Rlan said:Actually, it's 400. Major's updated. He said 400 on his podcast, don't know why he said 800 in his post.
Yes, it's been an awfully long time, but it appears that The Secret Of Monkey Island is coming back, and to the Xbox 360.
The German USK rating board has revealed that The Secret Of Monkey Island - Special Edition is on its way. This was the very original Monkey Island game, from all the way back in 1990. As for what makes it a Special Edition is currently unknown -- could they be re-doing the graphics? Could the game possibly have a voice cast?
The rating suggests that Activision might have some involvement in the project, but most likely this is simply Activision Europe rating the title for LucasArts, as they are the European publishing arm that LucasArts use. We can only assume this is an Xbox Live Arcade title, but there is a slim chance that this is a retail retelling of the original too.
Source: German USK Rating Board.
Gowans007 said:I totally forgot it was a Wednesday today!
My whole ritual before work has been ruined :lol
I think it was the fact there was no threads for these, (grr... Shard )
Really interested in both of these, gona try and hurry up this meeting so I can get back and check them out.
I thought it was tuesday this morning, I think the TF2 update thread has thrown me out of loop.Gowans007 said:I totally forgot it was a Wednesday today!
My whole ritual before work has been ruined :lol
I think it was the fact there was no threads for these, (grr... Shard )
Really interested in both of these, gona try and hurry up this meeting so I can get back and check them out.
i noticed your quote a while back, cool stuff. Rocket Riot really does look fantastic and should be a refreshing take on the twin stick shooter. it has the potential to be the next big thing on XBLA.SapientWolf said:I want this game so badly. I even have a quote on the official web page. It was getting tons of praise from the gaming press and then it just disappeared for almost a year. I hope it gets the attention it deserves when it finally gets released.
Rlan said:Gave Gel a shot - looks really nice, definitely has some great design going for it. Shame it'll probably be horribly overloooked.
Shard said:I made one, you didn't look for it.
Shard said:I made one, you didn't look for it.
Cool. This means it's close, right?Shard said:Achievements: Garou: Mark of the Wolves
http://www.xbox360achievements.org/game/garou-mow/achievements/
Shard said:The Secret Of Monkey Island Coming To XBLA
http://www.gamerbytes.com/2009/05/the_secret_of_monkey_island_co.php
Hunahan said:Cool. This means it's close, right?
Shitty achievements, but whatever.
g.
LucasArts planning Secret of Monkey Island re-release
Official details expected at E3 in two weeks
Written by the AG staff May 20, 2009
8 - view comments
LucasArts is resurrecting its seminal Monkey Island adventure game franchise with a re-release of The Secret Of Monkey Island on Xbox 360. A game titled "The Secret of Monkey Island - Special Edition" was revealed today through a posting on the German USK game ratings board.
Sources have also independently (though unofficially) confirmed the existence of the project to Adventure Gamers, and indicated that it will be a downloadable game on Xbox Live Arcade rather than a retail Xbox 360 release.
Official details are expected at the Electronic Entertainment Expo, which will be held on June 2 - 4.
The Secret Of Monkey Island is the first game in the Monkey Island series, originally released on floppy disk in 1990 for Atari ST, Macintosh and PC. It is unknown whether the Special Edition will feature up-scaled graphics or entirely new artwork to take advantage of the Xbox 360's High Definition resolution.
It appears LucasArts has recently taken a renewed interest in its older intellectual properties. In February, LucasArts revealed that the upcoming Nintendo Wii action/adventure game Indiana Jones and the Staff of Kings would feature the adventure game classic Indiana Jones and the Fate of Atlantis in its entirety as an unlockable bonus.
May 20th 2009 at 16:49 by Ben Parfitt
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INTERVIEW: Strawdog Studios
Since forming in 2003, Derby-based Strawdog made its mark on the games scene with Xbox Live and PSN outing Geon. Its latest title, Xbox Live arcade outing Space Ark, is due out soon.
We caught up with business development director Dan Marchant to discuss creative freedom, iPhone, digital distribution, piracy and more
CG.biz: Youve spoken before about the desire to be making fresh games. Have new content channels such as Xbox Live and iTunes made this easier now than it used to be?
DM: Digital distribution is certainly allowing developers greater creative freedom. Many more developers are able to self-publish (so their concepts don't have to pass a publisher submission process which favours rehashed ideas). Also, when publishers are involved, they are now more willing to take creative risks (due to the lower budgets and zero stock risk).
Perhaps it might seem easy on the outside with the proliferation of distribution channels and opportunities but the fundamentals remain the same, namely that the game has to be bankable and have a place in the market. You also have to overcome the business challenge of where the money comes from to develop the game.
CG.biz: We tend to regard Xbox Live, PSN and WiiWare as one mass digital console publishing platform, but are there any key differences between the services that can lead to a preference for releasing on one as opposed to another?
