Thursday, September 9, 2010

App O' The Mornin': NCIS: Naval Criminal Investigative Services Review

My original plan was review the new iOS 4.1 and Game Center for today's App O' The Mornin', but Game Center-compatible games didn't start appearing until late last night. I'm going to hold my comments on the new features until more developers release updates, which may take some time. Short version: it might be good. Or it might not. Sorry, that's all I have for now.

So, that leaves us with a big fat hole in our morning programming, which I'm going to stuff full of the new mystery/forensic game based on the CBS show NCIS: Naval Criminal Investigative Services.

This is a marginally competent little detection game based on the characters and themes of the show. It offers four "episodes," which are short mysteries that follow the format of NCIS and take about half an hour or less to finish. Gameplay is a mixture of screen searching, interrogations, and forensics.

Each case requires you to poke around a scene touching interesting objects in the wan hope that they're clues. The clues are fairly obvious, but there's still a fair amount of pixel hunting as you scan the scene for items of interest.

Items are taken back to the lab, where you can manipulate them, examine them more closely, match samples, and do other forensicy-type things.

Finally, there's suspect interrogation, which involves choosing the attitude in which you approach a suspect: neutral, friendly or hostile. At certain moments, you also need to show evidence to suspects. Choose correctly, and a little bar fills up. Choose incorrectly, and it goes down. The goal is to fill the bar and get the suspect to crack. This is mostly a matter of trial and error, and generally fails to grip.

The technical side of the equation is adequate. The music from the show is included, but none of the voices or sounds. No one is likely to be wowed by the stiff still images of characters with goofy little animated mouths and eyes, but the visuals get the job done. Still, characters seem to behave and speak like their TV equivalents, and the game does a fair job of capturing the tone, pace, and banter.

If it seems like I'm lukewarm about NCIS, that's because it's a fairly tepid game. Serious fans of the show may get much more out of this than I did. (Or maybe not: fans tend to be pretty picky about the way a show is handled in other media.) As detection games go, this is a fair example: no more or less.

Wednesday, September 8, 2010

COLONIAL GAMING: How to Play Loo

Call me ... Pam

The invaluable David Parlett has helped to codify these rules for modern play based on a variety of sources. If you have even passing interest in the subject, his book, The Penguin Book of Card Games, is a must-have.

For a bit of history, read this post.

The first thing to understand is that 5-card Loo is not 3-card Loo with 2 additional cards. It has a few of its own rules and peculiarities.

An interesting feature of 5-card Loo is "Pam," which is the game's name for the Jack of Clubs. "Pam" beats any other card in the deck. Its name is short for Pamphilus (meaning "friend of all"), a rakish character of the middle ages. A popular comic poem about him was published in a slim book called Pamphilus, seu de Amore, thus giving us the word "pamphlet." Parlett considers "Pam" to be a predecessor of the latter-day Joker cards.

Both games are trick-taking games with a betting element, and have several particulars in common. Some kind of betting pool is formed at the center of the table, and people are dealt cards. After looking at their hands, players can continue or fold. If they continue, they must win at least one trick. The pool is split among the winners, and the losers (people who take no tricks) must form the pot for the next round.

With that out of the way, let’s look at how to play them both.

Loo  (3 card)

Number of Players
Three-card Loo can be played by as few as 4 or as many as 17 players, but the optimal amount is 5-7 players.

Preliminaries

Everyone begins the game with an equal number of chits. Deal rotates each turn to Eldest (the player to the left of the dealer). The dealer stakes the pot with 3 chits, then deals 3 cards to each player and 3 extra cards to the “Miss,” which is an extra hand.

After the deal, one card is turned face up to determine trump.

At this point, players can opt to fold, continue with their hand, or take the “Miss."
  • If they fold, they incur no loss. 
  • If they continue, they contract to win at least 1 trick. 
  • The first player also has the option of discarding his hand and claiming the “Miss.” If he does so, then he may not drop out. Only one person can claim the Miss. If the first player declines the Miss, then the next player in turn has the option of claiming it.
At this point, if everyone passes, the dealer wins the pool. If everyone passes except the dealer and the person who claimed the Miss, the claimer wins the pool.

Play
Eldest (the person to the left of the dealer) leads the play. If he has the Ace of Trumps, he must lead with it. If not, then he must lead with his highest trump or highest card.

Players follow in turn, and must play a winning card if they have one. In card terminology, this is called to “head” a trick, and it means that if you have a card that can win a trick (either the highest suit or trump), then you must play it.

The trick is taken by the highest card in the suit led, or the highest trump.

The other two tricks are played in the same way.

Winning
Each trick won is worth 1/3rd of the pot. The player or players loo’d (meaning they played out the hand but earned no tricks) has to pay 3 chits, which carry over to the next pot. Since each dealer in turn will also stake the pot, the pot can grow quickly.

Unlimited Loo Variant
The version most commonly played in the 18th century probably was "Unlimited Loo." In this version, each player who is loo'd must play the amount that was in the pot at the beginning of the hand. If there's only a single bet in the pot, no one can pass. Thus, if 2 players are loo'd in a 5-handed game, the pot doubles.


Loo (5 card)
Number of Players
Five to ten can play. Everyone should have an equal number of chits.

Preliminaries
Same as 3-card Loo, with the following exceptions. The Jack of Spades is called "Pam," and beats every card in the deck.

As with the 5-card version, the dealer stakes the pot, only this time with 5 chits instead of 3. Likewise, he deals 5 cards to each player, then turns up a final card to determine trumps.

Play
Play is conducted like 3-card Loo, with a few changes. 

As with 3-card Loo, players decide to pass or play. If they play, they must win at least one trick.

The biggest difference is that a flush takes all tricks automatically. (Pam may be used as a wild card in order to create a flush.) In the case of multiple flushes, the trump flush wins, followed by the flush with the highest card. The owner of the flush wins the pot without any tricks being played. The entire table is thus loo'd, and must pay the stake.

There is no Miss.

Before the first trick is play, players may discard and draw replacements. Play then proceeds to the left.

Players follow in order, and must play a winning card if they have one. If Pam is led, then they must play trumps if they have them. (Players can't just play their junk when Pam is led: they still have to play their highest appropriate cards, and must play trumps if they can.)

The trick is taken by the highest card in the suit led, the highest trump, or Pam.

