Archive for the 'games' Category

08
May

Blackjack: How to count cards

Plans are still tentative, however it looks as though some of the characters from FraudWasteAbuse are going to Las Vegas next month. I happen to be an avid blackjack player, so I thought I’d share some the technique I use for counting cards.

Blackjack is one of the few casino games with a memory. A slot machine, for example, does not have a memory - previous plays on a slot machine do not affect future outcomes. In blackjack, on the other hand, once a card is played it cannot be played again for the remainder of the shoe/deck (whichever is being used). This adds a level of predictability to the game.

Of course, remembering every card that gets played is impossible, even on a single deck game. You could use a computer to do the tracking, but that would be cheating (and it’s illegal). Aside from it being impossible, even if you could track the cards in such a way you still couldn’t predict the order of the remaining cards.

The key is identifying the overall favorability of the remaining cards for the player vs. the casino. Generally speaking, high cards (10, Queen, King, and Ace) are good for the player and low cards (2, 3, 4, 5, and 6) are bad for the player. The reason for this is that the dealer must play until 17 is reached, but the player can stay with any value even if it’s less than 17. So if a dealer has a hand valued at 15, and there are more high valued cards than low valued in the shoe, then they are more likely to draw a 10 and bust (so any players still in the game win). On the other hand, if there are a lot of small cards the dealer is more likely to “make” the hand and not bust.

So how can you know if there are more high or low cards in the shoe? You count them. There are several counting methods, but the easiest one is called the “high low” method. The method is simple: Each card has a count value of -1, 0, or +1. For each card dealt, you add the card’s count value to a running total in your head. High cards (10, Queen, King, Ace) have a count value of -1, low cards (2, 3, 4, 5, 6) have a count value of +1, and all the other cards (7, 8, 9) have a count value of 0. If you count all the cards in a deck or shoe this way, the count will be zero.

A deck with a count of zero is considered neutral; the house has a very slight advantage over the player. A deck with a negative count is bad; the house has a more definite advantage over the player. A deck with a positive count is good; the player actually has an edge over the house.

To thwart counters, casinos often use six-deck shoes. This greatly reduces the significance of the count, however it can still be counted. This is where the true count comes in. The true count can be determined by taking the current count and dividing it by the number of decks left in the shoe. For example, a count of 5 with five decks left in the shoe means that there is only a true count of one (5/5=1).

Don’t go running off to Vegas yet, though. Learning to count is only the beginning; you also need to know - and be able to appropriately modify - basic strategy.

Good luck!

19
Mar

The golden age of computer game packaging

Those of you who only started playing computer and video games in the late 1990s may wonder why anyone would write an article on computer game packaging. After all, today’s computer game boxes serve a largely utilitarian purpose of holding the game’s discs. It wouldn’t surprise me one bit if 5 years from now computer games all come in cases similar to Playstation and Xbox games. I’ve seen several computer games come in packaging like this already. Many of today’s games don’t even come with a printed manual. You’re either left with an electronic copy or sometimes just an in-game tutorial.

It wasn’t always like this. In the early days of computer games, the design and contents of the computer game box was sometimes as important as the game itself. Box art was especially important. Publishers had to make the game look as exciting as possible to overcome the crude graphics. Many times a detailed manual was included, along with extra trinkets and foldouts.

I’ve saved every computer game I’ve ever owned. Below are some pictures of a few of my favorite games and some of the nifty items that came in their boxes.

Continue reading ‘The golden age of computer game packaging’

11
Mar

Polybius: Arcade game, CIA experiment, and deadly killer, all rolled into one

While making my daily rounds on the internet, I stumbled upon a strange, yet intriguing story. It seems that in 1981, a mysterious arcade game called Polybius appeared in various arcades around Portland, Oregon. Conflicting reports describe the gameplay as either a maze type game or an action shooter. The game, while extremely popular and addictive, caused its players to suffer from a series of disturbing side effects including amnesia, insomnia, nightmares, and night terrors. A few were reportedly driven to suicide. Many players swore off video games entirely. After about a month in the arcades, all of the Polybius machines were removed just as mysteriously as they had appeared.

There has been some rumors that the game was an experiment by the United States government (likely the CIA) in the area of behavior modification. Allegedly, arcade operators reported that mysterious men would come in and collect records from the machine. They apparently weren’t interested in the quarters. They just wanted information on how the game was played.

So did Polybius exist or is it just another internet legend? Here is a rare photograph of one of the Polybius machines. Or perhaps it’s simply a good Photoshop.

While it is likely that the story is merely an urban legend, it still makes for an entertaining story.

You can read more about it on Wikipedia.

polybius.gif

Screenshot of the evil game? You decide.




 

August 2008
S M T W T F S
« Jul    
 12
3456789
10111213141516
17181920212223
24252627282930
31  
  • Blogroll

  • Badge Farm

    • Firefox 2
    • CSSEdit 2
    • Textmate
    • Powered by Redoable 1.0