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June 5th, 2008, 22:20 Posted By: JKKDARK
via IGN
Brash Entertainment, in partnership with Six Flags Inc., (NYSE: SIX), announced today the development of Six Flags Fun Park, a videogame releasing in North America that brings the thrills and chills of a Six Flags theme park to the family living room. Featuring uniquely themed areas and mini-games representative of a visit to Six Flags park, this new videogame ensures that summer fun continues all year round.
Calling gamers of all ages - Six Flags Fun Park, welcomes the whole family into a virtual theme park filled with everyone's favorite games, all re-imagined within a colossal park environment that is sure to keep gamers challenged. Upon entrance to the game, players are tasked with quests that encourage them to explore the park's zany universe. After creating a unique custom character, Six Flags Fun Park patrons can test their skills, win prizes, and play against friends and family with 40 mini-games.
"Everyone has memories of visiting theme parks with their families, and having a great time with games like the Ring Toss and Bumper Cars," said Mitch Davis, co-founder, chairman and CEO of Brash Entertainment. "With Six Flags Fun Park, we are re-imagining these time-honored tests of luck and skill, and launching the first virtual park in the Six Flags family, while taking advantage of today's most popular gaming systems."
"Six Flags is synonymous with great family fun, and Brash Entertainment is committed to bringing fantastic family entertainment to the gaming world" said David McKillips, Vice President of Corporate Alliances for Six Flags. "Six Flags Fun Park is the next best thing to actually being inside the park. Now families can keep their favorite theme park gaming skills fresh year round."
The creation of Six Flags Fun Park demonstrates the way that Brash Entertainment continues to redefine licensed games for the gaming and entertainment industry. Explained Davis, "Brash has already announced partnerships with leading film companies such as Lionsgate Films, Twentieth Century Fox, Universal Studios, Vanguard Animation, and Warner Bros. Six Flags is the world's largest regional theme park company; by teaming up with them, we continue to prove our strength in collaborating with the top brands in entertainment and bring the gaming experience to new fans."
Six Flags Fun Park will be available for the PlayStation 2 computer entertainment system, and the Wii and Nintendo DS videogame systems from Nintendo. This game has not yet been rated, and will be available at North American retailers this fall 2008.
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June 5th, 2008, 17:32 Posted By: JKKDARK
via IGN
Today, Activision announced that it has signed a distribution deal with System 3 to bring Ferrari Challenge Trofeo Pirelli to the US market. Scheduled for a release sometime in the late summer of this year, Ferrari Challenge will be hitting the PS3, PS2, Wii and Nintendo DS and intends to deliver a sleek, fast-paced racing experience in true Ferrari style.
Ferrari Challenge, despite its accessibility, is considered a simulation racer with over 15 international circuits to enjoy. Multiple gameplay modes are also included, like Ferrari Challenge Seasons, Quick Race, Time Trial and Endurance modes. Besides a finely-tuned single-player experience, Ferrari Challenge will also boast online multiplayer for up to sixteen players at a time.
"Without a doubt, this is the defining Ferrari experience for videogames," said Mark Cale, CEO at System 3. "It has been a collaboration with professionals on every level and we've truly captured the power, beauty, and excitement that is the Ferrari Challenge Series." Dave Oxford of Activision Publishing also comments: "For the last sixty years, Ferrari has been synonymous with precision, performance and elegant design, so expectations for the game will be high from auto enthusiasts and racing game fans alike. Everyone involved in Ferrari Challenge Trofeo Pirelli has been dedicated to ensuring this product over-delivers on the experience of this legendary brand."
The press release concludes by noting that downloadable cars, tracks and other customizable options will be provided on a monthly basis for Ferrari enthusiasts.
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June 5th, 2008, 15:17 Posted By: CoderX
CoderX has released an update to ServeNGoV3 but takes no credit in the creation of the game, just the update and patching that makes the game 3.xx (Pfat / Slim) compatible. All credit for the game goes to Team Sousa. Also thanks out to Noobs because parts of eloader where used.
You basically work at Fast Food Restaurant, and have to retrieve all the food the customer asks for, in a certain amount of time. For each food item you bring, you get 5 points, for each sale you get an additional 50 points. Time will also decrease gradually when you make a sale.
