Shit! Now I have to play that piece of shit again.Shard said:Rocketmen: Axis of Evil to get DLC and new Achievements
http://www.360sync.com/2008/04/12/rocketmen-new-achievements-dlc
Yet? I did it a week after release.blahness said:*unf unf* i achieved the unpossible last night.. beat Space Giraffe in one run. Anyone else on gaf done this yet?
blahness said:*unf unf* i achieved the unpossible last night.. beat Space Giraffe in one run. Anyone else on gaf done this yet?
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Happy Tree Friends Release Update
A false alarm indeed.
by Erik Brudvig
April 14, 2008 - Rumors spread through the 'net last week that Happy Tree Friends: False Alarm would be due before April's end for Xbox Live Arcade and PC. The news spread from a post on the official Happy Tree Friends website that points to an April 21 release. Unfortunately, it looks to be a false alarm.
When contacted for confirmation on the day everyone could get their hands on the cuddly balls of violence, a SEGA representative informed IGN that the game is actually slated for a May release. It's not a major wait, but it looks like you'll have to hold tight a while longer.
Shard said:Battlezone images:
Gilatif said:Where is Turtles in Time already? Why haven't we seen Double Dragon 2?
...and of course, why is Sega holding back on the goods? I swear, some of these companies act like they are allergic to making money.
See this is what I think happens.Gilatif said:Where is Turtles in Time already? Why haven't we seen Double Dragon 2?
...and of course, why is Sega holding back on the goods? I swear, some of these companies act like they are allergic to making money.
That, and MS wants to have less old arcade ports now for some reason. They completely misunderstood us and thought we were saying "no more old games!" when, in fact, we were saying "stop it with the shitty fucking games and bring on the classics! nobody wants Discs of Tron!"LakeEarth said:See this is what I think happens.
Company has a long list of old classics, but they don't want to blow their load early. So they leave their big and popular games alone and start releasing their lesser known games, some old games, etc. But they keep releasing their minor games so long that their sales go down. Their sales go down, they cancel future projects. Therefore the BIG games everyone wanted in the first place never come out.
blahness said:*unf unf* i achieved the unpossible last night.. beat Space Giraffe in one run. Anyone else on gaf done this yet?
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I didn't wanna say anything, but I knew Battle Zone was gonna suck. It sucked back in 1995 (when I played it) and I don't see adding some Tron graphics making it any better 13 years later.Shard said:http://www.eurogamer.net/article.php?article_id=132296
Eurogamer XBLA Reviews of the week
Rocky and Bullwinkle: 5/10
Battlezone: 4/10
Zaangamer said:This has definitely been asked before but I'm just too fucking stupid to search.
Do US marketplace points cards work on the EU marketplace ?
radjago said:Do they really think people are going to buy it on nostalgia alone? It doesn't have anything else going for it as far as I can tell.
Dark Octave said:I didn't wanna say anything, but I knew Battle Zone was gonna suck. It sucked back in 1995 (when I played it) and I don't see adding some Tron graphics making it any better 13 years later.
What a waste of a week for XBLA.
radjago said:I took out like 3 tanks and the demo was over for Battlezone. Do they really think people are going to buy it on nostalgia alone? It doesn't have anything else going for it as far as I can tell.
Namco Announces Space Shooter PowerUp Forever
by Nick Breckon Apr 16, 2008 7:00pm CST tags: PowerUp Forever
Namco Bandai yesterday announced a new downloadable game titled PowerUp Forever at its press event in San Francisco. The space shooter is set for a fall release on Xbox Live Arcade and the PlayStation Network.
While I didn't get my hands on the Stardust HD-esque title, I did get to see an alpha version of it being played. From what I saw, I would judge it as one of the most promising titles within the Namco lineup.
Players will steer a fractal-based ship around a procedurally-generated level, firing away at various enemies. The visual style was very impressive, featuring whispy fluid dynamic-based shield effects that swished around the ship and the various enemies. Combat consists of shooting standard space shooter lasers and triple-shot guns using the right analog stick, with a full 360 degree field of fire. Nothing too exciting yet, but wait--there's more.
