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	<title>DIYGamer &#187; PIXEL!</title>
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	<link>http://www.diygamer.com</link>
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		<title>Nicalis to release ‘Cave Story’ 2D in 3D</title>
		<link>http://www.diygamer.com/2012/09/nicalis-to-release-cave-story-2d-in-3d/</link>
		<comments>http://www.diygamer.com/2012/09/nicalis-to-release-cave-story-2d-in-3d/#comments</comments>
		<pubDate>Sat, 15 Sep 2012 23:33:00 +0000</pubDate>
		<dc:creator>Christopher McDonald</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[3DS]]></category>
		<category><![CDATA[amaya]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[Nicalis]]></category>
		<category><![CDATA[PIXEL!]]></category>
		<category><![CDATA[Terry Cavanagh]]></category>
		<category><![CDATA[VVVVVV]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/09/nicalis-to-release-cave-story-2d-in-3d/</guid>
		<description><![CDATA[Nicalis, the publisher responsible for porting Terry Cavanagh&#8217;s rage inducing VVVVVV to Nintendo&#8217;s three dimensional magic machine is busy making yet another port of the ever popular Cave Story. This time around the title will see itself realized in 3D using its original two dimensional engine (much akin to Mutant Mudds). Considering most of us [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/nicalis-to-release-cave-story-2d-in-3d/001jd9e_r/" rel="attachment wp-att-52735"><img class="aligncenter size-full wp-image-52735" src="http://www.diygamer.com/wp-content/uploads/2012/09/421f001JD9E_R.png" alt="" width="400" height="480" /></a></p>
<p><em>Nicalis</em>, the publisher responsible for porting Terry Cavanagh&#8217;s rage inducing <em>VVVVVV</em> to Nintendo&#8217;s three dimensional magic machine is busy making yet another port of the ever popular <strong>Cave Story</strong>. This time around the title will see itself realized in 3D using its original two dimensional engine (much akin to <em>Mutant Mudds</em>). Considering most of us have played <strong>Cave Story</strong> in one form or another, <em>Nicalis</em> has gone ahead and included several new features and game modes to hopefully breathe a bit of life into an otherwise old title, giving players a new reason to pick it up all over again.</p>
<p>The coolest of which is &#8220;Curly Story&#8221; in which I&#8217;d assume you get to play through the story from the perspective of Curly Brace as she tries to protect the Mimiga from the evil doctor. Other notably fresh additions include: Nemesis Challenge, Boss Rush, Hell Time Attack, and Wind Fortress challenge modes. <em>Nicalis</em> has also stated <strong>Cave Story</strong> for eShop will support a native 4:3 and &#8220;real&#8221; widescreen resolutions for the 3DS as well as two button configurations.</p>
<div id="attachment_52736" class="wp-caption aligncenter" style="width: 550px"><a href="http://www.indiegamemag.com/nicalis-to-release-cave-story-2d-in-3d/gameplay1/" rel="attachment wp-att-52736"><img class="size-full wp-image-52736" src="http://www.diygamer.com/wp-content/uploads/2012/09/edabgameplay1.gif" alt="" width="540" height="362" /></a>
<p class="wp-caption-text">fyi: this is a normal cavestory screen</p>
</div>
<p>Expect to dive back in come October 4th for the rather fair price of $9.99, those of you without a nifty new 3DS can still get in on the <strong>Cave Story</strong> fun (if you have yet to experience it) by picking up one of the various other versions avaiable as DSiWare. Hopefully players won&#8217;t confuse this for NIS&#8217; <strong>Cave Story</strong> 3D which runs on an entirely three-dimensional engine unique to that title.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; Nicalis to release ‘Cave Story’ 2D in 3D </a></p>
]]></content:encoded>
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		<title>The Xbox Indie Game Uprising returns (for the 3rd time)</title>
		<link>http://www.diygamer.com/2012/08/the-xbox-indie-game-uprising-returns-for-the-3rd-time/</link>
		<comments>http://www.diygamer.com/2012/08/the-xbox-indie-game-uprising-returns-for-the-3rd-time/#comments</comments>
		<pubDate>Wed, 08 Aug 2012 18:51:00 +0000</pubDate>
		<dc:creator>Mike Gnade</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Gateways]]></category>
		<category><![CDATA[PIXEL!]]></category>
		<category><![CDATA[qrth-phyl]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[Xbox Live Indie Games]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/08/the-xbox-indie-game-uprising-returns-for-the-3rd-time/</guid>
		<description><![CDATA[XBLIG Indie Games Uprising III has announced with an awesome launch trailer.  It looks like they&#8217;re getting rid of all the community voting features and selection process that has been part of the uprising in years past in favor of hand selecting 9 of the best Xbox Live Indie Games coming out.  The uprising will [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/vtWu17fIdJQ?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p>XBLIG Indie Games Uprising III has announced with an awesome launch trailer.  It looks like they&#8217;re getting rid of all the community voting features and selection process that has been part of the uprising in years past in favor of hand selecting 9 of the best Xbox Live Indie Games coming out.  The uprising will take place from September 10th &#8211; 20th and will feature the following games:</p>
<ul>
<li>Diehard Dungeon (<a href="http://www.indiegamemag.com/diehard-dungeon-looks-hardcore-red-pixels-tell-us-so/">previous coverage</a>)</li>
<li>City Tuesday (<a href="http://www.indiegamemag.com/city-tuesday-relive-the-same-five-minutes-stop-terrorists/">previous IGM coverage</a>)</li>
<li>Gateways (<a href="http://www.indiegamemag.com/gateways-review-adventures-in-time-and-space/">read our review</a>)</li>
<li>Pixel</li>
<li>Entropy</li>
<li>Smooth Operators: Call Center Chaos</li>
<li>Xenominer</li>
<li>Sententia (<a href="http://www.indiegamemag.com/self-proclaimed-art-game-sententia-gets-a-trailer/">previous IGM coverage</a>)</li>
<li>qrth-phyl (<a href="http://www.indiegamemag.com/metaphors-aside-qrth-phyl-trailer/">previous coverage</a>)</li>
</ul>
<p>You can stay up to date on the Indie Summer Uprising, by checking out their <a href="http://indiegames-uprising.com/">official site</a>.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; The Xbox Indie Game Uprising returns (for the 3rd time) </a></p>
