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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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March 27th, 2008, 20:58 Posted By: wraggster
New from Scuzzy101
ok so this is my first ever release of a program so i hope it works ok.
This is for the use with Starwars Battlefront: Renegade Squadron and NightPR
I had this idea a couple days ago but couldnt get it workin till yesterday and now its finished.
Hope this cool for you guys.
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via scuzzy101
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March 27th, 2008, 20:55 Posted By: Shrygue
via Computer and Video Games
Reports of Killzone 2 being set for a September release date, according to a "Sony Computer Entertainment UK release schedule", are to be taken "with a grain of salt", warns Guerrilla Games.
Reports claimed that Guerilla's shooter, along with LittleBigPlanet, are down for a September release, with Resistance 2 pencilled in for November. All perfectly feasible, but not necessarily official, says Guerrilla's QA manager, Seb Downie.
"Sorry folks, as before, please take any release dates, or months with a grain of salt," he told excited posters on the official forum. "If we haven't announced it, it is not gospel," he added.
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March 27th, 2008, 20:53 Posted By: wraggster
ps2devman announced on the PS2Dev forums that he has released several new releases for the PS2
Time for some Homebrew Loving for the PS2
Anyway he has released Pong which is hardware accelerated so must be a decent game
Also he has released Qbert which is AntiAliased, now if my memory serves me right its a 3d isometric game, if so should be awesome for PS2 Users
Finally in his own words:
The last one is pure 3D fun... Lets you rotate a .3ds textured mesh.
(based on modified saotome's vulib and standard neovangelist's gsKit)
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March 27th, 2008, 20:46 Posted By: Shrygue
via Gamedaily
Earlier this week, a blog in Business Week reported that someone had created a Master Chief model for Unreal Tournament III, available on the PC and PS3. This raised immediate concerns of copyright infringement and other issues with Microsoft. John Porcaro of Gamerscore Blog responded by pinging one of the Xbox lawyers and found out there was nothing wrong with such usage.
"Many people are talking about the Master Chief mod for Unreal Tournament 3, that allows you to play in the character of the Master Chief on the PS3. Many people are surprised Microsoft is "allowing" this," said a post by blogging lawyer 'DonkeyXote.' "Actually it's nothing more than the Game Content Usage Rules ( http://www.xbox.com/en-US/community/developer/rules.htm) in action. When these were developed, people all thought they were focused on machinima. The truth is that while they do address machinima they also allow for a lot of other things. Mods like this are one of them. The developers aren't selling the mod, they're not monetizing Microsoft's IP, they're just creating something to share their love of the Master Chief on a new platform. It's a great thing for us and a great thing for the gaming community."
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March 27th, 2008, 20:30 Posted By: Shrygue
via 1UP
We've brought you several big stories on SOCOM Confrontation in the past month, but today Sony passed on one more important piece of information: a release date. The latest iteration of the popular online shooter franchise will be arriving on September 16.
To celebrate this news, tomorrow Sony will be launching SOCOM.com, an online community site devoted to the game. Pre-release, the site will provide regular news updates as well as a place for fans to get together. Once the game has launched, gamers will discover full integration with the website, including near real-time stat tracking, clan management tools, and more.
You can check out 1UP's most recent online preview of SOCOM from the beginning of the year, but if you want a more up-to-date and in-depth look at the game, you'll want to pick up the May issue of EGM -- the one with the colorful SOCOM cover below. Check it out on newsstands next week or in your mailbox any day now if you're a subscriber.
Screenshot
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March 27th, 2008, 20:24 Posted By: Shrygue
via Gamedaily
In a new interview with IGN, John Koller, senior marketing manager for the PSP, shared his thoughts on the PSP's recent surge in the market and how the platform itself is evolving.
"...we talked [previously] about year three of the PSP really kind of being the year when it was going to come out fighting and I think what we saw was, with the price drop and with the new hardware configuration, the PSP 2000, that we really saw an incredible jump in demand -- so much so that we really had a worldwide demand bump that was very, very significant and allowed us to increase our total shipments worldwide," said Koller.
