyrighted work, that nature supports a fair use for intermediate copying,” he wrote. “Thus, reverse engineering object code to discern the unprotectable ideas in a computer program is a fair use.”

The pair of rulings had a significant impact on the industry at large, one still felt today. It would come to protect the distribution of software-based hardware emulators, such as the Connectix Virtual Game Station, which enables players to run Playstation games on their desktop computers. Perhaps even more visible as part of the retro-gaming boom of the past 30 years is the availability of a plethora of new, cheap hardware that enables nostalgic players to play the Nintendo, Atari, or Sega games of their youth without an actual NES, VCS, or Genesis, and, in many cases, without actual game cartridges either. Finally, the wide availability of new games for these old consoles developed by companies such as the new Tengen Games is enabled by the two rulings.

You might have been lured into reading this article by the promise of blood being drawn by Nintendo from Atari. But didn’t we just learn that Atari Games (Tengen) beat Nintendo in court?

No, and here’s the twist. The Atari court ruled that Atari should have been allowed to reverse-engineer the NES as a matter of principle, based on fair use. But, it continued, in this case, Atari was not allowed to invoke the fair use defense, because it came to court with dirty hands, so to speak. Atari’s lawyers’ hands were very dirty indeed. See, Atari’s engineers had actually failed to reverse engineer the 10NES. They could not figure out what that code was, so they couldn’t create a new code that would work with the console. So the lawyers took over and blatantly lied to the Copyright Office in order to obtain the copyrighted Nintendo code. That code was held at the Office under seal. In 1988, Atari’s lawyers filed an application stating that Atari was a defendant in a copyright infringement lawsuit filed by Nintendo, and needed a copy of the program to “be used only in connection with the specified litigation.” The Copyright Office obliged and provided the copy, as they are supposed to in this type of case. But the story was a lie. Nintendo was not suing Atari at the time. Atari then used Nintendo’s code to create the Rabbit code.

Upon hearing of the fraud, the judge turned to a maxim coined in British courts in 1728 and traced all the way to the Roman period of Justinian: he who comes into equity must come with clean hands. In modern language, to invoke a legal principle based on fairness, such as fair use, one must approach the bar in good faith. One who comes to court in bad faith (with “unclean hands”) will be denied a defense such as fair use.

As a result of its lawyers’ filthy hands, Atari was barred from manufacturing games for the NES. Nintendo, with its stronger legal team, subsequently “bled Atari to death,” in the words of Ed Logg, designer of Tengen’s version of “Tetris,” which was recalled by court order and is now an expensive rarity on eBay. The Tengen brand fell into disarray and was abandoned, only to be revived a year ago to do the very thing Atari had been precluded from doing because their lawyers had failed to wash their hands.

Many technology histories, including “ultimate” histories of the videogame industry that focus on “the great inventor,” are too reductive. To better understand inflection points, one must look beyond individual genius to the less sexy interplay of engineering, business, and law. Often, it’s the legal battles — and sometimes the lawyers themselves — that create significant forks in the road.

Monday, December 11, 2023

The Nintendo NES

Nintendo pretty much single-handedly saved gaming with the NES back in 1985, and pop culture has never the same.

Monday, August 23, 2021

The Metaverse

In its most recent earnings call on July 29, Facebook Inc. (FB, Financial) CEO Mark Zuckerberg said he expects the social media platform to transition to a "metaverse" company. He said the company’s future is in the metaverse, a virtual social environment where people can be present in digital spaces. This is an embodied internet platform allowing people to play games, work and socialize using digital avatars and virtual reality technology. Virtual reality workspaces will be the company's first step into making the metaverse a reality. The company has been using Workrooms (VR workspace) for meetings internally for about six months, and on Aug. 19, Facebook introduced Horizon Workrooms to the public to showcase how it works.

Commenting on the launch of Horizon, Zuckerberg recently posted on his Facebook page:

“We just launched Horizon Workrooms – a new collaboration experience in virtual reality. When you use Workrooms, it feels like you’re really there with people. You’ll notice conversations flow more naturally and you’ll pick up social cues that are missing on video – people turning to listen to each other, hand gestures, and spatial audio to give everyone a sense of place in the room. There’s also a whiteboard for brainstorming together, a screen for people to video conference in, and virtual desktop so you can use your computer in VR for presentations or multitasking. In the future, working together will be one of the main ways people use the metaverse. Horizon Workrooms is one more step towards bringing the metaverse to life.”

