Archive for the ‘Games Consoles’ Category

Ex-Sony boss predicts new consoles in 2012-13

Capcom boss thinks Kinect and 3D are stopgaps before new consoles.

Ex-Sony Europe boss David Reeves thinks new consoles may be released sooner than thought. In an interview with gamesindustry.biz Reeves – now working for Capcom – thinks motion control and 3D are a stopgap before new consoles arrive in 2-3 years.

Two to three years, I reckon so. I don’t have any inside information. All the first-parties have got to be working on something. The tricky thing is when do you put a stake in the ground on technology? That’s the problem. You can be waiting a few extra months to implement something, but you’ve got to set a date to go with a certain chip at a certain point otherwise you’re going to miss the key milestones.

Reeves talks about Kinect and how he important he thinks it is for Microsoft.

If you map it out the Xbox 360 is right up in the corner and it has certain types of games associated with it. And Microsoft knows that in ten years time they can’t be there, they have to be appealing to families. And I reckon that strategically it’s absolutely the right move. It’s almost like two steps back and one step forward. They are right to separate Kinect from everything else.

Reeves also mentions the increasing costs of developing core titles and why downloadable content could be the future:

Where it has to get creative is with games like Grand Theft Auto and Halo, you’ve got to reinvent yourself for a new generation, and that’s difficult, especially as these games cost $50-$70 million. In terms of downloadable content as long as the content holders – the labels, the artists – aren’t too greedy, that’s really where the money is. Because otherwise you’re spending $60 million to create a new game. To produce Rock Band the guys at Harmonix are brilliant. They’re not doing a lot of graphical work, it’s not very expensive for them. SingStar was exactly the same, it becomes a licensing business in a way.

When asked about 3D Reeves was positive about the benefits for developers, but less so for consumers:

It only takes five or six lines of code to change it from a normal game to a 3D game. I remember working on MotorStorm and the guys did a 3D level in about three weeks. What I think we’ll see is that certain parts of a game will work very well in 3D and you won’t need to make a whole game in 3D. The other aspect is it’s quite a strange feeling to play games in 3D. I’ve played quite a lot, 15-20 games and not necessarily Capcom titles, and when you play them intensely like WipEout you get a sick feeling, so you have to be careful about it. When you look at racing games in 3D and a lot of action adventure games it is a step change. If it works well in 3D then publishers will do it in 3D because it’s not a massive expense to do that.

I got a headache after a 20 minute play of the Avatar game in 3D so can understand where Reeves is coming from. The bigger issues from this interview is clearly his perception that new consoles will arrive in 2-3 years. Will we really see a PS4 in 2012? Historically you would say yes but after PS2’s lengthy – and still ongoing – lifepsan it would be a surprise. An Xbox 720 in 2 years? I doubt that too – though you can easily see another upgrade or two for both consoles.

Anyway, what do you think? Will we see a new consoles from Sony, Microsoft or Nintendo within 2-3 years? And if so would you be happy to upgrade?

Games

Greg Howson

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Posted on June 29th, 2010 by  |  No Comments »

Users Will Be Able To Convert Civ IV Maps Into Civ V – Console news

Civilization V is scheduled to arrive later this year, and the media blitz for it just keeps on coming. The latest revelation by the team working on the game is that users will be able to migrate their user-created, Civilization IV maps to Civilization V.

Jon Shafer, a veteran Civilization modder and mapmaker is the lead designer behind Civilization V, a reward for his years of contributions on the official forums for the game. One of the biggest changes he wanted to bring to the series was the ability to create and share maps with others directly in the game.

How will the maps be translated from square tiles to hexagonal tiles? And could there be innovative new changes to user-creation?

Read on to find out more. This site is updated frequently each day with the latest Free Slim PS3 news and reviews.

Posted on June 25th, 2010 by  |  No Comments »

Dead Rising 2 Will Feature Multiple Save Slots, Grateful Fans Applaud Decision

Dead Rising was cool, but was it ever plagued by a HORRIBLE save system. The game featured only one save slot, meaning if you saved a game after making a critical mistake (and before realizing it) you would be stuck with that mistake. It happened to me, and it probably happened to hundreds of thousands of other gamers as well. The game was highly dependent on time, and I saved my game only to discover I had made a mistake that meant when the helicopter arrived to rescue me, I wasn’t there. In order to beat the game properly and get to the next portion, I had to start the ENTIRE game over. It was shitty. Really, really shitty (excuse my French).

