Archive for the ‘PSP games’ Category

psp game which was called Tai Gu Da Ren

Friday, June 27th, 2008

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These days I wallowed in a psp game which was called “Tai Gu Da Ren”.

Its tableau is so colourful and it is very easy for me to play.

You know, I am not a game player.

I always be a loser when I play game with my friends.

This easy game really fit for me!

Here you are some funny pictures, if you like them, you can save it as your wallpaper.

psp game2psp game

Spider-Man 2 cheat

Sunday, June 22nd, 2008

Level select
Enter the options menu, select “Special”, then choose the “Cheats” option. Enter “WARPULON” as a code to unlock all levels.

All moves
Enter the options menu, select “Special”, then choose the “Cheats” option. Enter “MYHERO” as a code to unlock all moves.

All movies
Enter the options menu, select “Special”, then choose the “Cheats” option. Enter “POPPYCORN” as a code to unlock all movies.

Invincibility
Enter the options menu, select “Special”, then choose the “Cheats” option. Enter “NERGETS” as a code.
Infinite webbing
Enter the options menu, select “Special”, then choose the “Cheats” option. Enter “FILLMEUP” as a code.

Defeating Doc Ock
Save all of the people on the train and complete the other levels until you get to the level where he recreates his machine. To complete this level you must destroy all of the power generators. To do this, follow the cord that is streaked with orange (or yellow) and black. You will then get to the generators. Just kick them to destroy them. His shield will then go away and you must take out all of his legs; however, be careful. Then to defeat him, keep punching and kicking away.

Defeating Mysterio
You first need to know which hologram is him. To do that, you look at the faces behind all of the holograms. The one that is smiling will have the real Mysterio directly in front of it. Do not touch him while the three fireballs are orbiting his head. When he tries to shoot you and no longer has them orbiting his head, go in and hit him. When the fireballs return, back off. Keep repeating this. Note: Do not forget about the other holograms; they are just as powerful.

Defeating Rhino
To defeat Rhino, all you have to do is jump. While you are in the air, press L. Then, wait for him to run into the wall and get some combos on him. When he runs into the next room, do the same. Run around the poles when he gets the big pipe.

Defeating Shocker
To defeat Shocker, you must let Rhino knock down the platform he is standing on (see the “Defeating Rhino” hint). Then, lock in on him with the Spidey target and either blind him or hold L and press Triangle. Keep doing that and try not to die.

Defeating Vulture
Stay in the construction area on top of the building. Remain in between the two buildings that Vulture cannot get to you. After awhile, his health will get down to green. He will land, and this is when you can attack him. Do it quickly; you only get five to ten seconds to punch him.

CES 2008: US Getting PSP GPS

Saturday, January 26th, 2008

As if Skype weren’t enough, Sony has been demonstrating the PlayStation Portable’s GPS accessory, indicating that the Japan-only device will likely be released Stateside. It was released last year for a modest $43, so it seems like an affordable option for anyone who already has a PSP.

Sony’s CES website has a news tidbit that reads:

Explore the world with GPS on your PSP. Utilizing the GPS peripheral and the latest mapping software on UMD, your PSP will provide 2D/3D locations, driving directions, POI’s, and even downloadable city guides. With an easy search feature and customizable settings, GPS on PSP is the easiest way to navigate new areas and cities. Your world has now become portable.

There are no further details currently available, but CES is far from over, so a release date and price may still be forthcoming.

CES 2008: US Getting PSP GPS

Tomb Raider: Anniversary

Saturday, January 26th, 2008

When Tomb Raider first hit in 1996, it was nothing short of      groundbreaking. While years of sequels that ranged from unremarkable      to borderline offensive did a lot to tarnish the Tomb Raider name,      developer Crystal Dynamics undid a lot of damage with last year’s Tomb      Raider: Legend. It focused on the strengths of the series–exotic locales,      thoughtful puzzles, and incredible acrobatics–while modernizing the      gameplay, as well as streamlining the whole experience. Crystal Dynamics      continues its good work with Tomb Raider: Anniversary, which effectively      goes back to the original Tomb Raider and rebuilds it from scratch. Now      appearing on the PSP a few months after the PC and PS2 versions,      Anniversary is still a solid action adventure game. However, some control      compromises and inconsistent performance issues put a small dent in the      experience.