]]></content:encoded>
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		<title>Create Freeware Games For ‘The Liberated Pixel Cup’ Competition, Starts June 1st</title>
		<link>http://www.diygamer.com/2012/05/create-freeware-games-for-the-liberated-pixel-cup-competition-starts-june-1st/</link>
		<comments>http://www.diygamer.com/2012/05/create-freeware-games-for-the-liberated-pixel-cup-competition-starts-june-1st/#comments</comments>
		<pubDate>Tue, 29 May 2012 20:07:52 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[liberated]]></category>
		<category><![CDATA[liberated-pixel]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[PIXEL!]]></category>
		<category><![CDATA[Sim]]></category>
		<category><![CDATA[style]]></category>
		<category><![CDATA[][ Games]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/05/create-freeware-games-for-the-liberated-pixel-cup-competition-starts-june-1st/</guid>
		<description><![CDATA[<div class="theContent" webReader="51.7501117568"><p><a href="http://www.indiegamemag.com/create-freeware-games-for-the-liberated-pixel-cup-competition-starts-june-1st/lib/" rel="attachment wp-att-33393"><img src="http://www.indiegamemag.com/media/lib-613x376.png" alt="The Liberated Pixel Cup" title="The Liberated Pixel Cup" width="613" height="376" class="aligncenter size-large wp-image-33393" /></a></p><p>Sponsored by the likes of <a href="http://creativecommons.org/">Creative Commons</a>, <a href="http://mozilla.org/">Mozilla</a>, <a href="http://opengameart.org/">OpenGameArt</a> and the <a href="http://fsf.org/">Free Software Foundation</a>; <strong>The Liberated Pixel Cup</strong> is a two month long competition split into two parts which will see a number of freeware games created at the end of it.</p><p>If you’re thinking that two months sounds a bit long, allow us to explain. From June 1st through to June 30th, artists and musicians will create materials of their speciality for the competition. These materials must be available under the CC-BY-SA 3.0 License and the GNU GPL 3.0., and must be presented on an open and freely usable format that is well documented and readable by common software. These materials will then be judged for the competition based on consistency of style, quality and skill, quantity, submission format and the judge’s opinion.</p><p>From July 1st through to July 31st, coders will then take their turn to create games using the art that was created for the competition (additional art may be created as long as it open and free) and these will then be presented as freeware titles. Coders must present the source code for their game too. These will then be judged on consistency of style, ease of use, creativity and the judge’s opinion.</p><p>It is highly recommended that you read through the rules by yourself thoroughly over on <a href="http://lpc.opengameart.org/content/lpc-rules">this page</a>.</p><p>There will of course be prizes for the winners and at the moment over $12k has been donated simply for the prizes. The competition seems like a great opportunity if you can lend the time and if it means that hobbyist developers have more open materials to use to make their games with then we’re surely on to a good thing here. You can chat with the judges and organizers on the <a href="http://opengameart.org/forums/liberated-pixel-cup">official forums</a> or on <a href="http://webchat.freenode.net/?channels=liberatedpixelcup">irc.freenode.net</a> if you prefer.</p><p>You can find out more information regarding <strong>The Liberated Pixel Cup</strong> competition over on the <a href="http://lpc.opengameart.org/">official website</a>.</p><p>Thanks <a href="http://gamin.ru/blog/news/8305">Gamin.ru</a>!</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/aaaaa-a-reckless-disregard-for-gravity-semi-sequel-and-competition-announced/" rel="bookmark"><img width="131" height="100" src="http://www.indiegamemag.com/media/ad_images-e1317168982877-135x103.jpg" class="attachment-150x100 wp-post-image" alt="" title="" /></a></div><div class="related-title"><a href="http://www.indiegamemag.com/aaaaa-a-reckless-disregard-for-gravity-semi-sequel-and-competition-announced/" rel="bookmark">AAAAA!!! A Reckless Disregard for Gravity Semi-Sequel and Competition Announced</a></div></div>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/create-freeware-games-for-the-liberated-pixel-cup-competition-starts-june-1st/lib/" rel="attachment wp-att-33393"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/be8alib-613x376.png" alt="The Liberated Pixel Cup" title="The Liberated Pixel Cup" width="613" height="376" class="aligncenter size-large wp-image-33393" /></a></p>
<p>Sponsored by the likes of <a href="http://creativecommons.org" />Creative Commons</a>, <a href="http://mozilla.org" />Mozilla</a>, <a href="http://opengameart.org" />OpenGameArt</a> and the <a href="http://fsf.org" />Free Software Foundation</a>; <strong>The Liberated Pixel Cup</strong> is a two month long competition split into two parts which will see a number of freeware games created at the end of it.</p>
<p>If you&#8217;re thinking that two months sounds a bit long, allow us to explain. From June 1st through to June 30th, artists and musicians will create materials of their speciality for the competition. These materials must be available under the CC-BY-SA 3.0 License and the GNU GPL 3.0., and must be presented on an open and freely usable format that is well documented and readable by common software. These materials will then be judged for the competition based on consistency of style, quality and skill, quantity, submission format and the judge&#8217;s opinion.</p>
<p>From July 1st through to July 31st, coders will then take their turn to create games using the art that was created for the competition (additional art may be created as long as it open and free) and these will then be presented as freeware titles. Coders must present the source code for their game too. These will then be judged on consistency of style, ease of use, creativity and the judge&#8217;s opinion.</p>
<p>It is highly recommended that you read through the rules by yourself thoroughly over on <a href="http://lpc.opengameart.org/content/lpc-rules">this page</a>.</p>
