Official Xbox Live Arcade Thread

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So is Rare'e entire N64 catalog (minus Nintendo properties) going to end up on XBLA?

I mean, whatever gets me a cleaned up version of Jet Force Gemini is good in my book.
 
Princess Skittles said:
So is Rare'e entire N64 catalog (minus Nintendo properties) going to end up on XBLA?

I mean, whatever gets me a cleaned up version of Jet Force Gemini is good in my book.
I never understood why such a creative studio like Rare doesn't make XBLA stuff, Jetpack aside. And now that they are, they're just rehashing old stuff :/

EDIT: I understand Banjo/Tooie has been done by an external studio so maybe that is the case here. But surely Rare is brimming with ideas for cool, new, fresh XBLA games. So where are they?
 
pswii60 said:
Yeah wtf is 'Bean'!?
I'll dig up a link later, but a website around a year ago said they got some details and screenshots of Goldeneye without the James Bond references, and they said it was codenamed "Bean". They also said it had the PDZ placeholder icon.
 
So it sounds like we may get Goldeneye after all (without bond) and to top it off a nice helping of perfect dark, damn that's sweet.

Calling it, 1200 space money each.
 
pswii60 said:
I never understood why such a creative studio like Rare doesn't make XBLA stuff, Jetpack aside. And now that they are, they're just rehashing old stuff :/

EDIT: I understand Banjo/Tooie has been done by an external studio so maybe that is the case here. But surely Rare is brimming with ideas for cool, new, fresh XBLA games. So where are they?


Probably too busy working on premium content.
 
You know what would be really neat but not a huge megaton? If RARE did a proper sequel to Battletoads as an XBLA game. Or RC Pro Am. I would love a proper sequel to those two titles on XBLA.
 
turtles-in-time1.jpg

turtles-in-time2.jpg


Are these real?
 
WTF? God, I love this time of year. Right before E3 when all the secret info starts getting leaked. I hope those pics are real.

Ura's EDIT: Oh SHIT. That screen cap is not the original graphics?! Updated TMNT4?
 
UraMallas said:
WTF? God, I love this time of year. Right before E3 when all the secret info starts getting leaked. I hope those pics are real.

Ura's EDIT: Oh SHIT. That screen cap is not the original graphics?! Updated TMNT4?


Well, we don't know if they included the original in this package.
 
DuckRacer said:
I'll dig up a link later, but a website around a year ago said they got some details and screenshots of Goldeneye without the James Bond references, and they said it was codenamed "Bean". They also said it had the PDZ placeholder icon.

Whoa.
 
WorthPlaying.com Diner Dash Preview:

http://www.worthplaying.com/article.php?sid=62238

Preview Xbox Live Arcade Preview - 'Diner Dash'
Posted on Sunday, May 03 @ 04:56:50 PDT
Diner Dash will let players take direct control of Flo as she runs around to seat patrons to take orders, deliver food, take payment and bus tables as efficiently as possible within the time limit allowed.



Genre: Action/Strategy
Publisher: Hudson Soft
Developer: Coresoft
Release Date: Q2 2009

In this modern era of 80-hour RPGs or complex shooters, we tend to overlook the fun of the simpler games, like Space Invaders or Pac-Man, which let you sit down and put your skills to the test to try to get a high score. While there are certainly a fair number of titles that fall into this category that are extremely popular nowadays, they almost always tend to be puzzle games. I don't know a single person with a computer who hasn't lost at least a few hours of their lives to Peggle or Bejeweled, but it isn't quite the same thing.

Released in 2004 for the PC, Diner Dash was a popular modern take on the simple idea of a game where your goal is to have fun and earn a high score. Since its release, Diner Dash has been ported to mobile phones and handheld consoles, and it's even gotten a few sequels to boot. However, console gamers never got a chance to try the game, with Diner Dash's simple gameplay tending to make it a better fit for handhelds or PC downloads. Fortunately, with the advent of downloadable games on all three current-generation consoles, Diner Dash has finally found a way to make it into a console gamer's home.

Diner Dash is a basic game on the surface. Players are placed in control of Flo, a stockbroker-turned-waitress, and can guide her around the small diner where she works. Everything in the game is controlled using only the analog stick and a single button. The analog stick moves Flo around, and the action button activates whatever she's facing if it can be activated. Your primary goal in Diner Dash is to turn Flo's Diner into the most successful place in town. To do this, you have to serve customers quickly and efficiently. Do well enough and you'll earn tips; do poorly and your customers may only leave the minimum amount or even storm out in disgust. Every successful serving gives you points, and the overall goal is to earn as many points as possible.

