onmode-ky
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Everything posted by onmode-ky
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Taito unveils digital distribution system..
onmode-ky replied to yuppicide's topic in Arcade and Pinball
Er, don't most Japanese arcades already use rows of standardized cabinets, just with the board inside being swapped around for different games? Obviously, this isn't the case for games with special physical attributes. "Take an interest"? Taito has been in the arcade business for decades, and they still run arcade game centers (Taito Station) all over Japan, possibly in other countries as well, not to mention continuing to make arcade games (like the upcoming DariusBurst Another Chronicle!). They have a bit more than "an interest." How is this like MAME, other than the client-side hardware being the same for running different games (which, as pointed out by the JAMMA example, is not solely a MAME attribute)? Heck, how is this even like an OS? This is a distribution system for arcade operators, sending new titles from a central server center to consumer sites. Since when has MAME been used to distribute anything, much less brand spanking new releases? onmode-ky -
Can anyone translate the Japanese in this song from Twin Eagle?
onmode-ky replied to Max-T's topic in Arcade and Pinball
I may be able to help somewhat, but not enough for the lyrics to fully make sense. After listening to a bit of the YouTube video and typing out some of the Japanese I heard, Google found a smidgen of the Japanese lyrics at this Japanese message thread: 言葉 最後まで 聞いてたはずさ 心 そこまで たどりついたはずさ 次に目が覚めたとき 違ってた 感じる全てが ささやきから叫びへと 変わってた 伝える声も Wanna cry the last ...? be with you right now I will not tell ...? I'm gonna be away gonna be ...? Not sure if that guy's rendition of the beginning of the song is right, but I think it is. My problem is that I have a hard time parsing words out of most songs; even the English in this song is hard for me to make out. With that in mind, and building on that guy's start, this is what I think the full lyrics are (my translation of each of the Japanese lines follows the line in parenthesized italics, and any notes I may have for each line follow a double-dash): ### BEGIN ### Kotoba saigo made kiiteta hazu sa (Must have listened to the words to the end) Kokoro soko made tadoritsuita hazu sa (Must have had [my?] heart struggle that far) Tsugi ni me ga sameta toki chigatte ta (The next time I awoke was different) Kanjiru subete ga (Everything I feel) Sasayaki kara sakebi e to kawatte ta (Has changed from whispers to screams) Tsutaeru koe mo (Even my speaking voice) Wanna cry the last night(?) too and be with you right now -- Just not sure about some of this English I will not tell lie no more I'm gonna be away [???] for you -- I think this line starts with unintelligible (for me) English Atama no naka no boku (If the me inside my head) -- I'm not entirely sure I heard right what he said at the end of this line, which is the "me" part; definitely something inside his head, though Kowareta kokoro itsumo tsuretetara (Always leads [my?] broken heart) Yuuki mo te shinaisa(?) (I won't [do something with courage???]) -- I'm not sure I parsed his first few syllables properly on this line I wanna cry the last night(?) too and be with you right now I'm not singing 'cause I can't live without you Wa wa wa gonna break you down The terror [???] -- More English I can't make out You see it Asa mo hiru mo yoru mo tsugi mo (Morning, noon, night, and the next [day]) -- I'm not sure if he said "tsugi" ("next") here or "tsuki" ("moon") here as some poetic substitute for "midnight" or something Go fight! -- This is what another Japanese search result claimed for this English line that I couldn't make out on my own; it was a Google result that only quoted the previous line and this one Kimi wa sugu ni hareru (You will soon feel free) -- Literally "clear up," but I figured "feel free" probably fit the intended connotation Yoru mo yagate akeru (The night too will open before long) Toki wa [two voices singing different things; I can't tell what either is saying, unfortunately] (Time is [???]) Wa wa wa i'm gonna break you down The terror [???] You see it [chorus repeats] ### END ### And that's all I was able to extract. Doesn't make too much sense, but hey, even all the proper lyrics probably don't fully make sense either. onmode-ky -
I don't have a Wii, and the people I know who do have one don't do anything online with it. But, I thought the points used to purchase WiiWare and VC stuff were just virtual currency converted from actual money. Is there some mechanism for earning the points as well? onmode-ky
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I've never heard anyone make that claim. If I were to guess, I'd say that most people who bought these were either casual gamers or parents buying them for kids. And if you were a buyer who were also the type of person who would post in a classic gaming forum, I'd think you'd more likely play the thing than hack it, too. Hardware hackers are a small population. What's your source? And what are they hacking it for? onmode-ky
