Archive for the ‘gaming’ Category

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Wii U is seriously struggling Nintendo’s own figures show; just 300,000 consoles sold in last three months

Nintendo sold just 300,000 Wii Us in the first three months of the year.

The company revealed the number as it posted its financials for the last three months of its 2012 financial year.

Sales for the year hit ¥635.42bn (£4.2bn). That was 5.2 per cent lower than the company forecast. Analysts had predicted that the company would miss its targets.

However, it completely missed its net income prediction by almost 50 per cent. It had forecast a net income of ¥14bn (£920bn) for the 12 months ending March 2013, but made ¥7.1bn (£420.8m)

Nintendo blamed “weaker than expected sales” of both the 3DS and Wii U. It also said the currency markets had had an impact.

As a result, Nintendo made a loss of ¥43.2bn (£284m). That was down however on last year’s loss of ¥60.86bn (£403m).

However, it is the low sales figures for the Wii U that are grabbing the headlines.

The console has sold just 3.45m units since it was launched at the end of November.

In contrast to the Wii U, the Wii sold 2.65m units during the same point after launch (Jan – Mar 07 vs Jan – Mar 13). At the time, Nintendo simply couldn’t keep up with demand and the console was often sold out, with large waiting lists at retailers.

That statistic is made even more damning when you realise the Wii – despite being six year older than the Wii U – still managed to outsell its successor during the same three months.

According to Nintendo’s own figures, the 3.98m Wiis were sold since its new console launched. That’s 53,000 more Wiis sold than Wii Us.

Nintendo has said that it believes that when major software titles begin shipping later this year, sales will pick up.

However, with such low sales, it is feasible retailers may start scaling back the number of shelves they dedicate to the Wii U. If that starts happening before those games arrive, then the console will be in real trouble.

tv-Joystick

What is SNESbox.com?

SNESbox is a Super Nintendo Entertainment System emulator, built on Adobe Flash technology and it can only be run directly in your browser’s window without installing any plugins. They have 1861 games and 11337 roms.

games snesboxThese will bring back old memories and frustrations as the games are just as tricky as they were back in the day. Every game you can think of is here and totally free, be ready to lose hours gaming (again)  Snesbox.com

Rovio’s latest game, Bad Piggies, is now available via Google Play and the App Store, and as a PC and Mac download, but it has not yet made its way to the Chrome Web Store. These pigs can indeed fly – “Bad Piggies,” the spinoff to the monster hit game “Angry Birds,” set a new record by soaring to the top of the charts just three hours after release.

Scammers have quickly taken advantage of this, introducing bogus versions of Bad Piggies into the Chrome Web Store that exist primarily to serve up in-browser advertisements thanks to a few plug-in permissions.
Barracuda Networks’ lab today discovered a knock-off of the new and wildly popular “Bad Piggies” game which includes a phishing plug-in that may have injected an aggressive adware program into more than 82,000 Chrome browsers.
The lack of a free online version for Bad Piggies left space for others to capitalize on the instant success of the game. Just days after the game launched, Jason Ding, a research scientist from Barracuda Networks, found seven free versions of the games in the Google Chrome web store.
Jason Ding notes that all of these games are being distributed by the same site: playook.info. After installation, the games insert their own advertisements into popular websites. Barracuda found that after deploying the games in a test environment, they inserted advertising from playook.com into sites like Myspace, eBay, IMDB, Yahoo and MSN among dozens of other sites on the Chrome browser.
If you have already installed, uninstall them immediately and change your passwords on other websites if possible,” Barracuda said. The firm also warned users to be wary of plugins that requires a lot of suspicious permissions.

Matt Spencer has been an active player of “YoVille” since the Zynga-owned virtual world launched in 2008, but hasn’t played the game in about three weeks. He post a complaint on the gaming company’s forum that in late January, Spencer’s “YoVille” account was compromised and he lost much of his collection of virtual items, including millions of virtual coins and a pair of sunglasses that have become a collectors’ item.

Hackers infiltrate the social game affecting gameplay and stealing users’ virtual goods, but private and sensitive data isn’t compromised. Zynga is aware of the security problem and is addressing it, said Cadir Lee, the company’s chief technology officer. The company first started to get reports about it “a few weeks ago,” he said. The company investigated the issue and found that it was due to some “compromised administrative and moderation tools,” he said. Zynga has since fixed the problem, he said.