"So for us, in North America, we saw an 85% jump since the price drop in April of last year and we've really seen a wide variety of casual gamers get into the PSP market. Some of them are driven by the games, but others have been really driven by a lot of the multi-functional features and we've noticed a substantial increase in the amount of consumers using the PSP for music, using it for Internet browsing, using it for video -- which isn't as big a surprise to us, just because the PSP was really made for showing off brilliant graphics on the screen."
Sony has repeatedly talked about 10-year lifecycles for its consoles, but Koller also believes the PSP will stick around for 10 years. The portable may see some more changes along the way, however.
"We've talked about the PSP being a 10 year product, but a 10 year product in the continued... how can I put this... in the continued lifecycle, so we obviously had the 1000 [model], we have the 2000, so the PSP as it was first launched in March 2005 isn't going to the be the PSP that it ends up as in 10 years, but it will still be a very strong portable gaming device that is centered in gaming and has a lot of multi-functional features," he explained. "We look at it just like our console business being a 10 year cycle, but we do see iterations as we go along to really adjust to the market. What we've done is the 2000 series adjusted to the market in terms of making it more portable. What we're seeing now, at least in the near- to mid-term, is going to be firmware updates that add features and other functions that the consumer's asked for."
Later in the interview, Koller also clarified something that a number of us have been wondering about, namely if the upcoming Portable Copy feature (copying a Blu-ray movie to PSP) can be applied to any existing Blu-ray movie. Unfortunately it can't.
"It has to be already included. We do think that most Blu-ray movies from Sony Pictures will include it starting this summer. There are some DVD movies that'll include it as well," he said. "The first one was the latest Resident Evil, and that launched, I believe, in November, so there'll be a few DVD movies as well that will be included in this program. It won't just be Blu-ray."
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March 27th, 2008, 20:20 Posted By: Shrygue
via Eurogamer
Gran Turismo creator Kazunori Yamauchi has said we should expect vehicle deformation in his games "very, very soon".
"We really, really want to put damage onto our vehicles," he told GamerTV (as spotted by VG247). "We've had a lot of discussions with the manufacturers and, although at the beginning they hated the idea of deformation, now they're slowly coming around to it.
"We've still got a few to convince, but we will. Expect deformation in the very near future: very, very soon," he added.
Gran Turismo 5 Prologue is due to be released on the PlayStation Network this afternoon, and the full Gran Turismo is about a year away, according to comments made by SCEA.
Yamauchi was apologetic that he has not been able to provide a next-gen Gran Turismo all in one go - but on the positive side, PSN releases should lend the game a much longer life span, and give his team a chance to test ideas and gather feedback.
"Obviously, we wanted to do a next-gen Gran Turismo. When the PS3 appeared, we realised that we needed a lot of time to develop properly on this hardware, so we gave ourselves four years to come up with a complete programme," continued Yamauchi.
"As a result, you're not going to get Gran Turismo all in one go, but gradually, adding online elements and features as we go. The good thing is that it'll have a long, long lifespan."
Yamuachi also joked that his team puts more research into the cars than the average manufacturer, and said online was something he has wanted to have since Gran Turismo 3.
Interestingly, the garage feature where you can mix and match game modes and store all your cars is based around an "avatar system like Home". This interests him a lot.
"We're keen to work with avatar systems like Home, and in turn have been inspired by them," he concluded.
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March 27th, 2008, 20:08 Posted By: Shrygue
via Eurogamer
Ubisoft has changed the Haze release date back to "May".
Yesterday afternoon the game was finally given a 22nd May date, but this morning an amended schedule put it back into monthly territory. Tomorrow it might be blonde or brunette.
Haze was announced back in 2006 and was originally scheduled for an early 2007 release on PS3, Xbox 360 and PC. Then it slipped out of the 2006 financial year, then they said autumn 2007, then they said some time between April and June 2008. Then May 22nd. Now just May.
Still, at least we know it's definitely a PS3-exclusive. One that's also in development for Xbox 360 and PS3.
