Sunday, October 31, 2010

Privates DLC Coming Easter 2011

privates.jpg
If journeying through a woman's bits and shooting STIs wasn't enough for you the first time around, you'll be happy to know that there is a whole new Privates adventure coming early next year.

The new Privates DLC will this time see the condom-wearing squad venturing into the naughty parts of a man, with new gameplay features, new enemies to treat, and a new character to control. You should check out the official statement about the DLC, because it's rather funny and stuff.

If you haven't played Privates yet, you're seriously missing out. Grab a copy for free from the E4 website.

Source: http://feedproxy.google.com/~r/IndependentGaming/~3/mSzzQpgqn2o/privates_dlc_coming_easter_201.html

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Nintendo Bringing Wii Shopping Service, 3DS Demo Event To Japan

Nintendo today announced a new online shopping service for its Wii console in Japan, as well as a three-day event showcasing the Nintendo 3DS to potential Japanese customers. The Wii-no-ma Shopping Service, built on top of the system's Wii-no-ma video-on-demand service, will launch in Japan November 1 with over 10,000 unique items including "foods, daily commodities, fashion items and furniture," according to an investor presentation made this week by Nintendo President Satoru Iwata. "TV shopping ...

Source: http://feedproxy.google.com/~r/GamasutraNews/~3/ZSO9kXsQex8/Nintendo_Bringing_Wii_Shopping_Service_3DS_Demo_Event_To_Japan.php

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Darkworks TriOviz� for Games SDK Brings 3D Capabilities to Unreal Engine 3

Darkworks, the Paris-based action adventure game developer and video game tools provider, today announced that TriOviz for Games SDK has been accepted into Epic’s Unreal Engine 3 Integrated Partners Program (IPP).

“Darkworks is already a recognized leader in the console 3D video game space,” said Alexis Arragon, TriOviz Product Manager at Darkworks. “Partnering with an industry leader like Epic Games is a huge boost for us and it happens at a time when game developers are looking to create robust 3D experiences to meet growing consumer demand. With this relationship, Epic and UE3 licensees will have 3D stereoscopic capability at their fingertips.”

The TriOviz for Games SDK leverages existing three-dimensional graphics information in-game to greatly enhance depth-of-field (DOF), geometry volume and position as well as characters within a scene. This approach negates the need for rendering multiple images, so TriOviz for Games runs at full-frame rate on consoles, enabling developers to maintain the resolution, performance and game play integrity of their AAA console games while running in 3D stereoscopic mode.

“TriOviz and Unreal Engine 3 were used to ship Batman: Arkham Asylum Game of the Year Edition in stereoscopic 3D on PC, Xbox 360 and PlayStation 3, so this is proven technology,” said Mark Rein, vice president of Epic Games. “What I like about the latest version of TriOviz is that, with their offering, our engine can support not only the highest quality solution for customers with the latest 3D TVs, such as a PlayStation 3 with a Sony Bravia 3D TV, but also a colored-glasses 3D solution for customers who don’t have a 3D-capable TV. This means users of TriOviz-licensed games can experience stereoscopic 3D on consoles no matter what their budget, and the effort that developers put into making great 3D experiences with it isn’t limited to a small audience of early 3D TV adopters. Combining the best 3D SDK for games with the power of UE3 gives our licensees a huge advantage in enabling AAA 3D experiences for their entire audience.”

TriOviz integration is streamlined and can be implemented very quickly, requiring approximately one week to enhance a game with 3D. Integrating the SDK is much like incorporating a shader, so most development teams already have the tools and expertise needed to implement TriOviz seamlessly.

TriOviz will be available to all UE3 licensees via Epic’s support site, the Unreal Developer Network (udn.epicgames.com), next month.

Darkworks will be in the Epic Games meeting room, BC 430, at Game Developers Conference Online, Austin Convention Center, Oct. 6 - 8, 2010. To schedule a meeting, please send an email to g.hannah@darkworks.com.

For press inquiries, please email pr@darkworks.com.

About Unreal Engine 3

The award-winning Unreal Engine is known for its cutting-edge graphics and best-of-breed toolset. Unreal Engine 3 maintains those features in addition to multi-core processor support, Xbox 360� and PlayStation�3 optimizations, massive world support and a highly mature tool pipeline. Unreal Engine 3’s consistently evolving toolset is designed to accelerate developers’ productivity for PC and console games, mobile games and applications, training simulations, visualizations and real-time 3D animation. Additional information on Unreal Engine 3 can be obtained through the Unreal Technology website at http://www.unrealtechnology.com.