However, it isn't quite as simple as it sounds. Serving customers is made up of five components: seating them, taking their order, serving their order, giving them a check and cleaning up their table. Your customers will come into your diner, and you must seat them at an available table. You can't just seat anyone anywhere, though, since people arrive in groups and nobody wants to be separated from his friends during a day out. You can only seat people at tables that have at least as many chairs as they have people in party, but the fun doesn't stop there. Each customer has a specific color assigned to him, and after a customer has eaten at your diner, the chair in which he was sitting changes to match the color of the customer. If a customer sits in a chair of the same color, you get a nice bonus. In order to get the highest possible score, players will have to rotate their customers before they seat them, trying to get as many color matches as possible. The more you get, the better a bonus. It's also important to note that customers don't like waiting to be seated. Wait too long, and a customer might just walk out.

Once your customers are seated, they'll begin looking over the menu. Different customers take different amounts of time with the menu; some pick quickly, while others may pore over the menu for ages. Once they've decided, the customer will raise his hand, at which point you have to dash Flo to the table to take the order. You must then deliver the order to the chef to get the food cooking, but there is another chance for multiple points here. Every time Flo repeats the same action multiple times in a row, she gets a bonus. Thus, taking two orders to the chef at once gives you twice the bonus, while taking three orders before you do anything else will give you three times the bonus. Flo only has two hands, though, and anything she can do, aside from seat a customer, takes up a hand. In order to start racking up bonuses, you have to complete the same task multiple times in a row in trips of two. The longer you take, the more likely it is that your customers will start to get annoyed, so it's a matter of balancing time and points.

The rest of Flo's experience plays out in a very similar way. When the customers' food is ready, you deliver it to them. When they're done eating, they'll ask for the check, and you'll take their dirty dishes to the sink. With the exception of the dishes, each of these activities is timed. The longer you take, the less happy the customer will be. Like taking orders, you'll get a bonus for completing the same task multiple times in a row, so it can sometimes be worthwhile to let a customer wait a little longer. Dishes have no real time limit, so you can let them sit on the tables for as long as you want, but as long as dishes are sitting on the table, you can't seat any new customers there.

As Diner Dash progresses, things will get more difficult for players. More tables will be added, and customers will arrive faster and faster and in greater numbers. Perhaps the most important change is that new kinds of customers will appear. You begin by serving young ladies, but as the game progresses, more customers are attracted to your diner, and each type of customer has specific quirks. Seniors, for example, are the easiest to take care of. They don't get angry easily and are willing to wait for quite a while, but they also take extremely long to eat and don't tip well. A businesswoman is the exact opposite, deciding quickly and paying big bucks, but lacking the time and patience to deal with a slow waitress. The one to really keep an eye out for is the restaurant critic, who is either your biggest ally or your biggest foe, depending on her dining experience. A happy critic will add an extra star to your restaurant at the end of her dining experience, which is quite important because a star serves as the game's life bar. Every time you have a customer leave angry, you lose a star. Lose them all, and you go out of business. If your critic is unimpressed, however, you'll lose a tremendous amount of points.

There are also a few additional twists to think about. You'll find that there are various upgrades that can be made to the diner, ranging from the simple, such as an improved oven that cooks food faster, to the more complex. For example, once you get a drink machine, you can start passing out drinks to waiting customers, and this improves their disposition when you're running behind. However, drinks take a while to respawn, and they must be hand-delivered like everything else in the game. Other upgrades have a more passive effect. Hiring an entertainer to stand near the entrance to your diner, for example, will cause customers to be more patient when waiting to be seated. A boombox can make those waiting for their food more willing to keep their cool. There are even new shoes you can get that make Flo faster and better at her job.

The game is divided into two modes. The first, Flo's Career, functions as the story mode and tutorial. You join Flo as she quits her stockbroker job and slowly turns a series of diners into successful franchises using nothing but her quick feet and expert waitressing skills. In story mode, each level introduces new gimmicks or situations for you to deal with and functions primarily as a tutorial for the other big mode, Endless Shift, which is a never-ending game of Diner Dash. Players have to try to keep the restaurant afloat as long as they can, with the game growing faster and more difficult with every passing shift. Every time Flo meets a milestone, she can upgrade part of her diner to make things easier for her by adding extra tables, improved ovens, drink machines or entertainment. The real meat of the game is in Endless Shift mode, where players will be encouraged to play again and again to obtain a high score. The game also supports multiplayer modes, where two players can work together to try to clear Endless Shift or compete against one another to try to reach a set number of points first.

