Category Archives: gaming

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?

Farewell to Bizarre Creations, makers of Project Gotham Racing and Geometry Wars

It is hard to understand why some of the best game studios go out of business, while lesser ones (I am not going to mention names) continue. The last time I felt like this was when Ensemble Studios, makers of Age of Empires, was closed by Microsoft. Today it is the turn of Activision’s Bizarre Creations, based in Liverpool.

There are countless racing games, but when I encountered Project Gotham Racing on the original Xbox I knew it was special. It is a hard game which rewards skill; you will not get far if you simply try to charge round the track. It is also street racing, with superb graphics capturing well-known locations like London and San Francisco. The graphics got better in the later versions of the game, but for gameplay I still have an affection for the first one.

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The other I will mention is Geometry Wars, which started as a mini-game in Project Gotham Racing 2, but came into its own as an arcade game for the Xbox 360. This one cannot be captured in a screenshot: it is where gaming meets art, creating fantastic visions of light and colour as you charge round the screen trying desperately to stay alive.

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Apparently the relative lack of success of the critically acclaimed but poor-selling game Blur, released in 2010, was the beginning of the end for Bizarre Creations.

Laments and memories can be found in the official forum here and also on neoGAF. Farewell video here.

Thank you to Bizarre Creations for some of the best gaming moments of my life.

Surround sound 5.1 headphones–why and why not. Roccat Kave reviewed

There is something counter-intuitive about 5.1 headphones. Headphones just look so stereo. Can you really create the surround sound illusion with the speakers so close to the ears?

It turns out you can, or at least sufficiently so to make these Kave 5.1 headphones from Roccat a satisfying product. They are intended primarily as gaming headphones, which explains the attached microphone, though it could be handy for Skype calls and other such uses as well. Another common use is for movies, where surround sound adds to the drama and sense of immersion. They are not really intended for music; but I found them pretty good for that as well.

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What you get is a set of closed-back headphones with a relatively fat cable and an inline control box. The cable has four two-channel mini-jacks, one each for front pair, center and subwoofer, read pair, and microphone input, as well as a USB connector which supplies power and enables communication between the control box and the PC. You can flip open a panel on the control box to reveal channel sliders and to switch between “game” and “movies”.

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Installation is a matter of plugging the cables into your sound card and a USB port. You need a 5.1 sound card, since there is no decoder in the Kave. Another point of interest: the volume control and mute on the control box directly control the volume and mute on the PC, but the 5.1 balance controls operate on the signal after it is received from the sound care; at least, that is what I observed on my test system.

The plugs are colour-coded; I also found the Windows 7 5.1 configuration utility handy for checking that I had the connections right.

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There is a CD in the box but it does not contain any drivers as none is necessary. It does have a 5.1 demo video and a manual.

I tried the Kave with a variety of game, movie and music DVDs. In general I was impressed; but it is important to set expectations. I am a fan of Sennheiser headphones and use the high-end HD600 as well as a variety of cheaper sets. In comparison with the Sennheiser models the Kave is enjoyable but unrefined, and for listening in stereo a traditional set of headphones is probably what you want.

Equally, if you have a full home cinema setup and sit in the sweet spot with carefully-positioned loudspeakers and a proper sub, the Kave cannot compete favourably.

The point though is that such a setup is both expensive and often impractical; sometimes you need to listen privately or in another room.

In this context, and given a 5.1 mix, the Kave has real advantages, even for music. It is curious. I played with the sliders to compare the sound of the front and rear channels, and found that the positional difference is subtle and hard to detect. If you play a 5.1 mix with the Kave though, and then play the same downmixed to stereo, the sound is flat in comparison, in ways that even the purer hi-fi sound of something like the HD600 cannot altogether compensate for.

The benefit of true 5.1 sound is sometimes apparent in details that you can more easily hear, and sometimes a matter of a more three-dimensional sound.

