It seems the harsh words from District Court Judge Philip Gutierrez on Wednesday had their intended effect; prosecutors in Matthew Crippen's Xbox modding case have now dismissed the indictment. Quoting Wired:
"Witness No. 1, Tony Rosario, was an undercover agent with the Entertainment Software Association. He told jurors Wednesday that he paid Crippen $60 in 2008 to modify an Xbox, and secretly videotaped the operation. Rosario had responded to Crippen’s advertisement on the internet and met Crippen at his Anaheim house. All of that had been laid out in pretrial motions. But during his testimony, Rosario also said Crippen inserted a pirated video game into the console to verify that the hack worked. That was a new detail that helped the government meet an obligation imposed by the judge that very morning, when Gutierrez ruled that the government had to prove Crippen knew he was breaking the law by modding Xboxes. But nowhere in Rosario’s reports or sworn declarations was it mentioned that Crippen put a pirated game into the console. ... [Prosecutor Allen Chiu] conceded he never forwarded that information to the defense."
from the that-sounds-delicious dept.
gollum123 writes "The level of background noise affects both the intensity of flavour and the perceived crunchiness of foods, researchers have found. Blindfolded diners assessed the sweetness, saltiness, and crunchiness, as well as overall flavour, of foods as they were played white noise. While louder noise reduced the reported sweetness or saltiness, it increased the measure of crunch. It may go some way to explaining why airline food is notoriously bland — a phenomenon that drives airline catering companies to season their foods heavily. In a comparatively small study, 48 participants were fed sweet foods such as biscuits or salty ones such as crisps, while listening to silence or noise through headphones. Also in the group's findings there is the suggestion that the overall satisfaction with the food aligned with the degree to which diners liked what they were hearing — a finding the researchers are pursuing in further experiments."
from the let's-blame-ubisoft dept.
Channard writes "As reported by Joystiq, the PS3/PlayStation Network version of Final Fight Double Impactfeatures a rather restrictive piece of digital rights management. In order to launch the game, you have to be logged into the PlayStation Network and if you're not, the game refuses to launch. This could be written off as a bug of some kind except for the fact that the error message that crops up tells you to sign in, suggesting Sony/Capcom intentionally included this 'feature.' Granted, you do have to log into the PlayStation Network to buy the title but as one commentator pointed out, logging in once does not mean you'll be logged in all the time. Curiously, the 360 version has no such restrictions, so you can play the game whether you're online or offline. But annoying as this feature may be, there may be method in Sony's madness. "