Showing posts with label PSP. Show all posts
Showing posts with label PSP. Show all posts

Friday, July 25, 2008

FPS history on your PSP

I've been toying with the idea to write this for quite some time now, ever since DOSBox was compiled for PSP and I could play Wolfenstein 3D on it, the game that started it all. Just recently a separate build of the game was made for PSP, thus giving me an excuse to finally present the development of 3D first person perspective shooters (abbreviated to FPS) through the looking glass of PSP screen.

I have been growing up with first computers and following the development of video games industry since I was nine. There were many milestones in the industry of digital entertainment since then, but one of them was the moment when first person perspective hit the mainstream. Wolfenstein 3D was a breakthrough, it spread like fire, everyone played it and so from that point on the FPSes have developed into a separate genre. Looking at how these games look nowadays (Call of Duty 4, Crysis) it's hard to imagine how it all started...

So whether you are a young enthusiast who have missed on observing the FPS genre gradually evolve to what they are now, or an old melancholic who would like to take a nostalgic trip to the happy times when both life and games were simpler and more enjoyable - provided that you have PSP, you can now relive the whole experience. From the genre's grand ancestor that is Wolfenstein 3D to lively grandpa Quake, the whole family can can now sit in your pocket and you can revisit them while commuting to work or during that particularly boring lesson.

Wolfenstein 3D


Although technically it was not the first game ever to use first person perspective (some will say Catacomb Abyss was the first, but actually the idea of FPP was something that has begun already in ZX Spectrum era), this is the grandfather of all of them. Wolfenstein 3D was so successful

While the levels were almost 2D with constantly grey untextured floor and ceiling, with all corners being exactly 90 degrees, the 3D illusion created unprecedented sense of immersion. I have mentioned in my post on fear in games how I got shivers from the sound of heavy doors slamming in the distance when I played it as a kid. It just goes to show what impact this game had and it explains while it has spawned a whole army of followers.

The PSP version can be downloaded from here and as an additional bonus it contains Nazi Requiem music in the first menu - I included it on my list of the best game music remixes.


Doom


As a testament to how badly inaccurate my opinions may be sometimes, I should confess that when I first saw Doom on my friend's PC, I said "nah, this is just some sci-fi clone of Wolfenstein, this isn't gonna stick around". Boy, was I wrong.

Doom took the execution of FPS games one step further. The graphics were unparalleled, the monsters suggestively scary, the sounds and the music unsettling. While still relatively 2D - player was not allowed to look up and down yet - Doom's engine allowed for more than just square rooms and constant grey floor. All surfaces were textured, labirynth of walls were running in all directions (all of them vertical, though) , first attempts at water were made, floors were at different heights (just a mathematical illusion in fact) connected with elevators, switches activated moving walls - the immersion factor increased tremendously.

I remember first approaching the window and observed the mountains in the background. At that moment it seemed so real, I felt like I could step forward, enter the game world and go climb this misty peaks and there would be more of the world behind them. My best friend was subconsciously ducking in front of computer when imps hurled fireballs at him. We were both drawn into the world of Doom.

Doom improved on his predecessor in many other aspects, introducing many distinct enemy types, increased number and types of weapons (compared to four simple weapons in Wolfenstein 3D), armors as well as multiplayer (over local network). No wonder it was a huge hit with so many people having played it that it has been remade to almost every platform out there, including Gameboy Advance, Nintendo DS, mobile phones and of course PSP (get it here).


Hexen and Heretic


Essentially a fantazy shooting frenzy with thin layer of RPG on it, these two games based on Doom engine were quite popular in their time. And while neither of them really was as much of a breaktrough as Doom or later Quake, they have gained quite a following. They have also been remade for the PSP and can be downloaded here (together with older Doom version), so I included them on the list, but more because of their sentimental value than due to merit in shaping the history of FPSs.


Duke Nukem 3D


This game marked my entering into adolescence. I first played it at my friend's place after school and I was stunned by how the graphics shone, how interactive the environment was and how addictive Duke Nukem 3D turned out to be.