Luckily, Keiji Inafune, creator of Dead Rising says that Dead Rising 2 has fixed that problem by allowing gamers to save their progress in multiple save slots. Thank you, Inafune! Slim-PS3.com is updated regularly every day with the latest console news and gaming reviews.

Posted on June 25th, 2010 by  |  No Comments »

How many people really play Evony? The questions we’d like answered

If you go by its website, Evony has 18m or 20m players; if you believe its representatives, 16m. But if you do some calculation, you get a very much lower number

Hype is a wonderful thing: it can keep campaigns of all sorts afloat. But sometimes it just yearns to be punctured. One claim that looks very suspiciously like raw hype is that on the front of the MMORPG game Evony’s front page, where it claimed – a few months ago – that “Evony: Age II is played by 20 million players in over 167 countries.”

Besides the fact that Evony: Age II was only launched in April, so that would be some helluva lot of growth, you’ve got to love that “over 167 countries”, give that there are reckoned to be 195 countries on earth. So we asked Triple Point PR, Evony’s PR company in the US, and Benjamin Gifford, the “vice development director” (Evony’s description) of Evony’s legal and intellectual property strategic division, based in Australia, a simple question:

In which countries is Evony [in whatever version] not played?

That was back in April. No reply.

We also asked about that fabulous “20 million players” number. The strange thing is that since April, the number of players seems to have gone down: our screenshot taken today (main picture, above) shows that it’s claiming only 18m players (though still in “over 167″ countries). Look at the screenshots – we fortuitously took one on 12 April, and you can clearly see the difference. (Interesting that if you look at the notifications – the hyperlinks on the light brown part of the screen – there doesn’t seem to have been anything much since April.)

Here’s the screenshot we took on 12 April. (Click here for larger version.) (Note that the dates on the brown panel are in American MM-DD-YYYY format – not UK DD-MM-YYYY format.)

Even so, this is still contradictory, because in an email to the Guardian on 8 April, Gifford told the Guardian “both Evony, LLC and Regan Mercantile, LLC hope attention will turn to the game that 16 million people have enjoyed.”

So that’s a sudden addition of 4m players in the course of four days, followed by a dropoff of 2m. What on earth is going on? Where have all the “players” gone? More to the point, were they ever there?

Bruce Everiss, who was the victor when Evony tried to sue him for libel – except that Gifford’s testimony was torn apart in the court in a way that would make Perry Mason whistle appreciatively – is quite clear that the 18m (or 20m or 16m) number is just a bit of inflation:

“The Evony figure for players is for all the people who have ever registered for the game,” he told us by email. “The overwhelming majority register, see that it has no breasts, then leave.” (A reference to Evony’s infamous web advertising campaign of mid-2009.) “Very many players have multiple registrations which confer great advantage when playing the game,” Everiss notes. “Evony have regular purges and kick large numbers of people off the game for “cheating”. ie using bots, scripts etc.”

‘Twas ever thus on server-based MMORPGs, of course. Another former Evony player – who we’ll call “Thor” because, well, why not? – told us how he came up with an estimate for the number of players:

“In my estimation, Evony has probably has a maximum of a half-million to million active players. They have approximately 200 “worlds” [aka servers], and each world has between 8000 to 25000 accounts. Of those, only 300-500 show any activity on a regular basis (daily or weekly change in prestige totals – prestige increases anytime you make troops or build something in the game).”

Thor explained that Evony cleans out “inactive” accounts every so often, which is why the number of players on the servers can fall: “An inactive is defined as someone who hasn’t logged on for 30+ days and has never paid Evony money to buy game coins.”

But there’s inactive and there’s “inactive”: “If you paid, ever, your account is never wiped, even if you haven’t logged in for 6 or more months,” Thor explains.

Thor made an estimate of the number of active players by logging into the servers then operated (around 200 – except some were merged servers, because there were too few players on an individual server to get any, you know, war action/payment going: “the reason Evony merges servers is the player rate on servers starts to drop so low it is virtually impossible to support active gameplay with players attacking back and forth. Prior to themerge of our server, it wasn’t uncommon for me to go weeks without someone attacking me (or vice-versa) and I’d either have to ‘port a war-city around the grid to find targets, or have insanely huge army march distances measured in hundreds of miles to an active target”) and counting the clearly active players.

So any number of servers for the game that Evony claims to have should be taken with a pinch of salt, because old server numbers aren’t retired.

