PSP 3000 the new and improved PSP… again!
August 25, 2008
Leipzig Games Convention, August 2008 – Sony Computer Entertainment IEurope. (SCEE) today announced that it would launch a new PSP™ (PlayStation®Portable) handheld entertainment system (PSP-3000) with an advanced LCD screen supporting higher image quality, to become available in stores in Europe, Middle East, Australia and New Zealand from 15th October 2008. PSP-3000 will be available as a bundle, including one software title for a RRP of €199.
SCEE will offer a variety of bundles that take advantage of the new PSP features, including a Go! communications bundle, and a variety of games bundles including our own Buzz!™: Master Quiz, as well as FIFA ‘09 and Harry Potter bundles from our third party partners.
In addition to offering the functionality and ergonomics of Slim & Lite the quality of the screen has been improved to offer crisper colours with more definition when outside in natural light. PSP-3000 also includes a built-in microphone, maximising the communication features of products such as Go! Messenger and Skype™.
PSP is gaining overwhelming support from a wide range of consumers all over the world through its exciting lineup of software titles as well as the introduction of colour variations and network services. Since the launch of the “Slim & Lite” PSP in September 2007, the expansion of the PSP platform has been further accelerated and more than 13.4 million units have been sold in the PAL territories.
SCEE will continue to expand the PSP platform and create a new world of entertainment with the new PSP, together with the strong lineup of forthcoming titles for the peak season.
ENDS
PSP™ (PlayStation®Portable) (PSP-3000) Product Overview
Product name
PSP®(PlayStation®Portable)
External dimensions
Approx. 169.4 x 18.6 x 71.4 mm / 6 ¾ x ¾ x 2 ¾ in (width × height × depth) (excludes largest projection)
Weight
Approx. 189g / 6.7 oz (including battery pack)
CPU
PSP CPU (System clock frequency 1-333MHz)
Main memory
64MB
Display
4.3 inches (16:9) full-transparent type, TFT drive,
480 x 272 pixel, Approximately 16,770,000 colours displayed
Sound
Built-in stereo speakers
Main input/ output
Wireless LAN (IEEE 802.11b)(Wi-Fi)
High Speed USB (USB2.?) (mini-B)
Memory Stick PRO Duo™
Analog Video Out
Microphone
Main connectors
DC In 5V connector
DC Out connector
video out/headset connector
USB connector
Memory Stick Duo™ slot
Key/ Switches
Directional buttons (up/down/right/left), analog stick,
Action buttons (triangle, circle, cross, square), L/R buttons
START button, SELECT button, PS button
POWER/HOLD switch, WLAN switch
display button, sound button, volume (+/-) buttons
Power sources
Lithium-Ion rechargeable battery pack
AC adaptor
USB power supply
Internal disc drive
Read-only UMD™ drive
Supported profile
PSP® (PlayStation® Portable)?Game
UMD™ Video
Access control
Region code, parental control
Wireless communications
Infrastructure mode
Ad hoc mode (connects up to 16 consoles)
Supplied accessories
AC adaptor
Battery pack (1200mAh)
Supported codec (in Memory Stick)
Video
l Memory Stick Video Format
à MPEG-4 Simple Profile (AAC LC)
à H.264/MPEG-4 AVC Main Profile (AAC LC)
l MP4 File Format
à MPEG-4 Simple Profile (AAC LC)
à H.264/MPEG-4 AVC Main Profile- CABAC only - (AAC LC) / Baseline Profile (AAC LC)
l AVI
à Motion JPEG (Linear PCM or ?-Lau)
Music
l Memory Stick Audio Format
à ATRAC3™
à ATRAC3plus™
à MP3
l MP3(MPEG-1/2 Audio Layer3)
l MP4(MPEG-4 AAC)
l WAVE(Linear PCM)
l WMA(Windows Media® Audio 9 Standard only) *4
Photo
l JPEG (DCF2.0/Exif2.21compliant)
l TIFF
l BMP
l GIF
l PNG
*4 WMA Playback feature needs to be enabled.
PSP®(PlayStation®Portable) ?PSP-3000? Colour Variations
Product name
PSP®(PlayStation®Portable)
Colour name
Piano Black
Product code
PSP-3000 PB
Product name
PSP®(PlayStation®Portable)
Colour name
Pearl White
Product code
PSP-3000 PW
Product name
PSP®(PlayStation®Portable)
Colour name
Mystic Silver
Product code
PSP-3000 MS
Preview Impressions: Pipe Mania
August 21, 2008
Sometimes it doesn’t hurt to update a video game that’s been around for almost 20 years, as long as that game is good. This past year alone we’ve seen the reinventing of such classic franchises as “Bionic Commander,” “Pac-Man,” and “Space Invaders,” and this September, there will be another title to add to that list, “Pipe Mania.” If the name doesn’t sound too familiar, I promise you the gameplay will.