About Epic Games

Epic Games, Inc., based in Cary, N.C. and established in 1991, develops cutting-edge games and cross-platform game engine technology. The company has created multiple million-selling, award-winning titles in its “Unreal” series, including “Unreal Tournament 3” for PC, PlayStation�3 and Xbox 360�. Epic’s “Gears of War” franchise has sold more than 12 million copies worldwide and won more than 30 Game of the Year awards. Epic’s Unreal Engine 3 is the four-time winner of and Hall of Fame inductee for Game Developer magazine’s Best Engine Front Line Award. Unreal Engine 3 has also been recognized as the number one game engine by Develop magazine. Additional information about Epic can be obtained through the Epic Games website at http://www.epicgames.com.

About Darkworks SA

Founded in 1988 by Antoine Villette and Guillaume Gouraud, Darkworks is a VC-backed original IP house based in Paris, France. In addition to game and IP development activities such as the critically-acclaimed Alone in the Dark: The New Nightmare and Cold Fear, Darkworks develops future generation R&D. Darkworks has partnered with TriOviz SAS to deliver 3D stereoscopic game technology through its Darkworks Labs.

About TriOviz SAS

TriOviz is a Paris-based company specialized in computer vision science and stereoscopic applications. After three years of Research & Development, TriOviz has launched a brand new technology to display the 3D experience on regular 2D TV screens with incredible quality. TriOviz breakthrough technology is live, available today, and unique on the market.

Source: http://www.epicgames.com/news/darkworks-trioviz-for-games-sdk-brings-3d-capabilities-to-unreal-engine-3

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Reminder: Student IGF Submissions End November 1st

[In a brief reminder, IGF Chairman Brandon Boyer notes to all prospective entrants that 2011 Independent Games Festival Student Showcase entries have a final deadline of Monday, November 1st.]

If you've been planning to enter, the time is now! Submissions for the Student Showcase portion of the 13th annual Independent Games Festival are due in just a few short days, at 11:59 PM PDT on Monday, November 1st.

After breaking last year's record for the number of Main Competition entries, we're also rapidly approaching potential all-time high numbers for this year's Student Competition submissions.

If you'd like to have your own voice as part of that chorus, submit your student game to the competition -- part of the UBM TechWeb Game Network, as is this website -- by clicking this link.

In the meantime, we're currently technically and compatibility checking 2011 IGF Main Competition games, and are in the process of opening up voting to judges.

For mobile and iPhone/iPad entrants, we will be sending you key information that you require soon, including unique judge UDIDs!

As we said before, we're all looking forward to spending more time with your game in the coming months -- good luck to everyone involved!

Source: http://feedproxy.google.com/~r/gamesetwatch/~3/OpFJ_pMXvXE/reminder_student_igf_submissio.php

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Angry Birds Halloween Sells 1M In Six Days

Rovio’s Angry Birds continues its impressive sales on the App Store with a new Halloween-themed spinoff that the developer said sold 1 million units in its first six days of availability. This latest million is in addition to the 2 million downloads of the free, ad-supported Android version of the original Angry Birds, as well [...]

Source: http://feedproxy.google.com/~r/fingergaming/~3/LXeh1bUOkAI/

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Facebook celebrity game borrows from fantasy sports

"FanSwarm" for Facebook is promoted on the social networking site. Those behind the game hope it will become a kind Fantasy Football, but for celebs, on Facebook.Your ability to predict whether a celebrity's star power will rise or fall is about to come in handy. Launching on Sunday is FanSwarm, a Hollywood version of fantasy sports for Facebook users.




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Source: http://www.msnbc.msn.com/id/39897702/ns/technology_and_science-games/

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Saturday, October 30, 2010

Gamecaster Joins Epic Games? Unreal Engine 3 Integrated Partners Program

Gamecaster�, Inc. and Epic Games, Inc. today announced that Gamecaster?s GCS3� virtual camera hardware for video game, film and television production is now available to all licensees of Epic?s Unreal Engine 3 (UE3) and users of the Unreal Development Kit (UDK), the free edition of UE3 that gives users access to the award-winning integrated suite of game development tools. Gamecaster is the newest member of Epic?s unrivaled Unreal Engine 3 Integrated Partners Program (IPP).

The Gamecaster GCS3 virtual camera hardware enables game developers working within Unreal Matinee, UE3’s director-class, in-game cinematics and cut scene production software, to layout scenes the same way they would shoot live action – by panning, tilting, trucking and zooming Unreal Matinee’s virtual camera in real time with real-life camera hardware. What’s more, Unreal Matinee automatically keyframes the GCS3’s movements, reducing the amount of time spent “camera keyframing” during the game development process.