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I will be attaching a second type of file to the first post in this topic from now on: in addition to the pnpgames.*.txt files which have been part of the post since 2005, there will now also be pnpgames_supplement.*.txt files. These files cover game systems that fall outside the restrictions placed on systems that are included in the normal pnpgames.*.txt files (e.g., systems that use accelerometer or infrared reflectivity inputs). Coverage for these systems is far from complete and is never expected to remotely approach completeness, due to the large number of such systems released in the past. What is presented here is primarily for illustration of the plug-n-play industry's shift toward this type of system since ~2008. As with the pnpgames.*.txt files, each successive listing contains all the information from earlier versions; the earlier versions are presented merely for historical interest. The above paragraph was copied mostly word for word from an update I have made to this topic's first post. The first edition of the new supplement file is now attached to that post, and I have also added some new data points into the CPU data table in that post. Naturally, all of this is also reflected in my PnP Info website. onmode-ky
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I got really curious about this Xevious issue and picked up one of these Retro Arcade units while I was out shopping today. I do already have one, but as it's out of state, I needed a temporary replacement to check this out for myself. The verdict: I've replicated RJ's symptoms, so yes, this is a universally screwed-up version of Xevious and not a one-off. RJ nailed all of the problems. The ground vehicles are missing; stationary ground targets appear in the water; the floating plates are missing; and, high-level enemies appear way too early in the game. I also death-skipped over any possible appearance of the Andor Genesis, so still unknown whether that's present or missing. The symptoms seem to indicate that the enemy memory map has been screwed up; for instance, the ground targets appearing in the water are arranged in the positioning of ground targets from an earlier Area (where their positions there were correct). I think that in the process of putting all the games into this system, Hotgen must have accidentally corrupted this part of the existing TV Games Xevious port code. It was fine in earlier TV Games models. With this model being out since late 2008, it seems a little odd that no one has noticed this for so long . . . until you consider that with the stick being 4-way, no one would really want to play Xevious on this unit in the first place. Certainly, I've never bothered with it until now. If you want a proper TV Games rendition of Xevious, find one of the Ms. Pac-Man (Namco 2) models, originally from 2004. Those have the enemies in the right places, along with an 8-way stick. Anyway, I'll need to return this test unit to the store. I'll probably also e-mail Jakks Pacific to let them know about this issue. onmode-ky P.S. On my Ms. Pac-Man TV Game, my Xevious high score is 79,130. In Namco Museum Essentials, my high score at standard settings is 129,000+ (customized controls made it easier to bomb while shooting). Not sure if I made it past the second Andor Genesis in either. Certainly before the part where multiple black ball guys (Brag Zakato) warp in and spew out arcs of bullets. On this screwed-up Xevious, I maxed out at around 52,000 while frantically trying to fight off the enemies that should have come later in the game. P.P.S. Ever seen a guy play through all 16 Areas without firing a single shot? (part 1 of 2; part 2 is linked from the page). I actually tried this pacifist method while playing the screwed-up Xevious in an attempt to stave off the arrival of the higher-level enemies. It worked for a little bit. As for the incredible player in the video, he only died once in his run, victim of a Brag Zakato burst at Area 14.
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Can someone else replicate RJ's issues on their Retro Arcade (Namco 5) model? I don't have mine handy at the moment. However, on my Ms. Pac-Man (Namco 2) TV Game, I do not have any such problems with Xevious; it plays like it's supposed to, with the proper progression of Areas (the flying enemy mix changes sometimes because Xevious adapts that based on how you're playing). The sound is fine, and the floating plates and Andor Genesis appear where they're supposed to. I find it hard to believe that Jakks/Hotgen would have gone back and altered the software to make Xevious play less accurately. I have never noticed any significant difference between how my Ms. Pac-Man TV Game's Xevious played versus how the Xevious in Namco Museum Essentials on my PS3 plays, other than the control method. I'm hoping RJ just got a one-off screw-up (unlikely though it seems, since memory corruption would normally lead to absolute garbage, not gameplay tweaks) and can resolve the problem just by getting an exchange at the store. Someone else please report on their Retro Arcade model's Xevious. onmode-ky P.S. RJ, can you enter the system's debug mode and see if the memory check reports any problems? At system boot (when the very first screen appears), do "joystick up, press-and-hold 'A' button, joystick down." I believe the first thing it should do is a bunch of checksum stuff.