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March 27th, 2008, 20:03 Posted By: wraggster
Until a real breakthrough happens for the PS3 Scene we are getting a lot of claims of Exploits for the PS3, check out this video and give us your verdicts:
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March 27th, 2008, 19:58 Posted By: Shrygue
via Eurogamer
Rockstar is releasing the final pre-release trailer for Grand Theft Auto IV tonight.
As previously reported it's titled, 'Good Lord, what are you doing?' or alternatively, 'Everyone's a rat'.
The trailer is due for release at 10pm, so you can expect to see it on Eurogamer around then.
Grand Theft Auto IV is being released on Xbox 360 and PlayStation 3 on April 29th. You can see the previous trailers and all sorts of other stuff via the gamepage.
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March 27th, 2008, 17:55 Posted By: bandit
The UMEMD for the PSP (first release for the 1000 series) is a UMD shaped device that can hold up to 4 Memory sticks making storage extremely simple and convenient. Simply slot into the PSP as you would any UMD disc and away you go
As the market for PSP's demands users to have multiple memory sticks storing their games or movies this simple yet effective product is the answer to that problem.
Shipping begins in 2 weeks - prices and stockists will be announced shortly.
Source: Team Xecuter
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March 26th, 2008, 22:28 Posted By: wraggster
New from Play Asia:
NeoAngelique breaks off from the original Angelique series by introducing RPG elements into this dating game classic. The stage is set in Arcardia, an Utopian world modeled after medieval Europe. However, this world is under siege by monsters called Thanatos and because of them, people live in fear.
Angelique, the heroine (the player character) is a normal girl studying in the Melrose academy for girls. Her parents were killed by the Thanatos when she was young, but instead of falling into despair, she strives to help all people in need. And on one fateful day, she is informed that she has the power to defeat Thanatos with the help from a cast of charming men. Fight Thanatos, save the world and develop relationships with the charismatic cast the game promises hours of fun and heart felt scenes to make you swoon.
In this version, even the previously silent scenes are acted out by a star studded cast of seiyuu to provide you with the most realistic dating simulation experience. The game is powered up by adding more original events and illustrations. After fulfilling certain conditions, you gain access to some hidden stills, all these additions make the engaging plots even more dramatic.
Koei's Neo Angelique Full Voice for PlayStation2™ is in stock today, shipping as NTSC J encoded Japanese version for US$ 39.90 only.
http://www.play-asia.com/SOap-23-83-...j-70-2k02.html
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March 26th, 2008, 21:27 Posted By: wraggster
A 13-year-old boy told police three teens snatched his limited edition Darth Vader Portable PlayStation yesterday.
The boy was at Game Stop on Washington Street watching his brother play on a Wii, when three teens came up to him and started asking him about his $200 PSP and whether it had any movies on it, police said.
The boy said no, but then took out the device to check the time. One of the teens snatched it out of his hand and the three took off.
Police did a search but couldn't find the teens.
http://www.nj.com/hobokennow/index.s...vader_psp.html
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March 26th, 2008, 21:24 Posted By: wraggster
KOEI, recognized worldwide as the premier brand of strategy and action games, announced today that Warriors Orochi for PSP (PlayStation Portable) system, and Windows-based PC is available now. Warriors Orochi for PSP is in stores, while the Windows-based PC version is available exclusively through digital download. For more information, please visit koei.com and www.koei.com/whoisorochi.
About Warriors Orochi for PSP
Warriors Orochi for PSP boasts the massive seamless battlefields of the console versions, while previous games in the series for handheld platforms had combat taking place on battlefields divided into smaller "cells". The handheld release includes all 79 playable characters, and features 2-player co-op play via wireless (ad-hoc).
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March 26th, 2008, 20:18 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA and also the PSP, heres whats new:
This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood.
Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes.
An exciting change which hopefully you won't notice is that the SDL based builds are no longer tied to a fixed 8x8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn't going to change on me. It never did, but POWDER escaped that world and now lives places where 8x8 feels a bit cramped. One intriguing tileset would be to build a 10x10 based set that would then run at a native res of 320x240. See the ArtPack for details. Note I said I hope you don't notice this. No doubt, I have screwed up somewhere and some menu or stylus input won't work properly - I look forward to having my error pointed out.