Game must be placed in the PSP/GAME/ Folder or else it wont run!
www.NovelBugz.com - The Number one free source for buying and selling books online commission free.
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June 5th, 2008, 09:51 Posted By: MDave
For those new to Kurok, please check the official site at www.bladebattles.com/kurok for more information and screenhots.
Here is the Kurok PSP Demo v0.3
Here is the Readme for v0.3
Here is the Changes for v0.3
I've really got to update the gallery though, those screenshots are pre v0.1! Anyone willing to take some new ones for me? Or a Youtube video even? I'll link the video on the site .
Also, I'm willing to replace the Canyon Arena (kdm1) multiplayer map with a better one. Anyone want to take up the opportunity to have your map included in Kurok?
Sorry for the huge change list!
===================
------CHANGES------
===================
v0.3 Changes:
- Added: Single player map 'Underground Base' (e1m5) has been remade, and 'Experiment Rex' (e1m6) map has been expanded upon.
- Added: New grenade models for grenade launcher and soldier enemies.
- Added: Bloodsplat effect when attacking players/enemies with the Tekbow.
- Added: Cvar 'scr_loadscreen' to show or hide the loading screen image.
- Added: New 'Autocenter Button Look' option in controls sub menu, toggle if the view auto centers when moving or not.
- Added: Client side auto aim, if turned on will use the Server side auto aim value (located in the create game menu).
- Added: Impact sounds and weapon change sounds for some weapons.
- Change: Removed the need to write or read .ms2 mesh lists, significantly improving initial loading time.
- Change: Dynamic Lighting on by default due to optimising models. Only slight performance drop now.
- Change: New zoom code, with different levels of zoom for different weapons.
- Change: Improved Soldiers AI, including throwing grenades only if the player is at a distance from them.
- Change: Client side auto-Aim is turned off when Zooming in, and turned back on when zoomed out, allowing for headshots.
- Change: Rocket Launcher Secondary mode now switches to a third person missile camera view, pressing jump detonates the missile.
- Change: The Tekbow is no longer spammable, there is a refined animation time charging and reloading the next arrow.
- Change: Base Arena (kdm2) map has improved balanced weapon loadout & spawn points.
- Change: Increased the semi-automatic firing rate of the Desert Eagle.
- Change: Increased delay of Tek Arrows exploding if stuck in walls, floors etc to 2 seconds.
- Change: Increased fuse delay of Grenade Launcher grenades to 3 seconds.
- Change: Decreased the time it takes to switch weapons, and made it less dependent on frame rate speed time.
- Change: Grenades/Rockets/Remote Mines can blow up nearby grenades, rockets and mines.
- Change: Reduced Knife, Normal Arrows & Shotgun damage, Tek Arrows damage increased.
- Change: Soldiers pistol shots do less damage on difficulties below Insane.
- Change: Soldiers now use the same model as the player model, saving wasted memory.
- Change: Texture resolutions have been halfed for some weapons, the player, soldier and raptor models.
- Change: Extra skin texture for the tekbow, easier to tell the difference.
- Change: Rebalanced the health of Raptors and Soldiers to reflect the set difficulty level.
- Change: Raptors jump higher and further, and melee speed increased.
- Change: Overhead knife slash does not gib enemies and players anymore if they have low health, death animation played instead.
- Change: Increased Remote mines throw distance slightly.
- Change: Removed Quake style particle impact effect for bullets and arrows.
- Change: Normal arrows bounce off walls, floors and ceilings if their velocity is too low to stick into them.
- Change: Renamed 'Analog Look' in the controls menu to 'Analog Mode', with the 2 options renamed to 'Look' or 'Move'.
- Change: Renamed 'Customize controls' to a more suitable name 'Customize buttons' in the options menu.
- Change: Reduced the number of scrollable help pages to 2 in the help menu until I make more pages.
- Change: Removed 'Dithering' in the Misc. options, not needed when the engine runs in 32bit Color mode.
- Change: Moved 'Brighter Models' from the 'Misc. options' to the 'Video options'.
- Fixed: Pretty much all of the Remote Mine bugs squashed.