Like the original, Tomb Raider: Anniversary follows the same basic tale of      Lara’s hunt for the Scion of Atlantis as she does battle with conniving      businesswoman Jacqueline Natlas and her various henchmen. You’ll      explore ancient tombs and forgotten cities in Peru, Greece, or Egypt.      You’ll also perform plenty of death-defying acrobatics as you work your      way through massive, ancient, and often deadly puzzles. The whole      experience is highly evocative of the original, and there are certainly      plenty of moments that seem specifically designed to create an odd      sense of déjà vu. But nothing in Tomb Raider: Anniversary has been      regurgitated verbatim: Everything is bigger and better. The environments      are larger and more detailed, while existing puzzles have been elaborated      upon, often to dizzying effect. The experience just feels bigger; there’s so      much new content that it honestly feels less like a remake and more like      its own game.

     A big part of that feeling comes from how much more talented Lara has      become since the original Tomb Raider. Aside from a few, nominal      differences, she’s basically got the same abilities here as she had in      Tomb Raider: Legend, which made her one of the most nimble action      adventure heroes this side of the Prince of Persia. Her proficiency around      ledges is incredible: She can shimmy across ledges, leap from one ledge      to another, and scramble from one ledge to a higher ledge. She can      swing from dangling ropes or horizontal bars, perform tumbling      maneuvers to avoid projectiles, or climb up, leap from, and balance      precariously atop vertical poles.

     All of these acrobatics feel natural and not overly difficult to pull off, with      the game allowing for just the right amount of margin of error. But as      good as Lara is, she’s got her limits, which is a big part of what makes the      action feel dangerous. If your timing is off just a little bit when jumping for      a ledge, Lara might only catch it with one hand, which will have you      furiously mashing a button to help her recover. But if you miss the ledge      completely, Lara’s likely to expire or at least incur a serious amount of      damage. These misses seem to come a little more often in the PSP      version, which is due in part to some imprecision with the analog stick.      Other minor sacrifices were made to the controls in bringing Anniversary      to the PSP. The shoulder buttons are used to rotate the camera, and you      can tap the triangle button to reset the camera position or hold it down to      look freely around you with the analog stick. This works well enough most      of the time, though during combat it can get a little sticky because you      have to hold down both shoulder buttons to lock onto an enemy.

     Lara will need to exercise each and every one of her abilities to their      absolute limit in Tomb Raider: Anniversary, which features no shortage of      ridiculous acrobatics. The game is essentially made up of a series of      gigantic, unique set-piece puzzles. Sometimes the puzzles are traditional      find-the-key, flip-the-switch-type affairs, but more often than not, the real      puzzle is figuring out how to use Lara’s ability to get from point A to point      B. Additionally, the puzzles are often nested several layers deep. While      your overall goal may be to find four keys to open a door, you’ll first have      to figure out how to get to the bottom of a gigantic, crumbling tower, after      which you’ll have to figure out how to access four different doors. Then      you’ll have to figure out how to actually open those doors. But of course,      behind each of those doors lies a series of tricks and traps that you’ll      have to traverse before you’ll get to the keys. Solving one of these      overarching puzzles can be an involved process, with some of them      taking well over an hour to complete.

     The environments are your biggest adversaries most of the time in      Anniversary, though through your exploration, you’ll regularly run into      some antagonistic fauna. These include rats, bats, wolves, bears, tigers,      gorillas, raptors, and the occasional tyrannosaurus rex. Combat is limited      to gunplay, which operates with a simple lock-on system. Lara can also      tumble and flip through the air while keeping a bead on an enemy. New to      Anniversary is the adrenaline dodge, which at specific moments allows      Lara to dodge a charging enemy in slow motion. When time slows, a      target will also slowly move toward the enemy, and if you fire the weapon      right at the moment it locks on, it’ll produce an instant kill, usually when      the ferocious beast is just inches away from your face. It still feels like      Tomb Raider combat, which has always been a minor part of the      experience, but the adrenaline dodge is a nice little touch that adds a little      more drama to the action. Tomb Raider: Anniversary also makes use of      the same type of interactive cutscenes seen in Tomb Raider: Legend,      where you’ll have to quickly react to an onscreen button cue to keep Lara      alive. It allows for some beautifully choreographed action sequences, but      they’re rarely very challenging.