You may know it as “Pipe Dream,” or the hacking game from “Bioshock,” in fact, “Pipe Mania” has been released on at least 18 different platforms over the last 19 years. However, even with all those different versions, the fundamental gameplay mechanics (get the water or “flooze” from Point A to Point B without letting it flow out of a disconnected pipe) has stayed the same, and really, that’s the mark of a good game. As you may expect, the same holds true for the newest version, but, it adds on a handful of updates and tweaks to the formula that help breathe some new life into a classic franchise.
I had the opportunity to take a look at the upcoming DS version of “Pipe Mania” and realized that this could be one of the best incarnations of the game, since the original, simply based on the controls. Using the stylus to lay your pipe makes things significantly easier than using a d-pad to target you pipe position. The DS version also included an interesting additional feature that the Playstation 2 and PSP versions of the game won’t have called a wildcard piece. Basically, there are pencils mixed into the feed of pipe pieces as they scroll, and when the pencil comes up, you get to draw the piece that you want or need, which can come in very handy when the flooze is about to overflow.
The most noticeable changes to the game can be seen in the World mode, which is essentially the story mode. A variety of levels and boss battles really help the game feel like a unique “Pipe Mania” experience. No longer are you just trying to get flooze through the pipe, now you also have to move everything from trains to rubber duckys. It’s a great way to mix things up a bit, and it adds another level of challenge to the game. For example, instead of having to get a train from Point A to Point B, you have to get those trains pass through certain spots on the grid, so it actually ends up going from Point A to Point C and then to Point B.
Once you’ve made it through a series of levels in World mode you have to face the boss. The overall goal throughout the story is to defeat the “cowboy” plumber, and in order to do so, you need to take on all the challenges of each level, and then defeat the boss. In the level I played I not only had to complete the pipes, but I also needed to repair the ones that the boss damages. It’s proof that this isn’t the same game that you’ve been playing for years.
While the art direction in the game may skew a little young, the gameplay is still solid, but with the addition of a variety of different ways to play the game. If you’ve enjoyed any of the other versions of the game that have been available over the years, then you might want to keep an eye out for “Pipe Mania” when it comes out on September 30th for the DS, PSP, PS2, and PC.
Who ever said there wasn’t life on the “MOON”
August 13, 2008
In 2058, mankind discovers a hidden alien hatch on Earth’s closest neighbor and dispatches a secret elite task force led by you, Major Kane, to open and explore the find. Of course, everything that could go wrong does and before too long you’re seemingly all alone, gun in hand, running through alien corridors teeming with all manners of extraterrestrial life. Like Dementium also a title created by Renegade Kid, Moon comes to DS at a blazing fast 60 frames per second and with some of the prettiest 3D graphics to grace the handheld. It’s a showpiece, but more, it’s a project designed for the hardcore.
Pokemon Platinum japanese commercial
July 31, 2008
The new storyline will involve a disturbance atop Mt. Coronet, as a portal to the “Ruined World” is opened and Sinnoh’s climate becomes colder. The trainers have been given new outfits to suit the colder climate.
So get ready for the Poke madness once again, this title will surely fly of the shelves in japan and will definitely make the same impression over here in the states. I think with the success of the series on the handhelds, the developers are ready to tackle a version for the Wii. Believe me when they finally announce that, the internet will blow up with talk all over about how it’s going to be the next biggest thing since mario galaxy’s new look.
Dragon Ball DS
July 23, 2008
Dragon Ball DS goes back to the origins of the series, offering players a chance to play through the early comics in game form. The game leads players on a multi-episode adventure involving young Goku when he first encounters Bulma. The focus of your quest as these two is to collect seven Dragon Balls.
Namco Bandai and developer Game Republic have taken the world and characters of Akira Toriyama and converted them into full 3D for the DS. In addition to a fully 3D world, presented to the player in three-quarters overhead view, the title recreates many classic Dragon Ball scenes in-engine.
Gameplay appears to be heavy on the action. You make use of the stylus to make Goku perform punches and kicks. Bulma is also playable and makes use of a variety of weapons, including hand guns and machine guns.
New Prince of Persia for NDS
July 23, 2008
So here’s the story, Facing imminent danger, the Prince flees to a deserted kingdom that seemingly offers sanctuary. Already touched by the evil Corruption, a dark substance that physically contaminates the land and the skies, the kingdom is filled with adventure, challenge and intrigue. As the Prince seeks a way to fight the spreading Corruption destroying the land, he encounters a partially infected creature that promises salvation. But is the creature truly an ally or merely an enemy in disguise? It seems this perilous alliance may be the only way for the Prince to face the forces of darkness and save the Persian kingdom from the Corruption once and for all.