* [DS] Pressing keys on on-screen keyboard will move the button-based cursor to the pressed location.
* Flavour text for empty bottles. (R. Dan Henry)
* Zombies, skeletons, ghasts, and liches that are made by magic will have their original creature type prefixed to the name: rat zombie, tridude lich, etc. (Adam Boyd)
* Trolls that resurrect inside lava will remain inside the lava rather than being teleported out. (Oohara Yuuma)
* Acid Pool can now be cast at range rather than only on adjacent squares.
* When you suffer system shock due to ending a polymorph or possession by dying a "You feel a little dead inside" is reported to alert you to the damage done. The Possess spell help has been updated to point out the dangers of dying while possessing creatures. (Derek S. Ray)
* You can now wish for specific spells. Well, provided you can wish at all. If only you knew how to wish.
* Wands of light will now slightly damage creatures and blind them for a turn or two.
* Floating eyes that are blind can no longer paralyse you. (Michael Brough)
* A Grow Forest spell that... grows a forest. I guess you could use it to block line of sight of those that chase you? (Adam Boyd)
* Being hit by water has more consistent effects.
* To hit bonus of weapons now shown in [] after weapon damage to make it clear that rapiers have a bonus.
* A Down Pour spell to sodden excessively cheerful spirits.
* Extra commas in the monster descriptions (R. Dan Henry)
* The character dump will now give you your playtime and which platform you are playing on.
* Option to turn off colouring of hp and mp. (David Damerell)
* "Your spear glows grey" from Detect Curse spell now has punctuation. (Michael Brough)
* Forest tiles can catch on fire and turn into forest fires. Be careful, these spread.
* Support for tilesets with a base tile size other than 8x8 in SDL builds. (Ibson the Grey)
* Your tileset, name choice, and button mappings are now saved with the highscores, not with your save game. This means the settings from when you last died or saved will be restored when you power back on again. (Matthew Rollins, Tim Allen, Robert, Irashtar, Matt, likely many others)
* [PSP] Quit removed from PSP menu pending me figuring out how to properly boot back to the host system. (stabwound)
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March 26th, 2008, 19:46 Posted By: wraggster
Interesting article thats sure to get reaction from all fronts:
When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.
Not a Fair Fight.
At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.
The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.
In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.
The Spectacular Failure of WinCE and Windows Mobile
Playing the Console Game.
Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.
Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.
However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.
Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.
Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360
Apple’s Quiet Gaming Strategy.
Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.
Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.
When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.
The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.
Hacking iPod Games: How Apple’s DRM Works
Can a Phone Play Real Games?
The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells for $399).
Apple’s engineers not only had a bigger budget to spend, but could use more modern technology given that Apple released the iPhone two and a half years later. Here’s how their hardware compares:
Nintendo DS: Late 2004
67 MHz ARM 946E-S (N-Gage processor) + 33 MHz ARM7TDMI (same processor as the original iPods)
4MB RAM
256KB Flash + cartridge storage
Dual, 256×192 3“ displays; one is stylus touch sensitive
No accelerometers
No camera
No mobile radio
WiFi 802.11b/g
No Bluetooth
Sony PSP: Late 2004
333 MHz MIPS R4000 CPU + GPU with 2 MB onboard VRAM running at 166 MHz
32 MB main RAM (new models expanded to 64MB), and 4 MB embedded DRAM. MemoryStick storage, UMD media
480×272 (368×207 usable for video); no touch screen features
No accelerometers
No camera
No mobile radio
WiFi 802.11b
No Bluetooth
Apple iPhone: Mid 2007
Samsung ARM SoC 620 MHz 1176 running at 412 Mhz + PowerVR MBX 3D GPU
128MB RAM
8 or 16GB Flash storage
320×480 3.5” display with finger multitouch input
Accelerometers for direct physical control
2 Megapixel camera
Quad band GSM + EDGE
WiFi 802.11 b/g
BlueTooth 2.0 EDR
The iPhone is in a significantly different class of performance, has far more internal resources for games, and is equipped with a variety of other hardware–from its camera to its ubiquitous (if slow) mobile network to its multitouch high resolution display and accelerometers–all of which have to power to unlock entirely new classes of games and other more serious applications.