The simple fact that Duke would reload his pistol every eight or so shots and that the bullet shells would fly from it was a peak of realism at that time (compared to Doom it indeed was a huge step forward). Being able to use surveillance camera, turn on the movie in the theatre, switch lights on and off, operate different devices was a level of environment interaction unseen before. It also made multiplayer matches so much more fun (strippers!).

Wolfenstein 3D and Doom both included silent protagonist, but Duke Nukem was a talkative guy, commenting the action with catchy one-liners. The fact that our hero would occasionally crack some funny line was a definite novelty.

Even though contrary to its name Duke Nukem 3D was still not full 3D game, player would be allowed to look up and down. The perspective was distorted while doing so, but the illusion of going through a real world was one step ahead of Doom.

Duke Nukem 3D was also very important due to the fact that its engine got licensed and thus players received Blood and Shadow Warrior. The first one was a self-mocking horror pastiche, the other one Hong Kong ninja movies spoof with, both with memorable protagonists cracking cool lines while hacking swarms of enemies to pieces. Unfortunately, they have not been ported to PSP (yet?).

Download Duke Nukem 3D for PSP here.


Quake


I remember that Polish game magazine Secret Service wrote in their review of Quake:
Duke Nukem 3D unveils its secrets slowly and it always has something hidden up its sleeve, while Quake just shows off everything in one mighty blow and after that you are left with just more of the same

It was a little unfair to say that, especially since the two were obviously designed with different philosophies, both in terms on engine and of gameplay. Duke Nukem 3D had more parodistic tone to it, less powerful graphical engine, and many switches and devices to interact with, while Quake was serious, gritty, dark shooter with great gothic visuals and no funny distractions - it was all about pure slaughter in 3D environment.

Quake became the first truly 3D game in which player could turn their head around and look at level architecture. I am of course aware that technically it was still more of a 2.5D, but from the players perspective it was already a marvellous three dimensional world, complete with archways, spires, towers and occasional outdoor fragments. The violet clouds speeding over the horizon were making one hell of an impression. The dynamic lightning, while present, was still more of a hack from technical standpoint, as lightning maps were calculated during level creation, but the flying rockets would brighten up their immediate surroundings.

Quake was among the first games to profit from the hardware graphics acceleration that was just being born (we're talking about 1996). VQuake and GLQuake took advantage of the new graphical possibilities and Quake was the first FPS to use bilinear filtering, dynamic lights and higher colour palette.

Another thing that Quake has done for FPS development was introduction of client-server multiplayer. While it was technically possible to play Duke Nukem 3D over internet in multiplayer mode, it required additional program. It wasn't until Quake that internet FPS carnage has really begun.

It was also one of the first games that required using keyboard and mouse simultaneously. While Duke Nukem 3D and its counterparts could easily be finished without, this was not the case of Quake anymore, since flying enemies in real 3D were hard to shoot down using just keyboard. Although finishing the game without mouse aiming was feasible, it was definitely hard.

The port of Quake on PSP is almost perfect - it is running smoothly, it has mouse mapped to analog stick, it even allows multiplayer over Wi-fi in Ad Hoc mode, all the sounds are there. So you have no excuse not to download it.


Later times

What happened next? Quake II introduced OpenGL to the masses in the flashy galore of colourful lights, as well as popularised rocket jumps (one day it might also be remade for PSP). Half Life demonstrated how powerful a narrative using FPS can be. Unreal Tournament broke the rule that a FPS game must have single player story mode by essentially being just a multiplayer game. Quake III joined this school of thought and introduced great level design. Unreal Tournament 2003 dazed everyone with incredible graphics and its 2004 edition introduced vehicles as well as new story modes. Enemy Territory became first free multiplayer FPS that would include different classes of players. Far Cry raised the bar in graphics department, took players for a walk outside and topped that with pretty smart AI. The story continues...