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While it is true that the plug-n-play Atari joystick TV Game systems from Jakks Pacific are not binary-compatible with the 2600 (and thus incapable of running any ROMs you might try), I don't believe they are NES-on-a-chip systems, either. I've been trying to research this for a while, with no definite results, but best guess is that they are running on early Winbond or Sunplus processors, possibly 65816-compatible ones, judging from two old forum postings which, unfortunately, did not cite sources or provide any further detail. One claimed Winbond, while the other claimed 65816-compatible Sunplus (I also note that the only Winbond processors I know of that are designed for plug-n-play game uses are also 65816-compatible). I tried to locate any of the developers who worked on the Atari joystick TV Game, but DC Studios closed a few years ago. There is a Facebook group called "Survivors of DC Studios," seemingly filled with people quite upset at what was done to them by upper management, but when I looked, the group did not seem to be active. Besides, I have no Facebook account. If anyone out there who does wants to try to see if any members of that group remember what hardware was used in the Activision and Atari TV Games, please do, and then please report your findings to us. If you're curious about what CPUs are in plug-n-play games, I keep a list of everything I know in the first post of the Comprehensive Plug-and-Play Listing topic. Depending on your aesthetic sensibilities, the same information may be easier to read at my plug-n-play information site; just watch out for the ads. onmode-ky
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I read about this recently, and even though it's not for the home, it is multi-screen, and it is a Darius game: http://www.siliconera.com/2010/07/30/dariusburst-another-chronicle-brings-super-wide-screen-cabinets-back-to-arcades/ That's the widest video game screen in quite a few years, I think. It's made up of twin 32-inch widescreen monitors, a 32:9 aspect ratio, which is not quite the 4:1 aspect ratio from the original Darius' 3-screen setup. I believe the border between the monitors is removed via mirroring. Accompanied by "body sonic" seating for 4 players, red cockpit lights that flash when bosses arrive, as well as headphone jacks to pump Zuntata sound straight into your head, this is one arcade cabinet that doesn't just demand your attention; it tears it out of your soul. And, um, feeds it to the giant mechanical marine life. This link has lots of screen caps (as well as a lot of Japanese text describing the game and its many significant differences from the PSP title on which it is based): http://game.watch.impress.co.jp/docs/news/20100807_386297.html Location testing was done on August 7th and 8th. Around 200 people reportedly lined up in anticipation of the event. Here is some footage of a guy playing: http://www.youtube.com/watch?v=yzLsmL5G9DY onmode-ky
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That model, "Retro Arcade," is actually from late 2008 (as noted by the original post in this topic), though it only became commonly available in 2009. I've been seeing the same small group of TV Games models in Target and Wal-Mart stores all year (saw a "new" one yesterday, though, a rerelease of 2006's Pixar Classics model), and this one was one of them. Hm, interesting.. The box says © 2009. When the 2009 packaging came out, all the boxes had 2009 as the copyright date even if they were not brand new releases. Notably, this was even true for the models that were rereleases of ones from years ago. The Pixar rerelease I mentioned above, too, has a 2010 copyright date even though it's really from 2006. Unless Jakks Pacific changed more than just the color and markings of the base when they switched the Retro Arcade into the 2009 boxes (the 2008 ones have a yellow base with screen-printed top graphic), it's actually the Namco-series TV Game with the sturdiest joystick and buttons. It isn't 8-way, so Xevious and Bosconian aren't so good, but it's as solid as these come. As for the fidelity, yeah, HotGen did pretty well porting these games to the Sunplus hardware. It's nice that Xevious' easter eggs are all there, for example. onmode-ky P.S. I've updated the first post in the Comprehensive Plug-and-Play Listing topic: new data in the CPU data section, plus the latest pnpgames.*.txt file. The file's changes are mostly the addition of developer names, though, along with some product name changes (corrections) and labeling of the dotted lines to show what content is under them. Only one new product, the Toy Story Mania I mentioned a few posts up, and there's even a product removal, since that Pixar Classics model is a rerelease. All the updates are already reflected in my website.