Diner Dash isn't the most complex game in the world, but it's shockingly addictive. It sounds easy, but when you're rushing from table to table, trying to keep up with the ever-increasing tide of customers and orders, it can be overwhelming. The gameplay is easy to learn, and even the most casual gamers should have no trouble picking up the mechanics within a few minutes of playtime. Running through the "story mode" probably won't take most gamers very long, but the real fun comes once you start mastering the various mechanics and taking on Endless Shift to earn a high score. If you're a gamer who've never tried Diner Dash before or are a former addict looking for another chance to play, you'll most certainly want to give it a shot when it hits Xbox Live Arcade, PlayStation Network and Wiiware later this year.
 
Brett Ballow/Tozai Games talk Lode Runner for XBLA

http://www.fudzilla.com/index.php?option=com_content&task=view&id=13476&Itemid=39

Interview: Lode Runner revisited in 272 levels

Fudzilla: How did you become involved in the Lode Runner project for the Xbox 360?

Tozai: Well, there’s a bit of history involving several of us at Tozai that explains how we got here! In the early 1980’s, one of Tozai’s founding members, Scott Tsumura, who was then an officer at Irem Corporation, saw Lode Runner when it was first released by Broderbund in 1983. Scott fell in love with Lode Runner and decided that it would be a great title to port to Japanese arcade machines. Thus, Irem licensed the Arcade rights and Lode Runner became the first home computer game to be ported to an arcade platform. In fact, Irem ended up publishing four Arcade versions between 1984 and 1986. The original creator of Lode Runner, Douglas Smith, traveled to Japan to meet with Irem and participate in sales promotions, thus Scott and Douglas got to know each other and became friends. Later on in the 1980’s, Scott moved to the US (to the Seattle area, which coincidentally is where Douglas Smith also lived) and in 1990 started the US office of Bullet-Proof Software. At that time, Sheila Boughten, Tozai’s President, also worked for Bullet-Proof Software, and in 1996 Scott and Sheila co-founded Tozai, Inc., which focused on game licensing between Japan and the West for software developers and publishers around the world. At the same time, Scott co-founded another development company, Big Bang Software. Big Bang developed Lode Runner for the N64 – and Brett Ballow was the Level Designer for that version. Scott then formed Nintendo Software Technology Corporation and the team at Big Bang Software became part of NST, where Brett continued to work. In the meantime, Sheila continued to work as a licensing consultant to developers and publishers through Tozai, including Douglas Smith, and for many years helped bring Lode Runner to various platforms, especially in Japan. Ultimately, Douglas decided he was ready to focus on fresh adventures and to find a new home for Lode Runner. Tozai, composed of a team with close historical ties to Doug and an enduring passion for Lode Runner, was the obvious choice as the keeper of the flame, and that’s just what happened. Tozai acquired the Lode Runner property and plans to keep the legacy alive into the future.

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Fudzilla: How was the decision reached that it was time for a classic like Lode Runner to be overhauled for the Xbox 360 platform?

Tozai: Tozai was interested in bringing Lode Runner online and we were looking into contacting the Xbox folks about possibly bringing the game to XBLA. At the same time, Ross Erickson--then in charge of acquiring XBLA titles at Microsoft--wanted Lode Runner for Xbox LIVE Arcade since it was one of his all-time favorite games, and for some time he had been looking for the rights owner. Through good fortune and some common contacts, the two companies—ironically located just a few blocks apart—found each other, and the result is what we consider to be the definitive version of Lode Runner.

Fudzilla: I am sure that you are aware by now that Lode Runner holds a special place in the hearts of many older video gamers as one of the classics that drew them into gaming. How do you maintain the integrity of this legacy while at the same time move the franchise in a new direction? Not all sequels and conversions of Lode Runner over the years have been that good.

Brett: Yes, Lode Runner holds a special place in the hearts of many video gamers. I, along with millions of other gamers, played the original 1983 version relentlessly when it was released. At the time, most large developers were concentrating on the coin-op market, and were designing games to quickly engage gamers and then quickly empty their pockets. These reflex-based games were difficult at the start and became more difficult in a hurry; usually because of increased enemy count, enemy fire power and play speed. Thousands of independent developers were so influenced by the popular arcade games that most early computer games were of a similar nature.