Strawdog Studios are platform agnostic as a developer. There are technical and business differences between all the digital platforms but I don't think any of them are extreme enough to make any platform a real stand out favourite. Wiiware and iPhone are both very open platforms, which is great, but as a result they suffer with a lot of poor quality shovelware.
XBLA and PSN are more restrictive which may seem bad but on the plus side some of the trash gets filtered out, which is better for the gamers and the developers.
CG.biz: Apples App Store has been dubbed the saviour of indie development. Is that realistic?
It is certainly easier to develop and self-publish for than some other digital platforms but from a business point of view that freedom generates a whole new set of problems such as getting your game noticed in a crowded market. Consequently developers need to embrace new skills such as marketing and PR if it's going to develop into a sustainable/predicable business model.
We have all read the stories of the guys who made hundreds of thousands of dollars in a single month but those people can be counted on the fingers of one hand.
There are over 25,000 apps available and most of those have struggled to make a few thousand dollars, let alone hundreds of thousands. Greater freedom means more competition and the openness of the platform means that many of the developers are hobbyists releasing free or very very cheap games. There have been several apps in the top 10 that make you scratch your head and wonder how and why they got there. It's becoming clear that price as well as polish are key ingredients to success.
CG.biz: In your view, how big a problem is piracy for iPhone games publishing?
Is piracy rampant? Yes. Is it a problem? Only to a limited degree. We don't view every pirate copy of a game as a lost sale. If people can't find a pirate copy of a particular game then a few may buy it but most will just download something else instead. These people want stuff for free and don't care that someone worked to make it. We're interested in getting our games out to as many people as possible and if some punters who download a pirate version of our game like it, and evangelise to others, that can't be a totally bad thing.
CG.biz: Have you had a chance to look at Google Android platform yet? If so, what do you think?
We've had a look at Android and are interested in getting our products onto the platform. Our iPhone game Turbo Duck will make it's way onto other smart-phones in the future but we haven't started that process yet as we are focusing on Space Ark for XBLA.
CG.biz: Is boxed triple-A console development still as appalling to devs as it once was?
I am sure the idea of developing a triple-A game is appealing to many developers but I am not sure the business model is particularly appealing any more. The size of budgets needed mean that the publisher will expect to own your game (and possibly a chunk of your studio too) and the deals are skewed in favour of the publisher so they pocket the lions share of the profits. I am sure that there will continue to be studios who want to work on those projects but there are also a growing number who want the creative and business freedom that smaller self-published digital titles bring.
CG.biz: Do you think youll ever develop another product for boxed release?
Actually we have just finished a Wii version of Geon which will be sold boxed at retail. Going forward there are several publishers that Strawdog Studios want to work with (on publisher owned IP) and some of that may well be boxed. We also want to develop our own games and license the boxed versions of those to interested publishers.
CG.biz: Tell me about Space Ark whats the most exciting part of the project for you guys?
A really interesting aspect of the project is having the opportunity to design a focused product that explores different game mechanics. The game takes some inspiration from Arkanoid/Breakout and the challenge for us was to create a product that evolves the concept without breaking it. These small digital games put a real demand on the development team to create concentrated game play which can be replayed and layered without becoming repetitive.
It's also great working within a small team environment where everyone has real input, you can see individual team members taking real ownership of the game and pride in what they create.
CG.biz: Why have you gone for Xbox Live with Space Ark? And will more platforms follow?
It is primarily a timing and relationship issue. Xbox Live Arcade was the first digital distribution platform we worked on back in 2007, when we developed Geon. During that project we built a great relationship with Microsoft and it was actually back then that the Space Ark concept was first generated. We hadn't finished our first PSN title yet so Microsoft was the logical choice to pitch the game too. They were very supportive and gave us concept approval to publish the game on the Xbox Live Arcade at which point all we needed was the finance to develop the game.
Raising investment is a project in itself and, although we started before we submitted the concept to Microsoft, it took over a year to finally get all the funding in place so that we could start the development.
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There are 12 achievements with a total of 200 points.
Crafty Cleaner 10
Create one full Yosumin (a set of all the yosumin on the screen).
Web Warrior 10
Play Online Battle Yosumin! mode once.
Man of Mystery 10
Earn one secret bonus.
.1-Minute Man 15
Clear a stage within 8 seconds.
Hip to be Square 15
Make five square sets in a row.
Consecutive Cleaner 15
Make two or more full Yosumin! in a row.
Legendary Linker 15
Make 30 or more continuous chains in a single stage.
Ten to the Power of Fun 10
Play Online Battle Yosumin! ten times.
Pentagenerian 25
Clear 50 stages of Endless Yosumin! mode (continues allowed).
Nine-digit Ninja 20
Score 100,000,000 points.
Heavyweight Boxer 20
Clear a total of 100,000 yosumin.
Yosumaphiliac 35
Clear Yosumin! Battle mode within 13 minutes without continuing.