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I can't speak for any individual machines, but I do know Japan has at least a cult awareness of pinball. Just check out the Japanese Wikipedia page for it: http://ja.wikipedia.org/wiki/%E3%83%94%E3%83%B3%E3%83%9C%E3%83%BC%E3%83%AB Pinball is certainly not as popular as pachinko in Japan, but that's like saying video games are not as popular as slot machines in Las Vegas; one of them is a gambling device largely dependent on luck, which draws in more non-gaming people. Also, pinball is not particularly popular in the US anymore, judging from Stern being the only player left. I'd guess it's only slightly less popular in Japan these days; that is, a certain segment of the gaming population enjoys it, but that segment is neither huge nor insignificant. onmode-ky
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I occasionally participate in the PSPMinis.com forum, and this game was very well received there (and by the review in the site's main blog). I have not gotten it yet myself, but I probably will at some point. The game's visuals are pretty good (it runs on the Vicious Engine, like a few other Minis), and the trailer shows some cinematic kill shots reminiscent of God of War. The Mini I have most been looking forward to since the beginning of the year is a comedic side-scrolling shooter, The Flying Hamster (think Parodius). It's going to get some genre competition from Ace Armstrong vs. the Alien Scumbags, though, and two other scrolling shooter Minis from other developers are known to be in the works. One of those developers made Coconut Dodge, currently only available from the European PS Store, which has gameplay somewhat reminiscent of a bullet hell shooter. I'll be able to play it for myself once it hits the US, probably in a month. onmode-ky
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That model, "Retro Arcade," is actually from late 2008 (as noted by the original post in this topic), though it only became commonly available in 2009. I've been seeing the same small group of TV Games models in Target and Wal-Mart stores all year (saw a "new" one yesterday, though, a rerelease of 2006's Pixar Classics model), and this one was one of them. I discovered recently that the "joystick up, press-and-hold 'A' button, joystick down" sequence upon booting brings up the debug mode on both the wireless Ms. Pac-Man TV Game and this one, in addition to the wired Ms. Pac-Man, Super Pac-Man, and Capcom TV Game models I tested earlier (I have confirmed it does not work for either the original Pac-Man model or the "Arcade Gold" 8-game model, nor for the Dragon Ball Z model). What's particularly interesting about the debug mode for this model is that the sound test portion includes sound effects and music for 2 Namco titles which are not actually on the device--or at least not available from the main menu. The first is Ms. Pac-Man, a game which has at least appeared in other TV Game models, and the second is Jr. Pac-Man, a game which has not appeared in any plug-n-play form. I seriously wonder whether either or both of these games may be hidden on this system, accessed via some easter egg or code. However, it seems a little unlikely, given that the packaging's copyright info probably has to include all the onboard games, hidden or not. Maybe it was intended to be included but was left out before production started. Still, it's a little strange to see that they went and kept the music and sound effects built into the production units, even if only accessible from the debug mode. They probably believe (maybe rightly so) that the customers lost due to the ~$5 higher price more than offset the gains made in the greater per-unit revenues. Anyway, I just use rechargeable batteries. The same set of 4 has been powering almost all of my AA-battery devices since 2003. No, the front faces of the normal TV Games boxes have all been slanted since the new packaging came out in 2009. The picture in this topic is just from an angle that obscures the slant. Since the new packaging's debut, there have been two TV Games boxes with front faces perpendicular to the top and bottom faces, but they have both been fully cardboard boxes (the Triple Header Sports motion game and the new Toy Story Mania 3D light gun-style shooting game), not the clear plastic window boxes used for the normal, smaller TV Games systems. onmode-ky
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Sakura Wars: So Long, My Love: PS2 or Wii
onmode-ky replied to cybercylon's topic in Modern Console Discussion