But while all FPS lovers owe much to each of the aforementioned titles, it's really Wolfenstein 3D, Doom, Duke Nukem 3D and Quake that have laid the foundations for the genre. Playing them in chronological order give an opportunity to see how much FPS games have progressed over time. And having them all in my pocket on PSP is a marvel of XXI century, which I didn't even imagine when I was playing them as a kid, teenager and student.

Monday, July 21, 2008

PSP Faker

...or how to fake orgasm firmware (yes, I have a sense of humour of a 12 year old, I know).

Remember how I wrote an angry rant on Sony forcing me to pirate their downloadable games? I actually oppose to pirating games and if I like a game, I buy it - yet Sony assumed that since I have Custom Firmware, I already am a thief.


Apparently I was not the only person annoyed by this issue and the help unexpectedly came from Dark Alex himself. He has written a plugin for Custom Firmware that emulates having regular firmware, so that Sony installer can install the game on the PSP when we buy it from Playstation Network Store. You can download it from DA's page or from PSPUpdates.

Beats and flOw didn't impress me, but it seems like I'll have to shell a couple of dollars for that incoming Super Stardust Portable...

Wednesday, June 18, 2008

Also, tits

The flood of PSP titles has recently diminished to a trickling stream and now is reaching drought status. This is going to be my excuse for describing two incoming PSP titles that I am itching to check: Ikkitousen Eloquent Fist and Moe Moe Niji Taisen Deluxe.



The first one looks like a simple scrolling beat'em up game with added RPG elements and "pantsu flashing". The game's name contains a pun, since in Engrish "eloquent" becomes "ero-quent" (check here why this is funny to some). Still, graphics are cool even if somewhat NSFW. I think I'm going to give it a try, if only to check whether the actual game part is worth anything (and train my Japanese, of course).



The second one is a mixture of strategy game, World War II and breasts. As much as I don't think Nazi references should meet with some extreme retaliation unless the context suggests they are being used in their real evil meaning (Nazi propaganda), I also feel a little uneasy about the game with cute little Nazi girls.


I personally can't forget visiting Japanese izakaya where Iron Cross was hanging on the wall in a central place, right above the little altar. Not that I was angry or anything, but it seemed a little, hmm, tasteless to have Nazi decoration out there. So this game is a little on the risky side for me - but I do not condemn it, it's only somewhat tasteless entertainment after all.


Nevertheless, now you know what PSP games I am waiting for, having already finished God of War and being stuck in Crisis Core. And I've brought it to your attention in order to just signal certain cultural differences in approach to digital entertainment.

Tuesday, April 08, 2008

On PSN DRM and piracy

The big news is that Sony PSN games DRM was hacked. Don't know what I am talking about? To put it simply in plain English: downloadable titles from Sony online store are now cracked and can be played on any PSP. Although the creators of this hack made it for the use of people owning downloaded titles (their program checks for licence files when decrypting eboot files), apparently some people didn't bother and shared it with everybody.

You might be curious if I am going to bash them or actually enjoy it. Well, it is complicated. Let me elaborate a little more on this topic.


I really wanted to play these titles legally. I went through the whole registration process on the Sony online store, including checking my credit card information, then I installed some silly program to put the downloaded game on my PSP and when I finally wanted to buy Beats! - I was denied the right to do it. Sony didn't like my Custom Firmware and wanted me to revert to their official one, otherwise I wouldn't be able to play the game. Of course I did not do that, but I was cursing Sony under my breath when waving bye-bye to Beats. This really annoyed me. Why can't I play the game if I want to buy it?

I have written numerous times that I do not encourage piracy. Yes, I do download game isos, but I always buy the games I like. I often carry iso images on my Memory Stick after I have already bought the game, too, in order to cut down loading times (such is the case with Dungeon Siege: Throne of Agony) or simply not to bother with taking UMD cases with me (Lumines and Every Extend Extra, which I play every now and then in short bursts - their images are relatively small).