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Lode Runner offered gamers a different experience in a few key ways. First, the fast-paced action was infused with a unique puzzle element; the terrain-blasting mechanic. Thus, ramping up the difficulty during game progression could be accomplished by increasing level complexity instead of the standard reflex-based parameters; players would often scamper to a safe area where they could survey the level and make a plan; Lode Runner became known as the thinking man’s game. Second, the game was long (150 levels), yet ever-changing. Each level had a unique personality, which not only boosted the player’s satisfaction upon completion, but also instilled in them a constant curiosity to see what was next; this level of exploration just didn’t exist in other games. After two hours of running, blasting and collecting a lifetime’s worth of gold, the player felt that they had actually gone somewhere. Third, the level editor allowed gamers a chance to express themselves like never before… and they did.

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It’s true, there were a few sequels along the way that lost sight of what made the game so special, and either fell flat or delivered an experience that just wasn’t Lode Runner. We were determined to give Lode Runner a complete overhaul, but were very concerned with maintaining the game’s integrity… so we stripped it down to the bones, but the bones remain intact – a perfect mixture of 2D action (75%) and puzzle (25%). Sequels that pushed too far in either direction lost a bit of the magic, so we weighed all new features against this ratio; if too puzzling or not puzzling at all, they were nixed.

Fudzilla: How much time did you spend playing an analyzing various older versions of the game for inspiration?

Brett: Luckily, Tozai has a Lode Runner museum, so I had easy access to most of the sequels. In the late 1990’s I had the opportunity to work as the level designer on Lode Runner 3D (a version that lost a few too many of the game’s original bones) and had been scheming for many years about getting another shot at a remake… and did, what luck!! So, to be honest I didn’t spend too much time analyzing previous versions because I already had a pretty clear idea of what I wanted to do. I did however play several of the previous versions for fun before our first playable was created.

Fudzilla: Which version of the original Lode Runner or the sequels did you find the most helpful in contributing to the design of the new Lode Runner for XBLA?

Brett: The original was definitely the primary inspiration. The aspect ratio of the underlying grid, the Runner and enemy speeds, the blasting speed and the block regeneration speed pretty closely follow the original. We also looked very closely at the fourth coin-op version released in Japan by Irem in 1986; it was the first version to incorporate co-operative play and did an excellent job.

Fudzilla: The new online play in multi-player and co-op modes both locally and over Xbox Live look to be one of the biggest enhancements to the game itself. Can you tell us more about the design of the multi-player modes of the game?

Brett: The Co-operative Journey is the second largest campaign in the game and was given a lot of attention. We utilized the ability to stack players and simultaneously blast or run across platforms and ropes which added a cooperative element that was very expandable when coupled with various level constructs and special blocks. We decided to make each character the target of color specific enemies to alleviate having to change the A.I. to account for proximity – this caused some problems with enemies of different targets blocking each other on ropes and ladders, so we dropped their blocking attributes but disallowed them to run in the same direction while directly overlapped… believe me, blasting a hole and dropping an enemy only to have a concealed enemy unexpectedly emerge and pounce was a cheap way to be taken out. At this point we had a fun but very challenging game mode, possibly too challenging… so a final addition was made: The revive point. The revive point was key in alleviating the frustration of poor partner play – now players with different skill levels can have a very enjoyable session and it is not uncommon for 6-8 revives to happen during the course of finishing a level.

Fudzilla: The Xbox 360 version of Lode Runner will add five new game modes. What can you tell us about how you came to the decision on which modes to add to the game?

Brett: The single player Journey was a given, and the co-op Journey was also a pretty easy decision (it is just too much fun). The single player and co-op Puzzle modes were mandatory just because of my general fascination with puzzles, and because they required very little extra work to incorporate once the Journey modes were in place. The real scrutiny came when comparing the Hang On and Last Man concepts against others such as Head-to-Head Journey (which presented some real balancing problems) and Dig or Die (a concept based on the Runner being contained in a well with clumps of blocks and ladder/ropes falling down from above or scrolling up from below). Because two co-op modes were in production, we included Last Man because we really wanted a competitive mode. We pursued Hang On because everyone was so interested in how it might play out and we all wanted to see a mode with eight yetis running amok… it turned out to be a fairly hardcore mode and the favorite of our Swedish development partner, SouthEnd Interactive.

