An anonymous reader writes: Long before Sony and Nintendo were rivals, the two companies were partners for a brief time. In 1988 the duo started work on SNES-CD, a video game media format that was supposed to augment the cartridge-based SNES by adding support for higher-capacity CDs. In 1991 at the Consumer Electronics Show (CES) in Las Vegas, Sony introduced the "Play Station" (yes, with a space) but it never saw the light of day. Now, more than two decades later, Imgur user DanDiebold has uploaded images of the unreleased console. This particular model (about 200 Play Station prototypes were created) confirms that the system was supposed to be compatible with existing SNES titles as well as titles to be released in the SNES-CD format. In other words, it would have been the world's first hybrid console: game developers and gamers alike would be able to use both SNES cartridges and CDs. If you want to learn more about this particular prototype, check out the following thread on Assembler Games.
An anonymous reader writes: We're used to seeing instant replays, halftime analysis and in depth analytics in traditional sports, but now they're coming to eSports too. A new start-up, Dojo Madness, is hoping to bring the same techniques to games like League of Legends and Dota, in the hopes players can learn from their mistakes in a game when shown them. In a new interview, founder and former Electronic Sports League boss Jens Hilgers reveals that the company's main product, Dota training and replay site Bruce.GG, will use machine learning to teach itself what are good and bad plays — and he hopes to bring the tech to other games, like Counter-Strike, too. "The feedback of the users watching these videos, these input points, are allowing us to determine the relevancy of what we have done and the system will learn from that and get smarter," he says.
New submitter LunaticTippy writes: For those unfamiliar with Ingress, the game has GPS coordinate portals that correspond to real world locations, players then use smartphones to battle for control of these portals. Many public locations with historical or artistic interest are submitted by players. It turns out some of the sites were located within concentration camps such as Dachau and Sachsenhausen. NBC reports: "In a statement to The Associated Press, Niantic Labs' founder John Hanke said the company has begun removing the offending sites from the game. He said 'we apologize that this has happened.'"
jones_supa writes: There is an indie game port in works which certainly cracks a smile on one's face. Vblank Entertainment is bringing Retro City Rampage — its homage to 8-bit games and Grand Theft Auto — over to one of the influential gaming operating systems of all time: DOS! Retro City Rampage 486 is a port of Retro City Rampage DX, an enhanced version of the game featuring a story mode, arcade challenges, and free roaming. As the name suggests, if one wants to run the game natively, a beefy 486 CPU is required, along with 3.7 MB of disk space and 4 MB of RAM. But of course, DOSBox can be used as well. A release date for the DOS version of the game is not yet known.
Mickeycaskill writes: Microsoft wants to help educators use Minecraft to teach pupils about maths, history, creative design and other subjects and skills, claiming the game is already being used in classrooms in the US and UK. Minecraft developer Mojang was bought by Microsoft last year for $2.5 billion and the game has been featured in a number of HoloLens demos, an indication of how it sees the former indie phenomenon as more than just a game. "Very soon after Minecraft launched, we noticed teachers bringing the game into their classrooms," said a blog post. "Often inspired by the passion of their students, they started using Minecraft to design history lessons, teach language classes, explore mathematics, physics, computer science, writing, and more."
An anonymous reader writes: Ultima Online was released in September, 1997. It was the game that popularized graphical MMOs, and somehow, it's still running. Rock, Paper, Shotgun took a dive into the game to see how much it's changed, and who still plays it. As the community has shrunk, it's become increasingly tight-knit, and giving up the game now means giving up a social circle for many players. Even though newer MMOs have eclipsed the game's functionality, UO has a dedication to the full adventuring experience that later games haven't replicated. From the article: "While initially I couldn't understand the appeal of Ultima, when I decided to shake off the limitations of an early level character and simply explore for myself, I found a game world with a lot to offer. Player created civilizations, unique monsters, and the sheer mystery of the world combine to keep this ancient MMO compelling. For all the ways in which the genre has improved, Ultima Online remains one of just a few MMOs that let you live an alternative life. That feeling of ownership ... combined with the diversity on offer, keeps players coming back day after day."
