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AI

Palworld Embroiled in AI and Pokemon 'Plagiarism' Controversy (videogameschronicle.com) 101

Steam's newest hit survival game, Palworld, has been accused of plagiarising designs from Pokemon, as social media users negatively highlight its creator's historical association with generative AI tools. VideoGamesChronicle: Palworld by Japanese studio Pocketpair released into early access on PC and Xbox on Friday, and immediately became a breakout success, with its creator claiming 2 million sales in 24 hours. The huge launch exposure inevitably reignited discourse that has followed Palworld since its announcement, around its character designs' apparent similarities to Pokemon. Although the gameplay of Palworld is closer to survival games like Ark and Rust than Game Freak's series, many social media users have noted the obvious influences its character designs have taken from the Nintendo series.

Following Palworld's release on Friday, some X users collated perceived similarities between Palworld's 'Pals' and Pokemon. "It's not even subtle about its rip offs, how much else has it stolen?" wrote one user. Another added: "I want to like Palworld, but I don't know if I can support running existing Pokemon through a fusor and passing them off as 'new' IP." The situation is further muddled in the eyes of some by Pocketpair's historical relationship with generative AI tools. Artist Zaytri noted on X that one of its previous titles was 'AI: Art Imposter,' a game which literally utilises an AI image generator as its core mechanic. The user also highlighted multiple historical X posts by Pocketpair's CEO Takuro Mizobe, in which he appeared to praise the potential of AI image generators for content creation.

Games

Modder Recreates Game Boy Advance Games Using the Audio From Crash Sounds (arstechnica.com) 15

Kevin Purdy reports via Ars Technica: Sometimes, a great song can come from great pain. The Game Boy Advance (GBA), its software having crashed nearly two hours ago, will, for example, play a tune based on the game inside it. And if you listen closely enough -- using specialty hardware and code -- you can tell exactly what game it was singing about. And then theoretically play that same game. This was discovered recently by TheZZAZZGlitch, whose job is to "sadistically glitch and hack the crap out of Pokemon games. It's "hardly a ready-to-use solution," the modder notes, as it requires a lot of tuning specific to different source formats. So while there are certainly easier ways to get GBA data from a cartridge, none make you feel quite so much like an audio datamancer.

After crashing a GBA and recording it over four hours, the modder saw some telltale waveforms in a sound file at about the 1-hour, 50-minute mark. Later in the sound-out, you can hear the actual instrument sounds and audio samples the game contains, played in sequence. Otherwise, it's 8-bit data at 13,100 Hz, and at times, it sounds absolutely deranged. "2 days of bugfixing later," the modder had a Python script ready that could read the audio from a clean recording of the GBA's crash dump. Did it work? Not without more troubleshooting. One issue with audio-casting ROM data is that there are large sections of 0-byte data in the ROM, which are hard to parse as mute sounds. After running another script that realigned sections based on their location in the original ROM, the modder's ROM was 99.76 percent accurate but "still didn't boot tho." TheZZAZZGlitch later disclaimed that, yes, this is technically using known ROM data to surface unknown data, or "cheating," but there are assumptions and guesses one could make if you were truly doing this blind.

The next fix was to refine the sound recording. By recording three times and merging them with a "majority vote" algorithm, their accuracy notched up to 99.979 percent. That output ROM booted -- but with glitched text and a title screen crash. After seven different recordings are meshed and filtered for blank spaces, they achieve 100 percent parity.
You can watch the video describing this feat here. Used source code is also available under the file name "gbacrashsound_dumper.zip."
Classic Games (Games)

Billy Mitchell and Twin Galaxies Settle Lawsuits On Donkey Kong World Records (nme.com) 64

"What happens when a loser who needs to win faces a winner who refuses to lose?"

That was the tagline for the iconic 2007 documentary The King of Kong: A Fistful of Quarters, chronicling a middle-school teacher's attempts to take the Donkey Kong record from reigning world champion Billy Mitchell. "Billy Mitchell always has a plan," says Billy Mitchell in the movie (who is also shown answering his phone, "World Record Headquarters. Can I help you?") By 1985, 30-year-old Mitchell was already listed in the "Guinness Book of World Records" for having the world's highest scores for Pac-Man, Ms. Pac-Man, Donkey Kong, Donkey Kong, Jr., Centipede, and Burger Time.