Tomb Raider: Anniversary
What keeps Tomb Raider: Anniversary engaging throughout is the      strength of the gameplay, as well as the quality of the presentation. Even      though you’re basically just going from one tomb to another, they feature      enough individual detail to make them unique. The environments are also      huge, using the occasional curvy hallway to mask load times. Aside from      some minor gameplay contrivances, they feel pretty real. Lara looks great      and moves with a natural grace that makes her incredible acrobatic feats      look feasible instead of ridiculously superhuman, while the various wildlife      you confront also moves convincingly. The quality of the design and the      animation comes through intact on the PSP, but a few of the finer touches      in the PC and PS2 versions are absent. These are specifically lighting      and atmospheric effects. But of greater concern is Anniversary’s      inconsistent frame rate, which can obscure the game’s lovely animation      and also make the timing of jumps trickier than necessary. While the      fidelity of the sound elements seem to have been reduced, the game’s      sound design still carries a lot of the weight in establishing atmosphere.      You’ll hear plenty of small ambient effects, such as animal calls and      dripping water. Lara’s grunts and yelps as she scales these incredible      antiquities will also resonate differently depending on the size of the      room. Music is generally used sparingly, but it always swells to a flourish      at all the right moments.

Tomb Raider: Anniversary

    Tomb Raider: Legend did a lot to make Lara Croft feel relevant again,     and Tomb Raider: Anniversary is another step in the right direction. The     acrobatic action is consistently exciting and challenging throughout. Thus,     despite being a remake, the experience feels new and fresh. This is the     best Tomb Raider game in years, and for the first time in a long time, that     actually means something.

Unlock all of MGS:PO’s unique characters

Thursday, October 25th, 2007

While driving around using the GPS system will get you some characters,    the coolest ones have to be earned through the game. Or… through these    cheats. A forum member from MGCN called SHADOW.EXE has uncovered    passwords for what could be every unique character in the game. Check it    out:

   HUNTER-N is NULL
   LQ.N2 is PYTHON
   JUNKER is CUNNINGHAM
   ERBE is GENE
   PK +ESP is URSULA (can’t be got with ELISA at the same time)
   THE-L is ELISA (can’t be got with URSULA at the same time)
   E.APPLE is EVA
   PM-EMS is PARAMEDIC
   DARPA-1 is SIGHT
   R.R.R. is OCELOT
   1+2-3 is ZERO
   SATURNV is SOKOLOV
   IVN =RV is RAIKOV
   T.F-ACID is TELIKO
   MGA2VE is VENUS
   !TRAUMER is GAKO

God of War: Chains of Olympus Update

Thursday, October 25th, 2007

   At this point it should go without saying that Ready at Dawn’s upcoming     God of War: Chains of Olympus is doing very right by the PlayStation 2     franchise. The ambitious, eye-popping game pretty much had us the     moment we saw it moving. One part testament to the Southern     California- based developer’s mad skills with the PSP, and one part     testament to the universal appeal of beating the crap out of mythological     critters, the game has made a positive impression every time we’ve seen     it. The only downside has been that Sony and RAD have been keeping     things pretty close to vest for this entry in the series, which is meant to     ensure that players get some good surprises. We recently managed to get     down to Ready at Dawn and take a peek at some new content in the     game, which included another look at Attica, the first level; a boss fight;     and a brief tour of Tartarus.

