Nintendo Uses Patent to Crack Down on ROM Copying

There’s been some confusion in how this story is being reported, so we thought we’d go over the key points.

Nintendo’s patent applies to emulating ROM-based games consoles, such as the N64 and GBA in other systems. You’ll no doubt have seen this before when you’ve played Mario Kart on the way over to New York from London: obviously there aren’t a hundred SNES consoles behind the cargo hold (if there were, it might explain why they’re so pricey on eBay).

From the patent document: “A software emulator for emulating a handheld video game platform such as GAME BOY.RTM., GAME BOY COLOR.RTM. and/or GAME BOY ADVANCE.RTM. on a low-capability target platform (e.g., a seat-back display for airline or train use, a personal digital assistant, a cell phone).”

The patent can be used to prevent other people making commercial use of a similar system – such as Firestorm gbaZ, and that’s exactly what’s just happened. Nintendo contacted Kyle Poole, responsible for the emulator and demanded that he no longer promote, market, use or distribute the Firestorm gbaZ or pursuse any further emulation of any Nintendo system. Nintendo’s key is that “All of the software for Nintendo’s proprietary video game systems is distributed in a tangible medium, sold through retail outlets. None of the games are distributed in digital versions on the Internet. Any such distribution, or promotion of any such distribution, is illegal.”

Crimson Fire – home of the Tapwave Emulator

Slashdot on the affair

Scientific Atlanta Planning Games Console

In what’s beginning to become a crowded market, Scientific Atlanta have announced that they are working on a games console. No specifications have been released yet, but the company claimed the device could compete with current games consoles from Sony and Nintendo. Chief Executive James McDonald said their new product would offer “the same performance you get out of those game boxes.”

Scientific Atlanta do not expect their Explorer hardware to be available to buy on the high street but will instead be installed by cable operators in subscribers’ homes. Games will then be downloaded to the box on a pay-per-play or perhaps a “buy outright” charging scheme.

Set top box builders and suppliers are working on ever more sophisticated hardware to compete for the coveted space under your television – getting the most compelling media gateway into millions of homes is worth a lot of revenue.

It will be interesting to see how the new console compares with Infinium Labs’ notorious Phantom console, summarised here a few weeks ago. What content will be available for Scientific Atlanta’s new console? It’ll need a lot of software to be able to compete with the systems already in the market, and with the potentially huge library of adapted PC games available to the Phantom.

Also allegedly about to emerge is the DISCover Console – a PC based system that boasts of the simplicity of a console. It allows users to play games simply by dropping the disk in the DISCover’s drive, rather than having to install and configure each game. The DISCover may cause problems for both Infinium and Scientific Atlanta based on the technology they eventually use: their website claims “‘DISCover® technology is protected by U.S. Patent No. 5,721, 951: a “home entertainment system for playing software designed for play in home computers.’ No one can manufacture a game console that plays PC games without infringing on this patent.”

Scientific Atlanta

DIScover, Not console yet, but you can buy a nice hat.

The Phantom still sleeps

Sony: PSX, PSP, PS2 Will Connect

Speaking in the Mainichi Daily, the president of Sony Computer Entertainment Japan confirmed that the forthcoming PlayStation Portable (PSP) will have connectivity features with the new PSX home media centre, and the venerable PlayStation2.

Fumiya Takeno went on to say that Sony would be using the PSP’s Universal Media Disk (that’s right – yet another media format) to bring new, and as yet not elaborated upon, experiences to users: “I’m planning to create software that no-one is even thinking of right now – something free from the existing concept of ‘a game’”.

But how will this connectivity manifest itself? As the iLink/IE1394/Firewire connector has been dropped from the PSX and later PS2s, the only hardware options left are either using the optional ethernet adapter on PS2s or one of the two USB1.1 ports.

GameSpot

Sony news at Mainichi Daily

October 19: Earthquakes, Car Jacking, Random Shootings, Ice Cream Vans

Rockstar North’s Grand Theft Auto series will no doubt break sales records and cause outrage in October this year when another instalment, set in San Andreas and featuring an interesting earthquake game mechanic. The Edinburgh-based developer is owned by Take Two Interactive of New York, and with joint sales of 23 million copies for the previous two titles, you’ll no doubt be thoroughly sick of seeing this one by the time Christmas comes.