Spencer was among numerous “YoVille” players who contacted this newspaper after seeing their virtual items disappear in recent weeks and months. To resolve this Zynga has returned all the virtual property that was stolen during the YoVille breach and has also banned some players.

People hacking games to get free stuff is a long-standing problem”, said Lawrence Pingree, a security analyst at Gartner, a technology research firm. These days, hackers focus on scamming the game for free goods within it or to steal goods that they can sell to other players.Zynga itself is a past target. Last year, a British hacker admitted to stealing $12 million worth of poker chips from “Zynga Poker.”

Using nothing more than a few common tools, hackers can reportedly recover credit card numbers and other personal information from used Xbox 360 consoles even after they have been restored to factory settings. Researchers at Drexel University say they have successfully recovered sensitive personal data from a used Xbox console, and they claim Microsoft is doing a disservice to users by not taking precautions to secure their data. ”Microsoft does a great job of protecting their proprietary information,” researcher Ashley Podhradsky told Kotaku in an interview. “But they don’t do a great job of protecting the user’s data.” In order to avoid potential data theft, Podhradsky recommends users remove the hard drives from their consoles and wipe them while connected to a PC using special software. The Drexel researcher warns that not taking this precaution could have serious consequences. ”A lot of [modders and hackers] already know how to do all this,” she said. “Anyone can freely download a lot of this software, essentially pick up a discarded game console, and have someone’s identity.”

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Believe it or not, there are several distributions of Linux intended for use by children as young as 3 years old. Child-oriented Linux distros tend to have a simplified interface with large, “chunky”, colorful icons and a specialized set of programs designed with kids in mind. Some of the better-known distributions aimed at children include:

  • Sugar, the operating system designed for the One Laptop Per Child project. Sugar is a radical departure from traditional desktops, with a strong emphasis on teaching programming skills, but is very strongly geared towards classroom use. Although I’m pretty comfortable using Linux, I’m afraid Sugar might be too different for me to help my nephew and niece make use of it.
  • Edubuntu is based on the popular Ubuntu distribution. Designed to be easy to install and very Windows-like in its operation, Edubuntu would be my first choice if I were using newer hardware. With its rich graphical interface, though, I worry that these years-old PCs, neither of which have graphic cards, will lag running Edubuntu. And given kids’ attention spans, I’m afraid that would be a major barrier to getting them to use it.
  • LinuxKidX uses a KDE-based desktop highly customized for children, and is based on the Slackware distro. The only drawback for me is that most of the support material is in Portuguese (although the distro I linked to is in English), making it hard for me to be confident about my ability to help if there are any problems.
  • Foresight for Kids is based on Foresight Linux, a distro distinguished by the use of the Conary package manager. Conary is intended to make updates and dependencies much easier to manage than other package managers – in English, it should be easier to install and update software.  On the other hand, finding software packaged for the Conary installer might be a challenge, though I expect the most popular programs are being adapted by the Foresight team.
  • Qimo is another system based on Ubuntu, but designed to be used by a single home user instead of in classroom instruction. The system requirements are fairly low, since it’s designed to be run on donated equipment which Qimo’s parent organization, QuinnCo, distributes to needy kids.

Given the low specs of the equipment I”m working with, Qimo seems idea for me, but since most of these will run from either a Live CD or a USB memory key, there’s no reason not to download them all and give each a try to see what you – and, more importantly, your kids – like best.

Linux Software for Kids

In addition to the kid-friendly interface, all of the distributions above come with an assortment of software that’s either designed especially for kids or has special appeal for kids. This includes specifically educational software intended to teach math, typing, art, or even computer programming; typical productivity applications like word processors and graphics programs; and, of course, games. Of course, Linux doesn’t have nearly the range of games that are available for Windows PCs, but my thinking is, the games are good enough for younger kids, and older kids will gravitate towards consoles (my brother and sister-in-law have a Wii).

Some of the software available for kids includes:

  • GCompris, a set of over 100 educational games intended to teach everything from basic computer use to reading, art history, telling time, and vector drawing.
  • Childsplay is another collection of games, with an emphasis on memory skills.
  • TuxPaint, an amazing drawing program filled with fun sound effects and neat effects.
  • EToys is a scripting environment, more or less. The idea is that kids solve problems by breaking them down into pieces, scripting them, and running their scripts – the same way programmers do. But the goal doesn’t seem to be to teach programming but rather to provide an immersive learning environment in which kids learn foundational thinking skills.
  • SuperTux and Secret Maryo are Super Mario clones, because kids love Super Mario. You already know that.
  • TomBoy, a wiki-like note-taking program.
  • TuxTyping, a typing game intended to help develop basic typing skills.
  • Kalzium is a guide to the periodic table and a database of information about chemistry and the elements. Great for older students.
  • Atomix, a cool little game where kids build molecules out of atoms.
  • Tux of Math Command is an arcade game that helps develop math skills.