    Our look at the game kicked off with the now-familiar mayhem of Attica, the     first level in the game. The game is set in the decade of time Kratos spent     doing the will of the gods, and the level is a nice chance to see our boy at     work. The fearsome warrior kicks much tail and cuts through the insanity     as the city is besieged. As we’ve seen before, the central problem Kratos     is initially dealing with is a super-old-school-style weapon of mass     destruction: a basilisk. The fearsome critter is a serious problem initially     and requires some work to deal with. Given how often we’ve seen it, that     part of our demo was pretty familiar, but we also got a chance to battle the     Persian king, one of the many bosses you’ll face over the course of the     adventure. The battle against the surly monarch kicks off with a cinematic     that has him engaged in the standard prefight smack-talk you’d expect     from our boy. Once that’s out of the way, you’ll face off against the king     and his lackeys, all of which need some hook blade to the face. The king     is your biggest concern because he possesses a powerful magic attack,     as well as a few unblockable attacks that are painful.

God of War: Chains of Olympus Update

We’re not going to go into detail on the specifics of defeating his     kingliness, but suffice it to say the battle is a great time to become familiar     with evasive dodges, counters, and the unique properties of Kratos’     combos. The battle ends with one of the most awesome uses of a massive     crate and an enemy’s head we’ve seen in a game, which you should be     able to check out in our exclusive direct feed. The battle, along with its     rough ending, is a reminder that the PSP game has all of its console     cousin’s bite, and then some. Besides the satisfaction of knocking the snot     out of your opponent and totally defeating him, the fight with the king also     shows off some Mega Man-style positive reinforcement: you gain the     king’s magical attack, called Efreet. The mana-fueled attack summons a     fiery demon to do all sorts of damage to opponents. Best of all, as with     most of your magic in the game, you’ll be able to upgrade it as you go     along.

    The second level we played was Tartarus, the not-so-pleasant corner of     the underworld reserved for the really creative and painful punishments of     the not-so-nice. While you’d think everyone there would greet Kratos like     the Cheers crew does Norm, the locals aren’t really happy to see Kratos.     In fact, everyone’s trying to murder him. While no one would share the     specifics of why Kratos was off in the underworld, the level fits into the     larger tapestry of his mission as errand boy for the gods. The chunk we     played through featured a nice mix of puzzle-solving and exploration, key     elements from the console games. The level also showed off a good     variety of things to kill. Besides the old stand-bys, skeletons and harpies,     we also got take on armored cyclopes, which were tough. The backdrop to     all the action was a slick and massive-looking space that featured giants     bound by chains and menacing cliffs that offered a good sense of scale.     The other added challenge in the levels was the game’s difficulty, which is     currently a bit on the hateful side. Sony and RAD reps were quick to point     out that this issue is due for tuning as development wraps up.

    Control in the game was really comfortable and felt right. Ready at Dawn’s     adaptation to the PSP is working out nicely. Kratos handles like a champ,     with his combos–old and new–coming out intuitively. Though you might     initially find yourself hoping for camera control, the game appears to be     doing just fine without it.

 God of War: Chains of Olympus Update
    As far as the graphics go, the game continues to bust out visuals that are     the top end of what the PSP can do. The action is fast, and, thanks to the     boost in processor speed afforded by the latest firmware update for the     hardware, extremely smooth. We’re very taken with the game’s art     direction and sense of style, both of which have made the leap to PSP with     nary a hitch. The levels feature the same mix of wide-open space and tight     quarters seen in the console game. Tartarus is especially cool, thanks to     the sense of scale we mentioned.

    Based on this new snippet of the game, it looks like development on God     of War: Chains of Olympus is going really well. The game still looks     amazing and plays exceptionally well (though there’s obviously some     tweaking that needs to happen). Given that there are a few more months     of development still to go, we have high hopes the game is going to rock     the house. Anyone looking for a showcase of just what the PSP can do     should keep an eye out for the game. God of War: Chains of Olympus is     slated to ship this March for the PSP, so look for more on the game in the     coming months. Until then, come back Friday for a deeper look at the     game and how Ready at Dawn is putting together this promising action     adventure.

 God of War: Chains of Olympus Update

Birth by Sleep to take place entirely in Disney worlds

Thursday, October 25th, 2007

Although Birth by Sleep is taking the franchise to a darker direction, a     recent interview with Gemaga magazine reveals that the upcoming PSP     Kingdom Hearts game will take place entirely in Disney worlds. IGN notes     that “The game takes place in the past, years prior to the original Kingdom     Hearts, and the worlds will be updated to reflect this. Nomura envisions     having a young Hercules appear in the Hercules world, for instance. New     Disney worlds will also appear, as will favorite characters like Disney and     Goofy.”