Thor gave it up when Evony began cracking down on bots: “I actively botted to support the insanely huge army sizes necessary to compete. As a professional with a mortgage, kids, a dog and a cat, I didn’t have time to sit there and manually ‘farm’ for food.”

Everiss suggested to us independently that Evony has up to a million players – some way short of that “16m/18m/20m” figure, and if there were a web Advertising Standards Authority, you could probably take Evony to them over that “played by” quote. Though you’d likely have already taken them there for the adverts’ unfounded implication that there was somehow something errr, sexy in the game, whereas in reality it’s a grind where you’re required to pay money which gets passed to a Hong Kong company connected with one in the tax and corporate secrecy haven of the Marshall Islands.

Probably not a problem for younger players, but the question is whether the rewards are really there – and whether Evony can get out of what looks awfully like a corporate habit of inaccuracy in its claims.

For the record, we put these questions to Gifford and Triple Point PR in April but received no response:1) given that Evony:Age II has only just been launched, is this simply carrying over players from the previous version of Evony?

2) what does “played by 20m players” actually mean? Does that mean -there are 20m human players actively playing the game? or -there have been 20m accounts registered in the lifetime of Evony? or-Evony has made up a nice big-sounding number to put on its website? or-some other explanation (we’d love to hear it)?

3) How many humans (different accounts, different people – as I take it that a single person can have more than one account) actively played Evony in the course of the past month?

4) How does Evony prevent bots from playing? I understand that there was a sweep which removed bot accounts last year. How many accounts were removed in that way?

5) I understand that Evony removes inactive accounts which have never spent any money in the game. How many accounts have been removed for that reason in the life of the game?

6) I understand that Evony retains accounts that have spent money, even if they remain inactive. How many such accounts which have spent money have not been active for three months (90 days) or more?

7) What is the largest number of humans (not bots) who simultaneously played Evony at any time? When was that?
8) The website says Evony is played in “over 167 countries”. As there are generally agreed to be 195 countries on Earth, in which countries is Evony [in whatever version] not played?

Obviously, if anyone from Evony or Triple Point PR wants to answer, the comments are open.

Games

Internet

Charles Arthur

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Posted on June 19th, 2010 by  |  No Comments »

Super Mario Galaxy 2 for Wii | Game review

Game review; £39.99; cert 3+; Nintendo

Consoles usually take a while to get into their stride, but the Wii, as befits its disruptive nature, seemed to have reversed that trend. The compelling games with which it was furnished when new dried up in recent months to a trickle of dross, and one suspects many Wiis began to gather dust in the back of toy-cupboards. The arrival, then, of Super Mario Galaxy 2 could not be more timely.

The problem isn’t likely to resolve itself until medical technology allows us to clone several copies of Nintendo’s in-house development genius, Shigeru Miyamoto. At least Miyamoto-san saves his best efforts for games featuring Mario, as Super Mario Galaxy 2 amply demonstrates.

Structurally, it is near-indistinguishable from its predecessor, with several worlds to navigate, each split into seven or so galaxies (the last of which presents you with a boss to be defeated before you’re awarded a Grand Star). This time around, you can opt to play as Luigi as you enter each galaxy. As in the first Super Mario Galaxy, you have to reach stars to open new galaxies, by executing deft platform moves and solving all manner of puzzles, often involving delicious mischief with the laws of gravity. Those puzzles are invariably so good that they will make you chuckle and nod in appreciation of their sheer cleverness.

The key to reaching what often appear to be unreachable stars is Mario’s array of power-ups and special abilities, and Super Mario Galaxy 2 has two new ones. The first is a drill attachment, which Mario carries above his head; shake the Wiimote, and he will burrow straight through the centre of whatever planet he is on. This clever mechanic can be used for puzzle-solving by, for instance, burrowing to the top of pillars too high for Mario’s jumping abilities, or for boss-battles, in which you have to time and position your burrowing to hit creatures’ vulnerable parts.

But the undoubted star of Super Mario Galaxy 2 is Mario’s old mate, Yoshi. He appears in many galaxies, bringing a range of abilities when Mario jumps on his back. With his lizard-like tongue (the direction of which you can control with the Wiimote), he can gobble up and spit out enemies, and swing from designated points. Feed him Blimp Fruit and he will float for a while. And when he swallows a chilli pepper, he gains the ability to run like Forrest Gump (complete with boggle-eyed expression and siren sound effect), enabling him to temporarily escape the normal restrictions of gravity (although he becomes tricky to steer).

