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Gripshift coming to Xbox Live Arcade in December with extra options shown in new video

November 28th, 2007 by supadupagama

GripShift for PSPGripshift is an arcade racing puzzle game that was first released on the PSP back in 2005, then earlier this year a visually updated version appeared on the PS3 Store as a download with online play, similarly it will now drive to Xbox Live Arcade. The developers Sidhe Interactive are saying the Xbox Live Arcade release is “the definitive version of Gripshift”.

Similar to the PS3 version, if you buy the Xbox 360 game, you’ll get 120 challenge mode levels and updated graphics. Xbox 360 owners on top of this will get: achievement points, leaderboards, four-player online racing (25 tracks), and deathmatch modes (20 maps).

Gripshift carries an ESRB rating of “E” for Everyone and will be released in December 2007. While no price has been revealed yet, expect it to cost $10 like the PS3 version.

IGN got the first video of the Xbox 360 racer:

That’s one rockin’ beat. This should be fun.

M&M’s Kart Racing approaches sound barrier!

November 16th, 2007 by supadupagama

Pre-order M&M's Kart Racing for Wii if you dareM&M’s Kart Racing developer Destination Software really did not go all-out to make this tediously slow kart racer, where even the M&M’s constantly complain they need a better engine. The “franchised” low-budget Wii and DS game will be released in America on January 25, 2008. If anyone will buy it is a whole different matter, although I’m sure everyone has a favorite M&M “character”, mine’s Red.

Warning: This video is so bad it becomes hilarious!

Welcome to (Burnout) Paradise City trailer

November 9th, 2007 by supadupagama

Pre-order Burnout Paradise for Xbox 360Burnout Paradise (Burnout 5) will be racing its way to PS3 and Xbox 360 in America on January 22nd and in Europe on January 24, 2008. So developer Criterion Games decided to give a tour of the 30km2 (11.6mile2) seamless open-world they’ve been building.

In this “Welcome to Paradise City” trailer you’ll see the spots and the sites you’ll be racing through in a menu- & loading-free Paradise City.

Mario Kart Wii to feature stunts and 12-player online multiplayer racing

October 12th, 2007 by supadupagama

Mario Kart DS features up to 4-player online racingAt the Nintendo Fall Press Conference 2007 in Japan, the company’s President Satoru Iwata said that the online multiplayer in Mario Kart Wii will be three times bigger than in Mario Kart DS by allowing 12 online racers to compete, and hinting at a more streamlined matchmaking process.

A gameplay presentation was given for new features in Mario Kart Wii that’s set for release in spring 2008. Mario and company can now hitch a ride on some speedy bikes and flip out with stunts in their karts!

Revolutionary: This is Not the Star Wars You’re Looking For

October 2nd, 2007 by Mike Sylvester

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Every Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.

Ever since the motion sensing ability of the Wiimote was revealed, Star Wars fans have been pleading for a game that would let them live out their Jedi fantasies, swinging the Wiimote in command of an onscreen light saber. Well, Lucasarts recently announced that the Wii will be getting a version of the multiplatform title, The Force Unleashed, a game that's expected to fulfill all your fantasies of being an power-infused enforcer with a luminous sword.

But Lucas & Co. haven't always given us just what we want. In 1999 they released the first chapter of the long-awaited Star Wars prequel trilogy, The Phantom Menace, to an audience that was expecting something more, well ... Star Wars-y. Jar Jar, midichlorians, and a pre-pubescent, mop-topped future-fascist didn't quite make for the hit we were hoping for, and the most exciting moment in the film was not a war or a fight scene, but a race. Lucasarts seemed to agree and developed a game based around that scene (albeit, filled out with more tracks and worlds). In this week's Revolutionary, we'll be using GlovePIE to see if the Wiimote and Nunchuk can keep up with the Jedi-like reflexes you'll need to stay in the lead in Star Wars: Episode I Racer.