The other 4 tricks are played in the same way.

Winning
Each trick won is worth 1/5th of the pot.The player or players loo’d (meaning they played out the hand but earned no tricks) has to play 5 chits to stake the next pot.

COLONIAL GAMING: Loo and the Upper Classes


Loo fish: the Poker chip of Colonial America

Young George Washington’s losses for an evening of Loo in 1749 totaled five shillings—an average expenditure from a sum that he periodically devoted to cards, theater tickets, and other amusements.
      Jane Carson, Colonial Virginians at Play

While Put was the favored gambling game of the lower classes, the Colonial gentry preferred to lose their money at Loo. Although George Washington’s later account books only tally his losses “at Cards,” his early account books actually mention Loo by name. For the years 1772-1774, as Revolution was brewing, he recorded £78.5 lost and £72.2.6 won at the card table, and we can assume these totals were probably from playing Loo. (This was a large amount of money, by the way: several years salary for some at the time.)

Loo is a tricky game to write about because there are two fairly distinct versions, and myriad variants and alternate descriptions. It emerged on the scene in England around the time of the Restoration (late 17th century), and had its origin in France.

From England, it followed the Colonists to the New World, and took hold among the upper classes in colonies where the Anglican English influence was dominant. (Card games didn’t take root in Puritan English colonies, and Dutch, French, Spanish, and German regions had their own games.)

By the middle of the 18th century, the game was so popular that special tables were designed. These tables were round and often included small depressions or grooves for holding the betting chits, which were made of ivory or mother-of-pearl. These chits were often shaped like fish, and thus the depressions came to be known as “fish ponds.” They were the precursor of the poker table, and no decent home would be without one. Some types of early card tables are still called “loo tables,” even if they don’t include the indentations.

When it comes to trying to convey a set of rules, Loo is a moving target. Fiddly details rapidly pile on and confuse the issue. This is made more difficult by the infinitely multiplying variants and additional rules that cling to this game like lampreys.

There are two main versions, a 3-card and a 5-card, and I will describe them both. It’s hard to say which of the two was dominant in Colonial America, but given the size of monetary losses recorded in association with Loo, they probably played 3-card Unlimited Loo, which is a more uncompromising gambling game.

Both games are trick-taking games with a betting element, and have several particulars in common. Some kind of betting pool is formed at the center of the table, and people are dealt cards. After looking at their hands, players can continue or fold. If they continue, they must win at least one trick. The pool is split among the winners, and the losers (people who take no tricks) must form the pot for the next round.

A looser is said to be “loo’d,” which is short for Lanterloo, the actual name of the game. “Lanterloo” is a kind of baby gibberish/lullaby sung to small children, akin to the “lully, lullay” refrain from “The Coventry Carol.” Most likely, it was meant derisively in the context of the game, particularly since a person who was repeatedly loo’d could find himself deep in the hole after only a few hands.

How to play Loo.

Sources: Parlett, David: Oxford Guide to Card Games. Carson, Jane, Colonial Virginians at Play.

App O' The Mornin': Monoply Review

I wasn’t sure about reviewing the Monopoly app, since Monopoly itself is pretty much review-proof. You either love or hate the original board game. Perhaps you merely tolerate it. But everyone has some history with it.

I’d managed to avoid playing actual Monopoly for years. Let’s face it: most game hobbyists faced with choice of playing Monopoly or nothing will usually choose nothing. A vigorous session of sock matching is usually higher on my list of things to do of an evening.

So imagine my surprise when I sat down with the app and found myself unable to put it down until I’d completed a full game, about an hour later: four hours less than an average Monopoly session.

It’s a remarkably sprightly adaptation, with unobtrusive animations that actually add to the flavor of the experience rather than just taking up time. All of those niggling little banking bits that usually drag on Monopoly like an anchor caught in the mud are handily automated for your convenience and protection. This has the pleasant side effect of speeding play and keeping the focus on the interesting bits.

The problem with Monopoly is not the game, per se, but the way most people play it (ie: all wrong). They keep finding new ways to flush money into the system by placing fines on Free Parking, and almost always forget to play the bidding element that gives the game a large jolt of energy.

Did you realize that when someone lands on an unowned property and declines the purchase, that property goes up for auction? Well, for years I didn’t. Like most people, I’d never read the rules: I’d just kind of absorbed them osmotically. (Please note: this is a metaphor: no osmosis actually took place.)

The Monopoly app models all these rules handily. Or not: it’s your choice. There are plenty of house rule options, which serve to either slow down a session, or speed it up. So, if you want to play the game all wrong, you can.

The game can handle up to four players, via AI (with three levels of difficulty) or pass-and-play. There are even four five different backgrounds, including a nerd-tastic faux-Enterprise bridge.

Look, this is Monopoly. If you already like the game, you should know that the app is an excellent version. If you don’t like the game, you should try it anyway. As with Life and Yahtzee, I found myself enjoying the app version more than the original game. Maybe I just needed to see it from a free perspective.

Tuesday, September 7, 2010

REVIEW: Singularity (PC, 360, and PS3)


I’ve always had a soft spot for Raven Software. They don’t create technology and they don’t make particularly original games. They do, however, make fun games, and show a skill at design that often eludes some of the big boys.

Raven titles Hexen, Heretic, Soldier of Fortune, Quake IV, Jedi Knight II, and Wolfenstein are just plain good games, period. They have a knack for taking engines like Doom, Quake, or Unreal and making them do interesting things. That’s a rare skill. A company like Monolith can take the exact same technology and make a hash of it. I’ve never felt that way with Raven: I’ve always felt entertained.

There is no denying that the shadow of other, better games falls heavily upon Raven’s latest, Singularity. This is a game that takes BioShock, dumps the depth and narrative baggage, and just turns it into a wild, wonderfully ridiculous ride.

How much is this like BioShock? From the first moments, when your aircraft crashes into a mysterious island, you know you’re in familiar territory, and it just becomes more familiar from there. All of BioShock’s tropes are here: enclosed environment overrun with mutants, backstory told through recordings and notes, retro videos, voices guiding you forward, ghostly images of past events, the ability to modify a weapon fused to your body, weapon upgrade stations … well, you get the idea.