Friday, October 26, 2018

Games On The Go

For many, mobile gaming refers to games played on smartphones and tablets.  But there's another lesser-known kind of mobile gaming out there -- one that involves vehicles decked out in video game hardware, cruising from home to home.

These veritable arcades on wheels can be spotted in neighborhoods around the island, yet few know what they actually are.  Those who are privy to their existence, however, understand what a boon they can be to parents with lots of kids to look after.

Mobile Game Guys, founded in March 2008 by Kalani Miller and Shawn Haruno, is one such mobile gaming business on O'ahu.

-- Midweek, October 24, 2018, page 6

Wednesday, June 27, 2018

Bots defeat humans at DOTA2

Founder of Microsoft Bill Gates has hailed what he sees as a turning point in the development of AI.

OpenAI, a company which was cofounded by Elon Musk, has created five neural-networks called OpenAI Five which are capable of playing the online multi-player game "Dota 2."

Not only can the bots play as a team, they actually destroyed humans at the game during a number of battles. You can watch the bots in action here:

Friday, May 13, 2016

freecell on Windows 10 (and 8)

Having played Microsoft freecell since Windows 95 (I thought it might have been Windows 3.1 but I guess not), I really didn't like it not being included with Windows except as a part of the Microsoft Solitaire Collection (which played really sluggishly on my laptop).

Eventually I started playing on netsolitaire.com instead, which is actually rather good.

But now (via frwr-news), comes Windows 7 games for Windows 10 Anniversary Update, which fixes the old Microsoft game pack to work with Windows 10 (and 8).  I was worried about spyware, but after carefully clicking the "Download Windows 7 games for Windows 10" (not the googleads box with the big green button to Start Download), it apparently installed cleanly.

So now I have a choice to go back to the familiar freecell on Windows 10 or continue using netsolitaire.  Probably both for now.

Saturday, May 07, 2016

Video Game Hall of Fame - 2016

ROCHESTER, N.Y. (AP) — A video game that had players zapping space aliens with lasers and another that put players in covered wagons have been inducted into the World Video Game Hall of Fame.

The class of 2016 was honored at The Strong museum in Rochester on Thursday. Inductees are: "Space Invaders" and "The Oregon Trail," along with "Grand Theft Auto III," ''Sonic the Hedgehog," ''The Legend of Zelda" and "The Sims."

The winners were chosen from among 15 finalists culled from thousands of nominations.

The Strong established the hall last year to recognize electronic games that had longevity and influenced the gaming industry or society.

Contenders that missed the final cut were: "John Madden Football," ''Elite," ''Final Fantasy," ''Minecraft," ''Nurburgring," ''Pokemon Red and Green," ''Sid Meier's Civilization," ''Street Fighter II" and "Tomb Raider."

***

The inaugural class.

Sunday, July 05, 2015

Nintendo Playstation


An extraordinarily rare prototype of the SNES-CD console, which was created as part of a failed partnership between Nintendo and Sony some 25 years ago, has been discovered.

Never-before-seen images offer the first ever close-ups of the machine, now yellowed with age, which combines the form factor of the SNES along with the branding of PlayStation.

The console is so rare that its specific design features, such as a horizontal volume slider at the front and an assortment of outputs at the back, were not public knowledge. There are several other known prototypes of the SNES-CD, each with different variations on its design, which likely means that the version pictured below is the only in existence.

Saturday, June 06, 2015

Video Game Hall of Fame

What are the six most important, influential and iconic video games ever made?

Pong, Pac-Man, Tetris, Super Mario Bros., Doom and World of Warcraft, it turns out.

The Strong National Museum of Play, located in Rochester, NY, has long been dedicated to preserving various forms of childhood entertainment. It is home, for example, to the National Toy Hall of Fame, which includes the Rubik's Cube and the Slinky.

The museum founded the World Video Game Hall of Fame this year, and Thursday it inducted its first class.

The list includes Super Mario, a legendary Japanese game that cemented the console era when it was released for the Nintendo Entertainment System in 1985. That was an easy pick, of course -- it's become such a cultural icon that at one point its characters were more recognizable to American children than Mickey Mouse.

Other inductees included Tetris, the Soviet puzzle game concocted in June 1984 by artificial-intelligence researcher Alexey Pajitnov. There was also Pac-Man, one of the most popular arcade games of all time. Naturally, every one of these titles came after Atari's Pong, which was the first video game to break out among mainstream consumers after it was developed and released in 1972 by the California company.