<p>There will of course be prizes for the winners and at the moment over $12k has been donated simply for the prizes. The competition seems like a great opportunity if you can lend the time and if it means that hobbyist developers have more open materials to use to make their games with then we&#8217;re surely on to a good thing here. You can chat with the judges and organizers on the <a href="http://opengameart.org/forums/liberated-pixel-cup">official forums</a> or on <a href="http://webchat.freenode.net/?channels=liberatedpixelcup">irc.freenode.net</a> if you prefer.</p>
<p>You can find out more information regarding <strong>The Liberated Pixel Cup</strong> competition over on the <a href="http://lpc.opengameart.org" />official website</a>.</p>
<p>Thanks <a href="http://gamin.ru/blog/news/8305">Gamin.ru</a>!</p>
]]></content:encoded>
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		<title>They’re Alive! ‘A Pixel Escape’ Gameplay Trailer</title>
		<link>http://www.diygamer.com/2012/05/theyre-alive-a-pixel-escape-gameplay-trailer/</link>
		<comments>http://www.diygamer.com/2012/05/theyre-alive-a-pixel-escape-gameplay-trailer/#comments</comments>
		<pubDate>Mon, 21 May 2012 23:38:54 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[a pixel escape]]></category>
		<category><![CDATA[Browser]]></category>
		<category><![CDATA[First Person]]></category>
		<category><![CDATA[friends-hookshot]]></category>
		<category><![CDATA[hookshot]]></category>
		<category><![CDATA[PIXEL!]]></category>
		<category><![CDATA[structure]]></category>
		<category><![CDATA[XBLIG]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/05/theyre-alive-a-pixel-escape-gameplay-trailer/</guid>
		<description><![CDATA[<div class="theContent" webReader="52.4890167364"><p><a href="http://www.indiegamemag.com/theyre-alive-a-pixel-escape-gameplay-trailer/254405_206929616017436_206929492684115_603800_8105568_n/" rel="attachment wp-att-32134"><img src="http://www.indiegamemag.com/media/254405_206929616017436_206929492684115_603800_8105568_n.jpg" alt="A Pixel Escape" title="A Pixel Escape" width="600" height="450" class="aligncenter size-full wp-image-32134" /></a></p><p>It’s a treacherous life being a pixel. Imagine being so small and fragile. Being another brick in the wall would be a luxury when compared to being just another pixel on the monitor. Though, saying that, the pixel character in <strong>A Pixel Escape</strong> looks pretty happy. Maybe even too happy. Creepy.</p><p>From the minds of an Italian student group attending Politecnico di Milano, <strong>A Pixel Escape</strong> is a first person puzzle game with a fair amount of ambition behind it. We say that because the game uses a random level generator, giving the game a high replayability, as long as there is <em>some</em> kind of structure to it of course. Interestingly, the game has you playing as a pixel who is attempting to escape from the world inside the monitor. Even more bizarrely, there seems to be a human trying to help him from the outside.</p><p>All of your fellow pixels can be punched out of the way or dealt with but each of them react differently: “red pixels explode, pink ones float while gray collapse down, and so on”. There are some darker pixels which will come at you as well and seem to be the main enemy – nothing a few punches won’t sort out. There’s a few different game modes to try out on top of the many different ways you can play the puzzles, the picture mode has caught our eye.</p><p>Check out some gameplay from <strong>A Pixel Escape</strong> in the video below and look out for its release on XBLIG and PC very shortly!</p><p>You can seek out more information on <strong>A Pixel Escape</strong> over on the <a href="http://www.apixelescape.com/">official website</a>, but you won’t find any. You’re better off, at least for now, heading over to the <a href="http://www.facebook.com/PixelEscape">Facebook</a> and <a href="http://twitter.com/APixelEscape">Twitter</a> pages.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/theyre-alive-a-pixel-escape-gameplay-trailer/254405_206929616017436_206929492684115_603800_8105568_n/" rel="attachment wp-att-32134"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/88566929616017436_206929492684115_603800_8105568_n.jpg" alt="A Pixel Escape" title="A Pixel Escape" width="600" height="450" class="aligncenter size-full wp-image-32134" /></a></p>
<p>It&#8217;s a treacherous life being a pixel. Imagine being so small and fragile. Being another brick in the wall would be a luxury when compared to being just another pixel on the monitor. Though, saying that, the pixel character in <strong>A Pixel Escape</strong> looks pretty happy. Maybe even too happy. Creepy.</p>
<p>From the minds of an Italian student group attending Politecnico di Milano, <strong>A Pixel Escape</strong> is a first person puzzle game with a fair amount of ambition behind it. We say that because the game uses a random level generator, giving the game a high replayability, as long as there is <em>some</em> kind of structure to it of course. Interestingly, the game has you playing as a pixel who is attempting to escape from the world inside the monitor. Even more bizarrely, there seems to be a human trying to help him from the outside.</p>
<p>All of your fellow pixels can be punched out of the way or dealt with  but each of them react differently: &#8220;red pixels explode, pink ones float while gray collapse down, and so on&#8221;. There are some darker pixels which will come at you as well and seem to be the main enemy &#8211; nothing a few punches won&#8217;t sort out. There&#8217;s a few different game modes to try out on top of the many different ways you can play the puzzles, the picture mode has caught our eye.</p>
<p>Check out some gameplay from <strong>A Pixel Escape</strong> in the video below and look out for its release on XBLIG and PC very shortly!</p>
<p><iframe width="560" height="340" src="http://www.youtube.com/embed/_o7DwEK2WY0" frameborder="0" allowfullscreen></iframe></p>
<p>You can seek out more information on <strong>A Pixel Escape</strong> over on the <a href="http://www.apixelescape.com" />official website</a>, but you won&#8217;t find any. You&#8217;re better off, at least for now, heading over to the <a href="http://www.facebook.com/PixelEscape">Facebook</a> and <a href="http://twitter.com/APixelEscape">Twitter</a> pages.</p>
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		<title>Conducive: ‘PixelJunk 4am’ Released On PSN</title>