Nevertheless, while I admit using and downloading isos (I am too lazy busy to rip them myself), the main point of using Custom Firmware is homebrew. The homebrew applications are the selling point of the PSP for me, enabling additional functionality well beyond the scope of what official PSP firmware can do. They give me freedom of choice in what I want to do with the damn device.

Thanks to homebrew I read books in PDF (a feature that Sony might one day chose to implement in their firmware), I repeat my Kanji lists, I revisit 8-bit games through emulators and I rearrange files on the Memory Stick without using PC (PSPFiler, which I have not yet described on this site). My coworker amuses himself with creating music on the go and uses his PSP as a GPS terminal - while I feel no need for these functions, for him they are what makes PSP his weapon of choice. Oh, and one more thing, very important for a Linux-infected mind like mine (coming from poor country counts too) - it's all free.

Hence, Sony decides to punish me for using Custom Firmware by not allowing me to play their games legally. Well then, tough luck, I will do it illegally. Not my call, but hey, as the French would put it: "Tu l'as voulu, George Dandin".

And Sony obviously didn't learn anything after the very similar thing happened with PS1 emulation that got deciphered by smart hackers, making PSN Store virtually unnecessary, since anyone could just make PSP eboot of their old PS1 game by themselves. The pattern was the same - overly restrictive approach, which in turn resulted in a torrent (actually, many torrents, hint, hint) of converted PS1 games. Since people were asked to pay again for the possibility of playing games they already own and paid for, no wonder they started searching for alternatives, even less legal ones (ahem, I am a bit of a socialist myself, I am afraid it shows here).


This time the case is different, but the outcome is even more annoying. I want to play the game they sell and give them money for it, even though they complicate the procedure of buying it to the point where only really devoted Sony zealot will have the patience to follow it. Sony, however, assumes that since I use Custom Firmware, I am probably pirating their games and won't sell me the game I want, trying to force me to comply and give up on my CF. I am not a pirate, but Sony knows better. Hence, the result is that I actually will be pirating PSN games, because I am denied the right to play them lawfully. Paranoia worth of Kafka.

Therefore my final opinion on the subject is: yes, I am glad someone cracked it. You asked for it Sony. I will definitely download and play them this very afternoon. Personally, I will remember to pay for these titles, should I ever have the chance, for example if Sony changes the procedures for buying PSN games, but for now I will be a filthy pirate (Arrrr!) and everybody doing the same thing is fine in my book.

So people, download and enjoy!

PS. Down with the corporations and so called intellectual property! Working masses will prevail! We shall overcome!

PPS. Ahem, disregard that. I was actually born in the communist Poland, so some residuals of early brainwashing might have remained.

Thursday, April 03, 2008

PSP insides

A great stop-motion movie showing assembly of both PSP Phat and Slim for you viewing pleasure:



Personally, I can't help but feel respect to guys being able to reverse-engineer and modify something equally complicated. Be sure to check Acid Mods webpage for more tasty info on PSP insides.

Monday, March 17, 2008

A different Patapon review

Everybody seems to be in love with Patapon - today I will play devil's advocate and provide votum separatum.


The game is a curious and novel mix of strategy and rhythm game. The player is put in the role of a deity of a tribe of little one-eyed creatures, Patapons. The tribe's past glory is long gone and it desperately needs the help of their god to lead them back to the promised land. Issuing orders to Patapons is done by tapping different combos on the buttons - the music then commands the little warriors, who chant, follow order and wait for the next one. Simple? Indeed, even too so.

When I had the chance to first play Patapon during Tokyo Game Show, I was not really impressed. It seemed to me that the game is too simple, not in terms of difficulty, but game rules. Being able to issue only two commands to our troops (attack or advance) with the only thrill resulting from potentially missing the rhythm was not enough to spark my interest. Nevertheless, I promised myself to spare it my critique until I get to play the full version.


Having played the full version, which indeed does add a lot to the table, I must say that my opinion has not change much. While there are many things that have been added to the full version, such as army management, creating new Patapons, choosing which mission to undertake, as well as the whole story aspect and plentiful of adversaries and missions, the core of the gameplay remains exactly the same with the number of possible commands changed from two to four.

