sports

How the Madden NFL videogame was developed

From Patrick Hruby’s “The Franchise: The inside story of how Madden NFL became a video game dynasty” (ESPN: 22 July 2010):

1982

Harvard grad and former Apple employee Trip Hawkins founds video game maker Electronic Arts, in part to create a football game; one year later, the company releases “One-on-One: Dr. J vs. Larry Bird,” the first game to feature licensed sports celebrities. Art imitates life.

1983-84

Hawkins approaches former Oakland Raiders coach and NFL television analyst John Madden to endorse a football game. Madden agrees, but insists on realistic game play with 22 on-screen players, a daunting technical challenge.

1988-90

EA releases the first Madden football game for the Apple II home computer; a subsequent Sega Genesis home console port blends the Apple II game’s realism with control pad-heavy, arcade-style action, becoming a smash hit.

madden-nfl-covers-sm.jpg

You can measure the impact of “Madden” through its sales: as many as 2 million copies in a single week, 85 million copies since the game’s inception and more than $3 billion in total revenue. You can chart the game’s ascent, shoulder to shoulder, alongside the $20 billion-a-year video game industry, which is either co-opting Hollywood (see “Tomb Raider” and “Prince of Persia”) or topping it (opening-week gross of “Call of Duty: Modern Warfare 2”: $550 million; “The Dark Knight”: $204 million).

Some of the pain was financial. Just as EA brought its first games to market in 1983, the home video game industry imploded. In a two-year span, Coleco abandoned the business, Intellivision went from 1,200 employees to five and Atari infamously dumped thousands of unsold game cartridges into a New Mexico landfill. Toy retailers bailed, concluding that video games were a Cabbage Patch-style fad. Even at EA — a hot home computer startup — continued solvency was hardly assured.

In 1988, “John Madden Football” was released for the Apple II computer and became a modest commercial success.

THE STAKES WERE HIGH for a pair of upstart game makers, with a career-making opportunity and a $100,000 development contract on the line. In early 1990, Troy Lyndon and Mike Knox of San Diego-based Park Place Productions met with Hawkins to discuss building a “Madden” game for Sega’s upcoming home video game console, the Genesis. …

Because the game that made “Madden” a phenomenon wasn’t the initial Apple II release, it was the Genesis follow-up, a surprise smash spawned by an entirely different mindset. Hawkins wanted “Madden” to play out like the NFL. Equivalent stats. Similar play charts. Real football.

In 1990, EA had a market cap of about $60 million; three years later, that number swelled to $2 billion.

In 2004, EA paid the NFL a reported $300 million-plus for five years of exclusive rights to teams and players. The deal was later extended to 2013. Just like that, competing games went kaput. The franchise stands alone, triumphant, increasingly encumbered by its outsize success.

Hawkins left EA in the early 1990s to spearhead 3D0, an ill-fated console maker that became a doomed software house. An icy rift between the company and its founder ensued.

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Girls & boys & brain chemicals

Twins #109
Creative Commons License photo credit: Oude School

From John Cloud’s “Why Girls Have BFFs and Boys Hang Out in Packs” (TIME: 17 July 2009):

For the better part of the past half-century, feminists, their opponents and armies of academics have debated the differences between men and women. Only in the past few years have scientists been able to use imaging technology to look inside men’s and women’s heads to investigate whether those stereotypical gender differences have roots in the brain. No concrete results have emerged from these studies yet, but now a new functional magnetic resonance imaging (fMRI) study of children offers at least one explanation for some common tween social behaviors: girls are hardwired to care about one-on-one relationships with their BFFs (best friends forever), while the brains of boys are more attuned to group dynamics and competition with other boys.

The study, conducted by researchers at the National Institute of Mental Health (NIMH) and Georgia State University, begins with a premise that every parent of a tween knows: as kids emerge into puberty, their focus changes dramatically. They care less about their families and more about their peers.

So what’s actually going on inside these young brains?