I thought I should point out a few things about Sakura Wars: So Long, My Love. First of all, it's a 2009-2010 localization of 2005's Sakura Wars V for the PS2 (no need to have played the prior games in the series, as this one has a new cast), and the Wii version is just a port paid for by NIS America. Secondly, the PS2 version has 2 discs, one for each language, and note that save files are not compatible cross-disc (due to different names; the actual data may be cross-compatible, so that if you used a PC to rename some stuff, you could switch to the other language on a save file, but that's conjecture). They're dual-layer DVDs, by the way; the game is really so big that they couldn't fit both languages on one disc. The Wii version, with its single, English-audio-only disc and no art book or poster, is $10 cheaper in MSRP. I recall reading about some minor bugs in the Wii port; or, maybe they were major, but I didn't pay attention because I have the PS2 release. The English-audio versions change a few character names to, well, sound slightly less goofy to American ears. Both language options use the English script for text (minus the name changes), though I do believe the mouth flaps do match the respective audio selections. If you understand Japanese, though, you'll notice a few instances of the text not matching what is actually being said (there should be no story-relevant changes, though). I did not play through the whole game, but as far as I could tell, there were no issues playing the game on my partly-BC PS3. I can't really recommend for or against the Wii version, with which I have no experience, but the PS2 version is the native release, and the Wii port adds no enhancements. The only advantage for the Wii release, I think, is the lower price. The PS2 edition's art book is hardcover, and the poster is pretty big and features a lovely Fujishima Kousuke illustration of Gemini. The PS3 has had a number of JRPGs this year so far (Last Rebellion--poor reviews, Resonance of Fate (also on XBox 360), Final Fantasy XIII (also on XBox 360), Record of Agarest War (also on XBox 360), Trinity Universe) and has a few more on the way (Atelier Rorona, Ar Tonelico III, possibly also a localization of Neptune). onmode-ky -
My PS3 is connected via HDMI to my TV (standard HDMI cable, using it for both audio and video), and PS2 games get displayed with the TV in 1080p mode. Using a PS3 you mean? Correct. There are a few options like double scaling, regular scaling, and off IIRC. Tempest I just popped .hack//G.U. Vol. 1 into both my PS3 and PS2 (S-video connection, so 480i), connected to the same TV, to compare them. The options on the PS3 for PS2 game display are Upscaling (Off/Normal/Full Screen) and Smoothing (Off/On). I forgot to see what Upscaling Off is (I normally have it on Normal), but I think it uses the middle 480 of the 1080 lines, so you end up with a pretty small screen. Upscaling Normal has the image filling most of the screen height; I'd guess it's doubling the image dimensions to 960 lines. Upscaling Full Screen stretches the Normal image horizontally to fill the whole width. For all 3 Upscaling modes, the image signal remains at 1080p. As for Smoothing, I didn't really see much difference with it on and off, though I think it may do some slight anti-aliasing. Incidentally, both these options can be changed during gameplay, so it's not hard to compare them. Flipping back and forth between the PS2 and PS3 inputs on the TV, on the same shot in the game (not a static, paused shot, but rather a shot with the characters idling in the foreground, waiting for me to do something), I honestly didn't see too much difference. The PS3 image didn't fill the full screen height, but it did seem to have richer colors. In both images, though, there was visible aliasing. My opinion is that the main advantage of playing PS2 games on the PS3 is the hard drive space; no more 8-MB memory cards. Secondary advantage is widescreen capability for games that support it (since I didn't have PS2 component cables). You're aware that currently sold PS3s are not PS2-compatible, right? My model is one of the software-compatible ones, from the MGS4 bundle (i.e., it emulates one of the PS2's CPU/GPU, rather than having both chips on the motherboard). There are a few compatibility issues with mine, such as random ~20-second freezes in Shadow Hearts: Covenant and permanent freezing at a specific point in Gradius V. Of course, all PS3s, including current models, can play PS1 games. onmode-ky
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I was not going to reply, since I don't have the data you seek, but considering how helpful the responses have been, I'm almost inclined to say something equally useless just to continue the pattern. Maybe: "You should look at the specs on the one that it came with." Or perhaps: "Try just using it without the power supply." And then there's the always popular "My cat's breath smells like cat food." On the more helpful side of things, I suggest you send a message to AtariAge user "Curt Vendel" asking your question, since he's the guy who designed the thing. onmode-ky
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Playing PSP 3000 games on a TV question
onmode-ky replied to cimerians's topic in Modern Console Discussion
He'd just have to buy the AV cables Sony sells that are designed for the PSP2000/3000. They sell composite and component cables (Never saw a s-video cable but there might be one of those too). There is no S-video cable, only composite and component. Back when I had a TV with no component ports, I went looking for an S-video PSP cable in vain before I knew it didn't exist. In addition, you can't get the correct aspect ratio when outputting gameplay. Besides not being able to utilize a controller (Besides in Resistance Retribution) to play when using TV/Out on the 3000, that's the biggest negative with the feature. The cause of both of these is that the TV is set to 480 horizontal lines, of which the PSP uses its native 272. Since games expect to be able to use all of the PSP's resources, there are no resources set aside to rescale the graphics output to a higher resolution (this also means there is no rescaling distortion in the TV's display of the PSP image, though). The aspect ratio is a little off due to the difference in pixel shapes between the PSP and the TV. Incidentally, I believe PS1 games played by a PSP connected to a TV can be displayed full screen. It's just the native PSP games which get the black borders. If you want to read about a way to play a PSP game with true HD graphics on a TV, look up a PS3 application called "Dreamy Theater" for the (Japan-only) PSP game Hatsune Miku: Project DIVA. onmode-ky -