And this is the main problem I have with the game - the fact that there are but four commands. As much as the story is interesting and Patapons cute (army management aspect leaves in indifferent), the tactical choices present in the game are not enough for me. I get bored tapping the same rhythm combos time and time again. I never was particularly good with rhythm games (I fail epically at DJ Max Portable). So perhaps the reason for my frustration is getting beaten by enemies, only because my tap was split second late, but personally, I find the core gameplay very repetitive and it puts me off this game.


Overall, Patapon is not by all means a bad game, but it definitely isn't for everyone and it hasn't really struck the chord with me. Some will fall in love with it, some will hate it, I am just left indifferent. While I would really like to see how Patapon's tribe story ends, I don't find it enjoyable enough to spend the time of my life smashing button to endlessly repeat four combos, occasionally shouting profanities when I miss the rhythm.

Strong points:
- price - with 19.99$ price tag, anyone pirating this game should be ashamed;
- presentation - very stylish and perfectly animated;
- story - fresh and original, told from interesting perspective;
- army management - allowing a lot of possible combinations;
- quirky charm - it's hard to deny that Patapons have a lot of cute personality;

Weak points:
- repetitive - not enough combo variations to really feel in charge of the small army;
- difficulty - gets quite hard later in the game;
- sometimes it's hard to guess what to do next;

Sunday, February 17, 2008

N + 1

Having a knack for retro old-school games, I am impatiently waiting for this little jewel :



Appearing for Sony PSP (as seen above), Nintendo DS (see the trailer for this version here) and Xbox Live!, the game is cryptically entitled N+. The title stems from the fact that the first version was an online flash game - don't forget to give it a try, just not at work, if you would like to keep it - so this is an updated remake (hence N+, as in C++, get it?). You can read more about the game and differences between different versions on Siliconera and on Metablog, be sure check official The Way of the Ninja page as well (contains a ton of screens and downloads!).

Obligatory PSP screen

The fiendish difficulty level of the original version prevents me from playing it too much, but it has a lovely minimalistic retro touch to it. So even though there are some A+ class titles to come out in march (I'm looking at you, God of War... drooling), I will be sure to keep an eye on this title, as it seems very interesting for an old-school guy like myself. Ah, the good ol' tiNes...

Thursday, January 31, 2008

PSP flOw

It has been officially confirmed that flOw is coming to the PSP. It is good news and if you haven't heard about flOw before, read on.


Wikipedia defines "flow" as "the mental state of operation in which the person is fully immersed in what he or she is doing". Jenova Chen (a very gaming name indeed) had the idea to create a game applying this concept. You can read more about it here, but reading is one thing and experiencing it is quite another, so the best way would be to actually play it on its homepage.

Then it has been announced that a PS3 version was being developed. The game received some graphical and gameplay enhancements, but the core gameplay remained the same. Now, PSP is about to get this enhanced version as a downloadable game.


PS3 flOw trailer

Personally, I am very pleased that Sony is finally taking advantage of the PSP online capacity and expanding its downloadable content lineup. First Beats, now flOw, in future Echochrome - life is good.

PS. The only minor spoiler for me is the fact that I am having problems downloading these games to my Custom Firmware PSP. If anyone has a suggestion concerning solution other than going back and forth between Custom and Regular Firmware using Pandora battery - please share it with me.

Sunday, December 09, 2007

Little wishes come true - in green

In my last post about PSPCAP32 and Amstrad Schneider CPC I mentioned that probably the only thing that might make this program a little more perfect was the monochrome display option, just like on the old green monitors.


And voila! Christmas is approaching and my wish was granted! Zx-81, the man behind porting of this emulator (and a handful of others, too) to PSP, heard my cries and added this feature to the newest release, which, by the way, happened just a couple of days after the last one. That's what you call support!