The results suggest that as girls progress from early puberty to late adolescence, certain regions of their brains become more active when they face a potential social interaction. Specifically, when an older girl anticipates meeting someone new — someone she believes will be interested in her — her nucleus accumbens (which is associated with reward and motivation), hypothalamus (associated with hormone secretion), hippocampus (associated with social learning) and insula (associated with subjective feelings) all become more active. By contrast, boys in the same situation show no such increase in activity in these areas. In fact, the activity in their insula actually declines.

Boys, it seems, aren’t as interested in one-on-one interactions as girls are. Previous research has shown that male adolescents instead become more focused on competition within larger groups (like between sports teams). Perhaps it’s evidence that evolution has programmed boys to compete within large groups, so they can learn to eliminate rivals for women — and that girls have been programmed to judge, one-on-one, who would be the most protective father for offspring.

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Various confidence scams, tricks, & frauds

From “List of confidence tricks” (Wikipedia: 3 July 2009):

Get-rich-quick schemes

Get-rich-quick schemes are extremely varied. For example, fake franchises, real estate “sure things”, get-rich-quick books, wealth-building seminars, self-help gurus, sure-fire inventions, useless products, chain letters, fortune tellers, quack doctors, miracle pharmaceuticals, Nigerian money scams, charms and talismans are all used to separate the mark from his money. Variations include the pyramid scheme, Ponzi scheme and Matrix sale.

Count Victor Lustig sold the “money-printing machine” which could copy $100 bills. The client, sensing huge profits, would buy the machines for a high price (usually over $30,000). Over the next twelve hours, the machine would produce just two more $100 bills, but after that it produced only blank paper, as its supply of hidden $100 bills would have become exhausted. This type of scheme is also called the “money box” scheme.

The wire game, as depicted in the movie The Sting, trades on the promise of insider knowledge to beat a gamble, stock trade or other monetary action. In the wire game, a “mob” composed of dozens of grifters simulates a “wire store”, i.e., a place where results from horse races are received by telegram and posted on a large board, while also being read aloud by an announcer. The griftee is given secret foreknowledge of the race results minutes before the race is broadcast, and is therefore able to place a sure bet at the wire store. In reality, of course, the con artists who set up the wire store are the providers of the inside information, and the mark eventually is led to place a large bet, thinking it to be a sure win. At this point, some mistake is made, which actually makes the bet a loss. …

Salting or to salt the mine are terms for a scam in which gems or gold ore are planted in a mine or on the landscape, duping the greedy mark into purchasing shares in a worthless or non-existent mining company.[2] During the Gold Rush, scammers would load shotguns with gold dust and shoot into the sides of the mine to give the appearance of a rich ore, thus “salting the mine”. …

The Spanish Prisoner scam – and its modern variant, the advance fee fraud or Nigerian scam – take advantage of the victim’s greed. The basic premise involves enlisting the mark to aid in retrieving some stolen money from its hiding place. The victim sometimes believes he can cheat the con artists out of their money, but anyone trying this has already fallen for the essential con by believing that the money is there to steal (see also Black money scam). …

Many conmen employ extra tricks to keep the victim from going to the police. A common ploy of investment scammers is to encourage a mark to use money concealed from tax authorities. The mark cannot go to the authorities without revealing that he or she has committed tax fraud. Many swindles involve a minor element of crime or some other misdeed. The mark is made to think that he or she will gain money by helping fraudsters get huge sums out of a country (the classic Nigerian scam); hence marks cannot go to the police without revealing that they planned to commit a crime themselves.

Gold brick scams

Gold brick scams involve selling a tangible item for more than it is worth; named after selling the victim an allegedly golden ingot which turns out to be gold-coated lead.

Pig-in-a-poke originated in the late Middle Ages. The con entails a sale of a (suckling) “pig” in a “poke” (bag). The bag ostensibly contains a live healthy little pig, but actually contains a cat (not particularly prized as a source of meat, and at any rate, quite unlikely to grow to be a large hog). If one buys a “pig in a poke” without looking in the bag (a colloquial expression in the English language, meaning “to be a sucker”), the person has bought something of less value than was assumed, and has learned firsthand the lesson caveat emptor.