The sub in the Kave is puny compared to a real one, but does add some grunt to games and movies. Confusingly, Rokkat also calls this a “Vibration unit” which lets them say that the Kave has “adjustable vibration” – all this means is that you can vary the level of the sub channel as you would expect. There is no additional vibration unit.

It is a compromise, and if possible you should try to hear the Kave in comparison with a high quality stereo set before making a decision; or ideally have both so that you can choose the best option for a particular title.

The Kave is on the heavy side but comfortable to wear. It has a blue neon light at the headphone end of the microphone stalk, and another which lights up when the microphone is muted; this is meant to look stylish and futuristic though will not appeal if your tastes are more towards the understated.

The Kave folds for convenience though it is hardly worth it as they are still somewhat bulky. The multiple connections and awkward control box make the Kave best suited for semi-permanent installation in a desktop PC, rather than something you would use on your travels.

Given its suitability for gaming, it is a shame that the Kave cannot be used easily with an Xbox 360 or PS3, though with adaptors you should be able to get it working, remote volume aside. It should work fine with a Mac though, if you have a suitable soundcard.

I do not mean to be negative. I was pleased with the Kave, which offers an excellent listening experience, recommended for games for movies and enjoyable for music as well.

Summary

Good points: Comfortable headphones that offer a taste of real 5.1 sound; well made and high quality.

Bad points: Multiple connections and floating control box can be inconvenient.

Summary: Real 5.1 sound headphones and most enjoyable, though less refined than stereo sets at a similar price level.

Xbox Kinect has sold 8 million since launch, and is driving more controller-free features

At CES in Las Vegas today, Microsoft CEO Steve Ballmer announced that Microsoft has sold 8 million Kinect sensor devices since its launch late last year.

He also announced an AvatarKinect feature for Xbox Live subscribers, which enables your avatar to mimic your movements and expressions, and controller-free selection of movies from Netflix and Hulu as well as the Zune marketplace, using gestures and voice.

I got Kinect at launch and have mixed feelings about it. It has not had much use because the games we have so far are not particularly exciting.

The device itself is exciting though; and given its rapid adoption it seems reasonable to expect that the next batch of games will be more compelling.

The evidence is that the controller-free concept has caught people’s imagination. It has also done something important for the Xbox: rescued it from the niche of hardcore first-person shooters in which it was to some extent trapped.

Fixing Age of Empires 2 graphics in Windows 7

Age of Empires 2 is one of my favourite games, especially multi-player. Age of Empires 3 was better in some ways, worse in others; somehow it is not as much fun. One of the problems with version three is that the scenarios are more constrained; and the introduction of home cities and colonies changes the game in a radical and not altogether welcome manner.

The good news is that Age of Empires 2, also known as Age of Kings or with the expansion pack Age of Conquerors, still runs on Windows 7 – impressive for a game that was released ten years ago. The bad news is that the graphics are messed up. Here is how it looks:

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It’s playable, but that purple-stained sea and mottled grass is just not how it should be.

Fortunately there is a fix, and you can get Age of Empires 2 looking like this instead:

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The fix? Terminate the Explorer process. Here’s what you do:

1. Run Age of Empires 2
2. Press Ctrl-Alt-Delete and click Start Task Manager
3. Click the Processes tab, find explorer.exe, select and click End Process
4. Switch back to Age of Empires 2 with Alt-Tab

Presto! the graphics now work.

Once you are done playing, exit Age of Empires. If Task Manager is no longer running, press Ctrl-Alt-Delete to get it back. Then click Applications, New Task, and type Explorer in the dialog. Click OK and your taskbar and desktop will return.

The only remaining question: why does this work?

Note: kudos to TechSmith Snagit which was able to capture the screens successfully; the first two capture utilities I tried could not do so. I had to set DirectX as the input type and use a timed capture.

Could Kinect trigger the Xbox 360 RROD (Red Ring of Death)?