- Fixed: Tekbow crash finally fixed, there was still something in the code glitching it up.
- Fixed: Bot bugs fixed and AI is significantly improved, will now switch weapons, switch secondary modes and strafe/fire depending on skill setting.
- Fixed: Zooming in and out no longer resets the sensitivty to the default value.
- Fixed: Soldiers don't accidently kill each other now if they are in the way of each other.
- Fixed: Removed bullet case ejection in multiplayer, was easily causing overflow errors when too much action was going on.
- Fixed: While switching weapons or seconadry modes while dying, the view model weapon dosn't display after spawning in multiplayer/co-op.
- Fixed: Death animations would sometimes use incorrect frames.
- Fixed: Remote Mines and Arrows no longer stick to sides of doors/glass/platforms and float in mid air when the doors open/close.
- Fixed: Co-Op Player Camera change actually works now in the multiplayer menu.
- Fixed: Remote mines icon now show mine icon instead of the old energy cells ammo icon.
- Fixed: Corrected code for loading vanilla quake mods. You must now have the full version of quake to use quake mods other then Kurok!
Please provide feedback on any bugs and suggestions Thanks.
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June 4th, 2008, 23:12 Posted By: MK2k
Description
This is a port of the game Gannatsu Portable, created by Alpha Secret Base to the PSP.
In the platform game Gannatsu Portable you have to collect items floating around the whole level. But you don't only jump around, because you also can use a grappling hook to reach your goals or jump higher.
Screenshots
Screen 1: Main Menu
Screen 2: Walk and jump to get all items in the levels
Screen 3: Use the grappling hook to reach even more higher or problematic places
Download
via mk2k.net
get the original Windows/Linux/MacOS/GP2X release via the Alpha Secret Base website
Notes
Read the readme.txt for installation notes and button configuration.
I just did the porting to the PSP, any credits for the game and artwork should go to Alpha Secret Base, nice work dudes!
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June 4th, 2008, 22:20 Posted By: Shrygue
via Kotaku
This is still unconfirmed as we haven't yet seen review scans, but word has it that Japanese magazine Famitsu is giving upcoming PS3 title Metal Gear Solid 4 a perfect 40/40. Famitsu has only done this seven times. Those other "perfect" 40/40 titles are The Legend of Zelda: Ocarina of Time, Soulcalibur, Vagrant Story, The Legend of Zelda: The Wind Waker, Nintendogs, Final Fantasy XII and Super Smash Bros. Brawl. This makes MGS4 the first PLAYSTATION 3 title to get the coveted 40/40 score.
Eds Note: This has been confirmed as true. Hit the jump for a scan.
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June 4th, 2008, 21:25 Posted By: Shrygue
via Eurogamer
Insomniac Games' President and CEO Ted Price has said that Resistance 2 is targeting "720p, 30fps" as its resolution and frame-rate.
Price was answering a question from Eurogamer reader ps3owner in our live interview earlier, but he was unable to help senso-ji with his query about whether R2 would need a mandatory install.
"Too early to answer that one," he said. "We're still finishing up the content for the game. That's a question we'll be able to answer as we get closer to launch."
polymorph then followed up by asking for Price's views on installs. "Installs in some form or another are pretty standard for PS3 games these days," he said.
"And I think for consumers it's a good thing because it generally decreases load times. Or at least it should. Personally, I'd rather have a several-minute install the first time I play a game and then enjoy the benefits of faster loads every time I play the game after that."
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June 4th, 2008, 21:01 Posted By: Shrygue
via Games Industry
Insomniac Games, currently based in Burbank, California, is planning to open a new studio in North Carolina.
CEO and founder Ted Price told GameDaily that the company will be searching for office space over the coming months and expects to open the new studio by January 2009.
The North Carolina studio will be led by Insomniac art director Chad Dezern. Gameplay lead Shaun McCabe will act as production director.
The company plans to hire 25 to 30 new employees for the new studio - Insomniac's first expansion in 14 years.
"This is a fantastic opportunity for us to start a new group with the same philosophy that we've built up over the last 14 years at Insomniac, which is to have a team focused on top craftsmanship and attention to detail," said Price.