?GCS3 integration with Unreal Matinee makes it easier for game developers and cinematographers to achieve immediate, fantastic results in virtual filmmaking,” said Dr. Michael Capps, president of Epic Games. “With GCS3, developers can open the Unreal Editor, record live camera movement within a cinematic scene, and play back results instantly. It’s that simple and it can save a huge amount of time on tasks that usually require manual keyframing.”

The Gamecaster GCS3 virtual camera hardware has a stylized form factor, an HD LCD viewfinder, internal motion sensors and two proprietary thumbstick controls. The GCS3 can be mounted to a tripod or a shoulder mount for handheld operation, allowing game developers and digital filmmakers to be a part of the action as it happens.

?The ability to conduct real-time virtual cinematography within Unreal Matinee, and make shots feel alive and believable, is an instant benefit to game developers,? said David MacIntosh, president of Gamecaster. “We’re looking forward to watching the stunning in-game cinematics and cut scenes that UE3 licensees and UDK users will create with this powerful new feature.?

“GCS3 puts added creative control in our hands by enabling us to produce authentic feeling handheld camera shots for cinematics more easily and quickly than with traditional keyframing,” said Greg Mitchell, Epic’s cinematics director. “The hardware design is particularly intuitive to people who, like me, have a history behind the camera. GCS3 feels like a motion picture camera in my hands and can be used with support equipment available in the production business.”

Capps added, ?Our partners program ensures that our licensees have access to integration code for industry-leading tools and middleware maintained in step with Unreal Engine 3 as it advances. Unreal Engine 3 licensees benefit from having the best tools and 3D applications work seamlessly with the engine out of the box.?

For more information on Gamecaster, please visit http://www.gamecaster.com. To purchase the GCS3 virtual camera hardware, please e-mail GCS3@gamecaster.com.

About Unreal Engine 3

The award-winning Unreal Engine is known for cutting-edge graphics and its best-of-breed toolset. Unreal Engine 3 maintains those features in addition to multi-core processor support, Xbox 360� and Playstation�3 optimizations, massive world support, and a highly mature tool pipeline. Unreal Engine 3’s consistently evolving toolset is designed to accelerate developers’ productivity for PC and console games, visualization applications, training simulations, and linear animated content. Additional information on Unreal Engine can be obtained through the Unreal Technology website at http://www.unrealtechnology.com.

About Epic Games

Epic Games, Inc., based in Cary, N.C. and established in 1991, develops cutting-edge games and cross-platform game engine technology. The company has created multiple million-selling, award-winning titles in its ?Unreal? series, including ?Unreal Tournament 3? for PC, PlayStation�3 and Xbox 360�. Epic?s “Gears of War” series has sold over 12 million copies and won over 30 Game of the Year awards. Epic’s Unreal Engine 3 is the four-time winner of Game Developer magazine?s Best Engine Front Line Award and Hall of Fame inductee. Unreal Engine 3 has also been recognized as the number one game engine by Develop magazine. Additional information about Epic can be obtained through the Epic Games website at http://www.epicgames.com.

About Gamecaster

Gamecaster, Inc., headquartered in San Diego, California, is a designer, manufacturer and supplier of virtual camera control technology for the film, television and video game industries, and a producer of video game tournaments and related television programs for broadcast worldwide in multiple media. For more information about the company, please visit: http://www.gamecaster.com.

Source: http://www.epicgames.com/news/gamecaster-joins-epic-games-unreal-engine-3-integrated-partners-program

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GDC Celebrates 25th Conference With Official History Outreach

GDC 2011 organizers are announcing a call for written memories, photos and videos from the past twenty-four Game Developers Conferences, headed by digital historian Jason Scott.

Source: http://feedproxy.google.com/~r/GameCareerGuideNews/~3/aJGjsLTjtCk/gdc_celebrates_25th_conference_.php

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Mobile Games Angry Birds, Cut The Rope Hit New Sales Milestones

In separate announcements on Thursday, mobile game developers Rovio Games and ZeptoLabs said their chart-topping games hit new sales milestones on Apple’s App Store. Rovio announced that its fowl-slinging game Angry Birds has now sold 10 million units on the App Store. The game, released in December 2009, is available for iPhone/iPod Touch and iPad [...]

Source: http://feedproxy.google.com/~r/fingergaming/~3/0m_fYhPz0Fc/

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RuneScape Publisher, TIGA Launch Project Ignite For Browser-Based Games

Cambridge-based RuneScape publisher Jagex and UK video game trade association TIGA have unveiled Project Ignite, a service designed to help small studios release browser-based games through Jagex Game Studios.

Meant to assist developers who lack the time and resources to distribute or market their games, the initiative invites TIGA members to submit browser-based game prototypes to the trade group. TIGA will then assess entries based on creativity, originality, playability, and market demand.