If you live in the US, the publication date is the 19th October; if you live in Europe it’s the 22nd – either way you might want to stay out of Game until the mobs subside. Expect the usual tabloids to run the same articles on video game violence in the hope of selling more newspapers.

Rockstar North – Sex, Violence, Deep-fried Mars Bars

Google: Ban+this+sick+game

Nokia Boss Admits N-Gage Below Expectations

Jorma Ollila Nokia chairman and chief executive, admitted to the Financial Times yesterday that the N-Gage, their gaming platform, has not been the success they had hoped for, in his words “The sales are in the lower quartile of the bracket we had as our goal.”

The original aim was to sell 9 million units within its first two years, but many feel that the €300 (£200, US$380) is too expensive when compared with other gaming-only platforms such as the Nintendo GameBoy. It has also been criticised for its lack of game support and difficulty in operating it, in particular requiring the removal of the battery to change the game. The cracking of their game copy protection method last year has also not helped them with game publishers.

Ollila said he plans to wait until November 2005 to decide if it has been a success or failure.

Telewest Float Surf & Sniff Smell Generator

It being Friday and we thought we would bring you a light-hearted piece.

UK cable company, Telewest, has suggested that they may release a computer add-on that generates aromas that can be controlled software. Sound like an urban myth/joke, but it is not without precedent. The first time a computer-controlled device was suggest was in 1999 by a start-up called DigiScent. Prior to that it was on the grander scale of whole cinemas, when in the last 50’s two similar ideas, AromaRama and Smell-O-Vision, were introduced to US cinemagoers.

AromaRama used the theatres ventilation system to get their scents out and Smell-O-Vision far more expensive approach was to place units under each cinema seat.

DigiScent was a serious, scientific approach to the subject that was started by two Stanford graduates that had made some serious fortunes from software for genetic databases.

One of the founders, Joel Lloyd Bellenson looked into previous scientific research around the subject to discover how humans perceived smells. His explanation was detailed in an article by Wired at the time.

“The explanation for this proved relatively simple. When odour molecules drift into the nose, each of them binds with a particular protein on the surface of a neuron. There are about 1,000 odour-matching proteins, each with a slightly different configuration, scattered across a human’s 10 million odour-detecting neurons. (By comparison, a mouse has about 1 million neurons of this type, while a pig boasts 100 million.) When the shape of an odour molecule matches the shape of a protein, the molecules lock together, triggering the neuron, which sends a signal that the brain recognizes as a smell. DNA is relevant because its instructions – its genes – tell the body how to build the proteins that receive odour molecules and activate the neurons. ”

Calling on his previous software experience, Bellenson wrote software to simulate the binding of odour molecules with proteins. By using this he felt he could generate billions of odours simply by selecting different proportions of 100-200 “scent primaries.”

DigiScent’s business was to licence its software to the creators of  other media, to synchronise aromas with them. Web pages would be able to trigger them, as would TV shows, video games and films. The scent generators would be plugged into the serial port and sit on the desk – Reekers, instead of speakers.

Like many ideas around 1999, sadly DigiScent is not around anymore. One possible reason for that could have been is the name they chose for their product – iSmell.

Telewest say they have tested the idea in their labs, calling email using the device ‘ScentMail’, or on a wider scale, ‘Aromanet’. They plan to bring out a domed device that plugs in to the serial port of a computer or set top box, that takes dispoable cartidges to generate the aromas. They say the intial range of smells will be around 60 by mixing the palette of 20 oringial aromas.

Appearing to be designed to get them a few column inches for their broadband service, it is not clear how serious Telewest are about it. When discussing the cost of the dome they are less than exact, ‘Hardware for a surf & sniff set up might cost around £250 for the basic equipment’. We are sure Telewest is not trying to create news during the time their managing director, Charles Burdick, has left the company to “pursue other opportunities.”

Telewest corny press release

Wired 1999 article on DigiScent

Phantom Games Console – Round Up

In the past year or so, there has been a lot of speculation about the Phantom console. The name doesn’t help much, it has to be said. The console was announced early in 2003 and then everything went a bit quiet – no prototypes were seen, the platform itself seemed a bit vague and many regarded Timothy Roberts’, the man behind Infinium Labs, involvement as a bad omen.