		<link>http://www.diygamer.com/2012/05/conducive-pixeljunk-4am-released-on-psn/</link>
		<comments>http://www.diygamer.com/2012/05/conducive-pixeljunk-4am-released-on-psn/#comments</comments>
		<pubDate>Wed, 16 May 2012 19:16:19 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[Playstation]]></category>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/05/conducive-pixeljunk-4am-released-on-psn/</guid>
		<description><![CDATA[<div class="theContent" webReader="51.3125701459"><p><a href="http://www.indiegamemag.com/catch-a-groove-pixeljunk-4am-coming-to-psn-on-may-15th/pixeljunk_4am_screen1/" rel="attachment wp-att-27887"><img src="http://www.indiegamemag.com/media/pixeljunk_4am_screen1-613x344.jpg" alt="PixelJunk 4am" title="PixelJunk 4am" width="613" height="344" class="aligncenter size-large wp-image-27887" /></a></p><p><strong>PixelJunk 4am</strong> has now been released onto the PSN Store at a price of $9.99, you’ll also need to invest in a PlayStation Move controller if you don’t already own one.</p><p>Described as a Virtual Audio Canvas, <strong>PixelJunk 4am</strong> allows players to create music with a swish of the PlayStation Move. It’s a great looking innovation that makes the process of creating music much more accessible and seemingly more fun (or at least physical). More and more we see indie developers experimenting with creative music games, and as <a href="http://www.indiegamemag.com/indie-connect-john-brodsky-on-creative-music-games/">Jon Brodsky said at Indie Connect</a>, there’s still a lot of things to discover in this fairly empty field of development, all of it very experimental and exciting.</p><p>At launch, <strong>4am</strong> comes with seven songs, six visualizers, 38 variations, 10 events and over 190 different sounds to play with. It also supports in-game Twitter and Facebook connectivity so you can promote your performances; little odd that one. If you’re not up for all the swishing then you can also use 4am as a stand-alone visualizer and let it provide a scene to your own music on your PS3.</p><p>If you haven’t seen it in action already, then <strong>PixelJunk 4am</strong> may seem a little odd. The video below should alleviate any confusion – it seems to be very user-friendly once the player learns the various wrist-spins and where the instruments are located. This is just one controller too – you can dual wield as well, as if calling a plane in for landing.</p><p>More information on <strong>PixelJunk 4am</strong> can be found on the game’s <a href="http://pixeljunk.jp/library/4am/">official website</a>.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/catch-a-groove-pixeljunk-4am-coming-to-psn-on-may-15th/pixeljunk_4am_screen1/" rel="attachment wp-att-27887"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/9063pixeljunk_4am_screen1-613x344.jpg" alt="PixelJunk 4am" title="PixelJunk 4am" width="613" height="344" class="aligncenter size-large wp-image-27887" /></a></p>
<p><strong>PixelJunk 4am</strong> has now been released onto the PSN Store at a price of $9.99, you&#8217;ll also need to invest in a PlayStation Move controller if you don&#8217;t already own one.</p>
<p>Described as a Virtual Audio Canvas, <strong>PixelJunk 4am</strong> allows players to create music with a swish of the PlayStation Move. It&#8217;s a great looking innovation that makes the process of creating music much more accessible and seemingly more fun (or at least physical). More and more we see indie developers experimenting with creative music games, and as <a href="http://www.indiegamemag.com/indie-connect-john-brodsky-on-creative-music-games" />Jon Brodsky said at Indie Connect</a>, there&#8217;s still a lot of things to discover in this fairly empty field of development, all of it very experimental and exciting.</p>
<p>At launch,<strong> 4am</strong> comes with seven songs, six visualizers, 38 variations, 10 events and over 190 different sounds to play with. It also supports in-game Twitter and Facebook connectivity so you can promote your performances; little odd that one. If you&#8217;re not up for all the swishing then you can also use 4am as a stand-alone visualizer and let it provide a scene to your own music on your PS3.</p>
<p>If you haven&#8217;t seen it in action already, then <strong>PixelJunk 4am</strong> may seem a little odd. The video below should alleviate any confusion &#8211; it seems to be very user-friendly once the player learns the various wrist-spins and where the instruments are located. This is just one controller too &#8211; you can dual wield as well, as if calling a plane in for landing.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/dd92NrB1bEU" frameborder="0" allowfullscreen></iframe></center></p>
<p>More information on <strong>PixelJunk 4am</strong> can be found on the game&#8217;s <a href="http://pixeljunk.jp/library/4am" />official website</a>.</p>
]]></content:encoded>
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		<title>‘Climb To The Top of the Castle!’ Adopts Pay-What-You-Like Model</title>
		<link>http://www.diygamer.com/2012/05/climb-to-the-top-of-the-castle-adopts-pay-what-you-like-model/</link>
		<comments>http://www.diygamer.com/2012/05/climb-to-the-top-of-the-castle-adopts-pay-what-you-like-model/#comments</comments>
		<pubDate>Fri, 04 May 2012 22:19:57 +0000</pubDate>
		<dc:creator>Richard Glenn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[<div class="box pageBox" id="post-29696" webReader="42.7040181098"><div class="pageHeader singleHeader"><h1>‘Climb To The Top of the Castle!’ Adopts Pay-What-You-Like Model</h1><a href="" title="Back" class="arrowMed">Back</a></div><div class="entry" webReader="36.3555818074"><p class="postPreviewMeta">May 4th, 2012 <span class="divider">&#124;</span> By <a href="http://www.indiegamemag.com/author/bobfoc/" title="Posts by Richard Glenn" rel="author">Richard Glenn</a></p><p class="postPreviewMeta">Tagged in: <a href="http://www.indiegamemag.com/tag/climb-to-the-top-of-the-castle/" rel="tag">Climb to the Top of the Castle</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/pay-what-you-like/" rel="tag">pay-what-you-like</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/pc-game/" rel="tag">PC Game</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/platformer/" rel="tag">Platformer</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/two-bros-games/" rel="tag">Two Bros. Games</a></p><noscript>