The Thai gem scam involves layers of con men and helpers who tell a tourist in Bangkok of an opportunity to earn money by buying duty-free jewelry and having it shipped back to the tourist’s home country. The mark is driven around the city in a tuk-tuk operated by one of the con men, who ensures that the mark meets one helper after another, until the mark is persuaded to buy the jewelry from a store also operated by the swindlers. The gems are real but significantly overpriced. This scam has been operating for 20 years in Bangkok, and is said to be protected by Thai police and politicians. A similar scam usually runs in parallel for custom-made suits.

Extortion or false-injury tricks

The badger game extortion is often perpetrated on married men. The mark is deliberately coerced into a compromising position, a supposed affair for example, then threatened with public exposure of his acts unless blackmail money is paid.

The Melon Drop is a scam in which the scammer will intentionally bump into the mark and drop a package containing (already broken) glass. He will blame the damage on the clumsiness of the mark, and demand money in compensation. This con arose when artists discovered that the Japanese paid large sums of money for watermelons. The scammer would go to a supermarket to buy a cheap watermelon, then bump into a Japanese tourist and set a high price.

Gambling tricks

Three-card Monte, ‘Find The Queen’, the “Three-card Trick”, or “Follow The Lady”, is (except for the props) essentially the same as the probably centuries-older shell game or thimblerig. The trickster shows three playing cards to the audience, one of which is a queen (the “lady”), then places the cards face-down, shuffles them around and invites the audience to bet on which one is the queen. At first the audience is skeptical, so the shill places a bet and the scammer allows him to win. In one variation of the game, the shill will (apparently surreptitiously) peek at the lady, ensuring that the mark also sees the card. This is sometimes enough to entice the audience to place bets, but the trickster uses sleight of hand to ensure that they always lose, unless the conman decides to let them win, hoping to lure them into betting much more. The mark loses whenever the dealer chooses to make him lose. This con appears in the Eric Garcia novel Matchstick Men and is featured in the movie Edmond.

A variation on this scam exists in Barcelona, Spain, but with the addition of a pickpocket. The dealer and shill behave in an overtly obvious manner, attracting a larger audience. When the pickpocket succeeds in stealing from a member of the audience, he signals the dealer. The dealer then shouts the word “aqua”, and the three split up. The audience is left believing that “aqua” is a code word indicating the police are coming, and that the performance was a failed scam.

In the Football Picks Scam the scammer sends out tip sheet stating a game will go one way to 100 potential victims and the other way to another 100. The next week, the 100 or so who received the correct answer are divided into two groups and fed another pick. This is repeated until a small population have (apparently) received a series of supernaturally perfect picks, then the final pick is offered for sale. Despite being well-known (it was even described completely on an episode of The Simpsons and used by Derren Brown in “The System”), this scam is run almost continuously in different forms by different operators. The sports picks can also be replaced with securities, or any other random process, in an alternative form. This scam has also been called the inverted pyramid scheme, because of the steadily decreasing population of victims at each stage.

Visitors to Las Vegas or other gambling towns often encounter the Barred Winner scam, a form of advance fee fraud performed in person. The artist will approach his mark outside a casino with a stack or bag of high-value casino chips and say that he just won big, but the casino accused him of cheating and threw him out without letting him redeem the chips. The artist asks the mark to go in and cash the chips for him. The artist will often offer a percentage of the winnings to the mark for his trouble. But, when the mark agrees, the artist feigns suspicion and asks the mark to put up something of value “for insurance”. The mark agrees, hands over jewelry, a credit card or their wallet, then goes in to cash the chips. When the mark arrives at the cashier, they are informed the chips are fake. The artist, by this time, is long gone with the mark’s valuables.

False reward tricks

The glim-dropper requires several accomplices, one of whom must be a one-eyed man. One grifter goes into a store and pretends he has lost his glass eye. Everyone looks around, but the eye cannot be found. He declares that he will pay a thousand-dollar reward for the return of his eye, leaving contact information. The next day, an accomplice enters the store and pretends to find the eye. The storekeeper (the intended griftee), thinking of the reward, offers to take it and return it to its owner. The finder insists he will return it himself, and demands the owner’s address. Thinking he will lose all chance of the reward, the storekeeper offers a hundred dollars for the eye. The finder bargains him up to $250, and departs.…