This is not correct. All PS1 games are playable via Remote Play, but most PS3 games are not. Here are two resources showing what games are compatible with Remote Play: Wikipedia entry PlayStation.com board thread There is some lag, noticeably more so if you're using over-the-Internet Remote Play, so it's not well-suited for games with fast action. With games like turn-based RPGs, though, it works well. onmode-ky
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Are you talking about Remote Play? If so, what problem are you having with the setup? Have you set up the PS3 with port forwarding on your router? Or do your PSPgo and PS3 not even acknowledge each other when connected through USB? By the way, if you're looking for stuff to get for your PSPgo, PSPMinis.com just put up a list of the top Minis (based on the newly added user ratings) in the US and European regions. onmode-ky
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Sure, that sounds fine. I can direct visitors from my site to see your site if they're interested in images and details about specific systems, and you can direct your visitors to my site if they're interested in historical, analytical, and sometimes obscure data on the market. Or if they're looking for an FAQ on the pinball TV Game unit. . . . Heh, yours already sounds like it will get more views than mine. Good luck putting up the site. onmode-ky
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That's quite a large collection you have. I may take you up on your offer, but only for any particularly interesting images; I don't have the Web account space for a big archive, nor the interest, to be honest, in linking images for a huge number of systems. If you have anything you think is unusual or noteworthy, do send me a PM. What I currently have on the site, for example, are a pair of prototype shots and a trio of images showcasing the extreme stylistic differences of the Activision plug-n-play systems. I can't think of any specific images I'm looking for at the moment, but if you have anything that goes with an interesting caption, I'm game. Have you considered creating a website to show off all those assets? onmode-ky
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I have appended a new section to the first post in this topic. This section shows everything I know regarding the model numbers of what specific processors are used in which plug-n-play games. It's in the topic's first post since I have indefinite edit privileges on that post, allowing for future additions to the section. The section does not include any of the systems which are known to be binary-compatible with earlier hardware (the Atari Flashback 2/2+, the C64 DTV, and the Sega Genesis units from Radica Games; I'm no longer sure about the Sega Master System units), which, while using instruction sets from known processors, run on newly designed chips that thus have different model numbers. The product names I am using mirror those used in my pnpgames.*.txt listings, minus any parentheticals (which generally just denote cosmetic variations). The "information source" column, when cross-referenced with the source legend, shows where I got the processor information for a given product. I should also note that the accelerometer-equipped products listed in the new section are not in the pnpgames.*.txt listings, since they are games controlled by body motion. Looking at the data I have so far, it seems that the SPG110 was Sunplus' rendition of the NOAC concept. Over the years, there has been speculation that some plug-n-play game systems, including NOACs, may be Winbond-based, but I have not found any specific cases of Winbond-based plug-n-play games at this time, only Sunplus. Naturally, this new processor data section is also being added to my website which aggregates all my AtariAge data contributions: http://pnp-info.angelfire.com/. onmode-ky P.S. I recently read about the method for getting into the debug mode of several Jakks Pacific TV Games systems. At the very first screen after turning on the unit, push up, press and hold the 'A' button, and then push down while still holding the button. That should get you to the first screen of the debug mode. I can confirm that this works for the Namco 2, Namco 3, and Capcom TV Games. The best part of the debug mode is probably the ability to hear all of each systems' effects/music sequences. For Namco 3 (Super Pac-Man), though, you can't get past the first screen, because there is no 'B' button on the unit; its debug mode seems to be from a later revision of Namco 2, which has a 'B' button.