And you know what? There’s nothing wrong with that. If you’re going to pick a model to emulate, you might as well pick the best. Singularity wears these design elements more lightly than BioShock, without the portentous narrative and complex thematics of the original. It doesn’t really want to explore the nature of freedom and what makes us human: it wants to explore what a mutant looks like when he comes in contact with an explosive guided projectile. And sometimes that’s really all you need.

Singularity gives us a straight-up Cold War time paradox story. In the 1950s the Russians found a special element that would allow them to create powerful weapons and even bend time. A horrible accident destroys that experiment, but during a timeshift your character somehow changes the course of history. (How he does this is fairly obvious, but the reveal is kept for later in the game.) With the help of a scientist, a resistance group, and some nifty gear, you have to set things right, manipulating time in order to do it.

Although a standard assortment of military hardware is available (pistol, machine gun, shotgun, and sniper rifle), you only begin to wield serious power when you get the TMD (time manipulation device). This allows you to alter time in small areas of the environment. For instance, you can age something so that it decays and falls apart, or reverse-age it so that a broken object is knitted together again. This creates some impressive environmental effects, and when amplified allows you to temporarily restore huge locations. It also works particularly well on creatures: sometimes it just makes them slower, and sometimes it pulls them apart.

The TMD has other powers, such as power blasts, the creation of time bubbles, grabbing and throwing objects, and more. There are some echoes of an unjustifiably neglected 2007 game called TimeShift. Although it ultimately ran aground on ho-hum gameplay and level design, TimeShift has a very interesting time-manipulation element.

And for all the derivative elements in Singularity, there are touches that are undeniably Raven’s. Simple things like special effects, architecture, hand animations and the feel of ranged weapons call to mind games as old as Heretic and Hexen. Level design is fairly linear, but still interesting, and the pace is a perfect blend of onrushing action and more sedate periods of exploration.

Frankly, Singularity passed right under my radar. It arrive in July, and in the frenzy of reviewing titles for the Games 100, I just lost track of it. I’m not sure if it’s found an audience or not, but it certainly deserves one.

Singularity is rated Mature for some foul language, violence, and lots of gore. It is available for Windows PCs, Xbox 360, and PlayStation 3. This review was done using the 360 version.

WIN!: Contest Deadline This Friday



Our first prize, provided by the US Playing Card Company, is

A two-pack of Bicycle World Series of Poker Tournament Edition Playing Cards (one red deck, one black deck), standard faces.

AND

A set of 5 Bicycle Dice.

I have two sets to give away. All you need to do to be eligible is:

1. Follow State of Play in some way:

2. Share a link from the site (it can even be this one). Obviously, most forms of link-sharing are on the honor system.

3. When you've done that, let me know in one of the following ways:
  • Tweet me @StateOfPlayBlog
  • Post a message on the State of Play Facebook Page
  • Send an email to "games=at=aptopub.com" (replace the =at= with @) to have your name entered.  
  • Please don't forget to do one of these things or I won't know you've entered!

And don't forget to visit the Bicycle web site! They have a huge database of card games and rules.

Deadlines for the first set of giveaways are next Friday, September 10th, 2010.

I'll choose winners by the scientific process of writing their names on little pieces of paper and pulling them out of a hat.

ONLY NORTH AMERICAN ENTRIES PLEASE!

PUZZLE: Bathtub Boat

This problem from Martin Gardner isn't really a puzzle, but I thought it was interesting:

A small boy is sailing a plastic boat in his tub. The boat is loaded with nuts and bolts.

If he dumps the nuts and bolts into the water, allowing the boat to float empty, will the water level in the tub rise or fall?

App O' The Mornin': Cross Fingers Review

Mobigame has turned out a real gem with Cross Fingers, a simple yet addicting tangram puzzle game.

Each of the 120 puzzles is played on a wooden-style board, sometimes shaped like an open square, sometimes with more diabolical patterns. Two different kinds of tiles need to be rearranged into a particular shape within the confines of this board. Beige tiles simply slide and stay and place, while orange tiles slide and snap back to their original location.

It takes some careful manipulation (and some tricky finger movements) to get the tiles their destination. Like Rush Hour and similar object puzzles, this one starts simple and gets progressively more challenging.

Two versions are available: Cross Fingers Free (free) with a limited selection of puzzles, and Cross Fingers ($1) with all of the puzzles plus an additional Tetris-style game mode after you’ve completed them all.

Monday, September 6, 2010

PUZZLE: Labor Day Sale

Amy, Betty, Carl, and Dan went to a four-story department store in New York City for some Labor Day shopping. Each did their shopping on a different floor, and each bought a different thing.

One person each bought an iPod, a digital camera, a book, and a lawnmower.

Amy did not buy a lawnmower.

Carl shopped on the second floor.

Betty bought a digital camera.

Amy shopped on the first floor.

iPods are sold on the fourth floor.

What did each person buy?

App O' The Mornin': Sword & Poker Series Review

The Sword and Poker series is Puzzle Quest using Poker instead of Bejeweled as a combat mechanic. If that doesn’t give you a certain tingle up your leg, then you probably missed Puzzle Quest for the same reason I almost missed it: because it sounds like a dumb idea.

The notion of a narrative fantasy adventure that drops to a thrilling game of match-three whenever it’s time to throw down with a monster just sounded all kinds of wrong when I first read about it. In practice, however, the Puzzle Quests games work like a dream, using a brilliant hybrid of RPG conventions and puzzle gameplay to create an insanely addictive gaming experience. It became a surprise hit and has spawned add-ons, sequels, and copycats.

Sword and Poker doesn’t quite reach that level of brilliance. It’s a simpler game, with a less complex puzzle combat system and a milder RPG element. The premise is simple: you work your way through various levels, meeting deadly (albeit cute) creatures, and playing poker in order to blast them back to the hell from whence they came (cutely).

Combat is turn-based, and takes place on a 5x5 grid. In the center of that grid is a 3x3 layout of cards. Each player is dealt 4 cards, and must place them at either end of a line in order to form some kind of 5-card hand. This can be as simple as low as a Pair, or as high as a Royal Flush. Each kind of hand is worth a certain amount of combat damage, with better hands worth more.

Players come to the battlefield/table with a fixed number of hit points. When those points are depleted, the round is over, and the survivor wins treasure, points, and any booty lying around.