<p><a href="http://d.adsbyisocket.com/ck.php?n=a4112a3c&#038;cb=INSERT_RANDOM_NUMBER_HERE" target="_blank"><img src="http://d.adsbyisocket.com/avw.php?zoneid=3283&#038;cb=INSERT_RANDOM_NUMBER_HERE&#038;n=a4112a3c" border="0" alt=""/></a></p>
</noscript><div class="theContent" webReader="39.9881040892"><p><a href="http://www.indiegamemag.com/climb-to-the-top-of-the-castle-adopts-pay-what-you-like-model/climb-to-the-top-of-the-castle/" rel="attachment wp-att-29697"><img class="aligncenter size-large wp-image-29697" src="http://www.indiegamemag.com/media/Climb-to-the-Top-of-the-Castle-613x340.jpg" alt="" width="613" height="340"/></a></p><p>2D action/platformer <strong>Climb To The Top of the Castle!</strong> has officially switched to a pay-what-you-like sales model, developers Two Bros. Games have announced.</p><p>Ignoring the fantastic <em>Monty Python</em>-inspired artwork above, the game takes place over 15 levels as player attempt to rescue an unnamed princess from a similarly anonymous warlock, who’s disregard for sexual equality have compelled him to lock her in a tower guarded by an army of robots. Wow, what a jerk.</p><p><strong>Climb To The Top of the Castle!</strong> claims to pose as a hallmark to the excruciatingly challenging platformers made famous during the NES-era, with devilish leaps and obstacles evoking the sense of keyboard-bashing frustration not recommended for the weak of heart or Buffalo Bills fans. Thankfully, though, there are several different difficulty levels available if you’re more inclined to value your anger management vows.</p><span class="embed-youtube c2"><iframe class="youtube-player" type="text/html" width="420" height="315" src="http://www.youtube.com/embed/GCkIyPb-goI?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent" frameborder="0"/></span><p>The game can be purchased through <a href="http://www.indievania.com/games/climb-top-castle">Indievania</a>, with more information available on its <a href="http://www.twobrosgames.co.cc/">official website</a>.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/climb-to-the-top-of-the-castle-adopts-pay-what-you-like-model/climb-to-the-top-of-the-castle/" rel="attachment wp-att-29697"><img class="aligncenter size-large wp-image-29697" src="http://www.diygamer.com/wp-content/uploads/2012/05/957dClimb-to-the-Top-of-the-Castle-613x340.jpg" alt="" width="613" height="340" /></a></p>
<p>2D action/platformer <strong>Climb To The Top of the Castle!</strong> has officially switched to a pay-what-you-like sales model, developers Two Bros. Games have announced.</p>
<p>Ignoring the fantastic <em>Monty Python</em>-inspired artwork above, the game takes place over 15 levels as player attempt to rescue an unnamed princess from a similarly anonymous warlock, who&#8217;s disregard for sexual equality have compelled him to lock her in a tower guarded by an army of robots. Wow, what a jerk.</p>
<p><strong>Climb To The Top of the Castle!</strong> claims to pose as a hallmark to the excruciatingly challenging platformers made famous during the NES-era, with devilish leaps and obstacles evoking the sense of keyboard-bashing frustration not recommended for the weak of heart or Buffalo Bills fans. Thankfully, though, there are several different difficulty levels available if you&#8217;re more inclined to value your anger management vows.</p>
<p>
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		<title>Medical Clearance Advised: ‘Vidiot Game’ Is Now Upon Us</title>
		<link>http://www.diygamer.com/2012/04/medical-clearance-advised-vidiot-game-is-now-upon-us/</link>
		<comments>http://www.diygamer.com/2012/04/medical-clearance-advised-vidiot-game-is-now-upon-us/#comments</comments>
		<pubDate>Thu, 05 Apr 2012 22:43:09 +0000</pubDate>
		<dc:creator>Richard Glenn</dc:creator>
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		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/04/medical-clearance-advised-vidiot-game-is-now-upon-us/</guid>
		<description><![CDATA[<div class="theContent" webReader="50.8435286542"><p><a href="http://www.indiegamemag.com/medical-clearance-advised-vidiot-game-is-now-upon-us/vidiot-game/" rel="attachment wp-att-25724"><img class="aligncenter size-large wp-image-25724" src="http://www.indiegamemag.com/media/Vidiot-Game-613x344.png" alt="" width="613" height="344"/></a></p><p>You know those pretentious games that take themselves really, really seriously, even though they lack any semblance of the subtlety they’re trying so desperately to convey? Apparently, GZ Storm is somewhat averse to them, as evidenced by its latest wacky release.</p><p><strong>Vidiot Game</strong>, out now as a free download for Windows and for the price of 80 Microsoft Points on the Xbox Live Indie Games channel, is perhaps best described as a minigame compilation injected with a healthy dose of insanity, with in-game tasks purportedly ranging from “robbing a bank” to “flying through cyberspace”. Three playable characters by the respective names of Ungus Fungus, Doug Beach and Hiratio are all playable, and the PC version also features gamepad support. Oh, and it comes with a health warning from the Surgeon General of Nigeria and apparently killed someone’s family, but you didn’t hear that from us.</p><p>Feel free to take a look at the trailer below, but don’t say we didn’t warn you about its explicit content.</p><span class="c2"><object width="560" height="315"><param name="movie" value="http://www.youtube.com/v/KcDyr7Q4T2A?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1"/><param name="allowfullscreen" value="true"/><param name="wmode" value="opaque"/><embed src="http://www.youtube.com/v/KcDyr7Q4T2A?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1" type="application/x-shockwave-flash" allowfullscreen="true" width="560" height="315" wmode="opaque"/></object></span><p><strong>Vidiot Game</strong> is the seventh Xbox Live Indie Games release in GZ Storm’s repertoire, following on from the likes of <em>Techno Chopper</em> and <em>Quick Draw</em>. It’s available to try out and purchase on the Xbox 360 platform <a href="http://marketplace.xbox.com/en-US/Product/Vidiot-Game/66acd000-77fe-1000-9115-d80258550ae8">here</a>. Alternatively, you can download the free PC version <a href="http://gzstorm.com/vidiot-game/">here</a>.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/medical-clearance-advised-vidiot-game-is-now-upon-us/vidiot-game/" rel="attachment wp-att-25724"><img class="aligncenter size-large wp-image-25724" src="http://www.diygamer.com/wp-content/uploads/2012/04/ebf9Vidiot-Game-613x344.png" alt="" width="613" height="344" /></a></p>