A game that was a somewhat impressive on the N64 seemed half-hearted and underwhelming on the PC. Episode I Racer didn't exactly set PCs on fire with its low resolution textures, simplified geometry, and 30 frame-per-second ceiling. But gamers that could overlook the graphical shortfalls found a surprisingly deep racing game that featured a rich upgrading system and the ability to win the pods of other racers after defeating them on their "home" tracks.

As you progress through the game, buying parts to upgrade the pods in your possession, the game will get faster and faster. In time, you'll be blazing along tracks so fast, F-Zero GX will need to dump NOS in its G-diffuser to keep up, and you'll need to rely on the tingling of your Jedi senses to keep from colliding with obstacles in your path. Like GoldenEye 007, Episode I Racer worked great as a supplement to its corresponding film, further enhancing the intensity of the scene (or in GoldenEye's case - scenes).

In the movie, pod steering was controlled by the jet engines tethered to the front of it. More thrust on the right engine would cause the pod to turn left, and thrust on the left turned it right. The N64 offered the option of connecting a second controller and using both analog joysticks to imitate li'l Ani's setup. With this week's script, we aim to surpass that control scheme's coolness and authenticity.

The way this will work is to average the Roll of the Remote with the Roll of the Nunchuk into a variable. The value created will be the variable used to affect how hard we turn.

If Wiimote.Left
Key.Up = True
Else
Key.Up = False
EndIf
If Wiimote.Right
Key.Down = True
Else
Key.Down = False
EndIf

Key.Space = Nunchuk.Zbutton
//Slide
Key.R = Nunchuk.Cbutton //Repair
Key.Alt + Key.F4 = Wiimote.Home //Quit
Key.Escape = Wiimote.Minus
Key.Enter = Wiimote.Plus

To cycle the camera views we're going to modify some code that we used in the Descent Trilogy script. We're only cycling through four camera views here, so we can simplify things, as we don't have to assign and run two variables concurrently, and there are only four values to cycle. Also, we'll move the camera cycling controls to the Wiimote's 1 and 2 buttons.

If !var.Init
Wiimote.LEDs = 1
var.View = 1
var.Init = True
EndIf

If pressed(Wiimote.1)
If var.View <= 1
var.View = 4
Else
var.View--
EndIf
var.CycleView = True
ElseIf pressed(Wiimote.2)
If var.View >= 4
var.View = 1
Else
var.View++
EndIf
var.CycleView = True
EndIf

The next part will check the value of the cycled variable and press the corresponding function key for that number. We'll also set the Wiimote's LEDs as a visual indicator of which view it should be in. Of course, if the script is working, you'll have a visual indication of it by the obviously changed view, but flourishes don't hurt, and this sort of thing can act as a debug outside of running the game.

If var.CycleView
If var.View = 1
Wiimote.LEDs = 1
press(Key.F1)
wait 30ms
release(Key.F1)
ElseIf var.View = 2
Wiimote.LEDs = 2
press(Key.F2)
wait 30ms
release(Key.F2)
ElseIf var.View = 3
Wiimote.LEDs = 4
press(Key.F3)
wait 30ms
release(Key.F3)
Else
Wiimote.LEDs = 8
press(Key.F4)
wait 30ms
release(Key.F4)
EndIf
var.CycleView = False
EndIf

Now we'll tackle the steering. If the variable we're going to create returns a negative value, the pod will steer right. Positive values will steer it left. We'll set the dead zone at 20 degrees. If the averaged roll of the Remote and Nunchuk is less than 20 degrees, the steering will stay on center.