But then, NME reports... In 2018, a number of Mitchell's Donkey Kong high-scores were called into question by a fellow gamer, who supplied a string of evidence on the Twin Galaxies forums suggesting Mitchell had used an emulator to break the records, rather than the official, unmodified hardware that's typically required to keep things fair. [Twin Galaxies is Guiness World Records' official source for videogame scores.] Following "an independent investigation," Mitchell's hi-scores were removed from video game database Twin Galaxies as well as the Guinness Book Of Records, though the latter reversed the decision in 2020. Forensic analysts also accused him of cheating in 2022 but Mitchell has fought the accusations ever since.
This week, 58-year-old Billy Mitchell posted an announcement on X. "Twin Galaxies has reinstated all of my world records from my videogame career... I am relieved and satisfied to reach this resolution after an almost six-year ordeal and look forward to pursuing my unfinished business elsewhere. Never Surrender, Billy Mitchell."

X then wrote below the announcement, "Readers added context they thought people might want to know... Twin Galaxies has only reinstated Michell's scores on an archived leaderboard, where rules were different prior to TG being acquired in 2014. His score remains removed from the current leaderboard where he continues to be ineligible by today's rules."

The statement from Twin Galaxies says they'd originally believed they'd seen "a demonstrated impossibility of original, unmodified Donkey Kong arcade hardware" in a recording of one of Billy's games. As punishment they'd then invalidated every record he'd ever set in his life.

But now an engineer (qualified as an expert in federal courts) says aging components in the game board could've produced the same visual artifacts seen in the videotape of the disputed game. Consistent with Twin Galaxies' dedication to the meticulous documentation and preservation of video game score history, Twin Galaxies shall heretofore reinstate all of Mr. Mitchell's scores as part of the official historical database on Twin Galaxies' website. Additionally, upon closing of the matter, Twin Galaxies shall permanently archive and remove from online display the dispute thread... as well as all related statements and articles.
NME adds: Twin Galaxies' lawyer David Tashroudian told Ars Technica that the company had all its "ducks in a row" for a legal battle with Mitchell but "there were going to be an inordinate amount of costs involved, and both parties were facing a lot of uncertainty at trial, and they wanted to get the matter settled on their own terms."
And the New York Times points out that while Billy scored 1,062,800 in that long-ago game, "The vigorous long-running and sometimes bitter dispute was over marks that have long since been surpassed. The current record, as reported by Twin Galaxies, belongs to Robbie Lakeman. It's 1,272,800."

Thanks to long-time Slashdot reader UnknowingFool for sharing the news.
AI

Game Developer Survey: 50% Work at a Studio Already Using Generative AI Tools (arstechnica.com) 31

A new survey of thousands of game development professionals finds a near-majority saying generative AI tools are already in use at their workplace. But a significant minority of developers say their company has no interest in generative AI tools or has outright banned their use. From a report: The Game Developers Conference's 2024 State of the Industry report, released Thursday, aggregates the thoughts of over 3,000 industry professionals as of last October. While the annual survey (conducted in conjunction with research partner Omdia) has been running for 12 years, this is the first time respondents were asked directly about their use of generative AI tools such as ChatGPT, DALL-E, GitHub Copilot, and Adobe Generative Fill.

Forty-nine percent of the survey's developer respondents said that generative AI tools are currently being used in their workplace. That near-majority includes 31 percent (of all respondents) that say they use those tools themselves and 18 percent that say their colleagues do. The survey also found that different studio departments showed different levels of willingness to embrace AI tools. Forty-four percent of employees in business and finance said they were using AI tools, for instance, compared to just 16 percent in visual arts and 13 percent in "narrative/writing."