So thanks to Zx-81 you can now see these games the way I have experienced them for the first time. For me it is yet another trip down the memory lane, for younger readers unique opportunity to see how gaming used to be long time ago. I bet there are one or two other guys out there who have just shed a tear of nostalgia as well. At least I hope so, otherwise this means I am really weird.


Oh, and if you were able to tell the name of the above games based on the screenshots, you're a geek over thirty.

Answer : Knight Lore, Fruity Frank, Boulder Dash.

Saturday, December 08, 2007

Amstrad CPC on PSP

Long time before I actually got my first personal computer (we would call them microcomputers back then), which would be ZX Spectrum+, my sole contact with the emerging computer science would be to implore my Dad to take me to his work, where his friend, Mariusz SmoczyƄski, worked on Amstrad Schneider CPC 6128. Thus begins the tale of my digital fascination, born in the green light of the monochrome screen in the 8-bit times.

Fruity Frank - in that innocent times people were
not afraid to give such name to the game...

A little anecdote here. Many years later, when I was still a student at the Technical University of Lodz and had laboratory classes in one of too many laboratories where time has stopped, we were supposed to calculate some viscosity coefficients using ... Amstrad CPC with a prepared and preloaded program. I was the only one who knew machine, so after we had finished our task, I broke the program and wrote some simple animation in Basic that would scroll our names on the screen instead of boring program. Boy, was that nerdy, but you can't beat that feeling.

Ghosts'n'Goblins - there even exists a PSP remake now.
History has made a full circle.


It is therefore understandable that I have a special place in my heart for this machine, like some have for their first girlfriend. Fortunately, the development of everything digital has allowed me to have it in my pocket, more precisely on my trustworthy PSP.

The emulator that allows me to relive my childhood adventures in other worlds is called PSPCAP32 and it's author Zx-81 has just recently released yet another version that has transformed it from a very good emulator into a perfect one.

PSPCAP interface

The emulator runs very fluidly (50fps), has nice interface, is very configurable and user-friendly. It is enough to select a disk with a game (speaking of which - all Amstrad games are legally free) and the game will load automatically. I have not yet found any game that would be incompatible. They are just like I have remembered them and I am flooded with nostalgia (if you have read Barts' News for some time, you already know I have a soft spot for good, old times.).

Green Beret - one of the hardest games back in the day

The only thing I could think of in terms of features I would like to see would be to implement some filter to make the games monochrome, as seen on the green monitors back then. But this is a very bizarre request, stemming from the fact that I played these games this way. Apart from that, PSPCAP provides the ultimate Amstrad experience on the go. Thank you Zx-81!

Friday, December 07, 2007

Drill down

Just when I thought the PSP homebrew scene is dead, I found another gaming gem. The game is called Mr Driller and I was expecting some crappy port of Drill Dozer from Gameboy Advance. Fortunately, I have decided to give it a try first.


The game turned out to be really cool. The idea is simple - player controls a character that has to drill down through multiple coloured layers, while paying attention to their oxygen levels. Air can be regenerated by collecting capsules of oxygen, but they are usually blocked by blocks that are very hard to drill through. When drilling down, player must be very careful not to destroy blocks that support other blocks, which in turn will cause rocky avalanche and flatten our hero down. So simple and yet so amusing.


The game is not perfect - there is no music, sounds are few and far between, animation is simplistic, there are no saves, game can be damn frustrating later on. Still, the most important factor, meaning gameplay, is there. This game is actually fun to play and quite addictive too. As an additional plus, it plays well in short bursts, for example on the bus. Highly recommended!

Post Scriptum for Old Geezers

And now lengthy post scriptum with a personal twist. When I was playing the game, I had a feeling of deja-vu - irritating impression that I have seen it somewhere, some day, but I couldn't put my finger on it. Fortunately, I work with other guys that started their adventure with computers in the eighties, and one of them just glanced at the game and shouted "Kret!".