In a fantastic twist, as the player takes down parasitic monsters and bosses, the fractal ship grows in size. And while the ship may increase in volume, the level itself stays the same--the camera simply zooms out a little bit more after each growth. Taking notice of the larger target, objects that previously seemed like walls or asteroids show their true identities as gigantic monsters, coming alive to attack the player. It's Katamari Damacy meets Spore, and a really great effect at that.
The single player game will be continuously played on one "level," with only the background art and enemy encounters changing as the world becomes larger.
Youre doing a lot of tuning with Super Street Fighter II Turbo HD Remix, and I know youve written articles about it, but still: why simplify it?
David Sirlin: Theres been a lot of reporting that the game was dumbed down or something, but I think people are off base there. The changes that make the moves easier to do, do not really affect high-level tournament play at all. Theres a couple of cases where the move changes really do affect it, and Ive changed the properties of the moves to compensate, but in most of the cases, it doesnt really affect the balance.
People maybe think it does, but its making no change at the high-level play, and at low-level, its giving people a chance to experience more of the game. If youre stuck at the level of, I cant do Cammys Hooligan Throw, then youre not really playing Cammy and not really playing the game or feeling the strategy.
I want to get you past the beginner phase into the intermediate phase, where you get the strategy and the fun. So thats the idea -- dont mess up the high-level play, but get the beginners to the intermediate stage faster.
I remember when I first played Street Fighter II; there was definitely a bar that you had to pass before you could even figure out what was happening in the game. There was some complexity that kept people out: how can you really communicate this to people?
DS: Its really pretty straightforward actually. With Cammy, say, you give any player Cammy and her new Hooligan Throw command, where she flies through the air and throws you, is a quarter-triple towards, and then punch, like a fireball, they do it all the time.
Its just immediately obvious that theyre able to do all her moves when they couldnt before. Even I couldnt before. I didnt really play Cammy before HD Remix, so thats one of the reasons I probably steered clear of her, even the experts cant do the original motion every time.
It doesnt seem to me that lowering the barrier of the move complexity is changing the strategy too much, because really, youre just using the right move at the right time; its all about timing and strategy rather than complexity of input, right?
DS: Thats right. Theres still a lot of nuances of timing. One developer I worked with during the project, at one point said, that Cammys Dragon Punch move -- call it a thrust kick or cannon spike depending on who you ask -- is too good and has too high a priority. That was the claim.
I was playing as Cammy at the time, and he was playing as Fei Long, and later we switched characters so I was playing as Fei Long, and he said that Fei Longs Flame Kick has too much priority, its like his Dragon Punch.
The thing is, the priority on these moves is actually about the same; I dont have the frame stats off the top of my head, but I have a feeling that both of them are invulnerable for a certain amount of time, and both of them become vulnerable later.
Its really about, did you do yours a little bit before mine or a little bit after? Its all about those nuances in timing, and well deliver there just as much as ever.
How do you balance the priority of these moves? Excel spreadsheets?
DS: [Laughs] Well, maybe its not as you imagined. Of course I have access to all of the hit box data which is tables and tables of numbers, and all the formulas and equations of how the trajectory is computed, so you could say I have access -- theyre not in spreadsheets -- but I have access to all this data and I must use some kind of analysis and some formula to come up with what to do, but its really not to do with that.
My biggest secret is that, even though I have a math degree from MIT, its not about math at all. If I was going to make a fighting game from scratch, starting with nothing, thered be a tiny bit of math to make sure that, if you make them block a move, you cant block it again to prevent infinite loops, so theres already a little bit of maths done for me in Super Street Fighter, but when it comes to things like, should this guys priority be a little bit better or not?
Its just this holistic approach. We know the results from all these tournaments from all these years, and its just having an intuition of what a tweak is going to do.
So for Fei Long, for example, hes invulnerable for a certain amount of time, and then hes vulnerable. Some people suggested he should be invulnerable for a greater amount of time. Now, I dont need a spreadsheet to tell me thats a good idea or not. I just know that his Dragon Punch is pretty much effective as it is, and thats not the reason he loses matches. So, when I look at expert players try to play Fei Long and try to be successful with him, its just that they cannot get in, cant get close enough, and once they do, he has a lot of options and a lot of ways to deal damage.
