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I just clued in to some new shots and a video of the PlayStation Portable using the Universal Media Disc (UMD). The mechanism appears to be similar that used in many Sony MD units, in that it is both slot-loading and flips open to eject the disk.The best part of
video clip is when the guy demoing it fails to properly remove the UMD on the first go-around.
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Posted: 2004-10-14 20:57:02
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:-D They're still insisting it's out this year. And they denied all those prices you posted too. One more thing...it's HUGE!
This message was posted from a Z600
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Posted: 2004-10-14 21:05:49
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You want it to be really small with a really small screen BOSSHOGG?
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Posted: 2004-10-14 21:24:48
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On 2004-10-14 21:05:49, BOSSHOGG wrote:

They're still insisting it's out this year. And they denied all those prices you posted too. One more thing...it's HUGE!
Well maybe it will & maybe it won't we will just have to wait and see!..here's hoping!
Prices will change upon final release of the end product.so no one really knows for sure how much exactly it will cost...Why do u think that its big?..So aint u buying it now then?
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Posted: 2004-10-14 21:30:39
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Never intended on buying one. Not paying 30 quid or more for a handheld game. Seen the pics of the small jap girls in tokyo holding them. Almost as big as their waist!
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Posted: 2004-10-14 23:11:01
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in one of the package options there was camera?
im thinking this is a add on rite?
and at $199 its much cheaper then i was goin to pay, lol
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Posted: 2004-10-15 00:42:09
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Oh my oh my oh my oh my and lots of oh my ONLY 350 BUCKS? GPS? ALUMINIUM CASE ? CAMERA? 256 MB MSDP? WOW WOW WOW! OMG I WANT ONE! KILL SONY! WHY THEY ARE MAKING SUCH COOL THINGS, THAT YOU CAN NOT STAND TO BUY?!
This message was posted from a WAP device
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Posted: 2004-10-15 02:26:57
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PSP developer interview (Part 1) - Hardware specs finalised
WatchImpress has conducted a fantastic interview with Izumi Kawanishi, one of the lead developers of the Playstation Portable, covering everything from hardware specifications to the finer details of the PSP's design. We've got the trained monkeys in over-drive, furiously banging out an English edition of this latest news on the PSP. Stay tuned for Parts 2 and 3!
Mr Izumi Kawanishi
Head, Network System Development Section, Research and Development Division, Sony Computer Entertainment
Key figure in development of hardware for Playstation 2, Playstation Portable and other systems at Sony Computer Entertainment
Little more than a year and a half has passed since Mr Ken Kutaragi, President and CEO of Sony Computer Entertainment, stood on stage at E3 2003, held up a UMD (Universal Media Disk) and announced the development of the PSP (Playstation Portable). In that time, Sony Computer Entertainment has strived to bring to market an advanced portable game device with functionality far exceeding that of any existing device.
Pricing and sales information for the PSP have yet been released, making it a machine of some mystery. Sony has stated that they will release this information during 2004. On this occasion, we talked with Mr Izumi Kawanishi (Head, Network System Development Section, Research and Development Division) about everything from specifications to the finer details of the PSP's design.
Q: Approximately when did you start development of the PSP?
Kawanishi: From about the time of the E3 2003 announcement. We had plans for a portable game device for a long time before that, though. We had already discussed the idea a number of times and decided on the basic concept. However, the actual start of development was from last year.
Q: Then, why did it take until last year for the project to receive the go-ahead?
Kawanishi: Starting with the development of the Playstation technology, we have continued to develop game devices for home use and, therefore, had the desire to produce a portable game device for quite a long time. However, until now, we weren't able to produce a portable game device with the advanced specifications we wanted ... one with a specification that we were sufficiently satisfied with.
Then, last year, it finally began to look like we could fit everything into a portable game device with high quality so we decided to take on the challenge. Up until now, there hasn't been a portable game device with 3D functionality so this is the first, I think. In addition, although there have been a number of portable game devices in the past, a portable device of the PSP's quality is also a first. Those two areas are big points, I think.
Basically, in a market with a lot of customers who are already enjoying the PS2, we didn't want to release a product that was inferior to that.
Q: The PSP is a portable game device but, when you started development, in what sort of environments did you envisage it would used?
Kawanishi: Well, to some degree, you can assume that it will be stored beside an existing game system and TV but, as it is a portable game device that you can carry around in your hand, I think the user will decide how and when to use it depending on the situation. The variations and possibilities are unlimited; the concept is that you can take it with you and play it anywhere. Therefore, where and when it is used is something that we want to allow each individual user to consider and not something that we should decide.
Q: In the beginning, the image that Ken Kutaragi presented at E3 was one of a small-size Playstation but, at the announcement the other day, it looked like much more advanced operations will be possible. What sequence of events took place to cause this change in direction?
Kawanishi: Let me see. At an early stage, the specifications were based on those of the Playstation 2. However, even if you say, "let's make a portable Playstation 2!", it's not something that is possible.
On the other hand, if you say, "maybe a specification based on the Playstation will be OK," you will not be able to satisfy the development side. Users are already accustomed to Playstation 2-like graphics and, if the PSP were to produce Playstation-like graphics, you would be returning to the time before the Playstation 2 and I don't think it would be possible to satisfy users. We didn't want to compromise in that area.