<p>You know those pretentious games that take themselves really, really seriously, even though they lack any semblance of the subtlety they&#8217;re trying so desperately to convey? Apparently, GZ Storm is somewhat averse to them, as evidenced by its latest wacky release.</p>
<p><strong>Vidiot Game</strong>, out now as a free download for Windows and for the price of 80 Microsoft Points on the Xbox Live Indie Games channel, is perhaps best described as a minigame compilation injected with a healthy dose of insanity, with in-game tasks purportedly ranging from &#8220;robbing a bank&#8221; to &#8220;flying through cyberspace&#8221;. Three playable characters by the respective names of Ungus Fungus, Doug Beach and Hiratio are all playable, and the PC version also features gamepad support. Oh, and it comes with a health warning from the Surgeon General of Nigeria and apparently killed someone&#8217;s family, but you didn&#8217;t hear that from us.</p>
<p>Feel free to take a look at the trailer below, but don&#8217;t say we didn&#8217;t warn you about its explicit content.</p>
<p>
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		<title>Enjoy This Wonderful Cave Story DSiWare Trailer</title>
		<link>http://www.diygamer.com/2010/10/enjoy-wonderful-cave-story-dsiware-trailer/</link>
		<comments>http://www.diygamer.com/2010/10/enjoy-wonderful-cave-story-dsiware-trailer/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 15:16:56 +0000</pubDate>
		<dc:creator>Geoff Gibson</dc:creator>
				<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[DSiWare]]></category>
		<category><![CDATA[Nicalis]]></category>
		<category><![CDATA[PIXEL!]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/?p=14952</guid>
		<description><![CDATA[Cave Story is a great adventure platformer. I don&#8217;t think there&#8217;s a single person who can argue that point. It has an interesting plot line, interesting characters, and very solid platforming elements. For so many years it was hampered by being available strictly on the PC which, let&#8217;s be honest, isn&#8217;t exactly the best platform [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.diygamer.com/wp-content/uploads/2010/10/CaveStoryDSi001.jpg"><img class="alignleft size-full wp-image-14953" title="CaveStoryDSi001" src="http://www.diygamer.com/wp-content/uploads/2010/10/CaveStoryDSi001.jpg" alt="CaveStoryDSi001" width="196" height="293" /></a><em>Cave Story</em> is a great adventure platformer. I don&#8217;t think there&#8217;s a single person who can argue that point. It has an interesting plot line, interesting characters, and very solid platforming elements. For so many years it was hampered by being available strictly on the PC which, let&#8217;s be honest, isn&#8217;t exactly the best platform for a side scrolling platformer. Luckily for us there was a little-known developer called Nicalis that had grander plans for the game.</p>
<p>While Nicalis wasn&#8217;t the original creator of <em>Cave Story</em>, they were able to get permission to make both a WiiWare version (<a href="http://www.diygamer.com/2010/03/rabbit-hole-cave-story-wiiware-review/" target="_blank">read our review</a>) and now a DSiWare version. Portable <em>Cave Story</em> is a dangerous thing and it might be the first truly &#8220;must have&#8221; DSiWare game to get released.</p>
<p>A release date has not been set yet, but the game looks to be fairly far along which is encouraging. My guess is that it&#8217;s up to Nintendo to figure out when to release it.</p>
<p>Also, and this is a note to Nicalis, where&#8217;s the PSN version? I&#8217;d love to be able to play this game on my PSP, especially since I don&#8217;t have a DSi.</p>
<p><strong>Trailer</strong></p>
<p><center><iframe title="YouTube video player" class="youtube-player" type="text/html" width="480" height="390" src="http://www.youtube.com/embed/WPCqjo8dRVo?rel=0" frameborder="0"></iframe></center></p>
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		<title>Cave Story Packing Up and Heading to DSiWare, WiiWare for Europe</title>
		<link>http://www.diygamer.com/2010/09/cave-story-packing-heading-dsiware-wiiware-europe/</link>
		<comments>http://www.diygamer.com/2010/09/cave-story-packing-heading-dsiware-wiiware-europe/#comments</comments>
		<pubDate>Thu, 23 Sep 2010 18:42:32 +0000</pubDate>
		<dc:creator>Geoff Gibson</dc:creator>
				<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[DSiWare]]></category>
		<category><![CDATA[Nicalis]]></category>
		<category><![CDATA[PIXEL!]]></category>
		<category><![CDATA[WiiWare]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/?p=13252</guid>
		<description><![CDATA[Everybody&#8217;s favorite indie platforming adventure romp, Cave Story, is heading to Nintendo&#8217;s own portable DSiWare digital download service. GoNintendo actually broke the story yesterday after they found an odd listing in the most recent issue of Nintendo Power concerning the game.Today, Nicalis has responded with the following information regarding the title, including it&#8217;s confirmation: - [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.diygamer.com/wp-content/uploads/2010/09/CaveStorypainting.png"><img class="aligncenter size-full wp-image-13253" title="CaveStorypainting" src="http://www.diygamer.com/wp-content/uploads/2010/09/CaveStorypainting.png" alt="CaveStorypainting" width="500" height="311" /></a></p>
<p>Everybody&#8217;s favorite indie platforming adventure romp, <em>Cave Story</em>, is heading to Nintendo&#8217;s own portable DSiWare digital download service. GoNintendo actually broke the story yesterday after they found an odd listing in the most recent issue of Nintendo Power concerning the game.Today, Nicalis has responded with the following information regarding the title, including it&#8217;s confirmation:</p>
<p>- Yes, there is a forthcoming Cave Story for DSiWare<br />
- Yes, it&#8217;s really awesome and has Pixel&#8217;s blessing; he recently played it a few weeks back and loved it<br />
- Yes, the EU version for WiiWare is still scheduled to be released; we commissioned Orioto to create this AWESOME Cave Story painting (above) in celebration of both: Bang Bang<br />
- And the game is actually DONE, we&#8217;re currently in final testing internally</p>