Music

Harmonix Is Ending Rock Band DLC Releases After 16 Years, 2,800 Songs (arstechnica.com) 15

Since launching in 2007, Harmonix's Rock Band has released over 2,800 DLC songs to keep its rhythm game fresh. Now, Harmonix has announced the last of the series' releases will arrive on January 25, "marking the end of a nearly 16-year era in music gaming history," reports Ars Technica. From the report: Previously purchased DLC songs will still be playable in Rock Band 4, Harmonix's Daniel Sussman writes in an announcement post. Rock Band 4 live services, including online play, will also continue as normal, after online game modes for earlier Rock Band games were finally shut down in late 2022. "Taking a longer look back, I see the Rock Band DLC catalog as a huge achievement in persistence and commitment," Sussman writes. "Over the years we've cleared, authored and released nearly 3,000 songs as DLC and well over 3,000 if you include all the game soundtracks. That's wild." [...]

While official support for Rock Band DLC is finally ending, the community behind Clone Hero just recently hit an official Version 1.0 release for their PC-based rhythm game that's compatible with many guitars, drums, keyboards, gamepads, and adapters used in Rock Band and other console rhythm games (microphones excluded). While that game doesn't come with anything like Rock Band's list of officially licensed song content, it's not hard to find a bevy of downloadable, fan-made custom Clone Hero tracks with a little bit of searching.

Since shortly after its acquisition by Epic in 2021, Harmonix has been working on "Fortnite Festival," the incredibly Rock Band-esque mini-game embedded in Epic's Fortnite "metaverse." Sussman writes that a "rotating selection" of free-to-play songs will continue to cycle through that game mode, and that support for Rock Band 4 instruments will be coming to Fortnite in the future as well (peripheral-maker PDP looks like it will be getting in on the Fortnite guitar act as well). As for the last few weeks of Rock Band DLC offerings, Sussman writes that Harmonix is planning "some tear jerkers that sum up our feelings about this moment."

Classic Games (Games)

Atari Will Release a Mini Edition of Its 1979 Atari 400 (Which Had An 8-Bit MOS 6502 CPU) (extremetech.com) 64

An 1979 Atari 8-bit system re-released in a tiny form factor? Yep.

Retro Games Ltd. is releasing a "half-sized" version of its very first home computer, the Atari 400, "emulating the whole 8-bit Atari range, including the 400/800, XL and XE series, and the 5200 home console. ("In 1979 Atari brought the computer age home," remembers a video announcement, saying the new device represents "The iconic computer now reimagined.")

More info from ExtremeTech: For those of you unfamiliar with it, the Atari 400 and 800 were launched in 1979 as the company's first attempt at a home computer that just happened to double as an incredible game system. That's because, in addition to a faster variant of the excellent 8-bit MOS 6502 CPU found in the Apple II and Commodore PET, they also included Atari's dedicated ANTIC, GTIA, and POKEY coprocessors for graphics and sound, making the Atari 400 and 800 the first true gaming PCs...

If it's as good as the other Retro Games systems, the [new] 400Mini will count as another feather in the cap for Atari Interactive's resurgence following its excellent Atari50 compilation, reissued Atari 2600+ console, and acquisitions of key properties including Digital Eclipse, MobyGames, and AtariAge.

The 2024 version — launching in the U.K. March 28th — will boast high-definition HDMI output at 720p 50 or 60Hz, along with five USB ports. More details from Retro Games Ltd. Also included is THECXSTICK — a superb recreation of the classic Atari CX-40 joystick, with an additional seven seamlessly integrated function buttons. Play one of the included 25 classic Atari games, selected from a simple to use carousel, including all-time greats such as Berzerk, Missile Command, Lee, Millipede, Miner 2049er, M.U.L.E. and Star Raiders II, or play the games you own from USB stick. Plus save and resume your game at any time, or rewind by up to 30 seconds to help you finish those punishingly difficult classics!
Thanks to long-time Slashdot reader elfstones for sharing the article.
Games

Ubisoft Accidentally Used Text-to-Speech To Voice a Character in the New Prince of Persia Game (engadget.com) 25

Ubisoft's Prince of Persia: The Lost Crown launches next week, but players are likely to encounter an amusing bug as they make their way through the game. Engadget: One of the game's NPCs is voiced by a text-to-speech program, complete with the slightly robotic tones we've come to associate with these services. It's not quite Siri or Alexa, but it's close and certainly doesn't fit the game's Persian-inspired setting. The NPC-in-question is a tree spirit named Kalux and seems to be voiced by a TTS program that's available online for free and typically used by streamers.