Q: The smart design is typical of SCE but was there anything in the design you were particular about? Was Teiyu Goto responsible for the design this time too?
Kawanishi: This time, a designer other than Mr Goto but from the same group was in charge. As for design particulars, one point was that we wanted to keep it to this size. We also wanted to make the shape as flat as possible. What else....maybe the thickness? Yes, we were pretty particular about the thickness of the device.
Q: Until now, the Playstation platform has distinguished the controller buttons by different colours but this time they are all white. Why didn't you use different colours to distinguish them?
Kawanishi: We took into consideration the colour of the overall unit and the balance of the design.
Although sales are yet to begin, what is your thinking with regard to colour variations?
Kawanishi: At the start of sales, black will be the only colour but, after that, we will keep that (colour variations) under consideration.
In making the PSP, what sort of things presented difficulties?
Kawanishi: Well, getting everything into this small unit was a challenge. Mechanically speaking, there is an LCD, motherboard and also the UMD drive inside; getting all of those things into such a thin unit was the most difficult. As for the frontal area, we put in the biggest LCD we could along with the controller so that was pretty tough too.
In terms of the internal semiconductor electronics - this was the most challenging thing - the work to fit all the functions of various devices on to one chip in such a short period of time was difficult. We call it "System On Chip (SOC)" and we have been able to achieve it this time. In terms of days, it took us 1 year..or a bit less (laughs).
Q: Apart from the digital direction pad, there is also an analog pad - was that something you felt you had to include?
Kawanishi: As the PS2 has an analog stick, there is a lot of software that has been designed with the view that there will be an analog stick. We didn't want to lower the specifcations from that point.
Q: The response (of the controls) is quite good, isn't it?
Kawanishi: That's because we have managed to achieve the same level of sensitivity (resolution) as the Playstation 2 controller.
Q: The Playstation 2 has two analog sticks but, as might be expected, you weren't able to include two in the PSP?
Kawanishi: That's right. Sorry... (laughs)
Q: Does that mean two controllers aren't required?
Kawanishi: If you wanted to include two, it wouldn't be impossible. However, it would be troubling if the face was littered with buttons and users did not know which one to press.
Q: Will it be possible to link the PSP and the Playstation 2?
Kawanishi: Sending and receiving of data via a USB connection, wireless LAN or Memory Stick will all be possible. Because two-way communication is possible with USB, you will be able to display information (identical or different) on the screens of both the Playstation 2 and the PSP at the same time. It is also technically possible to use the PSP as a Playstation 2 controller (Editor: It is not clear whether this is currently possible).
Q: Speaking of USB, with the Playstation 2 it is possible to connect the EyeToy USB camera and play games. If a driver was included in PSP software, would it also be possible to do this on the PSP?
Kawanishi: Although they both use USB, the Playstation 2 and PSP are slightly differerent. The PSP uses a smaller USB connector so direct connection is not possible. You could use a converter to connect them but I think, if we were going to do it, we would make a connector specifically for the job. With USB, there are many possibilities to use devices such as GPS and cameras. I think using these devices would be very interesting from a gaming point-of-view.
Q: The PSP is also compatible with video content but is support for region coding and parental lock functionality installed? As we would expect, is it based on the DVD-Video standard?
Kawanishi: There is the problem of how far do you go but we thought it was sensible to implement the concept of regions, as it is already accepted by the market. For the UMD-Video standard, we intend to set the region in a similar way.
Q: On the PSP, the XMB (Cross Media Bar) will start up if you press the HOME button. Will firmware and XMB updates be possible?
Kawanishi: Updates are technically possible using Memory Stick or network transfer. I think firmware and software updates will be done using those methods.
Q: We know the hardware specifications are fixed but will development of the firmware continue until the last minute?
Kawanishi: Yes, that's right.
Inspired by:
http://www.watch.impress.co.jp/game/docs/20041015/scej.htm
Don't miss the remaining instalments of the PSP developer interview. Coming up in the next few days:
Part 2
- LCD size and beauty were critical
- Battery life under final adjustment
Part 3
- UMD game boot-up time of same order as PS2
- PC management of MemoryStick saved data possible
- Network connections? - no problem
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Posted: 2004-10-19 16:41:23
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In that interview it was hinted that there may be a launch delay(despite no actual date being set), apparently he blamed the developers for not having anything ready.
And when you connect it to a PC using the USB cable, it shows up as an external drive, allowing you to drag and drop mp3, ATRAC3 and jpeg files into it.
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Posted: 2004-10-19 17:30:00
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PSP developer interview (Part 2) - LCD specs, battery life
In the second part of our PSP developer interview translation series, Mr Izumi Kawanishi, head of Sony's Network System Development Section, discusses the details of the PSP's gorgeous 4.3" widescreen LCD display and battery life.
Mr Izumi Kawanishi
Head, Network System Development Section, Research and Development Division, Sony Computer Entertainment
Key figure in development of hardware for Playstation 2, Playstation Portable and other systems at Sony Computer Entertainment
LCD SIZE AND BEAUTY WERE CRITICAL
Q: When I saw the PSP in the flesh for the first time, my first impression was that the LCD display is really big. Was the size of the LCD display given a high priority during development?