The game is played with the stylus so pulling off attacks and acrobats will be fast and easy. You’ll travel across 50+ stages accompanied by a new character called “Magus”. The two of you will work together to complete puzzles and advance through the game. So this is a new direction Ubisoft is going with the franchise I just hope it gets more fans instead of losing old ones.
Tales of Hearts looking real good
July 12, 2008
The Tales series has always brought us good RPG titles. Namco is taking the series to the DS with Tales of Hearts. The game looks really good for the DS using even though it uses 2D sprites mixed with 3D environments. Let’s not forget a crazy combo battle system and reasonable CGI cinematic cut scenes. I can’t wait for this title to drop over seas.
C.O.R.E New FPS Title for NDS
June 30, 2008
As a marine, you are sent on a mission into the government C.O.R.E. lab complex. The complex was built on the site of a meteor which smashed into the desert some 20 years previously. The facility was built so that government scientists could investigate the impact; everything had been going to plan until 2 weeks ago when all contact was lost. Your mission to investigate why contact has been lost with the facility will be complex and dangerous; the lab covers many levels with offices above ground and chambers below dug deep into the desert bedrock.
The final solution will take place deep down underneath the earth where it is believed that the scientists tunnelled into the remains of the meteor itself. When you and your team reach the final level you will have to face a danger that is a threat for the whole of Mankind.
New Footage on Final Fantasy Dissidia
June 27, 2008
There’s something about pitting several of the villains and heroes of every Final Fantasy story out there against one another that just sounds right. Well, other than the fact that it sounds like the Square-Enix version of Super Smash Brothers, it still sounds right. Everyone who has played through more than one of these series had the thought, “Man, what if I had Cloud in FF 9″. It’s true, though we’re looking at 15 plus versions of the series, there are those episodes that just stand out to us more than others. I’ve never been partial to the series personally, and always tried to appreciate each as its own, but the idea of Dissidia is akin to an overload.
But its Amazing isn’t it, Square built a franchise that has gotten so deep into the core of gaming, that gamers sworn to one type of genre couldn’t help but take notice. As my little niece would say “.. don’t get it twisted Uncle” because the title is an action adventure at its core. The fighting system is aptly named “Dramatic Progressive Action”, so don’t expect any ATB style fights. You will earn Gil and EP and enjoy a strong nod to Amano-san’s art style as Tetsuya Nomura takes the helm for artistic direction.
It’s so hard to imagine this being a balanced game though but Square-Enix points out that certain characters will have specific moves that enable them to get out of situations while being overpowered by the EX moves that all characters can utilize. Expect to be busy as you’ll have to block, dodge, jump, attack, cast and manuever throughout the 3D stages. If you remember Chaos, the force of darkness, it will make an appearance while there will be a new character, Cosmos, as the apposing force of light. If you expect to complete the Dissidia story you’ll have play through the game as each character and a minimum of 10 characters have been confirmed (not including Cosmos and Chaos). Saddly, for most westerners, Cloud has not been included in the roster yet, but the appearance of Sephiroth may imply he will make a cameo in the least.
Agent Clank is shakened, blown-up but not stirred!
June 17, 2008
Secret Agent Clank is an upcoming platformer developed by High Impact Games exclusively for the PlayStation Portable as a spin-off to the Ratchet & Clank series. The game is set to be released in North America on June 17, 2008 and will star Clank as the main character, playing the role of a secret agent. It is the 7th game in the series (6th chronologically), not including the mobile games. It is being developed by High Impact Games, known for their PlayStation 2 and PlayStation Portable title, Ratchet & Clank: Size Matters
Final Fantasy 4 Preview
June 13, 2008
The game is developed by Matrix Software, the same team responsible for the Final Fantasy III remake, and is supervised by members of the original development team: Takashi Tokita serves as executive producer and director, Tomoya Asano as producer and Hiroyuki It? as battle designer. Animator Yoshinori Kanada storyboarded the new cut scenes. According to executive producer Takashi Tokita, the scenario writer and lead game designer of the original release, three quarters of the original script had been left out of the original Super Famicom version.
Some of this missing script has been worked into the DS version in the form of flashbacks, including the childhoods of Cecil, Kain and Rosa. There are also brand new scenes.
Sonic Chronicles Trailer
June 4, 2008
The story for Sonic Chronicles is split into two acts. The first takes place in Sonic’s world, with the team attempting to unravel the situation they are in, whilst stopping the Master Emerald from being taken. The second act sees Sonic and the team traveling to another dimension in order to stop a new threat to their own world.