"It gives us a great opportunity to bring on folks who may not have the ability to make it to the West Coast or who prefer the East Coast to the West Coast."
Price did not offer any specific details about the titles that the new studio would be working on.
"One of the reasons we're close-lipped is because we don't want to mislead anybody," noted Price. "We don't try to make big promises or big statements without being able to back them up and we want to be absolutely sure our team is up, operational and going before we announce what project we're working on."
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June 4th, 2008, 20:42 Posted By: Shrygue
via Computer and Video Games
Sony has confirmed that two PS3 games, The Getaway and 8 Days, have been canned.
"It has been agreed that production of both 8 Days and The Getaway will cease immediately due to the redistribution of resources and budget," said Sony in an official statement.
"This decision was made following an internal review of all games and it was deemed that with the incredibly strong list of exclusive first party titles coming up both this year and in the near future, resource should be reallocated to enhance those projects closer to completion."
We can't say we're surprised - very little was known about either games, which were both in development at the Sony London Studio. Some screens released in May 2005 were the last we saw of The Getaway on PS3, and apart from the unveiling at E3 2006, 8 Days was reported to have been shown behind closed doors at GDC earlier this year.
"WWS has a reputation for innovative and entertaining games, with titles such as LittleBigPlanet, SingStar,Buzz, EyeToy and Eye of Judgement, and will continue to push the boundaries on all PlayStation platforms," concludes Sony.
A Sony UK representative assured CVG that both titles had been "completely cancelled", and so will not be rescued from the bin at a later date.
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June 4th, 2008, 20:34 Posted By: Shrygue
via Eurogamer
Insomniac's Ted Price has said that Resistance 2's campaign "should be as long or longer than [Resistance: Fall of Man's]".
Price was talking to Eurogamer reader Darren in our latest live interview, adding that, "We haven't timed it out yet but it's shaping up to be huge."
Darren had been fishing for a different answer though, having asked whether - after "the shortness of Haze and Call of Duty 4", we would see a more expansive campaign. "By the way," Price added, "I though COD4 absolutely rocked.
"I liked the fact that its campaign wasn't 10-15 hours. It made for a more intense experience."
Resistance 2 is due out in November.
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June 4th, 2008, 20:33 Posted By: Shrygue
via Games Industry
Sony is expected to announce a partnership deal with IGA Worldwide to open the PlayStation 3 up to dynamic in-game advertising.
IGA Worldwide is rumoured to become the first firm to sign an agreement to deliver adverts in games, soon to be followed by competitor Double Fusion, according to Forbes.
"There is no comment from us officially at this stage, obviously we would like to be on the PlayStation platform, it represents a great audience and one that is very valuable in advertising," a spokesperson for IGA Worldwide told GamesIndustry.biz.
Sony previously announced the creation of an in-game advertising department, hiring Darlene Kindler - formerly of AdScape - to oversee its in-game advertising efforts with an emphasis on Home.
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June 4th, 2008, 20:31 Posted By: Shrygue
via Eurogamer
Insomniac Games' Ted Price has revealed that Resistance 1 and 2 will both support PlayStation Home and the PS3's upcoming Trophy system.
"That's the plan," said Price, in answer to a question from QuackPot as part of our latest live interview.
PlayStation Home will allow users to set up and launch multiplayer games from within its confines, and it sounds like that will apply to both the Resistance titles, the second of which is due out in November.
The news that R2 will also support Trophies is likely to fuel discussion among PS3 devotees. Sony has so far dodged talk about Trophies, despite it being an open secret that the platform holder craves an alternative to Microsoft's popular Gamerpoints system.
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June 4th, 2008, 20:30 Posted By: Shrygue
via Computer and Video Games
An as-yet unnamed third-party developer is working alongside factions of 2K on the much-anticipated PS3 conversion of BioShock, reveals Sony.
Heading the project is 2K Marin, along with 2K Boston and 2K Australia. Alyssa Finley, executive producer at 2K Marin said: "Because this is the first PS3 title from 2K Marin, 2K Australia and 2K Boston, we've also got another development partner with some outstanding PS3-specific coding chops helping out with the project."