This isn't an "AI is coming for your jobs" type thing, but rather a mistake on Ubisoft's part, as each and every other NPC is attached to a voice actor. IGN notes that Kalux doesn't have a voice actor in the credits. Additionally, Kalux only has a few lines, so it likely won't be a tough fix to assign an actor to deliver that dialogue. Ubisoft has readied a day-one patch, but it won't handle the Kalux issue. Look for another patch in late January or early February that replaces the bot with a human.

Games

Valve Takes Action Against Team Fortress 2, Portal Fan Projects After Years of Leniency (gamesradar.com) 32

Dustin Bailey reports via GamesRadar: Valve has suddenly taken action against multiple fan games, stunning a fandom that had grown used to the company's freewheeling stance on unofficial community projects. One of those projects was Team Fortress: Source 2, an effort to bring the beloved multiplayer game back to life in a more modern engine using the S&box project. The project had already run into development difficulties and had essentially been on hiatus since September 2023, but now Valve has issued a DMCA takedown against it, effectively serving as the "nail in the coffin" for the project, as the devs explain on X. [...]

The other project is Portal 64, a demake of the 2009 puzzle game that ports it to run on an actual N64. Developer James Lambert had been working on the project for years, but it gained substantial notoriety this past December with the release of First Slice, a playable demo featuring the first 13 test chambers. It doesn't appear that Valve issued a formal DMCA against Portal 64, but the end result is the same. In a Patreon post (which was eventually made public on X), Lambert said he had "been in communication with Valve about the future of the project. There is some news and it isn't good. Because the project depends on Nintendo's proprietary libraries, they have asked me to take the project down."

I'm not fully clear on what "proprietary libraries" means here, but it seems likely that Portal 64 was developed using some variation of Nintendo's official development tools for N64, which were never officially released to the public. Open-source alternatives to those tools do exist, but might not have been in use here. [...] Given Valve's historic acceptance of fan games, the moves have been pretty shocking to the community.

Businesses

Netflix Considers Ways To Make Money From Videogames in Possible Pivot (wsj.com) 36

Netflix has said it plans to be in gaming for years to come. Now the company is trying to figure out how to make money from it, a potential shift in strategy for the streamer. From a report: Executives at the streaming giant have had discussions in recent months about how to generate revenue from its games, according to people familiar with the discussions. Netflix games are currently free for all subscribers, part of a strategy to keep users coming back to the streaming service when their favorite shows are between seasons as well as to attract new fans.

Some of the ideas that have been discussed include in-app purchases, charging for more sophisticated games it is developing or giving subscribers to its newer ad-supported tier access to games with ads in them, the people said. Such moves would mark a pivot for Netflix, which has resisted putting ads or in-app purchases in its games. [...] Netflix encourages open debate internally on its strategy, which is a key pillar of its culture, and such discussions don't mean the company will decide to monetize games.

Nintendo

Portal 64, An N64 Demake of Valve's Classic, Now Has a Playable 'First Slice' (pcgamer.com) 19

Programmer James Lambert has been working on a demake of Valve's Portal puzzle game for the Nintendo N64. After several years of development, Portal 64: The First Slice is now out of beta with two-thirds of the game's test chambers available to play. PC Gamer reports: In the announcement video Lambert goes through some of the new features in the latest build, including a seriously impressive visual rework on the portal gun itself. The video also showcases just how much of Portal's feel this manages to successfully capture, in particular the mind-bending effects of observing rooms and Chell through the portals themselves. I once called this the most impressive homebrew game I've ever seen and, while admittedly the N64 nostalgia helps, I'd stick by that.

While this is obviously the first slice (geddit) and there's more to come, it's an incredible achievement in its own right: The first 13 test chambers of the game all present-and-correct. Portal has 19 test chambers, and Portal: Still Alive (which unbelievably has never seen an official PC release) added a further 14, so Lambert's well on his way to completing a vanilla version of Portal 64.
You can follow the Portal 64 project on YouTube and download the game here.
XBox (Games)