Combat gameplay will occur when enemies are walked into, shifting the view to a close-up for turn-based battles. Standard attacks are available, even though special attacks can be performed by rhythmically tapping the stylus. These will use up Fatigue Points, in a manner similar to Magic Points in other RPGs. Examples of individual special attacks include Sonic’s Axe Kick and Whirlwind, whilst some group-based special attacks will require certain characters in the party, such as the Blue Bomber, which requires Tails. After combat is complete, loot is available, ranging from rings to character equipment, whilst experience points will boost one of four attributes per character: speed, attack, defense, and luck. So this is a first for the Sonic series, and with any luck it should be good; much like Mario RPG and the the help it had from Square. This title will be published by Bioware - creators for the hit Starwars: Knights of the Old Republic series.
Review - Space Invaders Extreme (JP/USA)
June 4, 2008
After I heard about this remake, I couldn’t resist getting an early copy via my Import store. This game, and perhaps one other (Pacman) has a deep root in gaming history for me. Also, like Pacman and Tetris, it started an obsession that has yet abated after all these years.
Since this was being made for the DS, I was overjoyed but also discouraged since I forwarded my DS Lite to my younger brother who longed for one of his own. Let it be known, DW is merciful. Then news of a PSP version scorched my ears. Taito could not have made this old gamer any happier.

Everything about this game reeks retro, but, with a dash of psychedelic mayhem. The female announcer, a nice touch, that reminds you of the female host for Lumines, gives the menu system a slick feel. The inclusion of a wider color scheme, and the onslaught of an insane scrolling-parallax-effect-filled-backgrounds, and its techno music are great additions to this old shooters’ overall experience.
The game doesn’t go into any of these avenues heavily to break the original presentation of Space Invaders, but adds to it. It’s a common thing to take an old game like this one and turn it into something so new, that it takes away from its original visual appeal. In short, it looks damn good, regardless of the fact that the title is 30 years old!

Let me say this: I love fever time, JackPot, and bonus rounds. Fever time occurs ever so often during gameplay and gives you the chance to rake in the points. JackPots occur when you best all the foes on the screen as soon as possible. Bonus rounds seem to occur randomly giving you new objectives throughout the stage and levels. This includes taking out everything on the screen or something more specific.
Shooterfans will rejoice because SIE remains cautious where additions like these do not break the experience in any way. The remixed soundtracks updates the classic theme and gives the in-game sounds, and soundtrack, a fresh but familiar feel. Power-ups, though cheap at first, turn out to be a much needed asset in the later stages. Fever time, bonus rounds, and boss battles will have you wanting these more and more. If you can’t keep up stage after stage with the alien onslaught, you have the option to continue from your last stage after a system shutdown. Nothing new, but for Space Invaders, it’s like the holy grail.
Should I explain what needs to be done: destroy everything in sight, as fast as possible, without letting anyone escape. Sounds easy right? This is why games like these shine. The simplicity of their gameplay make you realize - “what the hell is all the graphics in the world for anyways?”
After all my years of gaming, I was hoping that I would way more skilled at this title but it can still put up a challenge. If you miss your foes, they swipe again, but the real object is to get them on the first swipe, and in most cases to gain insane bonus points. Killing a column of the same foes yields your power-ups where each set of the same colored aliens derives a different type of power-up. Among the power-ups include a bomb like upgrade, a laser beam that expands to to the top of the screen, an extra ship that shadows you, and others. Each power-up will last for a given amount of time but you take it a step further by homing in on the red glowing foes. Once hit, these guys blow up, taking out any near by buddies.

Then there are the speeding space ships that lay above the alien hordes. I was half expecting the game to allow me to fly all over the screen to catch these guys, but was shocked that you could only move on its classic one line axis. “This is how the game is played” I reminded myself. I later realized it is also a pivotal element of space invaders. Other modes included Versus, which has match play, and practice (you’ll need it, trust me), and Stage Mode. Also, if you don’t like the scrolling backgrounds, you can turn it off with the Movie Mode setting option.
What more can be said? If you were a fan of this title all those years ago, or if you’re just curious to see what the big deal is, then this game is worth it. Newer gamers may find this title very frustrating given the high levels of endurance it expects from you. Especially if you want to achieve insane points. Classic gamers, like myself, are just happy that Taito decided to update the game.
A Better Way to Play Your PSP ..?
May 31, 2008
Seriously, the controls on the PSP have received a salvo of critical acclaim that makes Michael Jackson seem like the next hot thing. It’s a work in progress I’m sure but that does not mean that gamers should have to wait for something … better (different). Still some titles just don’t work that well with default controls. If you want to take your PSP to the next level, and end those nights of bitching with a certain FPS, look no further that Blizzard’s Single Connector External DualShock Controller Mod -
[youtube width="425" height="335"]http://www.youtube.com/watch?v=nTDq2-jaEo0[/youtube]
This will be no easy task. Consider the post here at ACIDMODS if you really are interested in taking your PSP out of warranty and into levels pain-free existence.



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