Which developer that is, however, will be revealed in the future, she added.
Finley's also opted out of revealing what the "new features" promised in the official announcement will be, only teasing that members of the 2K Boston are "hard at work on some of the as-yet-unannounced components of the PS3 version.
"In the future, we'll go into more depth about what's different and what's new in the upcoming release," said Finley on the official PlayStation Blog.
Finley told PSM3 magazine (issue 102 on shelves tomorrow): "Sony have been tremendously supportive, but we don't have anything we can talk about yet. Anything new that we do is going through the same collaborative process that we used to make the original BioShock."
2 PS3 screenshots
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June 4th, 2008, 20:28 Posted By: Shrygue
via Eurogamer
Sony has begun its GT Academy competition for Gran Turismo 5 Prologue.
Two winners will be invited to join a four-month, real-life racing training programme before jetting off to Dubai in January to take part in a gruelling 24-hour endurance event.
To stand a chance at winning you need to register your PSN ID on the GT Academy website, and then next time you go online in GT5 Prologue you'll be able to compete in the time trial.
If you're among the 20 fastest in your country around the Eiger Nordwand course in a Nissan Fairlady Z Version S '07, you will go through to a national final.
Only those from UK & Ireland, France, Italy, Germany & Austria, Spain, Netherlands, Denmark, Finland, Norway and Sweden will get to take part. Bad luck Belgium! (We're doing a frowny face for you.)
Then, the three fastest in the national final will be going to Silverstone to compete in real-life cars and some spooky mental and physical tests. The top two here become the star prize winners.
The initial round of the competition closes on 18th July.
"This is a very exciting day for Gran Turismo," said Gran Turismo creator Kazunori Yamauchi. "The Gran Turismo story started 10 years ago with the ambition to make a racing game that gives players the ultimate driving simulation experience.
"The GT Academy is the ultimate realisation of this ambition, taking the Gran Turismo experience to the next level," he added.
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June 4th, 2008, 05:30 Posted By: Pegasus2000
The moment has finally arrived.
Blind Assistant core CFW0002 is online on Visilab website:
http://visilab.unime.it/~filippo/Bli...dAssistant.htm
Blind Assistant is an attempt to help blind men, using
softwares that run not on expensive and complex
hardware, but on a simple Sony PSP.
The new core uses Nanodesktop 0.3.4 (the next version
of ND that will be released very soon).
The changes are very important.
a) Blind Assistant has a new algorithm for face recognition.
It has been hardly optimized for using Sony VFPU coprocessor.
The speed is very high and recognition rate has been
improved.
b) Voice Synthetizer also uses VFPU . This allows to the
software a generation of vocal samples in real time.
c) Now, Blind Assistant is able also to recognize in which
room the blind is. This task is done through a client/server
architecture, that uses a new component called
BlindServer.
BlindServer is a complex program, designed to runs on a X86 PC.
It is distribuited in 3 versions: one for
normal MMX CPU, one for SSE CPU and one for SSE2/SSE3 CPU.
When Blind Assistant needs the execution of a complex
algorithm, that should require a great cpu power, it sends
an information packet via wi-fi to the Blind Server.
If BlindServer runs on a INTEL or AMD CPU in that moment,
it can execute also heavy computations as SIFT, without
large delays.
Blind Server executes the operation, making use of a fast
Intel or AMD CPU and, when the test has been completed, it
returns via wi-fi the results to the Blind Assistant client,
that runs on the PSP.
In this way, the mobile client (i.e. the PSP), can execute
operations that would be impossible for a simple MIPS CPU.
The communication between the client and the server, is
realized using BAWCP (Blind Assistant wireless communication
protocol): a wi-fi protocol that manages the exchange of
commands between the client side and the server side, and
that manages also the process of compression and decompression
of the images.
Through the BlindServer, the homebrew on the PSP can execute
the SIFT algorithm. SIFT stands for Scalar Invariant Feature
Transform: it allows the recognition of a particular place
or room of a home. This can help the blind, because he can
know in which room he is actually.
d) Blind Assistant CFW0002 supports also a complex system
for optical char recognition. The system is able to read
a text or a label, through the Sony Go-Cam.