On November 10th, launch day in the UK, I received and installed Microsoft’s Kinect motion controller. I wrote up my first impressions here. My Xbox was an Elite, bought to replace a launch 360 that had succumbed to the red ring of death – the means by which the console communicates hardware failure – been repaired, and failed again.

I left Kinect attached though I admit it has not been much used. Two and half weeks later, it was the turn of the Elite to display three red lights – at just over three years old, so beyond Microsoft’s extended RROD warranty.

It is probably coincidence, though some are theorising that the Kinect, or a system update associated with it, has tipped a proportion of Xboxes into failure:

I have a theory that MS was (and still is) having latency/response issues with the Kinect hardware and used one of these updates to speed something up, possibly XB360 memory speeds or access times, and some of the older 90nm hardware just can’t take it. There are LOTS of people who owned older systems that melted down immediately after the update/Kinect hookup – far to many to be a coincidence and even MS support admitted to me that repair call volumes were extremely high.

It still seems a stretch to me. There are a lot of Xboxes out there, and in the normal course of events a some of them will happen to fail at the same moment or soon after installing Kinect. The Kinect has its own power supply when connected to consoles older than the 360 Slim which appeared this summer.

Nevertheless, I was stuck with a broken Xbox. Fix or replace? The problem is, the 360 is not a reliable design – maybe the new slim model, but while the Elite is an improvement on the original, it is still, I believe, less reliable than most modern electronics. Although I could get the Elite fixed, I doubt I would get another three years of service from it. In any case, the eject button has also become unreliable, and sometimes the DVD tray has to be pushed up with some force in order to persuade it to work.

Instead, I went out and got 360 Slim, which has a bigger hard drive, integrated wi-fi, quieter running, and no need for the supplementary power supply for Kinect.

I whiled away Sunday afternoon transferring games and data from the old hard drive. I still had the hard drive transfer kit which I had used for the Elite, and it worked fine for the Slim although it tool several hours.

There is another complication when you replace your Xbox. The transfer kit moves any games you have purchased from the Live Marketplace, but not the DRM (Digital Rights Management) which protects them. In consequence, they revert to trial versions unless you are signed in with the account under which they were purchased.

The fix is to transfer the content licenses, a process which involves signing into Xbox Live on the web as well as on the new console. It is a two-stage process. First, the new console is authorized as valid for those content licenses. Second, the actual licenses have to be transferred. You are meant to able to do this second stage from the web, but this did not work for me. I found I had to repeat the download from the Live Marketplace on the 360 itself. When I chose Download Again, the download completed nearly instantly, implying that it merely verified what was already downloaded, but in addition it did some DRM magic which enabled the full games for all users of the console.

So … I got less than two years out of the original Xbox 360 (December 2005), and a little over three years from the Elite. Here’s hoping that the third attempt lasts longer.

Flash to get 3D acceleration with “Molehill”

One of the demos here at Adobe Max was a 3D racing game, running in Flash with 3D acceleration. It was enabled by a new set of GPU-accelerated APIs codenamed Molehill. Adobe CTO Kevin Lynch remarked that with GPU-accelerated 3D, Flash games could come closer to console games in the experience they offer. Lynch also demonstrated using a game controller with a Flash game.

There are no precise dates for availability, but Adobe expects to offer a public beta in the first half of 2011. The APIs will be available in a future version of the Flash Player. Under the covers, the 3D APIs will user DirectX 9 on Windows and OpenGL 1.3 on MacOS and Linux. If no supported 3D API is found on a particular platform, Flash will fall back to software rendering.

One interesting aspect is that Molehill will also work on mobile devices, where it will use OpenGL ES 2.0. Apparently GPUs will be common on mobile devices because they enable longer battery life than relying on the CPU for all processing. I heard similar remarks at the NVIDIA GPU conference last month.

This will be a significant development, especially when put in the context of Flash appearing in the living room, built into a TV or on Google TV.