Kawanishi: It's the trump card of the PSP design.
Q: Please tell us the details behind the decision to make the LCD display 4.3" in size.
Kawanishi: We placed a lot of importance on the LCD specifications and screen size as we wanted it to be something that customers would regard as beautiful. Of course, there are also mobile phones and PDAs but we didn't want to compromise and be in a situation where people would say, "it's small so this is about all it can display". For a specification for a screen that is small yet still satisfying, surely this size is the only choice? We think that this is the minimum size that can meet the specification to display SCE games, as well as other types of content.
Q: Did you use any methods to make the LCD display appear bigger? For example, the design is such that the LCD just fits into the main unit and I felt that this made the screen appear bigger.
Kawanishi: No, actually it was the other way around. The size of the LCD size was decided and then, while trying to keep the PSP as small was possible, we integrated all the various functionality. I think it would look a bit strange if the support frame had to be bigger. That's why the size of the LCD was a relatively important point, I think.
Q: With a screen this big, there is the worry that it will be damaged or scratched. Have you take any measures to counter this?
Kawanishi: We plan to apply a protective coating to the face of the unit (in contrast to the demo systems displayed at the Tokyo Game Show) .
Q: Will it be possible to adjust the brightness of the display?
Kawnishi: Yes, fine adjustment will be possible.
Q: The PSP has a 16:9 widescreen TFT LCD screen. Why did you decide to use a wide display?
Kawanishi: Although most recently released TVs have 16:9 screens, game software has continued to be developed in the old 4:3 format. We wanted to break away from this situation (the 4:3 format). 16:9 displays are the way of the future. Although there are a lot of people who enjoy games in the 4:3 format on the Playstation 2, the PSP is an all-in-one unit and, therefore, not tied to a 4:3 display. Based on this, we took on a challenge and went with a 16:9 display. As the PSP is a self-supporting/independent unit, it was possible to advance to the next generation.
The fact that we were able to realise such a big screen will have a signifcant impact on the games developed, I think. Therefore, if you make a realistic game, you can be immersed in that world or, with a lighter game, you can play it anywhere and anytime. I think the possibilites for game content will expand as a result.
BATTERY LIFE UNDER FINAL ADJUSTMENT
Q: Concerning the rechargeable battery, was the decision to use a removeable battery and not an internal (non-removeable) one made at the start of development?
Kawanishi: Yes, that's right. With a removeable battery, you can remove it and replace it when it runs out. If you became unable to use the PSP at the same time, it would be a little sad (i.e. if the battery was internal and non-removeable).
Q: Will you sell reserve batteries as well?
Kawanishi: Yes.
Q: Regarding the battery, the point we're most anxious about is the battery life. How long will it last?
Kawanishi: It will depend on the software being used. There are many different uses for this device - for example, you could watch a lot of movies or use wireless lan a lot - and the battery life will change quite a bit depending on how it is used. We're currently in the process of fine-tuning the way the software will be made in conjunction with software makers (to maximise battery life).
Q: I assume that the battery life will be consumed quicker the more you use the UMD drive or wireless LAN?
Kawanishi: Yes, because that's a fundamental principle. (laughs)
Q: For example, the PSP will also be able to deal with video content - will you be able to watch at least one movie?
Kawanishi: Of course, that's the mimimum requirement. The battery will last quite a bit longer than that.
Q: Is the standard method of battery charging with it inserted in the PSP? Also, will you be able to charge the battery while playing a game?
Kawanishi: The battery will be charged while it is in the PSP. Charging will be possible (while playing a game connected to the AC adapter). At the moment, we have no plans to sell a separate charger. Charging will occur in a cradle-like device.
Q: Will the cradle be sold separately?
Kawanishi: There are terminals to the side of the AC adapter connector. They are for the cradle. (Editor: Did he just avoid answering the question?!)
Q: How long will it take to charge the battery fully?
Kawanishi: I can't give you an exact answer yet but it's not like it will take many hours. You can charge the battery pretty quickly. Recently, mobile phones can be charged pretty quickly, right? Well, (the charging time will be) in that region. (Editor: About 2 hours?)
Q: There is an element of uncertainty regarding the heat that will be generated by the battery and the spinning UMD media. How is that situation?
Kawanishi: We have included counter-measures precisly for that purpose. The body may become a little warm but it will not be a problem.
Q: For those times, for example, when you are playing a game on the train and have to stop, is there a resume function?
Kawanishi: The program's composition will actually determine in what way this can be done. Whether you will be able to save a game state and restart from that point is something that will depend on the software maker's methods. We plan for the PSP's main software to operate in this way though.
Inspired by:
http://www.watch.impress.co.jp/game/docs/20041015/scej.htm
Don't miss the other instalments in our PSP developer interview series:
Part 3 (coming soon!)
- UMD game boot-up time of same order as PS2
- PC management of MemoryStick saved data possible
- Network connections? - no problem
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Posted: 2004-10-20 17:51:26
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