Not all distros come with all of these games, but they are easy enough to install from the online repositories if your chosen distro doesn’t come with one or more of them. Of course, most distros also come with standard Linux programs like OpenOffice.org (an Office-like suite of productivity apps), AbiWord (a Word-like word processor), GIMP (a powerful image editor), Pidgin (a multi-account IM client), and Firefox.

Linux is a complex operating system, but it’s also a highly customizable one – for kids, that means a system that can grow as they do and a powerful learning environment. Of course, children’s computer use should not be totally unsupervised – any kid can stumble across Web content that might be pretty uncomfortable for mom and dad to have to explain – but kids should have a chance to explore the possibilities of today’s technology and get their hands dirty, like kids do. And worst-case scenario – your 6-year old borks the operating system and you re-install. Wouldn’t you rather it was on the Edubuntu system, rather than on your mission-critical work PC? (Make sure you back up the /home directory regularly so you don’t lose all your kids’ drawings, poems, stories, or whatever.)

 

Tech manufacturers are toying with all sorts of new ways we can interact with hardware, software and the real world. And now, according to a recently surfaced Microsoft patent, the company could be looking into reinvigorating the gaming space with displays built into eyewear and helmets.

Microsoft’s system, a virtual image projector, could be built into helmets, goggles, and other types of eyewear. It would involve two different images, one projected in front of each eye, providing a stereoscopic 3D experience.

The projectors would be partially transparent, so you could play a game while still seeing a semblance of your natural environment. Alternately, a game could merge the real world with a virtual world beamed in front of your retinas.

There’s one fundamental problem of having a display projected so close to your eye, though: The human eye can’t focus on images less than an inch or two away. Microsoft’s patent solves this problem by projecting the image as if it’s viewed at arm’s length. Projected scenes appear to be 21 inches in diagonal with a 16:9 aspect ratio.

Such “wearables” are commonly regarded as the next frontier of tech. Google has reportedly been working on a sunglasses-like heads-up display (HUD) unit that could go on sale before the end of the year. Apple has also dabbled in eye-worn displays, if past patents are any indicator. Other types of wearable technology could be built into clothing, or even be embedded in your flesh.

As for the helmet, the more awkward potential implementation of this projector technology, Microsoft envisions it could be used in aviation applications in addition to gaming.

for more info Patent Bolt

Chuck Bittner is one of the most prominent advocates for adding accessibility to videogames.
Photo: Chuck Bittner

Chuck Bittner would love to saddle up and lasso some lawbreakers in Red Dead Redemption. But the videogame’s controls are impossible for him to use.

Bittner has quadriplegia, a type of paralysis that limits the functionality of his arms. His hands can only reach certain buttons on standard Xbox 360 and PlayStation 3 game controllers — he can’t use two joysticks at once, for example.

It’s not that Bittner, a New Hampshire resident who grew up on Nintendo and Sega, can’t play games at all. The 36-year-old gamer can do battle in Bethesda Softworks’ first-person shooter Brink, for example, which is just as complex as Rockstar Games’ Wild West adventure.

Why? Unlike Red Dead Redemption, Brink allows players to fully remap the game’s control scheme, the layout that determines which button is assigned to a certain action. It’s a common feature of PC games, but not so much on the Xbox.

By tweaking the button layout in Brink and other games that allow such customization, he can hold the controller in his hands and push the buttons with his face.

“[Button customization] truly would help many disabled gamers … enjoy games more fully,” said Bittner — who goes by the handles AskACapper and ONLYUSEmeFACE — in an e-mail to Wired.com.

Relatively simple and inexpensive to implement, button-customization functionality is just one of many ways gamemakers can make their products more accessible for players with physical disabilities. And it’s not just people born with medical problems who could potentially benefit from the implementation of accessibility standards: Genetic diseases and injuries can affect anybody at any time.

 

“We have ticking time bombs in our DNA,” said Mark Barlet, co-founder of AbleGamers, a nonprofit that has been agitating for gamers with disabilities. “A bad day at work or a split-second at a stoplight on the way to the store and your life could change.”