An anonymous reader writes: In a guest article published to Road to VR, Nvidia graphics programmer Nathan Reed details Nvidia's 'Gameworks VR' initiative which the company says is designed to boost virtual reality render performance, including support for 'VR SLI' which will render one eye view per GPU for low latency stereoscopy. While many Gameworks VR features will be supported as far back as GeForce 6xx cards, the company's latest 'Maxwell' (9xx and Titan X) GPUs offer 'Multi-projection' which Reed says, 'enables us to very efficiently rasterize geometry into multiple viewports within a single render target at once... This better approximates the shading rate of the warped image that will eventually be displayed—in other words, it avoids rendering a ton of extra pixels that weren't going to make it to the display anyway, and gives you a substantial performance boost for no perceptible reduction in image quality.'
Since starting his own company in 1980, Steve Jackson, founder and editor-in-chief of Steve Jackson Games, has created a number of hits, starting with Car Wars . . . followed shortly by Illuminati, and later by GURPS, the "Generic Universal Roleplaying System." In 1983, he was elected to the Adventure Gaming Hall of Fame - the youngest person ever so honored. He has personally won 11 Origins Awards. In the early 90's, Steve got international press due to the Secret Service's invasion of his office. The EFF helped make it possible for SJ Games to bring suit against the Secret Service and the U.S. government and win more than $50,000 in damages. His Ogre kickstarter a couple of years ago brought in close to a million dollars. His current hits are Munchkin, a very silly card game about killing monsters and taking their stuff, and Zombie Dice, in which you eat brains and try not to get shotgunned. His current projects include a variety of Munchkin follow-ups, and the continuing quest to get his games translated into digital form. Steve has agreed to put down the dice and answer any questions you may have. As usual, ask as many as you'd like, but please, one per post.
MojoKid writes: Psychologists at the University of Exeter and Cardiff University have published a study that demonstrates how a simple computer game can help people lose weight. Participants in the study who played the specialized game lost and average of 1.5 pounds in the first seven days, and 4.5 pounds after six months. They also reduced their daily caloric consumption by 220 calories. Dr. Natalia Lawrence led the team of researchers that developed the computer game for the study. It was designed to train people to resist unhealthy food snack foods through a "stop versus go" process. Participants sat in front of a Pentium 3 PC running Matlab software on a 17-inch monitor. They were then instructed to press certain keys when images of things like fruits and clothes would appear, indicating a "go." But for images of calorie-dense foods (chips and cake, for example) they were instructed not to do anything, indicating a "stop" action.
nateman1352 links to an article at Tom's Hardware which makes the interesting point that chip-maker AMD will offer Intel -- rather than AMD -- CPUs in their upcoming high-end gaming PC. (High-end for being based on integrated components, at least.) From the article: Recently, AMD showed off its plans for its Fiji based graphics products, among which was Project Quantum – a small form factor PC that packs not one, but two Fiji graphics processors. Since the announcement, KitGuru picked up on something, noticing that the system packs an Intel Core i7-4790K "Devil's Canyon" CPU. We hardly need to point out that it is rather intriguing to see AMD use its largest competitor's CPU in its own product, when AMD is a CPU maker itself.
An anonymous reader writes with a Georgia Institute of Technology report that researchers there have created a computing system that views gameplay video from streaming services like YouTube or Twitch, analyzes the footage and then is able to create original new sections of a game. The team tested their discovery, the first of its kind, with the original Super Mario Brothers, a well-known two-dimensional platformer game that will allow the new automatic-level designer to replicate results across similar games. Rather than the playable character himself, the Georgia Tech system focuses instead on the in-game terrain. "For example, pipes in the Mario games tend to stick out of the ground, so the system learns this and prevents any pipes from being flush with grassy surfaces. It also prevents "breaks" by using spatial analysis – e.g. no impossibly long jumps for the hero."
An anonymous reader writes: When Supreme Commander was released 8 years ago, it redefined the RTS genre, with its real-time strategic zoom and its epic battles involving several thousands of units at once, while bringing a whole generation of PCs to their knees. Today an article revisits the process of rendering a frame of the game by reverse-engineering the API calls made to the GPU. All the techniques and algorithms are explained in detail, many of them still used in current video games.
An anonymous reader writes: The Batman: Arkham series of video games has been quite popular over the past several years. But when the most recent iteration, Batman: Arkham Knight, was released a couple days ago, users who bought the PC version of the game found it suffered from crippling performance issues. Now, publisher Warner Bros. made an official statement in the community forums saying they were discontinuing sales of the PC version until quality issues can be sorted out. Gamers and journalists are using it as a rallying point to encourage people to stop preordering games, as it rewards studios for releasing broken content.