These basic elements are modified by different weapons and spells, which allow certainly hands to do more damage or let you modify the game in some way. The layout itself becomes more than merely a place to lay cards: there is a significant element of strategy involved in where, what, how, and when you place your cards or activate your spells. There is a lot more below the surface than you might think.

There are now two games in this series: Sword and Poker and Sword and Poker II, and both come in full ($1) and Lite (free) versions. The sequel simply extends the original with more levels and stuff: it doesn't appear to change the formula.

This one took me completely by surprised, and I really recommend you at least play through the Lite versions to see what they have to offer.

Saturday, September 4, 2010

The Opening Video for Epic Mickey

I'm a big fan of classic Disney, so Warren Spector's Epic Mickey has been very high on my "must play" list ever since I heard about it. Now that I've seen the full opening cinematic and understand the story a little better, I'm even more excited.

In the game, Mickey has to save a world full of forgotten or rejected characters from throughout Disney's history. Both the Phantom Blot and his long-lost half-brother Oswald (yes: Oswald the Lucky Rabbit!) are key characters.

I think this is may be one of the best games this year. Spector (the creator of System Shock and Deus Ex) was given a high degree of creative freedom by Disney, as well as access to their extensive archives. Spector has been mining that history to create a game environment right in Disney lore.

Since the entire gameplay is based around Mickey "painting" with his magic paintbrush, Epic Mickey will be  Wii exclusive.

Check out the opening movie on YouTube.

Gamespot also posted a lengthy interview/walkthrough with Spector from E3, and it contains a lot of gameplay footage.

The Week at a Glance

Articles
Obituary: Charles S. Roberts, inventor of the modern wargame, dies at 80

Bicycle Rider Backs: A Closer Look

News: EA's Medal of Honor Banned From Military Sales

Contest: WIN: Set of Bicycle Cards and Dice

Card Corner: Prizes, USPC Cards, and More

Zombies Ate My Lawn--Plants Vs. Zombies swag from PopCap.

Essay: Bioshock and the Objectivist Dystopia

Links: Friday Linkaround

Colonial Gaming Series
Nine Men's Morris

Apps
Crayon Physics Deluxe
Money!
Epic Citadel
Mills and More
Apple iOS 4.1 and Game Center--software update and hardware news
Ninjump
Kamikaze Race


Reviews
Machinarium--PC puzzle/adventure
Money!--Eurogame, card game

Puzzle
Cell Division

PUZZLE: Cell Division

A biochemist is cultivating living cells. Each cell splits into two cells after one minute.

One minute later the two cells split to make four, then the four become eight, and so on. Every minute, the number of cells doubles.

Assume that it takes an hour for one cell to grow until a bottle is filled. If a chemist starts with two cells, how long will it take to fill the same bottle.

This version is from The Tokyo Puzzles, by Kobon Fujimura

Friday, September 3, 2010

App O' The Mornin'--Afternoon Edition: Epic Citadel

  
Simply mind-blowing: that's the only way I can describe the interactive tech demo just uploaded by Epic Games. This Unreal Engine-based technology shows just what lies ahead for mobile 3D gaming: gorgeous interior and exterior environments with decent framerates and a good implementation of onscreen directional controls.

The demo is simply an exploration of a medieval town and the surrounding area. I'm not sure what they plan to put in that town, and right now I don't care: I just want it.

The techno demo is available for free. It's not a game: just a guided tour and a chance to wander through the best-looking environment ever created for a smartphone. The lighting, flowing water, textures, and distance rendering are all first rate.

This is not pre-rendered or re-touched: this is as it looks in motion on a last-gen iPod Touch.The pictures in this post were all taken in-game by me (even the ones with the Unreal watermark), using the built in screen capture utility.

Friday Linkaround

I'll Believe It When I Play It: I thought Duke Nukem Forever was a description of the development cycle, but it may actually release 13 years after I first wrote about it. Does anyone care anymore?

But Will Totoro Be In It?: Studio Ghibli (the animation studio responsible for the films of Hayao Miyazaki, among others) is collaborating on a game.

Sorry We Failed: Stardock apologizes for the horrible launch of their game, Elemental.

Carmack Does iOS4...: John Carmack's demo of RAGE ... on an iPhone. (YouTube video.) Great googly moogly.

...And Epic Responds: A look at Epic Games' Citadel tech demo, which you can download from the App Store right now.

Speaking of iOS4: Version 4.1 should be out next week, complete with new game features.

Dealing Death: Space Hulk: Death Angel is turning the classic over-priced alien-shredding space-marine battle game into a co-op card game. At least it will be easier to find than Space Hulk 3rd Edition.

Small World Gets a Little More Crowded: Some new races are coming to Small World.

No Medal of Honor in Military Shops: EA's controversial shooter gets a PX ban.

Footballville: Madden NFL Superstars finally launches on Facebook. This social networking game allows you collect cards to form a team and then simulate seasons. Money for the best cards can be earned from playing and winning or, of course, by giving them a handy credit card number. Great, now I'll get messages asking me to join someone's team along with to farm and mafia requests.Kill me now.

Gamebusters: Will MythBusters do a videogame episode? Looks like it! (Go to the 1:44 minute mark.)

Best Game Evah?: Mario Bros. is the greatest game ever, according to some dudes.

Chess: This week in Chess.

Giveaways: Don't forget to let me know if you've followed us or shared a link, so I can enter your name in the drawing for the Bicycle card prizes.

Bicycle Rider Backs (808s): A Closer Look

We’re beginning this series on playing cards with the most popular card maker and brand in history, the US Playing Card Company and their Bicycle cards. (Click on the images for higher resolution art.)

Corner detail
First, a little history. US Playing Card was founded in Cincinnati in 1867, Russell, Morgan & Co began as a general printhouse, but in 1880 they started making playing cards. New machines were designed, and about 20 employees set about making 1,600 decks per day.

The Bicycle brand was introduced in 1885, and by 1891 cards had come to dominate so much of their business that they changed their name to US Playing Card Company. They grew partly through acquisition, standing over several card companies with brands dating back to 1833, among them the famous Bee brand.


Detail: Naked Cycling Angel
Bicycle is the most recognized card brand in the world. Over the years the design has changed, but a few things have stayed common, such as the naked bike-riding angel on the card backs.

Why is there a naked bike-riding angel on the backs? It’s just one of the mysteries of the universe, so let us never speak of it again. (The angel was probably meant for luck, as a Guardian Angel, and the bike was possibly just an example of a piece popular technology from the time.)