Barlet, who has limited use of his legs because of a spinal cord injury he incurred while on active duty at Andrews Air Force Base near Washington, D.C., says button remapping is just the tip of the iceberg. As games get more complicated, poor design choices can make them difficult even for gamers without disabilities.

“So many games are using button combinations that make it almost impossible for all but the most practiced able-bodied person to play a game, much less a disabled person,” Barlet said in an e-mail. “Just because you can use all the buttons at once does not mean you should.”

Pushing for Accessibility

Brink player Bittner is doing his damnedest to raise awareness about the difficulties faced by disabled gamers and has started a petition to get game developers to add accessibility features.

He’s probably the most high-profile gamer calling for increased accessibility. A fellow gamer even wrote a song about him, immortalizing Bittner’s quest in a YouTube video (above). “You see our friend Chuck/He dreams of Kinect/But he suffers from the quadriplegic effect,” sings the songwriter, who goes by Typhoon Boon.

Despite the obvious benefits to disabled gamers, it’s not that easy to get developers to commit to the cause.

“These are not features that nobody has ever done before, or features that need lots of exploration and research,” said game designer Matthew Burns, who has worked on titles in the Call of Duty and Halo series, in an e-mail. The problem, he says, is that accessibility options are often the first thing cut during crunch time, when time and money are at a premium.

Another oft-requested accessibility feature is closed-captioning. Most games include subtitles for spoken dialog, but that’s only half of the auditory experience. In many games, nonverbal sound cues can be essential for success. AbleGamers’ Barlet says text-based representations of a full spectrum of sounds and visual cues would be immensely helpful for the hearing-impaired.

Game designer Reid Kimball, who has worked on titles like Star Wars: The Force Unleashed and Tony Hawk: Ride, said it’s sad how rare closed captioning is in games.

“It’s cheap to develop compared to other game technology,” Kimball told Wired.com in an e-mail. “The players love having it as an option and there’s tons of opportunity to innovate in this space.”

It can take from two weeks to a month for a full-time, professional development team to create a closed-captioning system, which Kimball says is inexpensive for large studios. Portal 2 creator Valve, for example, adds closed captioning to all of its games.

“The technology can be used in subsequent games across the entire studio and it doesn’t age, unlike expensive graphics-rendering technologies,” Kimball said.

But there are still snags in the process, says Matthew Burns, now the head of Shadegrown Games. The detailed nature of closed captions usually means a game must be completely finished before developers can add them, he said. By that point, there’s often no time left in the schedule.

“Most of the games that I have seen finish with barely enough time to put all of the audio in, let alone [closed captioning] on top of that,” he said.

Advocates for accessible games face a tough battle. Even if they can convince a game studio to consider closed captioning or button remapping, those features will likely be the first things to get scrapped when deadlines loom and developers start working 10- to 12-hour days to finish games.

As the industry matures, developers are becoming more aware of accessibility challenges, but it will take more than awareness to cause an industry sea change.

“It will continue to be piecemeal and slow unless a large, influential company took a stand and made a conscientious effort to be better about this stuff across the board,” said Shadegrown’s Burns. “That would be the turning point.”

‘What game creators do not truly understand is that as we get older, we are more likely to be disabled.’

AbleGamers’ Barlet says hardware makers hold the most power. Should Microsoft mandate that all Xbox 360 games ship with certain accessibility options, developers would have no choice but to make them a priority. But he doesn’t see this happening.

“We have high-level contacts at one of the big [hardware makers], and they have shown little interest beyond lip service at pushing content producers to think about accessibility,” he said.

Still, the issue’s not going away.

“What game creators do not truly understand is that as we get older, we are more likely to be disabled,” Barlet said. “We have two wars going on, and our soldiers are not all coming back in the same condition as they left. Those men and women are gamers.”

Now you have read all this post please sign the petition

For more tech news,reviews and How To’s visit WIRED.COM

 

There are three types of gamers in this world the casual gamer, the serious gamer and the dedicated gamer.

  • The casual gamer – Sees a game trailer on the net or sees a great looking front cover on the shelf of the gaming store and thinks ‘That looks ok, I’ll have a go at that’.
  • The serious gamer – Plays games types they prefer like MMO’s, FPS or RPG’s. Joins gaming clans and spends their social time reading forums about the games they are playing.(If you know what even one of those acronyms were you are not a casual gamer)
  • The dedicated gamer – Now the dedicated gamer is a strange beast, they are a mix between the serious gamer and the geek. These gamers know what they like and are very good at playing, all be it not as good as the serious gamer but always finish in the top 5. Now these gamers like to know how the game physics work and how maps and textures are made in the game environment.