There were some unusual picks as well: Doom and World of Warcraft. Doom, developed by Id Software in 1993, helped create what is arguably the most successful video game genre in history: the first-person shooter. It was also a violent and often terrifying game -- you play a nameless soldier slaying demons that escaped from the gates of Hell -- though those elements helped influence future game developers' ability to imbue their titles with tone, style and other artistic elements.

World of Warcraft, notable as one of the largest and most successful games played over the Internet, was not the first such Internet game. But it has become one of the most influential titles ever made. Since WoW, as it's called, was released in 2004, the game has become the highest-grossing title in history, thanks to added story lines over the years and the millions of subscribers who have paid a monthly fee to play the game. Even today, there are more than 7 million people still logging in to engross themselves in the fantasy universe.

Friday, April 03, 2015

Hyperkin

It’s a dangerously day to be teasing awesome retro novelty products, but Hyperkin is at it anyway. The company just announced that the Smart Boy design concept it posted on Reddit —a special iPhone case that lets you play real, physical Nintendo Game Boy cartridges on your smartphone—is for real. I’m so happy this isn’t an April fools joke.


The image Hyperkin’s Chris Gallizzi teased Reddit with Monday apparently started as an April fools gag, but graduated to “full-fledged project” soon afterward. Basically, Hyperkin took a page from ThinkGeek’s playbook: testing the waters with a “fake” but realistic product idea. Either way, the Smart Boy is familiar ground for the company: Hyperkin’s Retron5 game console also used a mixture of emulation and physical cartridge ports.

***

What's this Retron 5?  It lets you play NES, Genesis, SNES, Game Boy game with your original cartridges.  Sounds cool.  But gets mixed reviews on Amazon.


Friday, March 06, 2015

Cityville shutting down

Zynga Inc (NASDAQ:ZNGA) is shutting down CityVille, the franchise that once ruled the online social gaming platform with more than 100 million active players, says a report from SFGATE.

Although the company has not made a public announcement yet, players heard about the shutdown date of April 30 after logging into the city building simulation game, where they were welcomed with the above “Dear Citizens” message.

“If you currently have coins or cash in your CityVille account, you can use them to access the game’s current content until April 30, 2015,” read the message.

During the fourth-quarter earnings call, chief financial officer David Lee said that the company has decided to bring down ten of its Facebook Inc (NASDAQ:FB) games. Additionally, Zynga is shuttering its Beijing studio for running CityVille.

The titles was launched in December 2010, when Zynga was becoming popular as a Facebook social games powerhouse. Just 50 days after the initial launch, the title had 61 million monthly active users, outperforming FarmVille to become the company’s most popular social game.

Zynga, which went public in 2011, was popular for titles like CityVille and FarmVille, as well as for Zynga Poker. However, players soon started abandoning the platform. Zynga tried to revive the spark by launching a re-designed version CityVille 2, but it was noy much of a success. The game maker also launched other games such as FarmVille 2 or CastleVille Legends, but failed to garner many new users. In December, the game maker reported that it has 108 million monthly active players across its platform.

Thursday, January 08, 2015

Classic Games

Almost 2,400 MS-DOS games are now available to play for FREE (!) in just about any browser thanks to the Internet Archive.

Meaning: All those games you used to play as a kid on a computer monitor larger than probably all the electronics you currently own combined? They're back and totally accessible and totally free.

(lots more software here)

Wednesday, December 10, 2014

Ollie (tech toys)

tops the list of this year's tech toys

What about the Parrot mini-drone?

Sunday, November 09, 2014

E.T. dug up

Some of the thousands of copies of various Atari games dug out of a New Mexico landfill earlier this year are now being auctioned off on eBay, with asking prices as high as $500.

The city of Alamogordo, New Mexico--the location of the famous "Atari Dump"--is now selling copies of E.T: The Extra-Terrestrial, Asteroids, Defender, Warlords, and Missile Command on eBay through the Tularosa Basin Historical Society.

The marquee offering is E.T, the failed video game tie-in for Steven Spielberg's 1982 theatrical hit. eBay listings for E.T. are already seeing asking prices as high as $500 or more. Should you win an auction for E.T., or any of the other excavated games, you'll receive a certificate of authenticity and a property tag. You'll also get a pamphlet with photos from 1983 and the dig earlier this year.

Following the initial auction wave, an additional 70 copies of E.T. will be sold through future eBay auctions. "Then that is it. This will never occur again," the city writes.

Head over to this eBay page to see everything up for auction from the Atari dig.

In addition to the auction, Alamogordo is giving away copies of the excavated games to museums around the world. A deeper dive into the Atari landfill dig will be chronicled in upcoming documentary Atari: Game Over, which was produced by Xbox and will debut on November 20.