There are a number of Bicycle versions, with different colors, different kinds of bikes, and different card back designs. The most ubiquitous are simply known as Rider Backs, or "808s” from the brand number, and are the standard poker-faced design. These come in numerous configurations, such as Bridge (smaller size), Pinochle (48 cards, 9 through Ace, doubled), Poker, and so on, but all share similar card back and face designs.



Joker Detail


The distinctive Ace, featuring a symbol of lady liberty, has it's own bit of lore, as USPCC explains:

The Ace of Spades served a famous purpose in the war in Vietnam. In February, 1966, two lieutenants of Company "C," Second Battalion, 35th Regiment, 25th Infantry Division, wrote The United States Playing Card Company and requested decks containing nothing but the Bicycle Ace of Spades. The cards were useful in psychological warfare. The Viet Cong were very superstitious and highly frightened by this Ace. 

The French previously had occupied Indo-China, and in French fortunetelling with cards, the Spades predicted death and suffering. The Viet Cong even regarded lady liberty as a goddess of death. USPC shipped thousands of the requested decks gratis to our troops in Vietnam. These decks were housed in plain white tuckcases, inscribed "Bicycle Secret Weapon." The cards were deliberately scattered in the jungle and in hostile villages during raids. The very sight of the Bicycle® Ace was said to cause many Viet Cong to flee.

Detail: Ace of Spades
Bicycle cards are cheap but durable. The basic cards are coated paper with a matte finish that offers a nice grip. They're not too slick, like Aviators, and they hold up reasonably well. They're easy to find for $2 to $5 a pack, and are made entirely in the USA. This is your basic deck of cards, and if you don't have some in your home, you really should.

I'm going to do some more of these detailed posts because I think these items are wonderful examples of the printer's art, but we often don't pause to really look at them. I've scanned these at a very high level, and adjusted the images to emphasize the lines and colors, so click on the images to see the details.


You can still enter to win two packs of World Series of Poker branded Bicycle 808s from State of Play.

App O' The Mornin': Mills and More

As part of my ongoing series on Colonial Gaming, I covered Nine Men's Morris over here. It's one of the classic abstract strategy games, with ancient roots and some intriguing elements of strategy.

There are several versions of Morris (aka Mills and Merrills) in the App Store, but I'm perfectly happy with Mills and More, from Antitalent Game Studio. It has simple touch controls for placing and moving markers, and clean, appealing graphics, with markers that look like Go pieces.

The Lite version includes the basic Nine Men's Morris in 1 and 2-player modes, with three levels of articifical intelligence and Bluetooth support.

The registered version adds Three Men's Morris and Six Men's Morris, and the developer is promising Twelve Man's Morris in a future update. The "flying" run can be toggled on or off.

Give the Lite version a try. If you like abstract strategy games, you might find this an appealing alternative.

Thursday, September 2, 2010

EA's Medal of Honor Banned From Military Sales

Kotaku is reporting that Medal of Honor has been banned from sale on American military bases worldwide because of a gameplay element in which gamers can play as the Taliban. This means that it will not be sold in any PX or on-base GameStop.

Army & Air Force Exchange Service's Commander Maj. Gen. Bruce Casella, told Kotaku, "Out of respect to those we serve, we will not be stocking this game.We regret any inconvenience this may cause authorized shoppers, but are optimistic that they will understand the sensitivity to the life and death scenarios this product presents as entertainment. As a military command with a retail mission, we serve a very unique customer base that has, or possibly will, witness combat in real life."

In an email obtained by Kotaku, Gamestop employees are involved that "GameStop has agreed out of respect for our past and present men and women in uniform we will not carry Medal of Honor in any of our AAFES based stores... As such, GameStop agreed to have all marketing material pulled by noon today and to stop taking reservations. Customers who enter our AAFES stores and wish to reserve Medal of Honor can and should be directed to the nearest GameStop location off base. GameStop fully supports AAFES in this endeavor and is sensitive to the fact that in multiplayer mode one side will assume the role of Taliban fighter."

Excellent work from Kotaku in reporting this story.

Card Corner: Prizes, USPCC Cards, and More

When I began this blog, I knew that playing cards and card games would be one of the things I wrote about from time to time.

There were a number of reasons for this: I’ve been rediscovering old games while I taught them to my family, I think social and family card games are worth reviving, and there was a general shortage of good writing about cards. Sure, Poker was covered (over-covered, if you ask me), but when was the last time your newspaper ran a Bridge column, or you learned how to play a new game?

Since cards are a very old and popular form of gaming, I suspected they had a rich history and lore. As I began reading more, I realized that this was true, and I’m particularly in debt to Pagat, writer David Parlett, and The International Playing Card Society for opening a fascinating window to this element of game history.

I also began to see an important artistic element to cards. I’ve been involved in printing and publishing for my entire adult life, so I’ve always had an eye for the aesthetic side of the graphical arts: color, form, design, typography, and the like. Some people find this boring, others fascinating. There’s an entire, highly acclaimed movie called Helvetica that’s just about a single font, so obviously I’m not alone in this.

For the month of September, I have a couple of things in store.

As I’ve said before, the only cards I use are from the US Playing Card Company, mostly Bicycles and Bees. When I got in contact with them last month, they provided me with examples from some of their others lines, and I was surprised to find distinct tactile, production, and design elements for each.

So, throughout September, I’ll be posting comments and detailed, high-res illustrations from each of these different lines. Take a moment and look at them. I’m going to pull out some visual details and talk about each and what makes them different. There will probably be about 7 of these posts, scattering throughout the month.

USPC was also kind enough to provide a few prizes for you, the readers. I’ll post the first of these later today, and explain how to enter to win. The first will be a set of World Series of Poker cards (2 decks, red and black) and a 5-pack of USPC dice.

Apple iOS 4.1 and Game Center

Apple's announcements this week brought the usual set of new products and general ballyhoo, but only a couple actually concern us here.

First, the iPod Touch is getting a full iPhone 4 upgrade for new models. The more powerful A4 processor, the 940x640 retina display, and video conferencing will be available in new versions of the hardware. For gamers, this means sharper graphics and greater processing power.