As a handheld console, this feature set makes the iPhone a bit like the Wii, with interactive new gameplay features, and a bit like the PS3, with higher performance gaming specs and additional online and media capabilities. Buyers won’t have to decide if they want a handheld game console; they’ll get it for free when they buy the iPhone or iPod Touch.
Further, because Apple is attaching game development as a sidecar dessert on top of a device that is primarily monetized as a hardware sale (boosted by retail and accessory sales, media sales, and carrier revenue sharing), developers will get more bang from their buck and will incur less risk developing games for the iPhone. The iPhone has also already proven itself as a very desirable smartphone, even before the arrival of any native games, ameliorating the worries of a whether games developers should invest in the platform.
The iPhone’s development tools are more approachable to a wide audience of developers already familiar with the Mac, they’re significantly cheaper to obtain and get started with than other consoles, and game distribution will be much easier and more lucrative because Apple doesn’t need to squeeze fat licensing fees out of its developers to make money. In fact, Apple will do best by continuing to give developers those groundbreaking 70% royalties on their software sales, encouraging a wide and deep gaming market to develop for the iPhone and iPod Touch.
Apple’s iPhone vs Smartphone Software Makers
The Chips and the Frameworks.
The iPhone’s System on a Chip processor bundles an ARM 1176 clocked at 412 MHz. The DS uses a pair of much earlier and simpler ARM processors, while the PSP uses the now dead end MIPS architecture, which was used in the Nintendo 64 and earlier PlayStation and PS2 consoles. Both Nintendo and Sony have since moved their modern living room consoles to variants of the PowerPC family.
That leaves the iPhone with an ideal CPU architecture for handheld gaming, and one familiar to existing smartphone developers. Above the hardware level, the Phone’s Cocoa Touch layers on a mature development framework that makes creating software for the iPhone much easier than developing for Symbian, Windows Mobile, Palm, RIM BlackBerry, and other mobile platforms.
The iPhone’s SoC also bundles a PowerVR MBX graphics processor. In the late 90s, prior to the advent of ATI and NVidia as GPU leaders, PowerVR rivaled 3dfx Voodoo graphics cards in the PC market. Sega’s Dreamcast was also built around a PowerVR graphics processor. Following the rise of ATI and NVidia, PowerVR moved into the embedded mobile arena and became the standard for mobile smartphones and related devices.
Getting performance from smartphones has often been difficult because mobiles commonly rely on their own proprietary software or least common denominator packages like Sun’s stripped down Java ME. Apple’s iPhone SDK uses OpenGL ES, the same standard graphics API used by Symbian smartphone developers and the Sony PS3. This standardization will make graphics and games development for the iPhone familiar to a wide audience.
Again, in addition to using the PowerVR hardware and Open GL ES software, Apple is also providing its own slick software integration with tools such as Core Animation, making it much easier for developers to achieve a consistent look and feel with the buttery iPhone interface without necessarily being experts in embedded video development.
Origins: Why the iPhone is ARM, and isn’t Symbian
And the Competition?
Nintendo has long held a dominant position in handheld gaming, developed through a strategy of focusing on playability. The Game Boy, GBA, and DS didn’t deliver the most incredible hardware of the time, but did serve as low cost gaming devices paired with large libraries of games licensed by Nintendo. The company has worked to maintain high quality games for all of its platforms.
That also results in making Nintendo’s platforms closed tighter than Apple. Nintendo started in its closed development plans after the Video Game Crash of 1983 nearly wiped video gaming out of retail stores. Atari had encouraged unlimited game production for the 2600, resulting in some game titles being produced in greater quantities than the console itself. The result was a glut of games foisted upon retailers and a backlash against gaming.
Nintendo successfully reintroduced gaming by positioning its new NES game console as an “entertainment system” paired with a toy robot. As gaming took off again in the late 80s, Nintendo’s strict controls gave it strong market power and delivered exceptional profits. Independent developers couldn’t ship games for the NES without a licensing agreement with Nintendo.