The fiddle game uses the pigeon drop technique. A pair of con men work together, one going into an expensive restaurant in shabby clothes, eating, and claiming to have left his wallet at home, which is nearby. As collateral, the con man leaves his only worldly possession, the violin that provides his livelihood. After he leaves, the second con man swoops in, offers an outrageously large amount (for example $50,000) for such a rare instrument, then looks at his watch and runs off to an appointment, leaving his card for the mark to call him when the fiddle-owner returns. The mark’s greed comes into play when the “poor man” comes back, having gotten the money to pay for his meal and redeem his violin. The mark, thinking he has an offer on the table, then buys the violin from the fiddle player (who “reluctantly” sells it eventually for, say, $5,000). The result is the two conmen are $5,000 richer (less the cost of the violin), and the mark is left with a cheap instrument.

Other confidence tricks and techniques

The Landlord Scam advertises an apartment for rent at an attractive price. The con artist, usually someone who is house-sitting or has a short-term sublet at the unit, takes a deposit and first/last month’s rent from every person who views the suite. When move-in day arrives, the con artist is of course gone, and the apartment belongs to none of the angry people carrying boxes.

Change raising is a common short con and involves an offer to change an amount of money with someone, while at the same time taking change or bills back and forth to confuse the person as to how much money is actually being changed. The most common form, “the Short Count”, has been featured prominently in several movies about grifting, notably Nueve Reinas, The Grifters and Paper Moon. A con artist shopping at, say a gas station, is given 80 cents in change because he lacks two dimes to complete the sale (say the sale cost is $19.20 and the con man has a 20 dollar bill). He goes out to his car and returns a short time later, with 20 cents. He returns them, saying that he found the rest of the change to make a dollar, and asking for a bill so he will not have to carry coins. The confused store clerk agrees, exchanging a dollar for the 20 cents the conman returned. In essence, the mark makes change twice.

Beijing tea scam is a famous scam in and around Beijing. The artists (usually female and working in pairs) will approach tourists and try to make friends. After chatting, they will suggest a trip to see a tea ceremony, claiming that they have never been to one before. The tourist is never shown a menu, but assumes that this is how things are done in China. After the ceremony, the bill is presented to the tourist, charging upwards of $100 per head. The artists will then hand over their bills, and the tourists are obliged to follow suit.

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What passwords do people use? phpBB examples

From Robert Graham’s “PHPBB Password Analysis” (Dark Reading: 6 February 2009):

A popular Website, phpbb.com, was recently hacked. The hacker published approximately 20,000 user passwords from the site. …

This incident is similar to one two years ago when MySpace was hacked, revealing about 30,000 passwords. …

The striking different between the two incidents is that the phpbb passwords are simpler. MySpace requires that passwords “must be between 6 and 10 characters, and contain at least 1 number or punctuation character.” Most people satisfied this requirement by simply appending “1” to the ends of their passwords. The phpbb site has no such restrictions — the passwords are shorter and rarely contain anything more than a dictionary word.

It’s hard to judge exactly how many passwords are dictionary words. … I ran the phpbb passwords through various dictionary files and come up with a 65% match (for a simple English dictionary) and 94% (for “hacker” dictionaries). …

16% of passwords matched a person’s first name. This includes people choosing their own first names or those of their spouses or children. The most popular first names were Joshua, Thomas, Michael, and Charlie. But I wonder if there is something else going on. Joshua, for example, was also the password to the computer in “Wargames” …

14% of passwords were patterns on the keyboard, like “1234,” “qwerty,” or “asdf.” There are a lot of different patterns people choose, like “1qaz2wsx” or “1q2w3e.” I spent a while googling “159357,” trying to figure out how to categorize it, then realized it was a pattern on the numeric keypad. …

4% are variations of the word “password,” such as “passw0rd,” “password1,” or “passwd.” I googled “drowssap,” trying to figure out how to categorize it, until I realized it was “password” spelled backward.

5% of passwords are pop-culture references from TV, movies, and music. These tend to be youth culture (“hannah,” “pokemon,” “tigger”) and geeky (“klingon,” “starwars,” “matrix,” “legolas,” “ironman”). … Some notable pop-culture references are chosen not because they are popular, but because they sound like passwords, such as “ou812” (’80s Van Halen album), “blink182” (’90s pop), “rush2112” (’80s album), and “8675309” (’80s pop song).