There needs to be a trade-off, it needs to be kind of hard, but not as hard as it currently is. So I have to look at things and ask, what can I do to let him get in a little more easily? One example is that he has a flying kick where he flies through the air as one of his special moves. Its really hard to do before, we made it much easier to do.
I made the small version of that -- theres three versions, small, medium, and large -- I made the small version be able to go through fireballs at the beginning. So thats one more option he needs to get in. The opponent can counter it by just backing up and sweeping, but he didnt have any really good options. So its a feel, its intuition.
Infinitum
Release Date: Summer 2008
Platform: Xbox LIVE Arcade, PLAYSTATION Network
Get ready for high-octane, shooting action with Infinitum. Space and time are irrelevant in your search for evil forces as you fight a relentless horde of enemies across an endless spatial battlefield. Destroying elite enemies allows you to absorb their energy, transforming your ships size, shape and power. As your ship evolves and grows your world and its enemies shrink to insignificance, revealing even more massive and powerful enemies that were previously too large to see.
Rlan said:I'm a little confused about Powerup Forever. In the announcement it's called Infinitum:
http://www.namcobandaigames.com/news/press/press/284/page/1
??
womp said:How do these "ports" not only get released but butchered so badly in the first place? For crying out loud I was playing this game flawlessly emulated *13* years ago on my old Pentium 75mhz PC.
Is this the first we've heard of either game?Shard said:ESRB Rating Updates
Golf: Tee It Up! Activision E No Descriptors Xbox 360
Crazy Mouse Ultizen Games E Comic Mischief Xbox 360
Hi Ryan,
It's PowerUp Forever. The webmaster posted an old release, please disregard it. I've attached the correct release for you.
virtuafightermaster said:Next week is Three Firends False alerm ( whatever it is called), it doesn't sounds like a exciting game at all.
Housemarque's project maybe?Shard said:Golf: Tee It Up! Activision E No Descriptors
Another_visitor said:Housemarque's project maybe?
Dr Zhivago said:And all the MAME source is available for people to look at.
What's also annoying is how many reviews blame the game's poor quality on the original being poor or dated, rather than Stainless' quarter-arsed effort.
womp said:I just can't WAIT to see what the hell they do to Warlords.
PepsimanVsJoe said:If it's anything like the PSP version prepare to hate life.
I got sick of Atari Classics Devolved and downloaded a save to unlock all of the Atari 2600 games, no more fenaggling with shitty remakes.
womp said:I just can't WAIT to see what the hell they do to Warlords.
Shard said:Bloody awful and yet somehow not as offending as what they did to Warlords in Retro Atari Classics DS.
soldat7 said:I'm guessing Microsoft has some say in what these pubs can and can't put out tho.
Domino Theory said:Hey guys, I don't know if you guys are aware, but for the past couple months I've been gifting MS points to people unable to afford the Heroic (at the time, it's now free) and Legendary Map Pack for Halo 3.
On my way to Target I stumbled upon a bunch of cards that had different arcade games on them such as Worms, Texas Hold'em and Geowars.
I'm thinking of buying a couple of these cards, and gifting them out to people in this thread at random. Unfortunately, these codes (just like the points codes) are only valid in the US, so foreigners, I'm sorry.
Anyways, just wanted to let you guys know.![]()
Hugs and kisses.
That's pretty cool that you are doing that. Be sure to get Shard some games/points.Domino Theory said:Hey guys, I don't know if you guys are aware, but for the past couple months I've been gifting MS points to people unable to afford the Heroic (at the time, it's now free) and Legendary Map Pack for Halo 3.
On my way to Target I stumbled upon a bunch of cards that had different arcade games on them such as Worms, Texas Hold'em and Geowars.
I'm thinking of buying a couple of these cards, and gifting them out to people in this thread at random. Unfortunately, these codes (just like the points codes) are only valid in the US, so foreigners, I'm sorry.
Anyways, just wanted to let you guys know.![]()
Hugs and kisses.