Nintendo ruled the roost until its deal to build a new CD-equipped Super NES system with Sony fell through, resulting in Sony leaving to develop its own PlayStation games console in late 1994. Sony maintained the same games licensing model as Nintendo. When Microsoft entered the fray in 2001 with the Xbox, it similarly relied upon software licensing revenue to partially bail out its console hardware losses.
These conventional game console makers rely heavily on software licensing fees to keep their heads above water; Apple doesn’t. Software sales through iTunes will be self supporting in an effort to drive software availability. Nintendo, Sony, and Microsoft have largely been opposed to small homebrew development, and are therefore going to be threatened by Apple’s encouragement of software development freed from licensing profiteering.
iPhone 2.0 SDK: How Signing Certificates Work
Microsoft recently unveiled XNA plans that try to achieve both: courting small developers to make online Xbox games and software for the Zune, and then subsequently taxing them as much as 70% in exchange for marketing exposure. Like Apple’s iPhone App Store, Microsoft won’t allow outside development, not because of security issues, but because that’s where Microsoft hopes to make the majority of its money. It remains to be seen how well that will work for the company, particularly given the extremely low uptake of the Zune and the year over year free fall in sales of Xbox 360 units.
Microsoft also appears to have given up all efforts to repurpose WinCE as a third party handheld gaming platform after the failure of the Gametrac Gizmondo. While the company recognizes the importance of “developers, developers, developers,” without a viable platform to sell to, those developers won’t care.
Nokia is trying to resuscitate N-Gage 2.0 as a gaming platform for its higher end N-series smartphones as part of Ovi, a portal site that also plans to sell music and GPS maps. The gaming platform will be constrained somewhat by the simpler specs of Nokia’s phones; the N81 has a similar processor, but only 96MB of RAM, a far more limited graphics resolution of 240×320, and no touchscreen or accelerometers, limiting the new N-Gage platform to the simplistic cell phone style games that have already failed to garner much attention.
Nintendo is unlikely to be pushed from its perch of selling $130 handheld game consoles by the $299 and up iPod Touch and iPhone. It has also demonstrated no interest in moving into mobile phone gaming itself. Unlike other hardware makers, Nintendo has also worked to sell its consoles at a profit while also earning software licensing revenues. That means Nintendo may be less likely to deliver games for Apple’s platform, as it would tend to draw attention away from its own handheld gaming efforts.
At the same time however, the company was quick to point out that its DS didn’t directly compete against the Sony PSP, and those two products were only $100 apart; Nintendo might therefore aim to deliver software for the iPhone because of the limited competition between the two platforms serving different markets at very different price points.
Sony is working to establish the PS3 and grow sales of the PSP before the three year old platform begins to run out of steam. PSP developers face more complex and expensive tools, which has resulted in fewer games being developed and sold. The PSP only had 2 games in the US top 50 last year, compared to 12 for the Nintendo DS.
Sony has also hampered the PSP with its preoccupation with promoting its own proprietary, physical media formats, including the failed UMD and MemoryStick. Apple’s online distribution model will democratize development and the iPhone’s wireless App Store and large Flash storage will encourage lower priced game sales in volume.
Sega no longer makes its own gaming hardware, giving it free rein to develop titles for the iPhone. It demonstrated a prototype of Super Monkey Ball using the iPhone’s accelerometers to control player movement. Sega noted that the iPhone’s 320×480 resolution meant that it had to spruce up its graphics, commenting that the iPhone supported console-style graphics rather than those typical of a cell phone.
Artificial Life, Aspyr, Electronic Arts, Feral Interactive, Freeverse, Gameloft, id Software, Pangea, THQ, and Namco Bandai have all confirmed an intent to deliver games for the platform, with Gameloft announcing plans for fifteen titles by the end of the year. Apple also demonstrated Touch Fighter, its own in house game, showing off the iPhone’s use of both OpenGL graphics, accelerometer support, and OpenAL audio for stereo sound positioning.