<p>So, yeah, this kind of came out of nowhere, but is incredibly exciting nonetheless.</p>
<p>I tend to think of the DSiWare as kind of the step child of the mobile digital distribution channels so it&#8217;s actually really exciting for me that a game of this caliber is getting a mobile release. Now let&#8217;s just hope that Nicalis isn&#8217;t planning on stopping there. I&#8217;d love to see Cave Story on the PSP, iOS, Android, and whatever other digital download location so long as Pixel, the original developer, allows it.</p>
<p>[<a href="http://gonintendo.com/viewstory.php?id=137008" target="_blank">GoNintendo</a>, <a href="http://www.nicalis.com/" target="_blank">Nicalis</a>]</p>
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		<title>Into the Rabbit Hole Once Again&#8230; Cave Story [WiiWare Review]</title>
		<link>http://www.diygamer.com/2010/03/rabbit-hole-cave-story-wiiware-review/</link>
		<comments>http://www.diygamer.com/2010/03/rabbit-hole-cave-story-wiiware-review/#comments</comments>
		<pubDate>Wed, 24 Mar 2010 21:16:36 +0000</pubDate>
		<dc:creator>Geoff Gibson</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[Nifflas]]></category>
		<category><![CDATA[PIXEL!]]></category>
		<category><![CDATA[WiiWare]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/?p=5606</guid>
		<description><![CDATA[There&#8217;s a lot to be said for an indie game such as Cave Story on WiiWare. On one hand, it&#8217;s a game thats so good that it&#8217;s almost impossible to find any faults with it, on the other hand, however, it&#8217;s hard to justify buying a game for $15 when it&#8217;s just as easily downloaded [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory000.png"><img class="alignleft size-full wp-image-5607" title="CaveStory000" src="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory000.png" alt="CaveStory000" width="255" height="191" /></a>There&#8217;s a lot to be said for an indie game such as Cave Story on WiiWare. On one hand, it&#8217;s a game thats so good that it&#8217;s almost impossible to find any faults with it, on the other hand, however, it&#8217;s hard to justify buying a game for $15 when it&#8217;s just as easily downloaded for free &#8212; legally &#8212; on the PC. Still though, Cave Story on the Wii is an interesting idea, to say the least, given that it&#8217;s one of the most beloved indie games to have ever been released.</p>
<p>But we&#8217;ll tackle some of that stuff later in the actual review. Right now, I want to revisit the game itself, and what it&#8217;s about. As I&#8217;m sure there are many of you who will read this who&#8217;ve played Cave Story before, there will also be those of you who have never heard of Cave Story before, perhaps average gamers who just haven&#8217;t been involved in the indie world enough to really know what Cave Story is.</p>
<p>Cave Story is a unique game. I&#8217;d liken it to many Metroidvania&#8217;s out there (yes, I understand there are those that disagree with that statement) in that the game is not entirely linear and you&#8217;re relatively left to your own devices to figure out where to go next.</p>
<p>Anyway, the game starts out with you, an amnesiac boy, waking up in a cave. From there you get entangled in the lives of the strife-ridden Mimigas who find themselves at the cruel hands of an, almost, omnipotent &#8220;Doctor&#8221; who threatens their very lives. In attempting to find away to get back home &#8212; or even discover who you are &#8212; you begin helping the Mimigas in a struggle against the Doctor and his minions.</p>
<p>Finally, I&#8217;d be remised if I didn&#8217;t say this before hand, Cave Story is really fun. It&#8217;s a damn good game that everybody should play. The only question with regards to the review is: is it worth $15 on the WiiWare or are you better off served playing the free PC version? Let&#8217;s find out.</p>
<p><strong>Gameplay</strong></p>
<p><strong><a href="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory1.jpg"><img class="aligncenter size-full wp-image-5610" title="CaveStory" src="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory1.jpg" alt="CaveStory" width="500" height="375" /></a><br />
</strong></p>
<p><strong> </strong><span style="color: #000080;">As stated above Cave Story is a very exploration-based game. Maybe not as much as, say, Metroid, but it&#8217;s not linear in the least bit.</span> You&#8217;re basically thrown into a game with a loose set of goals based on who you talk to. As the game goes on this focuses a bit here and there, but, overwhelmingly, you&#8217;ll be left to your own devices to find your way. <span style="color: #000080;">This, in my opinion, is a brilliant device for a game simply titled Cave Story.</span></p>
<p>Additionally,<span style="color: #003366;"> <span style="color: #000080;">the game relies on a weapon/level combination system for determining how strong your character is. The game has approx. 6 different weapons (can&#8217;t remember the exact number off the top of my head, but it makes no difference either way) and each weapon has a total of three levels.</span></span> You gain a weapons level by collecting little triangle chips &#8212; I call em mini-triforces &#8212; that fall out of enemies when you kill them. Depending on which weapon you have equipped will determine what weapon receives a level up. For each level weapon will grow bigger, stronger, and more advanced (for example the fireball weapon will grow from a small fireball that can be shot twice to an advanced blue fireball that can be shot four times in a row with a longer range that does more damage).<span style="color: #000080;"> It&#8217;s a really good system of leveling and character progression.</span></p>
<p>Of course, the bad side of this is that if you get hurt, depending on what weapon your carrying, you&#8217;ll lose levels on that weapon. It can make things especially challenging if you are fighting a boss and all of your weapons get neutered down to level 1 where you&#8217;ll be at a serious disadvantage. <span style="color: #000080;">Still though, it provides an interesting perspective and requires the player to more carefully think about his actions and what weapon he is going to use before heading off into a fight.</span></p>