Microsoft's Xbox Series S Toaster Goes on Sale 50

An anonymous reader shares a report: Both of Microsoft's current Xbox consoles now have kitchen appliance counterparts. The Xbox Series S toaster recently debuted, following up the Xbox Series X refrigerator. It's available for purchase from Walmart for $39.99. In place of its ability to connect to a TV and play games, it can toast bread or bagels, imprinting the Xbox logo onto its side with its internal heat coils. The Series S toaster has a slot long enough to fit two slices of bread side by side, which I suppose can be considered multiplayer support if the bread is for two people. As with most toasters, this one has different toast browning levels, a removeable crumb tray, a bread ejection function, and automatic shutoff.
Games

Way Too Many Games Were Released On Steam In 2023 (kotaku.com) 93

John Walker, reporting for Kotaku: Steam is by far the most peculiar of online storefronts. Built on top of itself for the last twenty years, Valve's behemothic PC game distributor is a clusterfuck of overlapping design choices, where algorithms rule over coherence, with 2023 seeing over 14,500 games released into the mayhem. Which is too many games. That breaks down to just under 40 a day, although given how people release games, it more accurately breaks down to about 50 every weekday. 50 games a day. On a storefront that goes to some lengths to bury new releases, and even buries pages where you can deliberately list new releases.

Compared to 2022, that's an increase of nearly 2,000 games, up almost 5,000 from five years ago. There's no reason to expect that growth to diminish any time soon. It's a volume of games that not only could no individual ever hope to keep up with, but nor could even any gaming site. Not even the biggest sites in the industry could afford an editorial team capable of playing 50 games a day to find and write about those worth highlighting. Realistically, not even a tenth of the games. And that's not least because of those 50 games per day, about 48 of them will be absolute dross. On one level, in this way Steam represents a wonderful democracy for gaming, where any developer willing to stump up the $100 entry fee can release their game on the platform, with barely any restrictions. On another level, however, it's a disaster for about 99 percent of releases, which stand absolutely no chance of garnering any attention, no matter their quality. The solution: human storefront curation, which Valve has never shown any intention of doing.

Games

Tekken 8's 'Colorblind' Mode Is Causing Migraines, Vertigo, and Debate (arstechnica.com) 19

An anonymous reader quotes a report from Ars Technica: Modern fighting games have come quite a long way from their origins in providing accessibility options. Street Fighter 6 has audio cues that can convey distance, height, health, and other crucial data to visually impaired players. King of Fighters 15 allows for setting the contrast levels between player characters and background. Competitors like BrolyLegs and numerous hardware hackers have taken the seemingly inhospitable genre even further. Tekken 8, due later this month, seems to aim even higher, offering a number of color vision options in its settings. This includes an unofficially monikered "colorblind mode," with black-and-white and detail-diminished backgrounds and characters' flattened shapes filled in with either horizontal or vertical striped lines. But what started out as excitement in the fighting game and accessibility communities about this offering has shifted into warnings about the potential for migraines, vertigo, or even seizures.

You can see the mode in action in the Windows demo or in a YouTube video shared by Gatterall -- which, of course, you should not view if you believe yourself susceptible to issues with strobing images. Gatterall's enthusiasm for Tekken 8's take on colorblind accessibility ("Literally no game has done this") drew comment from Katsuhiro Harada, head of the Tekken games for developer and publisher Bandai Namco, on X (formerly Twitter). Harada stated that he had developed and tested "an accessibility version" of Tekken 7, which was never shipped or sold. Harada states that those "studies" made it into Tekken 8.

Not everybody in game accessibility circles was excited to see the new offerings, especially when it was shared directly with them by excited followers. Morgan Baker, game-accessibility lead at Electronic Arts, asked followers to "Please stop tagging me in the Tekken 8 'colorblind' stripe filters." The scenes had "already induced an aura migraine," Baker wrote, and she could not "afford to get another one right now." Accessibility consultant Ian Hamilton reposted a number of people citing migraines, nausea, or seizure concerns while also decrying the general nature of colorblind "filters" as an engineering-based approach to a broader design challenge. He added in the thread that shipping a game that contained a potentially seizure-inducing mode could result in people inadvertently discovering their susceptibility, similar to an infamous 1997 episode of the Pokemon TV series. Baker and Hamilton also noted problems with such videos automatically playing on sites like X/Twitter.
"Patterns of lines moving on a screen creates a contiguous area of high-frequency flashing, like an invisible strobe," explained James Berg, accessibility project manager at Xbox Game Studios. "Human meat-motors aren't big fans of that." People typically start to notice "flicker fusion frequency" at around 40 frames per second, notes Ars.