Ethan Einhorn, who demonstrated Sega’s Super Monkey Ball, told gaming site Next-Gen, “From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices [like the DS and PSP]. The delivery system for software will be digital and easy to use. And the ability to have all of your portable electronics needs catered to with one device is irresistible. Given all of that, the potential for the iPhone as a games platform is massive. From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices. This is a phone that offers plenty of power to work with, no compatibility concerns, and uniform input functionality. That represents an evolution in the mobile gaming space.”
10 Games Perfect for iPhone : Next Generation
As Apple migrates its 150 million iPod installed base toward the iPod Touch and iPhone, the company will pair a large user base with enthusiastic development efforts. Users will get the gaming environment as a free addition to the phone, media player, and web browser they purchased. Conversely, that also means that lesser phones with plodding web browser capabilities and simplistic media playback–as well as dedicated games consoles that really only play games–will have a hard time competing against the new platform. That should make for an interesting 2008.
What are your views on this ?
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March 26th, 2008, 19:40 Posted By: wraggster
Notice to PLAYSTATION®Network Users
We have found out that there has been a possibility of unauthorized access to personal information on the PLAYSTATION®Store through PCs, a content download service of the PLAYSTATION®Network. Although unlikely, it is possible that the passwords of a small percentage of PLAYSTATION®Network users may have been changed through unauthorized access, making it possible to view users’ personal information and/or use the Wallet for the PLAYSTATION®Store. PLAYSTATION Network accounts do not display entire credit card numbers, so any unauthorized access to your PLAYSTATION Network account is very unlikely to compromise your credit card number.
We have taken immediate measures to rectify this issue and system security is restored.
We have investigated the extent of unauthorized access and possible alteration of passwords that could have occurred before corrective measures were taken, and are directly contacting customers who may have been affected by this incident. In order to verify that your account is intact, we strongly suggest that PLAYSTATION®Network users sign in to the service. If you can successfully sign in with your pre-set password, your account is not affected by this incident.
For more information, please contact Customer Service.
Remember; do not disclose your log-in or password details on any email communications.
http://uk.playstation.com/home/news/...Network-Users/
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March 26th, 2008, 19:40 Posted By: wraggster
Notice to PLAYSTATION®Network Users
We have found out that there has been a possibility of unauthorized access to personal information on the PLAYSTATION®Store through PCs, a content download service of the PLAYSTATION®Network. Although unlikely, it is possible that the passwords of a small percentage of PLAYSTATION®Network users may have been changed through unauthorized access, making it possible to view users’ personal information and/or use the Wallet for the PLAYSTATION®Store. PLAYSTATION Network accounts do not display entire credit card numbers, so any unauthorized access to your PLAYSTATION Network account is very unlikely to compromise your credit card number.
We have taken immediate measures to rectify this issue and system security is restored.
We have investigated the extent of unauthorized access and possible alteration of passwords that could have occurred before corrective measures were taken, and are directly contacting customers who may have been affected by this incident. In order to verify that your account is intact, we strongly suggest that PLAYSTATION®Network users sign in to the service. If you can successfully sign in with your pre-set password, your account is not affected by this incident.
For more information, please contact Customer Service.
Remember; do not disclose your log-in or password details on any email communications.
http://uk.playstation.com/home/news/...Network-Users/
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March 26th, 2008, 18:21 Posted By: Shrygue
via Computer and Video Games
Metal Gear - a fairly serious military series, right? You've got terrorism, the threat of nuclear war... and man catapults. No, really.
We remember our first glimpse of the human-lobbing contraption in smaller, granier screens released back in February, but one of the shots below shows the bizarre machine in all its comedy glory.
How it's used is a mystery to us - it'd get you into the enemy base nice and quick but it surely can't be a feasibly realistic (or safe) way to travel. It's okay in Halo, in which you've also got laser guns, energy shields and alien spaceships. But Metal Gear? The series never has taken itself too seriously, we suppose.
Other shots show some of the more realistic features of the game - team-based voice chat, huge multi-team shoot outs and an overview of some of gritty, grey maps where all this will take place.
We had a blast when we went hands-on with an early version of the game last month. Check out our massive write-up here, after having a gander at the screens below, or course.
Screenshots
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