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Fudzilla: The graphics are clearly amped up over previous versions of Lode Runner and look very state of the art when compared to other similar games. How difficult was it to settle on the graphic look for Lode Runner on the Xbox 360?

Brett: It took a little effort to find the proper mixture of realism and fantasy; we definitely wanted to get away from a stubby Runner whose body is half comprised of his head, but didn’t want to lose the classic arcade style completely. At the same time we wanted to increase textures and add enough new graphic elements to the environments so that the player can truly become immersed in the game. After bumping up the graphics, everyone commented on how nice the elements looked when seen closer, thus sparking a new discussion on level size. Luckily, the editor and game allows complete freedom to make levels of differing sizes, which was done. Strangely, although there is no correlation between level size and game speed, the smaller levels appear to play quicker than the much larger levels… so because the smaller levels are so frantic the player may never glance away from the action to take notice of how nice they look.

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Fudzilla: Many Lode Runner fans are asking if any of the most popular levels will make a return in the Xbox 360 version of Lode Runner?

Brett: Each of the five new game modes calls for slightly different layouts and follow separate rule sets, therefore requiring new levels. There was some discussion about using the original 150 levels for the standard Journey game mode, but I opted to create all-new levels with exits and entrances that compliment the new level transitions. Also, with the included level editor, gamers can recreate levels from any past version that they choose. On our website, I show some samples of how the transition concept came to be.

Fudzilla: A number of Lode Runner fans are excited that you decided not to skimp and offer a full level editor, as this was one of the most popular features of the game. What can you tell us about the level editor on the XBLA version, how it works and how you are able to exchange the levels you have built with other players?

Brett: The level editor is quite deep. Players can create levels for any game mode or environment and have access to all of the special blocks, props and level-end blocks (that transform the level after collection of the last piece of gold), and there is a built-in warning system to let the player know if a level is missing a required component, such as a player spawn. Levels can be named using the MS virtual keyboard, and limitless levels can be saved to the hard drive or a memory unit. But, the coolest feature of the level editor is the Lode Runner Community where players can search for custom levels or set up a share lobby and share their own masterpieces.

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Fudzilla: As have been the case lately, some are already complaining about the fact that Lode Runner will carry a price tag of 1200 Microsoft Points. Many gamers continue to complain about the high cost of Xbox Live Arcade titles while developers complain about low sales. How was the decision made to price Lode Runner and do you think that pricing it at 1200 points will hurt sales?

Tozai: We can’t really comment on this since Microsoft set the price, not Tozai. We do think that Lode Runner is packed with content and that it compares favorably with much more expensive retail games. We specifically added the Level Editor and Community features so that anyone who buys the game will be playing it for a long time to come.

Fudzilla: What has the initial feedback been from the places that you have shown the new Lode Runner? Do you know if Douglas E. Smith the programmer for the original Lode Runner has seen it or played it yet?

Tozai: Doug hasn’t seen the game at this time, but we’ve found the overall reviews of Lode Runner for XBLA to be extremely positive. The reviews to date have been great, and whether the reviewer was an old Lode Runner fan or just discovered its time-tested formula of frenzied action and cunningly-designed levels, we’ve been happy to see that almost every review has talked about the game’s great breadth and depth and the care we’ve taken in creating a Lode Runner that is at once both reminiscent of the original game and full of new modes and surprises. If people only pay attention to the name, they might get the idea that it’s just a port of one of the older versions of Lode Runner, so it’s very important to Tozai Games that people understand how much we’ve put into this game with 6 modes, 272 levels, multiplayer, co-op and the Level Editor and Lode Runner Community. The fact that our efforts are being recognized by the pros is pretty gratifying to the whole team here and at SouthEnd Interactive.


Fudzilla: If this version of Lode Runner on the Xbox 360 is very successful, do you anticipate the possibility of an add-on pack with more levels or maybe perhaps better yet a sequel?

Tozai: We’re already working on a Skill Expansion Pack that will add Hang On levels, 1P Puzzles and Co-op Puzzles. And we have plans for more downloadable content, as well. Stay tuned!
 
New Achievements Found:

Rocket Riot
http://www.xbox360achievements.org/game/rocket-riot/achievements/

There are 12 achievements with a total of 200 points.
Go Forth And Multiplay 10
Go to multiplayer in the menu, and select Xbox LIVE. It doesn't matter how high you get ranked.

Nice Beating You 10
Play single player campaign mode and reach level 10. Defeat Blockbeard to unlock this achievement.