For some months, the only images of the console were 3D renders, and no games developer has yet admitted to having signed up for the platform.

The console was finally unveiled at the last CES, and we’d like to gather what is known about Phantom to clear up some of the mystery.

[1] What’s in it?

Infinium state that the console is PC-based and features a custom N-Force motherboard. The processor is listed as “up to AMD XP 3200+”, though whether that this implies that the box is customisable or upgradable, or they just haven’t finalised it yet, no-one knows. The really important part, the graphics chipset is around the GeForce FX5700 mark. Interestingly, the console does not feature an optical drive, but will feature a hard drive up to 320gb in size.

[2] What does it run?

The Phantom runs on a modified Windows XPe kernel.

[3] What will it cost?

We’ve seen figures for between ~US$400 and ~US$700, which places it firmly in the “cheaper than a PC for playing games, but considerably more than a console” bracket.

[4] What can you play on it?

The Phantom will come with pre-installed games. Some reports have said as many as fifty. Other games will be available for download through the PhantomNet GameService.

Given the hardware/software platform, the games will be modified versions of PC games.

[5] What is PhantomNet GameService?

The console is unique in that it requires a broadband connection to function – players will be able to download new games or activate licenses for those already preloaded on the hard disk. Presumably, the service will also provide other functions as seen on Sony’s Central Station and Microsoft’s Xbox Live.

[6] Does it stand a chance?

Well, that remains to be seen. Xbox and Playstation2 are obviously dominating the market (and so will their offspring), and we’ve seen previously unassailable leaders like Sega and Nintendo get badly burned with hardware. However, the Phantom is a essentially a PC (and even more of a PC than the Xbox isn’t), so isn’t entirely proprietary like the GameCube and, to a slightly lesser extent, the Dreamcast. And remember, everybody laughed at Sony in 1995.

One of the problems we can see is the implication that consoles will be built to order, making standardisation a problem. However, new games can be published to the format without too much redevelopment and, given the absence of an optical drive, piracy will be difficult.

This could be a terrific distribution channel for games publishers who can’t get space in big retailers, or can’t afford the heavy discounting that’s endemic in the market. It could also be a great service for buying games on impulse, when even Amazon isn’t fast enough.

Given the dramatic increase in broadband subscriptions, the console could be right on time – but given that many games now have installers measuring 500 mb to 2 gig in size, perhaps popping down the shops to buy Half Life2 might be quicker than downloading it, although that didn’t put someone off in the past.

[7] What next?

Curiously, Infinium are reluctant to tell the press much at this stage, even though the project is reportly in advanced stages. They have, however, managed to raise a not inconsiderable amount of venture capital (at least ~US$25 million) on the back of this idea – despite not having really shown anyone anything.

We’ll keep you posted.

Wired on the Phantom

HardOCP on Infinium’s patchy history

Infinium on the Phantom

PSX Spec Downgraded but Still Sells Out

Following the recent launch of Sony’s PSX, which combines the functions of a PlayStation 2, PVR and DVD burner (full details), there have been a number of dissenting voices over the reduced specification of the released product. Despite this, the first shipment to shops is reported to have nearly sold out on launch day, with long queues on the day of its release. The size of the initial shipment has not been disclosed. A spokesperson for Sony added that they plan to ship one million PSX systems by the end of 2004.

Quite a number of what would appear to be vital functions and features of the PSX have been downgraded or removed, which Sony say is to time pressures in hitting an xmas released date. The most surprising omission is of a functioning Ethernet port, clearly vital for accessing online content and sharing content between rooms in a household.

A number of formats will not initially be supported. MP3 playback will be missing, but Sony’s copy-protected ATRAC will be and TIFF and GIF graphics formats, although JPEG will continue to be supported. Two disk formats, CD-R and DVD+RW have also been dropped. The speed of the DVD recording has been halved from x24 to x12 which should have too much of an impact.