If var.AvgSteer < -10 and > -20
Key.Right = True
wait 1ms
Key.Right = False
wait 1ms
ElseIf var.AvgSteer < -20 and > -30
Key.Right = True
wait 25ms
Key.Right = False
wait 1ms
ElseIf var.AvgSteer < -30 and > -40
Key.Right = True
wait 50ms
Key.Right = False
wait 1ms
ElseIf var.AvgSteer < -40
Key.Right = True
wait 100ms
Key.Right = False
wait 1ms
ElseIf var.AvgSteer > 10 and < 20
Key.Left = True
wait 1ms
Key.Left = False
wait 1ms
ElseIf var.AvgSteer > 20 and < 30
Key.Left = True
wait 25ms
Key.Left = False
wait 1ms
ElseIf var.AvgSteer > 30 and < 40
Key.Left = True
wait 50ms
Key.Left = False
wait 1ms
ElseIf var.AvgSteer > 40
Key.Left = True
wait 100ms
Key.Left = False
wait 1ms
Else
Key.Right = False
Key.Left = False
EndIf

The game has a function for rolling the pod left or right to squeeze through tight spaces. I figure this would be ideally mapped to tilting the controllers. Since we're oriented horizontally, I'll map this to Pitch and use averaged input again.

var.PodRoll = ((Wiimote.SmoothPitch - Nunchuk.SmoothPitch)/2)
If var.PodRoll < -40
Key.A = True
ElseIf var.PodRoll > 40
Key.D = True
Else
Key.A = False
Key.D = False
EndIf

With steering and the other controls in place, it's time to turn our attention towards making our pod go. Since the movie pods had acceleration working with the same controls as steering, we'll do the same.

If Wiimote.SmoothRoll and Nunchuk.SmoothRoll < abs(40)
Key.LeftShift = True
//Boost
Wiimote.Rumble = 1
wait 1ms
Wiimote.Rumble = 0
wait 10ms
ElseIf Wiimote.SmoothRoll > abs(110) and Nunchuk.SmoothRoll > abs(110)
Key.S = True
//Braking
Key.W = False
Else
Key.S = False
Key.W = True
Key.Space = False
Wiimote.Rumble = 0
EndIf


It's working! It's working!

I actually had a lot of fun playing the game with this script. Of course, it's more enjoyable when I don't have to hold my hands way up in the air for the camera to capture. But what do you think? Is the force strong with this one, or should it be dropped into the Sarlacc pit? Leave a comment and share your thoughts.

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Activision buys UK racing game developer Bizarre Creations

September 27th, 2007 by supadupagama

Project Gotham Racing 4 Xbox 360 racing screenshot
Activision announced that it has acquired U.K.-based video game developer Bizarre Creations, one of the world’s leaders in racing games, a $1.4 billion market that is the fourth most popular video game genre and represents more than 10% of the total video game market worldwide.

This acquisition represents the latest step in Activision’s ongoing strategy to enter new genres. Last year, Activision entered the music rhythm genre through its acquisition of RedOctane’s Guitar Hero franchise, which is one of the fastest growing franchises in the video game industry.

With more than 10 years’ experience in the racing genre, Bizarre Creations is the developer of the innovative multi-million unit franchise Project Gotham Racing, a critically-acclaimed series for the Xbox and Xbox 360. The Project Gotham Racing franchise currently has an average game rating of 89%, according to GameRankings.com and has sold more than 4.5 million units in North America and Europe, according to The NPD Group, Charttrack and Gfk.

Bizarre Creations is currently finishing development on the third-person action game, The Club, for SEGA, which is due to be released early 2008. They are also the creators of the top-selling arcade game series Geometry Wars on Xbox Live Arcade.

Bizarre Creations and its games have won numerous industry awards including: Best Racing Game for Project Gotham Racing 2 from the prestigious British Academy of Film and Television Arts (BAFTA); the Industry Grand Prix Award from Develop; MCV’s UK Development Team 2006 award; Best Racing/Driving Game from IGN; Game of the Year from OXM and Gamespy for Project Gotham Racing 3; and IGN’s Best XBLA Game for Geometry Wars: Retro Evolved.

As far as I’m aware Project Gotham Racing 5 will still be published by Microsoft, seeing as they have the rights to the Xbox-exclusive franchise developed by Bizarre Creations.