    Development is being handled by the same studio that managed Re:     Chain of Memories (unreleased in the States). The battle system     employed will be largely similar to the card-based system featured in the     PS2 remake. “You set up a card deck consisting of commands that are fed     into your command menu,” Nomura explained.

    Details for Birth by Sleep are still hard to come by, but we’re intrigued to     see how this battle system will feel, especially for Kingdom Hearts     regulars. Considering Square’s incredible job with Crisis Core, we’re     confident they can pull off a PSP title that not only looks good, but plays     well too.

Birth by Sleep to take place entirely in Disney worlds

Birth by Sleep to take place entirely in Disney worlds

TGS ‘07: Star Ocean: First Departure Hands-On

Thursday, October 25th, 2007

TOKYO–We recently got some hands-on time with Square Enix’s     upcoming PSP role-playing game, Star Ocean: The First Departure, and     the game seems finished. Of course, depending on how you look at it, it’s     been finished for 11 years. First Departure is actually a remake of the     original Star Ocean, which was released in Japan in 1996. However, it     never made its way to North America, so there’s no better place for it to     show up than on the PSP, where it will also be the first Star Ocean on a     current generation portable system.

    The first thing we did upon starting a new game was name our blue-haired     hero. Of course, we aren’t sure what we actually named him, because all     the characters were in Japanese. Next, a cutscene began aboard a big     spaceship helmed by a grizzled captain. Something seemed to go horribly     wrong, and then out of nowhere an entire planet exploded, during which     the ship was caught in the blast. Apparently disabled, the ship floated     through space before crossing paths with a blue planet, where down     below…

A cute, purple-haired girl runs down a forest path in an anime-style     cutscene. Meanwhile, two boys sit chatting in a living room–that is, until     the girl bursts in and dragon-punches one of the boys, in slow motion no     less. The boy who got hit is kind of a GI Joe-looking blond kid, and his     buddy is you, the blue-haired hero. Everyone has tails, and we don’t mean     back stories. The two boys have thin brown monkey tails, and the girl has     a bushy purple fox tail.

TGS ‘07: Star Ocean: First Departure Hands-On

    Unusual appendages and shoryukens aside, the three of you team up and     head into town to investigate whatever has gotten your purple-haired     friend so excited. If we didn’t know better, we’d say it were the town itself,     which looks outstanding. The game features 2D sprite characters on 2D     backgrounds, which are flawlessly drawn and complemented by ambient     lighting effects nearly everywhere you go. Star Ocean will be a very     good- looking PSP game.

    After talking to townspeople and gathering information, we set out to     investigate, entering the fully 3D overworld. After just a few steps, we were     ambushed by thugs in a random encounter. They were sad-looking     creeps, dressed in brown with wimpy swords. Our blue-haired guy, on the     other hand, had a huge katana. We controlled him in real time while the     CPU controlled our two mates. We simply ran up to the thugs and hacked     them to pieces with our friends. While we aren’t ever crazy about random     encounters, we do like the fact that these battles are so interactive, and     potentially so quick.

    After fighting a few more foes, we arrived at another town that looked     much older than the one we started in, as if it were built on ruins.     Unfortunately, that was all the time we had with what is shaping up to be a     solid RPG for the PSP. When we know more about Star Ocean: The First     Departure, we’ll make sure to tell you.

TGS ‘07: Secret Agent Clank First Look

Thursday, October 25th, 2007

TOKYO–Southern California-based High Impact Games rocked the PSP     house earlier this year with Ratchet and Clank: Size Matters. This original     adventure game took Insomniac’s power pair to the PSP in style with a fun     adventure that looked great. The apparently insanely prolific development     studio is back to kick more tail with a brand new adventure dubbed Secret     Agent Clank, which stars the robotic half of the heroic duo. We had the     chance to try out a very early work-in-progress version of the 2008 game     at Sony’s pre-TGS press event, which offered an intriguing sampling of     Clank’s first solo adventure.