Financial analysts have been damning in their views of the changes with Kazumasa Kubota of Okasan Securities has described the PSX as a “publicity stunt”, while Kazuya Yamamoto of UFJ Tsubasa has claimed that “lowering the specifications of the PSX hurt Sony’s image”.

We feel the removals have been more about anti-piracy than a need to “rush” the release and are probably victims of the long-running struggle between Sony’s content and CE division.

Sony PSX site

First Reviews of Nintendo IQue Player Arrive

Back in September this year, Nintendo announced they would be creating a home games console that would sell exclusively in Chinese market. Initially to be sold in Shanghai, Guanzhou and Chengdu, this will be the first games console to be sold in China.

As details emerged of the IQue Player (rough translation, God’s Playing Machine), we realised that its form would be a handheld games controller that plugged directly in to the TV, doing away with the box under the TV. Based on N64, which at its original launch in 1996 was one of the most powerful consoles available, Nintendo clearly plan to leverage its large amount of licensed game content to run on it – very clever when you consider it is currently just sitting earning nothing. It also has hardware-emulation of Nintendo’s pre-N64 console, the Super Nintendo, enabling it to play the enormous library of games that were available for it. The games will be converted to Chinese language and, to minimise piracy often perceived as a problem in China, games will be loaded on to the 64Mb Flash-based memory cartridges at local retailers and will be, at least to Western standards, very cheap.

Time and thinking has moved on a long way from the N64 and the IQue Player benefits from a number of innovative features. It will be launched with one full game and four other demonstration versions of titles will be preloaded on to the cartridge, that will last for between one and ten hours of playing before removing themselves. As touched on above, the new software will be distributes electronically to shops located around China and will be loaded on to Flash memory cartridges at the shops. The operating system, dubbed UOS, is automatically updatable when new games are bought and installed, this may well be to ensure they stay ahead of hackers attempts to copy games.

The IQue Player has now been released in China priced at 598 Yuan (~$72, ~€59, ~£41) slightly above the originally expected 498 Yuan. The games sell for a very competitive, at least to Western eyes, 48 Yuan (~$6, ~€5, ~£3.50).

Two site have now published the first European reviews of the IQue Player, one in English and another slightly more technical one in German.

The video games and content worlds will be watching the progress of this platform in China, not just to get a grasp of the level of enthusiasm for gaming in China, but also for the success of the anti-piracy measures and to see if they are prepared to pay for reasonably priced content.

Xbox Games Respond to Spoken Commands

Two new Xbox games have been released that allow players to control some of the gameplay simply by speaking instructions.

Xbox Live players have been able to talk to each other during game play since the service was launched 18 months ago, but this is the first time Xbox players have been able to control the games functions.

Rainbow Six 3 and SWAT: Global Strike Team are by different games developers but both make use of the voice recognition features that are built into the Xbox developers kit (XDK), making these features available to any games developer. Voice recognition specialist, Fonix, is the supplier of the technology behind it.

Reviews of the games have spoken about how it initially feels strange giving commands to your TV, but when they get past this short-lived barrier found the game play significantly enhanced. It just feel like an natural extension and is particularly useful in games needing control of remote squad of people.

While it is not the first time voice recognitions has been used in video game play, the verdict is generally that this is the best implementation seen to date.

Recently there has been an expansion in the ways to interact with computer consoles. Sony EyeToy, which has been available in the UK for a number of months but that has just been released in the US, being the most notable by introduces players to new ways of interfacing to a game. By placing a camera on top of the TV and plugging it into the PlayStation, the player is able to move their arms, head and other parts of their body, controlling the computer-generated objects in the EyeToy games on the screen. EyeToy is a current favourite at the Digital Lifestyles office and we can see significant expansion in the use of this specific device, in areas such as keep fit training.

Both the voice recognition and the EyeToy are just steps away from the long-standard console interface, the games controller. We feel it is inevitable that additional ways of getting your computer or console to understand what you want or need will become normal, particularly within the home where keyboards and mice are both restrictive and clumsy object to have sitting around waiting to be used.

Fonix

Sony EyeToy

Buy Sony EyeToy – Amazon US|UK

Buy Xbox Rainbow Six 3 – Amazon US|UK

Buy Xbox SWAT: Global Strike Team – Amazon US|UK