Mark Wilson writes: Known as the 1TB PS4 Ultimate Player Edition (or PlayStation 4 Ultimate Player 1TB Edition depending on who you're talking to), Sony is launching a new PlayStation 4 next month. With the ever-growing market for downloadable content, it's difficult to have too much disk space. Recognizing this, Sony is doubling the size of the largest capacity PS4. The 1TB console will launch next month in the US, Asia and Europe, and the announcement comes just weeks after Microsoft announced a 1TB version of its Xbox One. Gamers in Japan will be able to get their hands on the console by the end of June, but the rest of the world will have to wait until July 15. There's no word on pricing, but Sony has detailed a few other changes that have been made to this version of the console.
An anonymous reader writes: CRYENGINE, the video game engine from Crytek, will run natively on Linux starting from version 3.8.1. Other improvements include the ability to run on the Oculus Rift, support for OpenGL, 8-weight GPU vertex skinning, and improved POM self-shadowing. Here are the full release notes. They've also added Game Zero, a full blown example game that demonstrates how various features of the engine can work.
arctother writes: UberDRIVE—Uber's simulation/video game/recruiting tool—is, at best, just a poor copy of a much more interesting video game – driving for Uber. The main innovation of Uber, and other smartphone-enabled "e-hailing" car services, is the insertion of a new interface into the human-to-human, on-the-street interactions between drivers and passengers. Uber attempts to transform the cab-driving and -riding experience through the deployment of an allegorithm: the productive joining of a framing narrative (or "allegory") and software-mediated control (or "algorithm"). Understanding how allegorithms shape experience will become more and more important as they are increasingly deployed with mobile interfaces to reshape and "augment" social interactions. "Ingress," you are already thinking; but you should really think of "Uber."
dotarray writes with this snippet from (apropos) Player Attack: In the 20 years from 1995 to January 2015, there were 77 games Refused Classification in Australia. After January though, more than 240 games have been effectively banned by the Classification Board — an average of 40 per month. Most of these games are mobile- or digital-only releases you're unlikely to have ever heard of, with names like League Of Guessing, 'w21wdf AB test,' Sniper 3D Assault Zombie, Measure Bra Size Prank, and Virtual Marijuana Smoking showing up in just the first few pages. What games are banned in your country?
_xeno_ writes: E3 2015 saw a lot of game companies banking on nostalgia, but much less hype for new games. While the biggest thing coming out of Microsoft's press conference was undoubtedly the Hololens, the biggest buzz from E3 was probably Sony's announcement of Square Enix's announcement of a remake of a two decade old game (Final Fantasy VII), seconded by the announcement of a sequel to a fifteen year old game (Shenmue). Nintendo announced mostly new sequels as well. Ultimately, though, it isn't surprising that the biggest buzz is around old games. Old games are a known quantity, while truly new games are — well, new. Who knows if they're going to be the next classic or not?
vrml writes: A study just published by the Computers in Human Behavior journal explores the potential of video games as terror attack preparedness materials for the general public. In the video game that participants tried (screenshots can be seen in the paper), players started a normal day going to a train station and performing actions such as purchasing a ticket and finding a train. Then, they suddenly found themselves in a bombing scenario that they had to survive. In addition to showing that playing the game greatly increased players' knowledge about preparedness, the study also considered a second group of participants who did not play the game but watched instead a video of the game play. Results indicate that passively watching someone else play the game is as effective as actively playing the game in terms of learning preparedness knowledge. However, they also point out a significant difference concerning psychological effects on threat appraisal: general perception of personal vulnerability to terror attacks and their severity increased more in those who actively played the game rather than those who passively watched game play.
An anonymous reader writes: While big budget racers like The Crew and Forza chase realism, in recent years we've also seen a return to the racers of old with checkpoints, a ticking countdown, little in the way of AI and banging chiptune soundtracks. As a new article points out though, they're not in the arcades any more though — they're on Kickstarter. The author tracks down the creators of three indie games that look to Daytona rather than Gran Turismo for inspiration, and find out why we're seeing a resurgence in power sliding.