Monday, November 03, 2014

Internet Arcade

If your version of living the dream is playing hundreds of retro arcade games for free on your laptop then thank the folks at the Internet Archives.

On Saturday, the vast digital library announced the release of the Internet Arcade, which has translated more than 900 old arcade games into versions you can now play in your Web browser. In your pajamas. Without any coins.

The archive’s titles are from the 1970s through 1990s, and include classics like Pac-Man Plus, Defender, Q*bert, Street Fighter II and Atari favorites like Paperboy and Indiana Jones and the Temple of Doom.

The project is an outgrowth of a larger, decades-long project called JSMESS, which emulates hundreds of different computer systems, says Jason Scott, who worked on the Internet Arcade project.

“Earlier this year, I decided to futz around … just to ask the question, ‘How hard would it be to build arcade games, anyway?’ ” Scott writes on his blog. “It turned out to be easy. Very, very easy.”

Still, Scott says, it took months of testing and improvements from a lot of people before the archive of games was ready to be released.

“Some are in pretty weird shape,” Scott writes, but “in the right browser, on a speedy machine, it almost feels perfect.”

[via bing]

Saturday, July 05, 2014

Two Dots

Here's a simple game that's fun to play on the ipad.

But actually I wound up installing (and playing) an even simpler game called Match the Dots by IceMochi.

Saturday, June 07, 2014

GameGavel

Another place to buy/sell video games.

This guy is selling his world record collection of 11,000+ video games.  Bid is up to $230,000 with 8 days left.

[6/19/14] Last week, Michael Thomasson put his record-setting video game collection up to auction. Thomasson has amassed the largest video game collection in the world, with almost 11,000 unique games. It's now gone to the highest bidder for three-quarter of a million dollars.

Thomasson sold this collection, along with the Guinness World Record he received in 2012, for $750,250. That's about $68 per game. Many of the games in his collection are originals, still in their packaging. He began this collection in 1998. Years of working for a game resale website and managing a gaming store allowed Thomasson to create a unique and impressive collection. Now, someone can proudly display all the titles or resell them individually at a profit.

The auction received over fifty bids, including two from Oculus Rift creator Palmer Luckey. A bidding war between two users began around the $500,000 mark, increasing the price a quarter of a million dollars in about seven hours.

Thursday, June 27, 2013

Google game console?

Google Inc. is developing a videogame console and wristwatch powered by its Android operating system, according to people familiar with the matter, as the Internet company seeks to spread the software beyond smartphones and tablets.

With the game machine and digital watch, Google is hoping to combat similar devices that Apple Inc. may release in the future, according to the people.

Google is also preparing to release a second version of an Android-powered media-streaming device, called Nexus Q, that was unveiled last year but not sold to the public, these people said.

The Internet giant hopes to design and market the devices itself and release at least one of them this fall, they added.

A Google spokeswoman declined to comment.

The hardware plans are the latest sign of Google's determination to build on the success of Android, the software it launched in 2008 that powered 75% of all smartphones and 57% of tablets shipped globally in the first quarter, according to the research firm IDC.

Games that run on Android software have proved particularly popular, and they are growing more quickly than games made for the big-name consoles supplied by Microsoft Corp., Sony Corp. and Nintendo Co. The appeal of such games has prompted the development of new devices aimed specifically for Android by other hardware companies.

Sony and Microsoft have recently unveiled new versions of their PlayStation and Xbox game consoles, which are expected to go on sale later this year. Together with Nintendo, sales of the games for these devices accounted for most of the $24.9 billion spent world-wide last year on console games, according to market researcher PwC.

The people briefed on the matter said Google is reacting in part to expectations that rival Apple will launch a videogame console as part of its next Apple TV product release.

An Apple spokeswoman declined to comment.

Google has also been watching the efforts of Ouya Inc., a startup that this week began selling a $99 Android-based console and game controller, one of these people said.

Wednesday, June 26, 2013

Ouya

Last year, Ouya raised almost $8.6 million on Kickstarter to develop a gaming console powered by Google's (GOOG +0.86%) open-source Android operating system. Now the product is flying off retailers' shelves.

According to Mashable, Ouya was sold out Tuesday on Amazon.com (AMZN) just hours after it went on sale in the U.S., Canada and U.K. The consoles were temporarily unavailable Wednesday, too. Consumers were also out of luck if they tried Best Buy (BBY +2.02%) or Target (TGT -0.01%), according to their respective websites.

What's the fuss about? 