All of Mario’s existing power-ups appear, too, including Bee Mario and Fire Mario (one clever ice world can be reshaped by Mario’s fireballs and by rolling snowballs into melted areas). There are underwater worlds and a flying sequence in which Mario is suspended from a Fluzzard, and at one point, he can power-up into a rolling boulder. His ground-pound move also features heavily.

As the above suggests, the surreal nature that characterises Mario’s games is to the fore. Mated with the game’s irresistible sweetness, the outcome is a game-world which is truly universal in its appeal – the youngest children and grizzliest hardcore gamers alike will be held equally rapt by its charms. A long-overdue reminder of what the Wii is all about.

Rating: 5/5

Games

Wii

Nintendo

Steve Boxer

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Posted on May 28th, 2010 by  |  No Comments »

Exclusive new Lego Harry Potter trailer

The latest gaming news:

The wizard kid visits Legoland at the end of next month, but for now here’s another taster from this building block adventure

Taking in elements from the first four reasonably well-known novels, Lego Harry Potter looks set to continue the tradition of Traveller’s Tales’hugely entertaining Lego games, mixing recognisable characters and scenes with humour-filled action adventure gameplay.

I went up to get a behind-the-scenes look at the development studio last week, and we’ll be putting up a video of that visit soon. But for now, here’s the latest trailer. As ever, let us know what you think in the comments section.

Games

Harry Potter

Keith Stuart

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Posted on May 27th, 2010 by  |  No Comments »

Games Chatterbox Column Tuesday

The place to talk about games, and just about anything else too..

Tuesday’s edition of Chatterbox

Games

Greg Howson

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Posted on May 26th, 2010 by  |  No Comments »

Fun guys are off as Microsoft rejigs its Entertainment division

The two leading lights of Microsoft’s Entertainment and Devices division — Robbie Bach and J Allard — are leaving the company, possibly leaving chief executive Steve Ballmer in direct charge of all the company’s fun and games

Robbie Bach is retiring as president of Microsoft’s Entertainment and Devices division, while J Allard is to become a consultant on specific projects. Bach and J Allard are the people mainly responsible for the Xbox games console and Live service, the Zune media player, PC gaming, Microsoft TV, Microsoft Surface, Office for Mac, and Windows Mobile and Windows Phone 7 phones.In the latest financial quarter, the E&D division made an operating profit of $165m on sales worth $1.7bn. The company made $5.2bn on a turnover of $14.5bn.

Bach joined Microsoft in 1988 and often appeared in keynote speeches with Microsoft chief executive Steve Ballmer, who said in a statement: “Robbie’s an amazing business person and close personal friend, which makes his departure a point of sadness for me.” Some had considered Bach a possible future CEO.

Allard, the division’s senior vice president of design and development, is leaving after 19 years at Microsoft. Allard is considered the “father of the Xbox” and his disappearance was noted on 18 May by ZD Net’s Mary Jo Foley, who wrote Where in the world is J Allard? A source told her that “Allard is on sabbatical and is unlikely to return to Microsoft”. However, Allard told TechFlash that his departure was not connected with the cancellation of another of his projects, the dual-screen Courier tablet computer. He said he wanted to devote more time to his personal interests, particularly adventure sports.

Allard was widely admired and the Kotaku games blog has posted a tribute, J Allard, We Will Miss You

Bach is not being replaced, so the mobile phone and Xbox bosses, Andy Lees and Don Mattrick, will report directly to Ballmer. Allard will also report directly to Ballmer on his special projects.

Whatever the reasons for the reorganisation, the division has not generally been successful at selling its major products, or at making money out of them. While Microsoft has done far better than most people expected in establishing the Xbox console line, the Xbox 360 has been dogged by problems with consoles overheating and failing with the famous Red Ring of Death. Microsoft extended the product’s guarantee to cover the issue, taking a $1bn charge for the cost. The division’s successes include the Xbox Live online service and the Halo games franchise.

While Microsoft was relatively quick to enter the smartphone market with touch-screen systems, long before Apple, its Windows Mobile software was clunky by comparison. It has lost market share both to Apple’s iPhone and to systems running Google’s Android software. And while the Zune HD and Zune 4 desktop software have impressed users, the system has not sold well in the US, and has not been launched internationally. It remains to be seen whether the impressive-looking Windows Phone 7 will do any better.