Tekken's Harada responded by saying a "very few" number of people misunderstood what his team was trying to do with this mode. There are multiple options, not just one colorblind mode, Harada wrote, along with brightness adjustments for effects and other elements.

"These color vision options are a rare part of the fighting game genre, but they are still being researched and we intend to expand on them in the future," Harada wrote. Developers "have been working with several research institutes and communities to develop this option," even before the unsold "accessibility version of Tekken 7," added Harada.
Games

Tetris Has Finally Been Beaten After 34 Years (thegamer.com) 67

A 13-year-old has beaten the original NES Tetris, previously thought to be an impossible task, after 34 years. The Gamer reports: The assumption I always had was that Tetris goes on forever and ever until you finally run out of space. While that's mostly true, as the game has no story, levels, or any form of progress beyond high scores and increasing speed, you 'beat' the game by crashing it, AKA reaching the "True Killscreen". It's called the "True Killscreen" because, for decades, it was assumed that level 29 was the Killscreen.

For context, the longer you play Tetris, the faster the blocks fall, upping the ante as you're forced to think in split-second moments about where each piece should drop. The speed caps at level 29, making it near impossible to reach the sides. So, the community believed that was the 'end' of the game. It isn't. The end comes when you reach a level so high, Tetris simply crashes.

Games

Steam Has Stopped Supporting Windows 7, Windows 8, and Windows 8.1 (theverge.com) 169

Steam: As of January 1 2024, Steam has officially stopped supporting the Windows 7, Windows 8 and Windows 8.1 operating systems. After that date, existing Steam Client installations on these operating systems will no longer receive updates of any kind including security updates. Steam Support will be unable to offer users technical support for issues related to the old operating systems, and Steam will be unable to guarantee continued functionality of Steam on the unsupported operating system versions.

In order to ensure continued operation of Steam and any games or other products purchased through Steam, users should update to a more recent version of Windows. We expect the Steam client and games on these older operating systems to continue running for some time without updates after January 1st, 2024, but we are unable to guarantee continued functionality after that date.
The Verge adds: 95.57 percent of surveyed Steam users are already on Windows 10 and 11, with nearly 2 percent of the remainder on Linux and 1.5 percent on Mac -- so we may be talking about fewer than 1 percent of users on these older Windows builds. Older versions of MacOS will also lose support on February 15th, just a month and a half from now.
Desktops (Apple)

Inside Apple's Massive Push To Transform the Mac Into a Gaming Paradise (inverse.com) 144

Apple is reinvesting in gaming with advanced Mac hardware, improvements to Apple silicon, and gaming-focused software, aiming not to repeat its past mistakes and capture a larger share of the gaming market. In an article for Inverse, Raymond Wong provides an in-depth overview of this endeavor, including commentary from Apple's marketing managers Gordon Keppel, Leland Martin, and Doug Brooks. Here's an excerpt from the report: Gaming on the Mac in the 1990s until 2020, when Apple made a big shift to its own custom silicon, could be boiled down to this: Apple was in a hardware arms race with the PC that it couldn't win. Mac gamers were hopeful that the switch from PowerPC to Intel CPUs starting in 2005 would turn things around, but it didn't because by then, GPUs started becoming the more important hardware component for running 3D games, and the Mac's support for third-party GPUs could only be described as lackluster. Fast forward to 2023, and Apple has a renewed interest in gaming on the Mac, the likes of which it hasn't shown in the last 25 years. "Apple silicon has changed all that," Keppel tells Inverse. "Now, every Mac that ships with Apple silicon can play AAA games pretty fantastically. Apple silicon has been transformative of our mainstream systems that got tremendous boosts in graphics with M1, M2, and now with M3."