First is the price. The Ouya console sells for a rock-bottom $99. In contrast, Best Buy is taking preorders for Sony's (SNE +2.16%) PlayStation 4, which isn't going to be released officially until November, for $399.99. Microsoft (MSFT) is taking preorders for the Xbox One Day One Edition for $499.99 ahead of its planned on-sale date later this year. (Microsoft owns and publishes moneyNOW, an MSN Money site.)

Although Ouya games aren't as complex as those offered for the PlayStation and Xbox, they may be good enough for many gamers, particularly casual ones, according to some reviews. Games, which can cost as much as $70 on other systems, are all free to try. Thousands of people who donated to the company's Kickstarter campaign got a free console as well.

Early reviews have been mixed, though a few have been scathing. Tech Radar's Alex Roth said Ouya won't become the "third superpower" alongside PlayStation and XBox, but it "has a good shot at carving out its own niche market amongst atypical systems like the Wii U and Nvidia's (NVDA) Project Shield."

The CBC's Peter Nowak complained about the system's poor responsiveness. "In just about every game I tried, there was a noticeable lag between pressing the button and seeing the corresponding action on screen," he wrote. At PC Magazine, Will Greenwald wrote "unless you're dedicated and technically savvy, it's just not worth it."

Of course, Ouya is still in its infancy and may get better over time. Then again, its rivals probably will as well.

Tuesday, May 21, 2013

XBox One

Eight years after releasing the Xbox 360, Microsoft has unveiled the next generation of its gaming console, and the company seems to be making up for lost time.

The new gaming system, which it plans to release before the end of the year, is chock full of new features that go way beyond new hardware, including Skype connectivity, television integration and new ways of controlling the system with your voice and body.

"We have an ambitious vision to become the all-in-one system for every living room," Microsoft president of Interactive Entertainment Business Don Mattrick said at the Xbox event in Redmond, Wash., this afternoon. Highlighting that the Xbox is not just a gaming system anymore, Mattrick added: "We're thrilled to unveil the ultimate all-in-one entertainment system: the Xbox One."

One of the standout hardware features might be the microphone on the box. Yes, a microphone. Microsoft has included new advanced voice control and commands. Say "Xbox, Go Home" aloud and it will return to the homescreen of the system. You can also say "Snap Internet Explorer" and you can bring up the browser and place it next to a game, similar to how you can snap windows next to each other in Windows 8.

Beyond using a tablet to navigate, the Xbox One is an extension of the tablet. In addition to bringing over some Windows 8-like functionality, it has integrated Skype right into Xbox, complete with video calling. There is also new app functionality. For instance, an ESPN app will alert you to your fantasy player stats while playing a game.

 But beyond all that, the Xbox is very much trying to be the new TV platform.

"Until now, the TV viewing experience has been a one-way viewing experience for the viewer," Nancy Tellem, Microsoft's president of Entertainment & Digital Media, said on stage. "Now that is about to change."

The One will connect to your cable box, bring in your TV listings, and provide personalized suggestions. Microsoft says it will also overlay a social experience with that TV content as well, allowing the Xbox to become the "next watercooler."

*** [6/19/13]

Microsoft has sensationally abandoned its controversial plans to restrict the sharing of Xbox One games, and has also removed daily online authentication requirements for its forthcoming console.

In a statement released on the Xbox website on Wednesday, Don Mattrick, the president of Microsoft's interactive entertainment business, wrote that the company had listened to "candid feedback" from gamers. Before listing the changes, his explanation reads, "You told us how much you loved the flexibility you have today with games delivered on disc. The ability to lend, share, and resell these games at your discretion is of incredible importance to you. Also important to you is the freedom to play offline, for any length of time, anywhere in the world."

When the new console is released this November, there will be no need to authenticate the system online every 24 hours – a requirement thought to have been introduced as a digital rights management measure. According to the statement, "After a one-time system set-up with a new Xbox One, you can play any disc based game without ever connecting online again."

Furthermore, plans to restrict the sales of pre-owned titles, as well as the sharing of games among friends, have also been cancelled. There will now be no limits on gifting, re-selling, sharing or renting Xbox One game titles. In addition to these reversals, Microsoft is also removing regional locks on Xbox One games, which means titles bought in one global territory will work in all others.

The announcement follows a huge backlash against Microsoft which began when the company first revealed the Xbox One console at a press conference in May. Company representatives explained to journalists that all Xbox One games would need to be fully installed onto systems before play and that each copy would then be watermarked to its owner. Attempts to then sell on or give away the boxed copy of the game would be controlled by Microsoft; although the details have always been ambiguous,