4% of passwords appear to reference things nearby. The name “samsung” is a popular password, I think because it’s the brand name on the monitor that people are looking at … Similarly, there are a lot of names of home computers like “dell,” “packard,” “apple,” “pavilion,” “presario,” “compaq,” and so on. …

3% of passwords are “emo” words. Swear words, especially the F-word, are common, but so are various forms of love and hate (like “iloveyou” or “ihateyou”).

3% are “don’t care” words. … A lot of password choices reflect this attitude, either implicitly with “abc123” or “blahblah,” or explicitly with “whatever,” “whocares,” or “nothing.”

1.3% are passwords people saw in movies/TV. This is a small category, consisting only of “letmein,” “trustno1,” “joshua,” and “monkey,” but it accounts for a large percentage of passwords.

1% are sports related. …

Here is the top 20 passwords from the phpbb dataset. You’ll find nothing surprising here; all of them are on this Top 500 list.

3.03% “123456”
2.13% “password”
1.45% “phpbb”
0.91% “qwerty”
0.82% “12345”
0.59% “12345678”
0.58% “letmein”
0.53% “1234”
0.50% “test”
0.43% “123”
0.36% “trustno1”
0.33% “dragon”
0.31% “abc123”
0.31% “123456789”
0.31% “111111”
0.30% “hello”
0.30% “monkey”
0.28% “master”
0.22% “killer”
0.22% “123123”

Notice that whereas “myspace1” was one of the most popular passwords in the MySpace dataset, “phpbb” is one of the most popular passwords in the phpbb dataset.

The password length distribution is as follows:

1 character 0.34%
2 characters 0.54%
3 characters 2.92%
4 characters 12.29%
5 characters 13.29%
6 characters 35.16%
7 characters 14.60%
8 characters 15.50%
9 characters 3.81%
10 characters 1.14%
11 characters 0.22%

Note that phpbb has no requirements for password lengths …

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Ted Williams’ fishing story

From Richard Ben Cramer’s “What Do You Think of Ted Williams Now?” (Esquire: June 1986):

Few men try for best ever, and Ted Williams is one of those. There’s a story about him I think of now. This is not about baseball but fishing. He meant to be the best there, too. One day he says to a Boston writer: “Ain’t no one in heaven or earth ever knew more about fishing.”

“Sure there is,” says the scribe.

“Oh, yeah? Who?”

“Well, God made the fish.”

“Yeah, awright,” Ted says. “But you have to go pretty far back.”

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Arnold Rothstein, criminal kingpin

From Daniel A. Nathan’s “The Big Fix” (Legal Affairs: March/April 2004):

THE BLACK SOX SCANDAL was the sports crime of the 20th century. In a complicated and poorly conceived and executed conspiracy, several prominent Chicago White Sox ballplayers teamed up with gamblers to lose the 1919 World Series to the Cincinnati Reds. …

Of those artfully deceitful manipulators, Arnold Rothstein was the most skillful, a criminal kingpin who had his hand in all manner of illicit endeavors. Known as “the Big Bankroll” and “the Great Brain,” Rothstein helped invent organized crime, and his influence survived his death in 1928. …

There is no denying that Rothstein was clever. A former pool shark, Rothstein managed to graduate from being a small-time bookmaker to what one historian describes as an important “intermediary between the underworld and upper world of New York.” He established successful gambling houses in New York City and Saratoga (then, as now, a popular summer resort town for the well-to-do, especially for those who like to play the ponies) and political connections with Tammany Hall. Rothstein, Pietrusza notes, “pretty much invented the floating crap game,” the illicit diversion later made famous by the Broadway musical Guys and Dolls, on his way to becoming “America’s most notorious gambler.” He was a bootlegger, a labor racketeer, a racetrack owner, a real estate magnate, a bail bondsman, a loan shark, a fence, and, according to [David Pietrusza, author of Rothstein: The Life, Times, and Murder of the Criminal Genius Who Fixed the 1919 World Series], the “founder and mastermind of the modern American drug trade.”

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