Ask any gadget reviewer (including myself) and they will tell you Keppel isn't just drinking the Kool-Aid because Apple pays him to. Macs with Apple silicon really are performant computers that can play some of the latest PC and console games. In three generations of desktop-class chip design, Apple has created a platform with "tens of millions of Apple silicon Macs," according to Keppel. That's tens of millions of Macs with monstrous CPU and GPU capabilities for running graphics-intensive games. Apple's upgrades to the GPUs on its silicon are especially impressive. The latest Apple silicon, the M3 family of chips, supports hardware-accelerated ray-tracing and mesh shading, features that only a few years ago didn't seem like they would ever be a priority, let alone ones that are built into the entire spectrum of MacBook Pros.

The "magic" of Apple silicon isn't just performance, says Leland Martin, an Apple software marketing manager. Whereas Apple's fallout with game developers on the Mac previously came down to not supporting specific computer hardware, Martin says Apple silicon started fresh with a unified hardware platform that not only makes it easier for developers to create Mac games for, but will allow for those games to run on other Apple devices. "If you look at the Mac lineup just a few years ago, there was a mix of both integrated and discrete GPUs," Martin says. "That can add complexity when you're developing games. Because you have multiple different hardware permutations to consider. Today, we've effectively eliminated that completely with Apple silicon, creating a unified gaming platform now across iPhone, iPad, and Mac. Once a game is designed for one platform, it's a straightforward process to bring it to the other two. We're seeing this play out with games like Resident Evil Village that launched first [on Mac] followed by iPhone and iPad."

"Gaming was fundamentally part of the Apple silicon design,â Doug Brooks, also on the Mac product marketing team, tells Inverse. "Before a chip even exists, gaming is fundamentally incorporated during those early planning stages and then throughout development. I think, big picture, when we design our chips, we really look at building balanced systems that provide great CPU, GPU, and memory performance. Of course, [games] need powerful GPUs, but they need all of those features, and our chips are designed to deliver on that goal. If you look at the chips that go in the latest consoles, they look a lot like that with integrated CPU, GPU, and memory." [...] "One thing we're excited about with this most recent launch of the M3 family of chips is that we're able to bring these powerful new technologies, Dynamic Caching, as well as ray-tracing and mesh shading across our entire line of chips," Brook adds. "We didn't start at the high end and trickle them down over time. We really wanted to bring that to as many customers as possible."

Movies

Video Game Adaptations Could Keep Beating Marvel at the Box Office in 2024 47

A recent video poked fun at the newly announced Legend of Zelda movie by referencing the checkered history of video game adaptations. However, 2023 brought critical and commercial success for games-based projects like The Last of Us and The Super Mario Bros Movie, while several comic book films such as The Flash and Ant-Man 3 underperformed.

This shift comes as Disney CEO Bob Iger admitted Marvel may have oversaturated the market. While caped crusaders aren't finished yet, their golden era may be ending. Meanwhile, Mario earned over $1 billion, topping all superhero films this year. Video game movies have struggled in the past, but their time may have finally come. Wired adds: Mario's success will lead to a "deluge" of video game adaptations, argues Joost van Druenen, a New York University business professor and author of One Up: Creativity, Competition, and the Global Business of Video Games. Van Dreunen reckons that superheroes are "going the way of the cowboy," referring to the shifts in Hollywood's dominant genres (think: the rise of zombies a few years back, all the Home Alone-esque family movies in the 1990s). Even a show like The Boys, he argues, with its anti-superheroes, looks like a kind of turning point, akin to the revisionist Westerns, exemplified by Sam Peckinpah's The Wild Bunch, that began to dominate the genre at the end of the '60s and into the '70s.

Provided audiences are as tired of superheroes as pundits think, video game protagonists could profitably fill the gap. They come from well-known franchises and have large, engaged fan bases -- two things studios appreciate. Cast your eyes down the development list: God of War, Ghost of Tsushima, Assassin's Creed, continued expansion on The Witcher, among others. Nintendo, which has traditionally resisted film spinoffs, is planning a movie a year; Arcane, widely considered the first title (before The Last of Us) to break the curse of such adaptations, is finally getting a second season. Amazon's forthcoming Fallout series is being helmed by the same team as Westworld. [...] Back to superheroes, artist fatigue is one under-explored factor. Inspiration is lacking. Some are undoubtedly tired of the whole enterprise, but many are just tired of poor films: And clearly, these two factors entwine.
Education

US Department of Education Spending $4 Million To Teach 3,450 Kids CS Using Minecraft 38

theodp writes: Among the 45 winners of this year's Education Innovation and Research (EIR) program competitions is Creative Coders: Middle School CS Pathways Through Game Design (PDF). The U.S. Dept. of Education is providing the national nonprofit Urban Arts with $3,999,988 to "use materials and learning from its School of Interactive Arts program to create an engaging, game-based, middle school CS course using [Microsoft] Minecraft tools" for 3,450 middle schoolers (6th-8th grades) in New York and California with the help of "our industry partner Microsoft with the utilization of Minecraft Education."