This can be done using a combination of a OCR method and of
the ndFLite Voice Synthetizer (now very faster, thanks to the
new routines VFPU-optimized).
The defined OCR methods are two: the former uses the known
Tesseract OCR. Tesseract is a technology developed by HP in 1995,
and in a second time released as open-source. It is
actually supported by the Google Foundation.
The second OCR method uses Nanodesktop OCRAD, and it is designed
to run in a fully mobile situation (i.e. when the client hasn't
a connection with a BlindServer available).
The system includes also an algorithm that, using a set of
dictionaries, is able to correct the errata words that
have been detected by the OCR.
In ideal condition, Blind Assistant OCR reaches a recognition
rate of 90%.
In the package you can find a PDF called Install Blind Assistant.
It contains all the needed informations about the program.
The program is able to autoupdate via internet when new updates
are released.
The users that have installed the previous core CFW0001, can
update the core manually: go to Update menu in the main
interface, and choose the item "Check, DwLoad and Install
new updates". The core CFW0001 will be updated itself
automatically.
The service of autoupdate will become operative within some hours
from this moment.
Thanks for the attention
Filippo Battaglia
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June 4th, 2008, 05:06 Posted By: CoderX
CoderX has released an update to the Red Alert Clone, code named (RedaLua 1.0rev1 Beta2) Originally based on the work of Altair this new release adds may new features and several improvements to the over all game experience. The main Idea is it no longer crashes like the original used to do ^_^...!!! and after 2 years without an update this should be a welcomed release. Once again lets all thank Altair for creating this game in the first place. Sincerely CoderX
Changes:
- Several Bug Fix
- Slim / Phat Compatible
- Sound Fix
- Memory Fixed
- Menu Update
Next Release:
- Full AI
- Start of Multiplayer
Here’s a screenshot:
Download and Give Feedback Via Comments
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June 4th, 2008, 04:45 Posted By: MK2k
Description
This is a port of the newly released Kaiten Patissier 1.00, originally released for Windows/Linux/GP2X.
Indiegames.com describes it best:
"Kaiten Patissier is the latest game from D.K., several months in the making, and which I [oranda] highly recommend. It uses the same 'collect-them-all' mechanic as Good Luck Natsuki, but is built entirely around the concept of rotating the levels to re-adjust the locations of platforms, boxes, walls, floors, and ceilings (Kaiten is Japanese for "rotate"). After collecting all but the last item in each level, a bonus item will appear somewhere in the level, so be sure to keep an eye out for the bonus items if you want to get 100% completion.
As I [oranda] note, I [oranda] contributed several of the levels in the game, so you'd better download it and check it out!"
Screenshots
Screen 1: Main Menu
Screen 2: Stage Selection and Overview
Screen 3: In-Game, jump around and collect the items
Screen 4: In-Game, rotate the whole level about 90 degrees
Download
via mk2k.net
get the original Windows/Linux/GP2X release via indiegames.com or at D.K.'s website
Notes
Read the readme.txt for installation notes and button configuration.
I just did the porting to the PSP, any credits for the game and artwork should go to D.K. aka Alpha Secret Base, nice work dude!
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June 4th, 2008, 02:22 Posted By: wraggster
Atlus USA updated their front page with a picture of cards and the words “We'll show you our hand”. The official announcement is coming out on June 9th, but RayFoxSith sent over a tip (thanks!!) with evidence that the game is the PSP version of Yggdra Union: We'll Never Fight Alone. Take a close look at how the cards look in the banner image above and compare them with the cards shown on Sting’s official Yggdra Union page.
They look identical and an announcement wouldn't be out of the ordinary. Atlus has a tight relationship with Sting and completed a translation of Yggdra Union for the Game Boy Advance. We’ll have to wait a week until we find out if the clue was correctly cracked. Until then take a look at this animated movie from the updated PSP edition.
http://www.siliconera.com/2008/06/03...in-atlus-hand/
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June 4th, 2008, 02:20 Posted By: wraggster
News/release from red squirrel
AutoBoot Fixer by Red Squirrel
http://redsquirrel.forumitalian. com
What's it?