One Meeellion Blocks 10
Destroy a total of 1.000.000 blocks. All blocks you destroyed from all levels are counted.

I'll Show You Fits Of Rage 15
In any level, online or offline, kill 20 enemies within one minute to unlock this achievement.

You're Like Some Kind Of Robot 15
Kill a total of 50 enemies with a longshot. All longshots through the entire game are counted.

Been There, Shot That 15
Use all 20 power-ups in the game, including the red power-downs. The tutorial level doesn't count.

Two Thumb Master 20
Play through all 80 single player levels successfully to unlock this achievement.

On A Gamer's Diet 20
Shoot 50 zombies, 50 robots, 50 pirates and 50 soldiers. All levels online and offline count.

Natural Born Gamer 20
Kill 5000 enemies throughout the game to unlock this achievements.

The Things I've Seen 20
Kill all different types of enemies in Rocket Riot to unlock this achievement.

You Can Handle The Riot 20
Play endurance or co-op with friends, and beat level 50 to unlock this achievement.

One Shot, Thrice The Score 25
Kill 3 enemies with one shot.
 
xbhaskarx said:
From February 3rd, 2008:

http://xboxevolved.e-mpire.com/article.php?artid=4326

No, I’m not talking about a version for Wii’s counterpart to Live Arcade, I am talking about a completely different FPS created by Rareware using the same engine, and many of the same elements. One of our sources has revealed to us a few screenshots of the upcoming game, and the icon that you see for the game’s info in the dashboard is that of the PDZ Joanna Dark for placeholder purposes, but the games title is not Goldeneye 007; it is instead “Bean Project”. The source wouldn’t give much reason for this, but he advised it would be in our best interest not to post the screens online; instead we are opting to take them as what they are. They appear to be 100% legitimate, with the game looking very similar to Goldeneye, although some models, and other parts of the game are a bit different. The achievements for the game seem to fit also, one is for becoming a ‘00’ agent, another for ‘007’ and another for the now infamous silo mission.
 
Holy Shit!!! Diner Dash was so awesome on my PSP. Day 1 for me!

The game also supports multiplayer modes, where two players can work together to try to clear Endless Shift or compete against one another to try to reach a set number of points first.
/me dies

No, I’m not talking about a version for Wii’s counterpart to Live Arcade, I am talking about a completely different FPS created by Rareware using the same engine, and many of the same elements. One of our sources has revealed to us a few screenshots of the upcoming game, and the icon that you see for the game’s info in the dashboard is that of the PDZ Joanna Dark for placeholder purposes, but the games title is not Goldeneye 007; it is instead “Bean Project”. The source wouldn’t give much reason for this, but he advised it would be in our best interest not to post the screens online; instead we are opting to take them as what they are. They appear to be 100% legitimate, with the game looking very similar to Goldeneye, although some models, and other parts of the game are a bit different. The achievements for the game seem to fit also, one is for becoming a ‘00’ agent, another for ‘007’ and another for the now infamous silo mission.
/me dies again.
 
B-Rad Lascelle said:
2nd consecutive week with 3 XBLA releases for those of you keeping score at home.
Plus, Broken Steel for Fallout 3 and the Canadian beta of 1 vs. 100.

There were only two new XBLA releases last week, Banjo-Tooie and Virtual-On OT.
 
Arkanoid too? Damn, between this wednesday and last I'll have spent 4000 points. I'll be down to 140 pts total :lol

Slow down with the awesome, plz.
 
twinturbo2 said:
It's not Arkanoid without the dial controls. :kittonwyindifferent.jpg:
Won't that new motion doohickey to be unveiled at E3 allow us to grasp phantom knobs and twist them whichever way we like? (Just imagine the Community Game efforts that will follow!) :D
 
Arkanoid was unexpected but not unwelcome, I thought it was going to be Star Trek DAC as the third game, well, time to make that Arkanoid Live thread then.
 
B-Rad Lascelle said:
Won't that new motion doohickey to be unveiled at E3 allow us to grasp phantom knobs and twist them whichever way we like? (Just imagine the Community Game efforts that will follow!) :D
Good one, but it's still not the same as grasping a knob and twisting.
 
SapientWolf said:
I wonder why they delayed the game for so long. I heard previews that made it seem like it was finished nearly a year ago. The only thing I can think of is that they're using it as the vanguard for another Summer of XBLA.

Probably got locked up in the queue or something, it happens, especially to lower profile games.
 
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