Second, Apple is getting ready to roll out their Game Center with next week's iOS 4.1 software update. The Game Center is an application that offers several notable features for gamers, including matchmaking services, friends lists, social networking features, leaderboards, and achievements.vGames can be downloaded and started from within the Game Center, which will function as a central hub for all your device's gaming elements.

Game Center could be a fairly huge upgrade for App gamers who like to use multiplayer features. It promises to bring a miniaturized Xbox Live experience to App smartphones and similar devices. The matchmaking feature (called "auto-matching" by Apple out of sheer cussedness) promises to turn devices into powerful multiplayer gaming centers.

Project Sword for iOS 4, from Epic Games.

As though to prove just what this might mean, Apple had Epic Games demo their new title, Project Sword. Built with a mobile version of the Unreal engine, it appears to be a full online third-person action game experience built specifically for mobile devices. Since I'm still not impressed with the efficacy of the smartphone as a shooter plaform, I'm hoping that a team with Epic will finally show us how it can be done.

App O' The Mornin': NinJump

NinJump is a freebie, which kind of makes this review utterly superfluous. You can download it yourself and see in about 5 minutes whether or not it's a keeper.

But I don't get paid to tell you to download stuff.... actually, I don't get paid at all, but that's beside the point. No, I get not-paid to review games, and I'm here to you: download this: it is not a waste of time.

NinJump is a vertical scroller like so many others we've seen, but this one actually has a bit of character and style to it. Your little Ninja is climbing a building, and jumping from side-to-side to a) avoid being killed by obstacles and b) slash stuff (birds, squirrels, throwing stars, and the like).

All you have to do is jump back and forth from wall to wall as your character climbs, and he does the rest. The trick comes from timing his jumps, and the more obstacles you find, the tougher it gets.

This isn't quite as good as Bird Strike, but as vertical scrolling obstacle games go, it's worth every penny.

Wednesday, September 1, 2010

Zombies Ate My Lawn


PopCap always delivers the swag, but this time they did something a little extra special to promote the Plants Vs. Zombies: Game of the Year Edition to the press. (We did, in fact, give it the Casual Game of the Year Award at Games Magazine.) They had Sam Gueydan of Moose Studios Pottery create a ceramic Zombie Defense Team, limited to 300 sets. It includes a sunflower, peashooter, and chomper.

Witness the awesomeness. (Click on the pictures to make them larger.)
The GOTY Edition also comes with this nifty 3" Zombie


Colonial Gaming: Nine Men’s Morris

Morris games are among the oldest known to man. Although claims for the most ancient examples are still subject to debate, there is little question that some form of the game existed at least as far back as ancient Roman. Some have dated it even further based on carvings found in Egypt dating to to 1400BC, but the carvings themselves are difficult to date with precision.

A Bronze Age board was discovered in Ireland, possibly brought by the Greek or Phoenician traders. Ovid may have mentioned some form of the game in his Art of Love (2 AD), a board was found with a Viking king buried around 900AD, and Shakespeare mentions the game in A Midsummer Night’s Dream.

So: very old.

Morris is also known as Mills and Merrills, and there are a variety of similar games that share the name. All of them have a few things in common. They are played with pips, marbles, or checkers on a board. That board is comprised of crossing lines, with the markers moving from one intersection to the next. When a player aligns three of his pieces in a row, he may remove another player’s piece. The goal is to reduce the opponent to two pieces. The most common morris boards feature nested squares, with their corners and centers joined by lines.

Nine Men’s Morris is considered the standard version the game, and would have been the one played by Colonial Americans. Children may have drawn rough make-shift board on the ground and played with rocks, or draw them in chalk on a board, but dedicated wooden Morris boards, with checkers or marbles for pieces, were probably common.

Blue moves a marble to create a Mill, which allows him to remove 1 red piece
Players alternate placing their 9 markers on the board. There are 24 junctions on a Morris board and only 18 markers, leaving some junction empty. After markers are played, players take turns moving one a time to any free, adjoining space. The goal is to get 3 in a row, thus forming a “mill.” If a player forms a mill, he can remove a player’s piece. When a player is reduced to 3 pieces, she can “fly” to any place on the board, but when only 2 are left, the game is over.

There is a modest element of strategy in Morris that requires careful observation. Initial placement is key, as you try to set up future moves while also blocking your opponent. Placing a marker so that it can move repeatedly in and out of a move is the most common strategy, and is fairly infuriating for the person at the wrong end of the move. The “flying” rules creates an intriguing strategic shift, and some weakened may just bide their time until reduce to 3 markers, and then fly into position and potentially win the game.

Morris boards are a common item in Colonial Williamsburg, and the one illustrating this article is fine example. It only costs $11, but is made of solid, durable wood. Marbles are store inside the board using plastic plugs, making the entire game quite portable.


App O' The Mornin': Kamikaze Race

This old warhorse has been creaking around on the internet for years. A basic Java version can be found here, and the gameplay of the App version is fundamentally similar.

Kamizkaze Race is simply a horizontal scrolling game with simple left-right controls. The goal is to weave in and out of traffic without getting creamed. That's not always easy, since the vehicles are different sizes, traveling at different speeds, and even in different directions (9 lanes on the right, 3 on the left). 

Despite its simplicity and familiarity, this is still a decent game to have on your device. It's one of those "I don't care if I'm interrupted" games that you can start without worrying that you may have to stop. The App graphics are significantly better than those found in the Java versions.

This one shows up for free now and then, but it usually costs $2. It feels more like a $1 game, but maybe I'm just a cheapskate.

Tuesday, August 31, 2010

PC/Videogame Commentary: Bioshock & The Objectivist Dystopia

NOTE: From time to time, I may run one of my older print reviews that are not widely available on the web. This review/essay was one of several things I wrote about BioShock. I wrote it originally for Catholic Media Review, and was able to write at greater length than anywhere else.

Reading it 2 years later, I find that I still hold to my original opinions: BioShock is one of the best games of all time, and one of the few to really explore multiple complex issues with intelligence and wit. The sequel was also good, but lacked the original's satirical bite and philosophical depth.

This piece might also require some background. For many years (throughout most of my 20s and some of my 30s) I was a card-carrying, dues-paying member of the Libertarian Party. I never considered myself an Objectivist per se (Ayn Rand's deadly prose would be a cheap alternative to Ambien), but I found much in Libertarianism's doctrine of individual responsibility and freedom that appealed, and it still does in many ways.