This article is focused on dedicated gamer and as one myself, I know that all dedicated gamers love and need to try betas.

When a new product is created or upgraded, there are several stages in development before the product can be sold in the commercial marketplace. The first stage is the alpha stage, in which the product is tested by software testers within the company and debugged as necessary. A beta version is the name for the second stage of software testing, in which it is released for free or a reduced price to a group of users.

The beta version of a software release is considered to be a preview. It has all the standard features, but is not yet ready for wide release or sale. During this point, the company will collect feedback from users about the product’s usability — what they like and what should be changed — before the product’s wide release. A beta version of a program can be either a closed beta, which is limited to a specific group of users, or an open beta, which is available for the general public to use.

Though beta version products will often have all the features available in the final version of the product, they generally have limited, if any, technical support available to users. However, many products will often remain in beta version for years, during which time they are used by a wide audience as if they were full versions of products.

So lets have some open betas – these are beta versions open to the general public for FREE.

All Betas

Title Phase Genre Site Date Added
League of Legends Gone Gold RTS Web Site 1/18/2011 4:14:00 PM
Rift: Planes of Telara PreBeta MMORPG Web Site 11/7/2010 12:00:00 PM
Darkspore PreBeta RPG Web Site 11/5/2010 6:06:00 PM
FireFall Signup MMOFPS Web Site 9/30/2010 11:26:00 AM
World of Tanks Closed Other Web Site 8/1/2010 6:21:00 AM
Bloodline Champions Signup MMOFPS Web Site 8/1/2010 6:05:00 AM
Fallout Online PreBeta MMORPG Web Site 8/1/2010 5:58:00 AM
Dawntide Open MMORPG Web Site 6/2/2010 8:09:00 AM
TERA Online Signup MMORPG Web Site 6/2/2010 8:00:00 AM
Adventure Quest Worlds Gone Gold MMORPG Web Site 4/17/2010 6:50:00 PM
Alien Breed Evlolution Episode 1 Gone Gold FPS Web Site 1/27/2010 10:10:00 AM
Port Galaxy PreBeta MMORPG Web Site 1/14/2010 11:27:00 AM

There are many site that allow you to sign up for free betas www.betawatcher.com being one of the best

Another being bigdownload.com

After looking at the above sites and maybe even trying some games, what type of gamer are you?

Zynga Faces Federal Lawsuit

Posted: October 21, 2010 in Facebook, gaming
Tags: ,

Zynga, the social gaming company responsible for five of Facebook’s Top 10 games, is being sued in Federal Court for allegedly transmitting users “sensitive personally identifiable information in violation of Zynga’s agreement with Faceboook , industry standards, and state and federal law.

Zynga provides free social games to Facebook users including Famrville, Texas HoldEm, FrontierVille, Caf? World, Mafia Wars, and Treasure Isle. Zynga requires users to registers with them and provide information including their name, address and sex.

The class action suit, filed in California, alleges that Zynga profited substantially from sharing users real names and other sensitive information to third party advertisers and internet marketing companies without user consent.

Facebook policy restricts third-party application developers, like Zynga, from engaging in this kind of activity stating that developers cannot “directly or indirectly transfer any data you receive from us to (or use such data in connection with) any ad network, ad exchange, data broker, or other advertising related toolset, even if a user consents to such transfer or use.”

In addition to violating Facebook policy, the suit alleges that Zynga violated numerous federal and state laws including The Electronic Communications Privacy Act, The Stored Communications Act, California’s Unfair Competition Law, Computer Crime Law, Consumer Legal Remedies Act, and committed a breach of contract.

In a statement, Zynga it believes the “complaint is without merit and we intend to defend against it vigorously.”

The lawsuit follows a Wall Street Journal investigation into the way Facebook handles data. The WSJ found that Facebook applications had sent Facebook User IDs to advertisers and other unauthorized third parties. Zynga’s applications were among those named in the article.

The suit seeks to prevent Zynga from engaging in such practices in the future and also to “disgorge Zynga of all revenue earned from its social gaming applications.”

Zynga’s games have over 59 million Facebook users and the suit was filed on behalf of all registered users of Facebook.com in the United States who, at any time after October 18, 2006, registered with Zynga.