<p><span style="color: #000080;">Beyond weapon leveling your character can also find and pick up various health canisters which will, permanently, increase the player&#8217;s health.</span> It&#8217;s sort of a similar system to that of Metroid&#8217;s health packs or Zelda&#8217;s hearts. You find em and your health increases. As such you can sustain more damage. <span style="color: #000080;">Really, it&#8217;s just more character progression, but it works well enough for the game.</span></p>
<p>Now I know what you&#8217;re thinking, so all this stuff  is great, but what about the monsters/bosses/challenges?<span style="color: #000080;"> Well, for those who haven&#8217;t played Cave Story I&#8217;d say you&#8217;re in for a relative treat. While the game&#8217;s baddies are relatively average, generally just changing colors or small variations to make a new one (i.e. blue slime, green slime, dark grey slime) they&#8217;re still fairly challenging and the game makes no qualms about throwing a bunch at you at the same time.</span></p>
<p><span style="color: #000080;">Likewise, the game&#8217;s bosses are varied enough to always make the game feel fresh.</span> Although, that said, to kill each boss is only a matter of learning a fairly simple pattern. If you understand what the boss is gonna do and when he is gonna do it you&#8217;ll have no problem with almost any boss in the game. From my experience with both the PC and WiiWare versions there is almost no deviating from the pattern.</p>
<p>Aside from the primary story, the WiiWare graces gamer&#8217;s with a few extras not found in the PC version. <span style="color: #000080;">First, you have the Sanctuary time trial. This is basically a level where you get a few weapons and health and must procede to complete a very hard level in you&#8217;re fastest time. It&#8217;s fairly straight forward and to the point. The next mode is a similar time trial, only this time it&#8217;s to beat all of the game&#8217;s bosses. If you die even once you&#8217;ll have to start over from the beginning.</span> The last WiiWare exclusive is to play the game entirely as Curly, a character that you&#8217;ll meet in the main game. Nothing changes, from what I played, aside from the fact that you are Curly. All are nice extras but&#8230;</p>
<p><span style="color: #990000;">The one problem I had with the Sanctuary time trial was that each and  every time you restarted the game you had to &#8220;gear&#8221; up. While this may sound like a lame complaint, I assure you that after the fourth or fifth time attempting this you&#8217;ll be considerably bored of the first part of the level where you just need to collect your weapons and health.</span> I honestly don&#8217;t know why the game didn&#8217;t just automatically include them all, or at least allow you to streamline the process a bit more.</p>
<p>Finally, and this is only a small point, but it needs to be said regardless, <span style="color: #000080;">playing on your couch with a Wii Classic Controller, on the big screen is a nice improvement over the PC controls.</span> For those of us without HTPCs or PC game controllers, the WiiWare version is absolutely the most comfortable way to experience Cave Story, even if you&#8217;re a die hard PC fan.</p>
<p><strong>Style</strong></p>
<p><strong><a href="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory003.jpg"><img class="aligncenter size-full wp-image-5612" title="CaveStory003" src="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory003.jpg" alt="CaveStory003" width="500" height="375" /></a><br />
</strong></p>
<p>Now this is a big point of contention for the WiiWare version of Cave Story of the freebie PC version. This is, arguably, the primary selling point for this version. I am, of course, talking about the game&#8217;s updated graphics. <span style="color: #990000;">Unfortunately, for those who are dying to know if they are spectacular or not, I&#8217;m gonna have to say the latter. All in all, the game&#8217;s updated graphics are little improvement over the original and, ultimately, fell short of my own expectations.</span> The WiiWare version really just smooths out the pixelation of the PC version, nothing more.</p>
<p>The music, on the other hand, is more indicative what I was expecting. <span style="color: #000080;">It sounds far better than the original PC version. On top of that even, the music is just damn catchy. It&#8217;s immediate from the the first song in the game&#8217;s menu system. Cave Story&#8217;s music is truly a great set piece for the game and one that only enhances the game&#8217;s appeal.</span></p>
<p><strong>Story</strong></p>
<p><strong><a href="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory002.jpg"><img class="aligncenter size-full wp-image-5613" title="CaveStory002" src="http://www.diygamer.com/wp-content/uploads/2010/03/CaveStory002.jpg" alt="CaveStory002" width="500" height="375" /></a><br />
</strong></p>
<p>Needless to say, Cave Story has a unique storyline attached to it. It&#8217;s starts off generic enough &#8212; another amnesiac story? Really? &#8212; <span style="color: #000080;">but it quickly gets off to a faster pace as you&#8217;re thrust into a world with unique creatures and a unique cast of enemies. While the story may not be the most unique, it certainly doesn&#8217;t feel bland or stale in the slightest. </span>Newcomers to the game should be pleasantly surprised.</p>
<p><strong>Everything Else</strong></p>
<p>There&#8217;s really not much else to Cave Story. There&#8217;s no multiplayer component (local or online) and there&#8217;s nothing that really expands the game beyond the original in terms of main story gameplay.</p>
<p>So this leads me back to my original question. Is Cave Story worth the$15 price or are you better off served getting the free PC version? Well, in all honesty, I think that really depends on you. If you&#8217;re somebody who absolutely loved the original version and only want to expand on what you&#8217;ve already experienced then, yeah, you&#8217;ll probably enjoy the new version. If you&#8217;re a newcomer to the series who may just want to experience the game, or &#8220;try&#8221; before you buy, I&#8217;d suggest checking out the PC version first. In my personal opinion, I&#8217;d say that a game such as Cave Story is more than worth the $15. If there wasn&#8217;t already a free PC version then there&#8217;d be no question as to whether you should buy it or not.</p>
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