Microsoft has been extremely successful as a platform company, providing software that other companies could use to build their own products, including PCs and phones, applications and both online and offline services. The Entertainment and Devices division embodied Microsoft’s attempt to create proprietary vertically integrated systems including its own hardware, operating system, applications, content and online services. It’s a strategy that Apple has used with tremendous success, but Microsoft has never been able to match it.

Even those who weren’t particularly keen on Bach could struggle to see Ballmer doing the job any better himself. However, since Bach isn’t retiring until the autumn, there’s still time to find a successor.

Microsoft

Xbox

Jack Schofield

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Posted on May 25th, 2010 by  |  No Comments »

Darkstar One interview

Developer talks space games and consoles

Following on from my look at upcoming space combat/trading title Darkstar One I had a chat with Daniel Dumont from developer Gaming Minds.

Why do you think there are no other games of this type on the modern consoles?

To be honest, I really don’t know. Maybe developers or publishers think that gamers are more interested in identifying with a character rather than controlling a ship. Also, flying through space is a different gameplay proposition than a ground based ‘run and gun’ one and might be new to some of the younger gamers as this space flight sim genre is rare on consoles. However, PC savvy gamers are used to this genre and I am sure that pure console gamers would be interested in some space exploration. The Xbox controller works great and during our testing with younger console gamers we saw that they were absolutely fascinated by the gameplay.

Why do you think there are relatively few games of this type on PCs too?

Space shooters were at their peak at a time when games started releasing with 3D graphics but the graphic cards were not powerful enough to display complex ground scenarios. Space shooters and flight simulators were developed with 3D graphics and were successful as depended less on real world-complexity.

Later, when the first Ego-Shooters came out, the studios concentrated their attentions on them, adding more involving storylines, player guidance, complex level design and movie-like atmosphere. The idea of the ’space’ genre got lost in the mix.

To be honest, at the moment I am not sure that the space sim genre will attract many studios to finance a big budget development the same way first person shooters can as fans of the genre are smaller. However, there are lots of possibilities in creating games for far less than 20-50 million $ and I think there’s still a market for space games if you keep the budgets to a realistic size.

What were the main challenges in bringing a PC-based game like this over to a console?

The biggest change is obviously the change from keyboard/mouse to controller-based play. We’ve taken great care to ensure we’re not just porting controls over but are customising them to the Xbox gameplay so they are intuitive for players to get to grips with.

The game is also now rendered in full 1080p HD, so the visuals have received a significant upgrade and look gorgeous, and the engine is running at a very solid frame rate.

What changes did you make to the gameplay between the PC and 360 versions?

A couple of areas we improved on were balancing the battles with enemy ships and also the introduction to the game making sure that the player could ‘learn the basics’ before heading off on their own. We have also added a slicker time acceleration mode for longer space journeys and we made it easier to collect the special artifacts which are required to upgrade the DarkStar One ship.

In the game what is the balance between combat and trading? Is progression gained solely by combat?

You can use both combat and trading to earn money to be able to buy better weapons and equipment. However, as DarkStar One has a strong action element to the gameplay, you cannot avoid all battles by trading alone. There are lots of battles throughout the story, missions and side quests. However, if the player wants to avoid as much combat as possible, he could completely bypass the combat-oriented assignments or side quests and make all his money through the trading ones (buy low, sell high) or mining meteorites. However, I guess a mix of both is more fun! For example you can attack a freighter, shoot his shields down to make him drop his cargo containers, steal them and tow them to a friendly trade station and sell them on for a healthy profit.

How do you get the balance between having an engrossing story and letting the players go off and complete side missions/trading etc?

We have implemented two game mechanics to ensure this. Firstly, the player has to improve his jump drive to progress through the storyline. New jump drives are only offered after certain story steps have been completed. With new jump drives installed you can travel deeper and deeper in the galaxy and find more artefacts for upgrading the DarkStar One. However, enemies and missions will become tougher at the same time.

The second mechanism is that the player has to accept side quests, fulfil assignments, hunt for pirates, trade between star systems etc to earn money to buy better equipment and weapons for their ship. Whenever they feel ready and to face tougher enemies in the next story segment, they can continue by jumping to the next story star system.

The player can decide at any time to upgrade their ship using any technology acquired or parts purchased using credits earned from missions etc. The more credits they have the better the upgrades available so they can choose to take on more difficult missions or progress through the story.