TGS ‘07: Secret Agent Clank First Look

     The game’s premise finds Clank in a solo adventure set after Size Matters      but before the shiny action of the PlayStation 3’s Ratchet and Clank      Future: Tools of Destruction. Why a solo adventure? It seems Ratchet’s      been framed for a crime and is destined to be found guilty due to some      shady goings-on. Rather than let his homie go down, Clank busts out with      his snappy spy duds and sets out to clear his friend’s name before things      go really wrong for him in prison.

     The demo featured three snippets of the game, which showed off      gameplay variety High Impact is going for to ensure Secret Agent Clank is      more than just a Ratchet clone. The playable sections were called Neon      Metropolis, Artificial History Museum, and Jack of All Trades. Neon      Metropolis played out like your standard Ratchet and Clank level with      Clank running through to dispatch enemies with his spy-themed weapons,      explosive cufflink bombs, and a boomerang-like bow-tie projectile. The      level featured a good mix of platforming and puzzle solving, which was in      line with what you’d expect. Unique touches, such as Clank’s      minigame - like stealth takedowns on unsuspecting enemies, were also      cool.

     The Artificial History Museum offered a much longer minigame and found      Clank sneaking past a series of security lasers. The game interface plays      out like a rhythm game and has you matching button presses. If you’re      successful, you’re rewarded with a cinematic showing Clank busting out      with his sneaking skills, and you’ll make it past the obstacles in front of      you without taking damage. If you mess up, you’ll still get the cinematic,      but Clank will be sloppier and lose health.

     Finally, Jack of All Trades showed off another one of the playable      characters in the game, universal gas bag extreme Captain Qwark, as he      fought against a boss. The galactic ham is offering a rather grand      recollection of his exploits against a foe, the level’s boss, to a companion.      The fight is your standard boss takedown and requires you to avoid his      attacks. You must also use Qwark’s blaster and a vacuum gadget to snag      grenades he throws at you, which you can then shoot at him. As we      mentioned, Qwark is a second playable character you’ll use in the      adventure, with Ratchet being the third. We haven’t seen what you’ll do      with Ratchet, but because he’s in prison, we’re thinking it might revolve      around him not getting shivved by inmates or other such fun prison      shenanigans.

 TGS ‘07: Secret Agent Clank First Look
The visuals in the game, though early, are already looking snazzy and      headed toward the quality of graphics seen in Size Matters. High Impact      clearly has a handle on the PSP, so we’re anxious to see what the team      can pull from the hardware. The three levels we saw were nicely put      together and featured some cool flourishes, such as a laser grid      sequence in the museum. The art in the game is looking sharp, sticking      close to the style of the series, as well as adding in some fun flourishes      with gadgets and Clank’s look. The audio in the game is still coming      together but has all the elements you’d expect from an R&C game. We      heard the familiar sound effects and voices which, while placeholder,      offered a good idea of where High Impact is going with the game.

     Based on what we played, Secret Agent Clank is poised to be another      PSP gem from High Impact. The game seems to be on point from the tech      side of things and should come packing a good dose of humor, which are      all the ingredients for a winning adventure in the R&C universe. The only      downside to the game is the wait for it: Secret Agent Clank is slated to hit      in 2008. Look for more on the game in the coming weeks.
 

Japanese go crazy for Crisis Core

Thursday, October 25th, 2007

If there’s one way to sell PlayStation Portables, Final Fantasy is the     golden ticket. The PSP-exclusive prequel to Final Fantasy 7, Crisis Core,     was released in Japan last week.

    Based on the latest data from Japan, FFVII: Crisis Core has already sold     over 470,000 copies. That is insane. Not Monster Hunter insane, but     insane none the less.

    The release of the game has also revived PSP console sales.Aprox.     100,000 units were sold last week in Japan, just managing to beat the     Nintendo DS. Do you think this positive trend will last? Or was this a one-    week wonder?

Japanese go crazy for Crisis Core
Japanese go crazy for Crisis Core