As I read more and matured, I began to see the limits of Libertarianism in general and anarcho-capitalism in particular. I now believe that any entity (be it a State or a Corporation) can become large enough to threaten liberty. Obviously, capitalism is superior to socialism, but a wholly unrestrained marketplace is only slightly less dangerous than an unrestrained government. Both require limits. BioShock illustrates why, which may explain why it resonated with me so powerfully.

When game journalists and editors sit down to hash out an annual awards issue, the “Best Game of the Year” Award usually takes a least a little conversation and debate.

In 2007, the conversation was short: “Does anyone think any game other than Bioshock is worthy of Game of the Year? Anyone? Anyone? Let’s move on then.”

In a year flush with fantastic, smart, well-crafted games for consoles, computers, and handhelds, Bioshock stands out as one of the rare game games to transcend its format. Bioshock is a game, make no mistake: you run around collecting things, shooting monsters, enhancing your character, unlocking new locations, and performing all the other functions associated with a role-playing action shooter.

But there’s more here. Much more. Narrative complexity, character development, and even thematic depth are fairly common coin in modern game design, but Bioshock takes it further, probing issues of morality, bioethics, and the nature of the self, all within the context of a Libertarian/Objectivist Dystopia.

Those who follow computer gaming have been awaiting Bioshock for a long time. Its creators call it a “spiritual heir” to System Shock, a sci-fi game which remains one of the landmarks in PC gaming history. System Shock was a deep, first person experience that offered a vivid world and narrative, then let you progress through combat, stealth, puzzles, or any combination of the three. Bioshock’s developer, Irrational Games, is staffed with some of the original System Shock team, and several of System Shock’s core elements have been carried forth into a new and even better game experience.

Bioshock begins in 1960, as a plane crashes into the middle of the ocean, leaving only one survivor: you. Swimming through the burning wreckage, you encounter a strange kind of lighthouse rising out of the deep like some Lovecraftian monolith. Inside, a bathysphere takes you to the bottom of the ocean, and a city of wonder hidden there. This city is the work of a megalomaniacal visionary named Andrew Ryan, who named it Rapture.

Ryan is a radical Objectivist millionaire who seeks to create an anarcho-capitalist utopia, He’s Ayn Rand via Charles Foster Kane, with a bit of Howard Hughes tossed in for good measure. Rapture is his monument to narcissism. Its soaring architecture and burnished brass seem like set designs by Albert Speer for an Art Deco production of Atlas Shrugged. These are not mere monuments to the ego of one man. Although Ryan’s cult of personality is complete and smothering—his voice (acted by Armin Shimerman) blaring from loudspeakers, his mottos carved into stone—Rapture is designed to create an entire city full of narcissists. The worship of self is central, as Ryan makes clear in one of his many pronouncements:

“Is a man not entitled to the sweat of his brow? No! says the man in Washington. It belongs to the poor. No! says the man in the Vatican. It belongs to God. No! says the man in Moscow. It belongs to everyone. I rejected those answers. Instead, I chose something different. I chose the impossible. I chose… Rapture.”

What is the most vicious obscenity ever visited on mankind? To Ryan, it’s not slavery, the holocaust, Nazism, Bolshevism … it’s altruism. Altruism is the great lie that inverts the proper order of things. All the evils of the world are brought on because people are conditioned to consider the needs of the other. In Ryan’s (and Rand’s) philosophy, they should think only of themselves. Rapture was created so that scientists would be able to conduct research free of the ethical constrains of civilization, so artists would not be bound by outdated moral codes, where the only rule would be the Law of Thelema: “Do as thou wilt shall be the whole of the law.”

Ryan builds the city in secret, and populates it with his own special selection of handpicked “brights”. As you’d expect from such a libertarian wonderland untethered from morality or restraint, it doesn’t take long for Rapture to descend into utter chaos. When you finally reach it, it’s already a leaking husk overrun by genetic mutants as various factions fight for power. The story of Rapture’s collapse emerges piecemeal through messages and recordings collected in the course of exploration. It’s a technique used to great effect in the original System Shock, and it works even better here.

Rapture’s collapse is an object lesson in what happens when bioethics break down. The city is undone by genetic tampering, as people attempt to turn themselves into Gods with gene modifying drugs. God’s work is imperfect, people are told, so science must step in to improve it. At the top of the crumbling pyramid is Ryan, with his Godlike delusions and warped philosophy. He sees Rapture as a New Eden. Indeed, two of the gameplay elements are “ADAM”, a mutagen which allows people to modify their genetic structure to enhance certain powers, and “EVE,” the fuel for these genetic mutations. In order to get through Rapture, your character needs to become one of these mutants without sinking too far into madness. It’s a dangerous balance, and in the end only love is able to bring you back, if you choose the path of love.

As you need more and more of these drugs to progress through the game, you’re forced to make moral choices. You see, roaming throughout Rapture are a chilling pair of creatures: Big Daddy and Little Sister. Big Daddies are huge genetic mutants in heavily armed diving suits. Little Sisters are innocent looking little girls with ponytails, cute little dresses … and giant needles they use to suck the ADAM out of mutants after the Big Daddies kill them.

The Little Sisters are the work a female holocaust survivor, Dr. Tennenbaum, who creates them to produce ADAM. She thought the girls could be used without consequence, but didn’t count on them retaining their childlike characteristics. They’re still little girls, who sing, and laugh, and play. As Tennenbaum says at one point: “I look at genes all day long, and never do I see the blueprint of sin. I could blame the Germans, but in truth, I did not find tormentors in the Prison Camp, but kindred spirits. These children I brutalized have awoken something inside that for most is beautiful and natural, but in me, is an abomination... my maternal instinct.”

Life will find a way, however. Dr. Tennenbaum’s maternal instincts win out. She turns into the Sisters’ protector, and find herself on the run inside Rapture. She forces the player to make a choice. As the character, we have been told to kill the Big Daddies and suck the ADAM out of the Little Sisters, a process that will kill them. Tennenbaum begs us to save the girls. Through her process, a smaller amount of ADAM can be extracted, leaving the girls alive and freed of the drug’s control. In return, she offers a vague promise of some reward down the road.

Which do you choose? It’s just a game, after all. The choices don’t matter. Expediency should win out.