How much real difference can you make to your ship? And do your decisions mean you may not be able to “finish” the game? Ie if you focus on trading rather than combat?

In DarkStar One Broken Alliance, trading has less of an impact on your ship upgrade choices. For trading, the player will need to purchase better cargo computers to be able to tow bigger containers with cargo drones. These computers can be installed on any ship design. This makes DarkStar One – Broken Alliance so attractive for fans of ‘open choice’ gameplay. There is no other space game on Xbox360 that allows the player to one minute be fighting tough space battles and the next be trading with new alien races. In many games you have to choose between cargo space and agility or bow weapons. In Broken Alliance for example you have a very low agility when towing cargo containers but if you run into trouble you can drop the containers any time, get into the fight and collect them afterwards.

The other differences you can make to your ship shape the way you play the game. As an example, upgrading the wings and hull can change the DarkStar One into different ships for different needs. By upgrading the wings, the ships will acquire more mounts for bow weapons and the ship’s agility will significantly increase. By upgrading the hull, it will secure more hull points and more mounts for automatic turrets but lose some of the ships agility. As these turrets automatically aim and fire on nearby enemies in combat, the player won’t miss the loss in agility the ship has by these turrets being equipped.

I guess most players will combine these two aspects, to get a more rounded ship, but the more action-oriented players will go for the wing upgrades and the more tactical oriented players will go for the hull. During battles, tactical players have more time to think about and use other tactical elements such as boosts and rockets to defeat their enemies.

Games

Greg Howson

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Posted on May 24th, 2010 by  |  No Comments »

Pac-Man 30th anniversary Google doodle turns homepage into game – Console news

Pac-Man’s 30th anniversary is celebrated with a playable Google doodle – the first of its kind

Google has become famous for changing its logo for special events, but it has never converted it into a playable game before. Today, it is celebrating the 30th anniversary of Pac-Man’s launch in Japan with a version that lets you steer your pizza-shaped protagonist* around a maze that spells out Google’s name – at least for as long as you can evade the ghosts Inky, Blinky, Pinky and Clyde

To play, simply click the button that usually says “I’m feeling lucky” but now has the legend “Insert Coin”. However, if you don’t do anything, the game will start by itself.

If you click twice on “Insert Coin” then two people can play. Ms Pac-Man joins the game, with the second person controlling her movements using the WASD keys.

Marcin Wichary, Google programmer and senior user interface designer, says: “When I was growing up, my dad had the best job I could possibly imagine: he was an arcade game and pinball technician. For me, that meant summer trips through Poland’s coastal cities with their seasonal arcade parlors; peeking inside cabinets to learn programming and engineering secrets; and – of course – free games!”

Although Tōru Iwatani’s Pac-Man and Ms Pac-Man are now free “casual” games, they were state-of-the-art in the early 1980s, and they harvested billions of dollars in loose change. The games soon appeared on home computers, too, though a Pac-Man cartridge for an Atari 800 cost more than £30.

Ms Pac-Man was also one of the first video games to attract a female following at a time when most players were (at least reputedly) spotty boys.

Wichary says Pac-Man “seems like a natural fit for the Google homepage. They’re both deceptively straightforward, carefully hiding their complexity under the hood. There’s a light-hearted, human touch to both of them. And we can only hope you find using Google at least a quarter as enjoyable as eating dots and chasing ghosts. You know, without actually needing any quarters.”

Incidentally, Google is not alone in celebrating Pac-Man’s birthday. The Museum of Computing in Swindon is marking the milestone on Saturday when “a specially constructed maze in Swindon Town centre’s Wharf Green will be the venue for a unique ‘Human Pac-Man’ event.” Visitors to the museum will also be able to play the game on various retro machines, without the need to stock up on 50p pieces.

Charles Arthur adds: interestingly, as Apple, Google and Adobe war with each other over the importance of Adobe’s Flash system, the doodle is written entirely in HTML, CSS and Javascript – Flash isn’t required. That means it works on iPhones too…** Although the sound is in Flash – so that doesn’t work on the iPhone/iPod Touch/iPad. (To move, swipe the way you want to go.) This, as a Guardian colleague points out, is the first time that Flash has made it onto the front page of Google…

* Pac-Man was based on the Japanese character for ‘mouth’.

Games

Google

Google doodle

Jack Schofield

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Posted on May 23rd, 2010 by  |  No Comments »