As you maybe know, the "Autorun program at /PSP/GAME/BOOT/EBOOT.PBP" function of all CFs Recovery Menù does NOT work in last CFs (from CF 3.51M33 I think).
This is a simple plugin for all PSP (Slim and Phat) that fixs this function bug!
If you enable plugin, you will can use the "Autorun program at /PSP/GAME/BOOT/EBOOT.PBP" function without issues, like in past D.A. CFs.
Why a similar release?
Because this seem be the "golden age" of alternative shell for Sony PSP, so there are many people that would use the "autoboot" function to launch their favorite shell.
Features
v1.0
-Fixed "Autorun program at /PSP/GAME/BOOT/EBOOT.PBP" function.
If you enable "Autorun program at /PSP/GAME/BOOT/EBOOT.PBP" function in Recovery Menù (and this plugin is enabled too!) it works with no issue!
So EBOOT.PBP located in /PSP/GAME/BOOT/ will be launched on console boot.
How to Install
Like all plugins... copy PRX file in ms0:/SEPLUGINS, open (or create if t does not exist!) VSH.txt file and add this line at first position: ms0:/SEPLUGINS/AutoBootFixer.prx
Then from Recovery Menù go to Plugins page and enable it.
Thanks
To God.
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June 4th, 2008, 02:16 Posted By: wraggster
Sony Computer Entertainment America Inc. (SCEA) announced today the North American release of Hot Shots Golf: Open Tee 2, available exclusively for the PSP (PlayStation Portable) system. Developed by Clap Hanz, in conjunction with Sony Computer Entertainment Worldwide Studios, Santa Monica Studio, Hot Shots Golf: Open Tee 2 delivers another exceptional golf experience onto PSP, comprised of the franchise's signature over-the-top graphics and intuitive gameplay. In addition to bringing the charm and wit of the multi-million unit-selling Hot Shots Golf franchise, the game doubles the amount of wacky characters, detailed courses, and items available since the original Hot Shots Golf: Open Tee on PSP.
Hot Shots Golf: Open Tee 2 also offers a wide range of multiplayer modes including 16-player online tournaments and Ad Hoc capability for one-on-one or Stroke Mode challenges.
"The Hot Shots Golf franchise is a winning tradition with the PlayStation brand and we are continuing to implement innovative and intuitive features to deliver the most fun-filled golf experience on the market," said Jeff Reese, director, software marketing, SCEA. "With gorgeous graphics, extensive online functionality, and variety of fun gameplay modes and courses, Hot Shots Golf: Open Tee 2 brilliantly showcases the capabilities of PSP and offers a game that is a must-have for any gamer or golfer."
For the first time in Hot Shots Golf franchise history, online play has been expanded to facilitate competition between regions worldwide, allowing gamers to challenge other Hot Shots golfers across the globe via Wi-Fi multiplayer. In Wi-Fi, players can go head-to-head in Match Play, create custom rooms, and generate tournaments of up to 16 players. For those seeking a specific game set up, players can also search for friends and tournaments based on select criteria. Additionally, Ad Hoc is available to allow gamers to pick a course, select the number of holes, and tee-off locally with up to seven others. In single player, golfers can engage in Stroke Play mode, offering traditional golf on any available course, as well as Challenge Mode, which gives players the opportunity to compete in a regular season of tournaments and the ability to unlock various characters and items throughout the game. The Multiplayer modes also fully support the Loyalty system and hidden items, allowing players more access to strengthen their favorite characters. To improve individual skills, players can access a Training mode to perfect every drive, pitch, and putt, enhancing their character's shot-making prowess and overall accuracy with the Hole-in-One mini-game.
Players will have the opportunity to golf on 12 breathtaking courses across a variety of worldly environments such as tropical islands, vast desert plains, snow-capped mountains, and oceanfront spaces. Character customization includes over 350 options to personalize characters with a variety of items including clothing, hairstyles, clubs, accessories, and more. With up to 20 different playable characters, golfers can utilize special combinations of clothing and accessories to provide a unique boost to character attributes as well as overall fashion and style. Successfully conquering challenges within the game will allow players to further upgrade equipment, allowing for more accurate shots, longer drives, and impeccable putting control.
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