Kret (meaning The Mole in English) was an old shareware game (for Dos, meaning really old) where idea was somewhat similar. I started looking for the game over the net and finally have found it here. It is abandonware anyways so feel free to give it a try. Mr Driller does not actually steal the idea, it is in fact quite different, but the mechanics of blocks falling and supporting each other looks familiar, which explains my deja-vu.

On a side note in order to make matters even more twisted, there exists a port of DosBox (Dos emulator) for PSP, so I think it should be doable to run Kret on the PSP.

Wednesday, November 07, 2007

Status update - iPhone hacking, Japanese, Ubuntu on M200

This time instead of pitifully justifying my absence, I will just briefly let you know what has been devouring my time :

- I try to revise Japanese for my JLPT exam. Due to other activities this is not going well and I am probably going to fail it. Here are some cool pages that are very helpful when studying Japanese : Kanji test, Kanji reference, Japanese Word of the Day.

- I bought Toshiba M200 tablet on Ebay. Great piece of hardware and I have been secretly lusting for a tablet for a long time. I intend to use it for digital drawing and also it is small enough to carry around. I am setting it up for use, making it dual-boot with Ubuntu. This is time-consuming as hell.

- I bought iPhone. Yes, you heard that right. I have already hacked the activation lock (following this excellent tutorial), but still am struggling with hacking SIM cards and installing extra software (yay for BSD subsystem!).

- Programming a 2D game engine in SDL for a game we are working on with Bellamy, who currently is working in Japan. You have read the post about XML library - that was just one step on the way to create a full 2D alpha version of the game.

- There has been an outburst of PSP games recently : Castlevania, Silent Hill Origins, Syphon Filter : Logan's Shadow, Manhunt 2 (with the whole story behind it, including creating uncensored version).

- Also, my private life has suddenly exploded (to paraphrase Leonard Cohen). Not at all computer related, but also time-consuming.

The bottom line is that probably it will take a while for the next post to appear.

Thursday, November 01, 2007

History of WipeOut

I have found it some time ago - the movie presents the timeline of Wipeout universe up to Wipeout Pure. You can see how the series have evolved since its debut in the nineties. The author said that he would update the movie when Wipeout HD and Wipeout Pulse are out, but apparently he didn't have time to do that, so I am bringing you the clip as it is. Enjoy!


Monday, October 29, 2007

Having tried coding for PSP (for which I unfortunately do not have time recently), I must say that setting up unofficial PSPSDK under Linux or Cygwin was a pain in the backside, especially if I wanted to have some IDE cooperating with it. All this is annoying to the point where I have started using embedded DSL Linux (via QEMU) under Windows with Toolchain set up in the virtual environment.

Apparently I was not the only one to get this idea. Blake1 from QJ.net development forums made 'prepackaged' version of Gentoo with Toolchain and PSPSDK already installed. FOL from PSPUAE has kindly agreed to host the files.

Therefore if you want to start PSP homebrew game development the fastest way possible without too much hassle over the environment setup, download it here and start coding straight away!

Friday, October 19, 2007

PSP Rhythm

I swear I couldn't decide on which aspect of this post I should put more emphasis : great piece of retro music, making me reminiscence about my 8-bit youth, or a great piece of PSP homebrew that allowed the music to be created. Let's make it just a quick note then all of it, before I get all nostalgic and start blabbering about ZX Spectrum and good old days.

PSP Rhythm is a homebrew sequencer program that you can carry around in your PSP and use to create music on the bus. Neat, eh?


The authors, Billy and Louie Iturzaeta, not only gave us the audio tool, but also sponsored a contest in which participants had to create music with PSP Rhythm. As a result, there was quite a couple of interesting songs that were conceived.

The winner was Transforming Landscapes by Turbo Raketti and honestly, it deserved the prize. You can listen to it by clicking below :


As I wrote in the beginning - I like this song a lot. It has this subtle retro feel to it which makes the images of 80's pixelized games appear in my mind. It resonates well with the synthetic sounds of Amiga mods and the first audio renditions of ZX Spectrum that I remember so fondly.