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Considering he was trying to decide whether to go for a PSPgo earlier, it seems very unlikely he has any plans to mod his PSP. The main advantage I have seen people cite about the PSP-1000 (aside from ease of modding) is that it feels more solid and less likely to break. However, I note that the UK decided to distribute (current) PSPs to its sailors partly based on the ability of the hardware to take a beating; reportedly, a Sony rep demonstrated this to them by throwing a PSP against a wall. So, the newer models, while perhaps not as solid as a PSP-1000, are not exactly fragile either. I myself have a PSP-2000. The 2000/3000 (Slim) models have decreased loading times compared to the 1000 (thanks to the doubled RAM), have better speaker placement (won't get covered up by your thumbs), and have a better Square button (the PSP-1000 models I have used at store kiosks have had Square buttons with shallower travel, which I recall reading was a design compromise due to the proximity to the LCD screen; apparently, they found a fix or workaround with the Slim models). So, I would recommend a Slim model. The differences between the PSP-2000 and PSP-3000 include the following: - 3000 has a built-in microphone - 3000 screen has a wider color gamut, faster response time, and decreased reflectivity (to be honest, I myself never noticed any ghosting on my 2000, though it does have a screen hard to see in sunlight) - 3000 can display TV-out for game content in a composite signal, whereas the 2000 will only do progressive, requiring the component cable (both models display TV-out video content using either cable, though) - 3000 has some slight cosmetic differences, specifically at the edges of the face, the silver ring on the back, and the look of the Home button. Since the 3000 is so much easier to find than the 2000 these days, it would not make a whole lot of sense to go seeking out a 2000, I think. If you like the Metal Gear Solid series, there is a Spirited Green PSP-3000 bundle with MGS: Peace Walker and a 2-GB Memory Stick out now for $200, which is a decent deal compared to the $170 base (Piano Black) model. MGS:PW has been getting very good reviews, though I don't have it yet myself. Going back momentarily to the PSPgo, the main advantage you're getting with the extra cost is the smaller size. I've read several accounts from people saying they unexpectedly used their PSPgo more than their UMD PSPs because the PSPgo is so much more portable. It fits in a normal pocket. So, if portability is important to you (e.g., you actually found the Game Boy micro handy compared to its predecessor), you may want to reconsider the PSPgo. onmode-ky P.S. Once you do get a PSP, there are 2 often overlooked attributes I'd like to encourage checking out: 1. Aside from the Game and Video sections, the PSP's PlayStation Store also has a Comics section. The free Digital Comics application is quite slick (very impressive zoom function, for one, and MP3/AAC playback ability while you read), and the comics selection is pretty good. Prices range from free to $3 per issue. 2. The PlayStation Store's Minis game section has a bad rap, with the general opinion being that they all suck, but this is not true. Aside from some underwhelming iPhone ports, there are also some actual good indie efforts in there.
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While the archery game in Sports Champions, as you noted, supports 2 Move controllers for a single player, as do the collection's volleyball and gladiator games, all of them are playable with only 1 controller. In addition, I think all of the game's multiplayer parts are hot-seat style, not simultaneous (or, at least, hot-seat is definitely an option). The only game I know of that will actually require 2 Move controllers for a single player is The Fight: Lights Out. As for the Nav controller, xg4bx is right; the DualShock/SixAxis can fully replicate all functions of the Nav (as stated on Sony's own page for the Nav). So, if you don't want to spend the $30 for a Nav, you can just use your existing hardware. The DualShock fits my hand perfectly fine, so I don't think I'd have any trouble using it one-handed. onmode-ky
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I see reports dating between June 18th and 22nd saying that UFO Interactive has canceled Il[l]velo. No reason was given; it was just a "we're not publishing that" kind of statement. For a game which was originally dated for release at the end of last October, this is quite a lackluster end to the story. It really smacks of what happened to Il[l]velo's predecessor, Radio Allergy AKA Radirgy, back in 2007. I wonder if someone else will distribute the game in the US now. Maybe Rockin' Android? onmode-ky