From Urban Arts' winning proposal: "Because a large majority of children play video games regularly, teaching CS through video game design exemplifies CRT [Culturally Responsive Teaching], which has been linked to 'academic achievement, improved attendance, [and] greater interest in school.' The video game Minecraft has over 173 million users worldwide and is extremely popular with students at the middle school level; the Minecraft Education workspace we utilize in the Creative Coders curriculum is a familiar platform to any player of the original game. By leveraging students' personal interests and their existing 'funds of knowledge', we believe Creative Coders is likely to increase student participation and engagement."

Speaking of UA's EIR grant partner Microsoft, Urban Arts' Board of Directors includes Josh Reynolds, the Director of Modern Workplace for Microsoft Education, whose Urban Arts bio notes "has led some of the largest game-based learning activations worldwide with Minecraft." Urban Arts' Gaming Pathways Educational Advisory Board includes Reynolds and Microsoft Sr. Account Executive Amy Brandt. And in his 2019 book Tools and Weapons, Microsoft President Brad Smith cited $50 million K-12 CS pledges made to Ivanka Trump by Microsoft and other Tech Giants as the key to getting Donald Trump to sign a $1 billion, five-year presidential order (PDF) "to ensure that federal funding from the Department of Education helps advance [K-12] computer science," including via EIR program grants.
China

Chinese Chess Champion Stripped of Title After Defecating In Hotel Bathtub (theguardian.com) 57

Agence France-Press reports: The world of Chinese chess is in uproar over rumors of cheating and a bad behavior scandal that saw the national champion stripped of his title on Monday after a victory celebration ended with him defecating in a hotel bathtub. Xiangqi, or Chinese chess, has been hugely popular for hundreds of years across Asia -- and 48-year-old Yan Chenglong beat dozens of contenders last week to win the title of "Xiangqi King" at a national tournament hosted by the Chinese Xiangqi Association. But his joy was short-lived, with the CXA on Monday announcing that Yan would have his title revoked and prize money confiscated after had been caught "disrupting public order" and displaying "extremely bad character."

The association was also forced to address rumors circulating online that Yan had cheated during the competition by using anal beads equipped with wireless transmitters to send and receive signals. Yan allegedly clenched and unclenched rhythmically to communicate information about the chess board via code to a computer, which then sent back instructions on what moves to make in the form of vibrations, according to reports circulating on the Chinese social site Weibo. "Based on our understanding of the situation, it is currently impossible to prove that Yan engaged in cheating via 'anal beads' as speculated on social media," the CXA said. But he was still stripped of his title and banned from playing for a year after his celebrations went wayward.

"Yan consumed alcohol with others in his room on the night of the 17th, and then he defecated in the bathtub of the room he was staying in on the 18th, in an act that damaged hotel property, violated public order and good morals, had a negative impact on the competition and the event of Xiangqi, and was of extremely bad character," the association said. The association did not disclose the amount of prize money Yan was forfeiting, but Xiangqi tournaments often promise winners tens of thousands of yuan (thousands of dollars).

Games

GTA 5 Source Code Reportedly Leaked Online a Year After Rockstar Hack (bleepingcomputer.com) 31

The source code for Grand Theft Auto 5 was reportedly leaked on Christmas Eve, a little over a year after the Lapsus$ threat actors hacked Rockstar games and stole corporate data. From a report: Links to download the source code were shared on numerous channels, including Discord, a dark web website, and a Telegram channel that the hackers previously used to leak stolen Rockstar data. In a post to a Grand Theft Auto leak channel on Telegram, the channel owner known as 'Phil' posted links to the stolen source code, sharing a screenshot of one of the folders.

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