Shard said:
Bounce Becomes Space Ark
Arkanoid meets pinball for XBLA.
by Daemon Hatfield
May 20, 2009 - Last year IGN unveiled the teaser trailer for an upcoming Xbox Live Arcade game called Bounce. It's been a while since we heard anything about the arcade game, but it's still on track and has undergone a name change. Bounce is now known as Space Ark. Developer Strawdog Studios describes it as a mix of Rainbow Island, Arkanoid, and pinball.
A black hole is destroying the galaxy, and the only ones who can save us are a space-faring group of animals called the Arkonauts. Players must bounce (hence the previous title) the Arkonauts into the air and collect the DNA left behind by the obliterated inhabitants of decimated planets. By doing so, they can repopulate the universe. The game is made up of 180 levels, five worlds, five mini-games, and 24 playable Arkonauts.
For those of you south of the 49th that have been seething towards America's hat for not being able to play in the 1 Vs. 100 beta on XBLA, your time to shine shall soon be known. The 1 Vs. 100 twitter page has made an update stating that the start date for the American Beta will be appearing within the next 24 hours. Could be today, could be tomorrow. Who knows!
Those of you who haven't been able to partake in the festivities, you will definitely want to jump in on this. It's free and is a hell of a lot of fun. The game takes place live and gives players the chance to win real prizes, ranging from arcade titles to MS Points. Although, you don't actually get to win any prizes in the beta, it's still fun seeing what you could have walked away with.
We'll keep you posted when the announcement on the start date is offcially made!
Shard said:1 vs 100 US beta date announcement by tomorrow
http://www.gameshark.com/news/25762/1-vs-100-US-Beta-Date-Announcement-"Soon".htm
Shard said:1 vs 100 US beta date announcement by tomorrow
http://www.gameshark.com/news/25762/1-vs-100-US-Beta-Date-Announcement-"Soon".htm
A few more things need to be in place before we can share the good news w/you. Unfortunately, it's taking longer than expected. Stay tuned.
about 4 hours ago from web
It appears that the popular indie PC game Trials 2 may be making its console debut in the form of Trials HD, according to the Korean Game Rating Board.
Trials 2 is a physics based puzzler revolving around a motorcycle. Using acceleration, gravity and precision aiming players must try to get through tens of levels. Just check this video of the PC version.
There has been no official word for the game coming to the Xbox Live Arcade, but considering the previous examples of Garou: Mark Of The Wolves and Tower Bloxx Deluxe also appearing on the Korean GRB we're confident that this is accurate.
Source: Korean GRB - Trials HD(트라이얼스HD)
RBH said:Next week on XBLA: Wallace & Gromit, Yosumin Live, and Boggle
http://kotaku.com/5265819/next-week-on-live-arcade-wallace-gromit-and-yosumin-live
In addition, Bionic Commando Rearmed will become 400 points on May 25th.
Secks4Food said:I was wondering, does Ticket to Ride still have an active community? I love the demo, but I'm not sure it's worth buying if no one's playing.
nyprimus2 said:I like how HoopWorld is still in the OP as a launch window release.
'Tecmo Bowl Wii' On Hold, But 'Tecmo Bowl' Hitting Xbox Live Arcade In Early 2010
Posted by Patrick Klepek - Tuesday, May 26, 2009 12:53 PM
'Tecmo Bowl' Wii 'On Old,' But 'Tecmo Bowl' Hitting Xbox Live Arcade In Early 2010When Tecmo announced Family Fun Football for Wii last Friday, one question ran through my head: what happened to Tecmo Bowl Wii? Gamers (including myself) loved the old school DS update released last year, but we haven't heard anything about the Wii version since it was announced by Tecmo back in 2007.
The bad news? Tecmo has confirmed to me that Tecmo Bowl Wii is on hold, replaced by Family Fun Football. The good (better!) news? Tecmo Bowl is coming to Xbox Live Arcade early next year.
"As much as wed like to say this [Family Fun Football] is a completely different game, it did start out as the 'Tecmo Bowl Wii' project," a Tecmo spokesperson told me this morning. "However, given the recent trend on the Wii and its target audience, Tecmo made a business decision to switch the project into a family oriented football game. So then what happens to Tecmo Bowl? For now, we're focusing on bringing Tecmo Bowl to the Xbox LIVE Arcade [in] early 2010."
No details are available on Tecmo Bowl for Xbox Live Arcade, but we expect more to be revealed at E3. For gamers looking forward to Wiimote-enabled Tecmo Bowl, however, you'll have to keep waiting.
"The Tecmo Bowl Wii [project] is indefinitely on hold," said the same spokesperson.
Even though Tecmo Bowl on Wii sounded like it had potential, downloadable Tecmo Bowl (hopefully with online multiplayer) sounds much, much cooler. Good move, Tecmo!
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