But time and again, when I’ve spoken to people about it, they always say they left the Little Sisters alive. Since doing so changes the way the game unfolds (and ultimately ends), some may go back and harvest just to see the alternate ending, but most feel uncomfortable with it. (Both endings are easily found on YouTube.) There’s a strange feeling of rightness that comes from healing the Sisters. It becomes a part of the risk/reward cycle of the game. It also leads to an absolutely boffo “good” ending. (Killing the girls results in a “bad” ending, making it clear just where the developers’ sympathies lie.)

From a pure gameplay perspective, Bioshock can be called a first person shooter, but that would sell it short. The combat elements are handled elegantly, with many ways to approach each enemy. As you progress, you pick up Plasmids and Genetic Tonics, which can be loaded into a finite number of slots on your character. These genetic modifications add different kinds of attacks, but also enhance various physical, engineering, and combat skills. By using special stations, you can customize your character with very specific attacks and skills, enabling each player to create a unique character. You can thus customize your character to approach the game in a variety of ways, with an emphasis on hacking, stealth, frontal combat, and so on. The game also incorporates System Shock’s “hacking” mode, which allows users to solve puzzles (styled on the Water Works tile game) to bypass certain obstacles or gain bonuses.

There is much more in Bioshock than this, and a simple listing of features always comes up short in conveying just how immersive and engrossing this game is. The world itself is a richly detailed art deco hell populated with a large cast of characters and creepy enemies. Narrative emerges through recordings and messages left behind, with both major and minor characters sketched through deft little clips pieced together along the way.

Bioshock shows us a stark picture of what radical Objectivism would look like in the real world. I spent ten years supporting the Libertarian Party through votes and donations before I finally grew up. Unfettered individualism does not lead to an Objectivist Utopia. It leads simply to Rapture, and the hell of a society filled with narcissists trying to make themselves gods. Bioshock puts you in the middle of that hell, and forces you to choose a side.

It’s the kind of choice a radical Objectivist like Ryan would believe is irrelevant to society, but it has an absolutely central effect on how the game plays out, leaving us with a very clear message about right and wrong and the place of the individual in society. Games just don’t get better than this.

App O' The Mornin': Reiner Knizia's Money Review (App Version)

Whenever I review an app version of a tabletop game, I plan to post a review of the game itself as well. I did this yesterday, in my coverage of Gryphon's reissue of Reiner Knizia's Money!.  (The exclamation point doesn't appear on the box, but seems to appear everywhere else.)

This is a pretty simple review, since the app is a straight-up port of the original game. It plays like a version of any common card game in the app store, with cards laid out on a green felt table and crisp, clear graphics. Your hand is displayed along the bottom of the screen, bids are made simply by touching the cards and hitting the "bid" button, and lots are collected by sliding your bid on top of the desired cards.

From the very beginning, I was pleased the look and control of the game. It offers a respectable AI with a choice of difficulties, and the option to play with 3 or 4 players. The screen layout precludes a fifth player, even though the tabletop game itself supports up to 5. The apps also lack any multiplayer features. It doesn't even have pass-and-play.

Even with maximum available RAM, the app can slow down at times, and has erratic pauses. It's otherwise stable, and I have not yet encountered any hard crashes. The developers used the same engine for their conversion of Knizia's High Society, and I don't find that game slowing down as much as a Money.

Despite these limitations, I still enjoy the Money app, largely because it's just a good game. If you're not sure about laying out the fully $25 for the conventional version of money, then $3 will give you a taste of what it's like.

Monday, August 30, 2010

Eurogame Review: Reiner Knizia's Money!

Reiner Knizia is so prolific that even great designs sometimes slip through the cracks. Case in point: Money!. Initially released in 1999 (by Goldsieber in Europe and Rio Grande in America), it didn’t really find its audience. A small Rummy/bidding game wouldn’t have attracted a lot of notice in a year that saw Tikal, Torres, Union Pacific, Lost Cities, and Ra (the last two being Knizia designs), and I honestly don’t remember even seeing the original version of the game.

We have to thank Gryphon Games for bringing it back into print as the first entry in their Bookshelf Series. They’ve provided it with a handsome production in a compact box at a reasonable price ($25), and even made it the flagship release for their line of Apps.

Since this is a set-collecting game with a bidding element, there are some mechanics that are familiar from other Knizia games. The theme is based on currency trading, as you try to build sets from among 7 different types of global money. The cards are designed to look like different real and imaginary currencies, with 9 cards in each set. These cards break down into different denominations: 3 each with a value of 20 and 30, and one each with a value 40, 50, and 60. One of the currencies represents Chinese coins, each worth 10.

Players have a starting hand of 7 cards, and turns are defined by bidding. Each turn, two new lots of currency go up for bid. There are 4 cards in each lot. Using the cards in hand, players can bid any amount for the right to choose the first lot. The high bidder can select either of the lots, replacing that lot with the cards from his bid. Second highest bidder chooses next, and so on.

Lots are replenished from a draw deck, and then the bidding cycle begins again. The goal is to focus on buying lots that will build a single kind of currency with a face value greater than 200. Any currency in which you have less than 200 points at the end of game results in 100 points being subtracted from your final score. Having all three 20s or 30s also helps, since they earn you a 100 point bonus.

The game is simple to scale from 3 to 5 players merely by removing 1 type of currency for each player below 5. It’s easy to teach, and plays in 20 to 30 minutes.

As in Knizia’s Lost Cities, Money! requires you to make difficult decisions. It all comes down to choosing the right sets to build, and unloading unfinished sets to avoid the point penalty. There isn’t as much room for pain in Money! as there is in Lost Cities. Start the wrong dig in Lost Cities and you’re going to feel the loss no matter what. Collect a bad lot in Money! and you can unload it in the next turn, and even benefit by allowing it to pad out your bid.

A number of factors have pushed this to the top of the pile during family game nights. Aside from a couple of scoring steps, there is nothing really complex about the rules. Anyone who knows how to play Rummy will figure it out right away. The bidding adds an interesting element of strategy, as you watch what other players are taking and try to place bids that will get bad cards out of your own hand without benefitting someone else.

The appealing theme, high production values, easy-to-learn rules, and a decent amount of player interaction make this one a winner. Tomorrow morning, we’ll take a look at the App conversion to see if it captured these qualities in handy portable form.