So all in all : great program and great music!

Friday, October 12, 2007

Firmware differences

For a short time I had two PSPs, my own black classic one and a silver Slim, which I bought for my sensei in Poland. Putting aside the hardware differences, there was one thing which has caught my eye and which I have been unable to logically explain. Observe two instances of Lumines 2 on the photo below and you will notice that the menu font is different in each case (click on the photo for zoom) :


PSP Slim was running the latest 3.71 firmware (original Sony one), while my PSP Classic was on 3.40OE firmware. Both instances of Lumines 2 where started from the same American version UMD. I don't know why the fonts are different - because of some changes in the firmware? I can't see any other possible cause, but as far as I know the game doesn't use system fonts (and they look different, to begin with).

Truly a case for X-Files archive. If any of you has any idea as to what might be the cause, please let me know.

Monday, September 24, 2007

Patapon hands-on impressions

Patapon was one of the incoming PSP games that I hoped to become yet another addition to the variety of truly original titles available for the system (Loco Roco, Crush, Mercury). Sadly, I was totally disappointed.


Contrary to Brian Crescente's impressions, I didn't like the demo at all. The basic idea is that player has to tap combinations of button presses in order to make the little creatures visible on the screen (Patapons) follow his order. Pressing the combination of Square, Square, Square, Circle makes little fellows chant "Pata, Pata, Pata, Pon" and march forward for a moment. If player gets the timing right and chains two sequences together in a combo, Patapons will run for a while longer. Other combination causes small warriors to attack enemy.

And here we come to my main problem with the game - it is plain boring. Yes, it is charming, but being limited to just two actions is pain in the backside. It's like being forced to chose between a series of Yes/No questions with the only thrill being that sometimes player fails to perform combination of button presses in correct timing. Playing the game just dragged for me. You can see it for yourself in the following video :



Maybe the final game will be different, but so far I was left unimpressed. Okay, the graphics had a cool sense of style, similarly to Loco Roco. But, as I have written on Kotaku : I also didn't like Loco Roco.

Thursday, September 20, 2007

Surprising encounter

If I were to name world's three sexiest geek girls, I guess the list would look like something this:
I already wrote about Miss Chobot once, mentioning my strange fascination concerning a certain PSP photo. Imagine my happiness and amazement when I encountered Jessica herself today in the line to Halo 3 multiplayer. What's more, I actually took a photo with her ... and a PSP!


The actual dialogue was more or less on the lines of :
- By the way, may I take a photo with you?
- Sure!
- Umm, do you mind if I take my PSP out? You know, for the sake of humour?
- No problem, but I won't lick it.
- ... *sound of me gasping for air*

Ah, the girl got wits (true, we had some nice chat about games and Japan) and reflexes (even more true, since she actually kicked my ass in the aforementioned Halo 3 multiplayer). So yes, gentlemen, you can all envy me now.

Exit DS

No, it's not what you think. DS is here to stay, but there is an incoming game that bears that name. It all started with the PSP game called Exit. I picked it up in Japan and sold it shortly after coming back to Poland. Why?

PSP version screen

Although I definitely dug its graphical style and the general concept, I was so annoyed by slow character movement (especially the animation of climbing the stairs) and other little quirks, especially in control department, that I finally gave up on the game.


Still, it looks like DS owners will also get a taste of Mr Exit adventures. I just wonder how the stylus controls will work (didn't have time to check them today)?

UPDATE : played it today. The controls are terrible, and the game is molasses slow, just as PSP version. Count me out.

Lumines goes mobile

Lumines is easily one of my favourite games of all times. Q Entertainment have decided to make it available not only to PSP users, hence the Xbox Live! version and now the mobile version too.


I have to admit that there is some of the shininess of the original that is lost in translation, but on the other hand the game is still as enjoyable as always, and seeing how everybody in Japan has their keitai (mobile phone), I am pretty sure there is a market for this game.


Although as you know, I definitely prefer the original Lumines to about anything else...