After the review, Jagex will publish and promote selected games via its Ignite online publishing platform. Participating studios will retain all of their intellectual property rights for their game, but profits from its sales will be shared between the developer and Jagex.

TIGA says its goal with Project Ignite is to both provide a new benefit for its members and to "promote innovation, nurture fresh talent, and allow developers to publish ... their games while still retaining their origin IP and independence."

"At Jagex we already have an established user base of over 120 million people actively playing our games and giving us feedback," says Jagex CEO Mark Gerhard. "Building this community has taken a great deal of time and energy and it very difficult for small developers to build a network like this overnight."

Gerhard continues, "Our vision is that Jagex Game Studios will be a hub for original, creative browser based games from developers all over Europe and beyond. We are interested in hearing from any TIGA developers who have a great game they want to get in front of millions of potential customers."

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/TPe4bjwMWfg/runescape_publisher_tiga_launc.php

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GDC Online 2010: Announcements, Coverage: Pt.2

Game Developers Conference sister website Gamasutra.com is in Austin, Texas all this week covering GDC Online, with a host of lectures on online games, iPhone/iPad and related product announcements already written up for the lead video game art and business website - and here's all the stories posted so far.

The Austin, Texas based conference -- formerly known as GDC Austin -- is sharply focused on the development of online games, and there are now more than 120 panels, lectures and tutorials taking place during the October 5th-8th event, with almost 90 companies on the show floor.

The second set of highlights of content at GDC Online thus far, written up by Gamasutra editors from session coverage and official releases, include:

Session Coverage

- Playfish's De Halleux On Why The Next Blockbuster Will Be Online
"Playfish's Sebastien de Halleux discusses the ongoing evolution in the way games are monetized, the "massive" opportunity for developers -- and his view that the next billion-dollar game will be microtransactions-driven."

- BioWare's Walton - Studio Culture Is An 'Immune System'
"Gordon Walton, co-studio director at Star Wars: The Old Republic developer BioWare Austin, called culture an "immune system" that "recognizes you as something that belongs, or a foreign object that needs to be expelled."

- Brian Reynolds' Wild West In Social Design
"Zynga's Brian Reynolds talks his FrontierVille, ways he's discovered to make social gaming more fun and more truly social, and key lessons from AAA design for successful innovation in the space."

- Koster Shares Lessons Learned In Social Game Design
"Raph Koster, VP of creative design at Disney-owned social game developer Playdom, said that "console games are niche" and argued that the social gaming space is not going away, despite some who say otherwise."

- Ian Bogost's Troubling Experiences With Cow Clicker
"Ian Bogost talks to GDC Online audiences about his Facebook title Cow Clicker -- how an environment of fear birthed a satire, the surprises he received when the game took off, and how it's ultimately a 'tragic' story to him."

- Fallout: New Vegas' Gonzalez Talks Inspiration, Writing Process
"Obsidian's John Gonzalez talks at GDC Online's Game Narrative Summit on being the creative lead on Fallout: New Vegas, the game's inspiration, and key steps his team took during the writing process."

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/h2hHvhcr_X4/gdc_online_2010_announcements.html

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Friday, October 29, 2010

GDC Celebrates 25th Conference With Official History Outreach

The organizers of the 2011 Game Developers Conference are announcing a call for written memories, photos and videos from the past twenty-four iterations of the Game Developers Conference.

The public call comes as the event approaches 'GDC 25' in February 2011 at the Moscone Center in San Francisco, and organizers plan an unprecedented digitization push from its own archives, utilizing an official GDC historian.

With almost a quarter-century at the forefront of the art and business of game creation, the first ever GDC (at that time the Computer Game Developers Conference) took place all the way back in 1988.

There were two events in the show's inaugural year, and a yearly conference going forward, growing to over 18,000 attendees and encompassing events like the Game Developers Choice Awards and the Independent Games Festival.

Along the way, GDC has seen keynotes and signature lectures from Shigeru Miyamoto, event founder Chris Crawford, Microsoft co-founder Bill Gates, design legends like Sid Meier, futurist Ray Kurzweil, and a host of others - and inspired tens of thousands of game creators to take their skills and inspiration to the next level.

To celebrate 'GDC 25', the conference organizers have appointed an official historian for the show in the form of noted technology archivist Jason Scott, known for his Textfiles.com digital archive and his history of preserving important digital artifacts.

Source: http://feedproxy.google.com/~r/GameDevelopersConference/~3/5BRm-tWPp_Y/gdc_celebrates_25th_conference.html

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Bohm: Procedural, Zen-Like Tree Growing

Monobanda, a Dutch indie studio aiming to develop titles presenting "situations that are about the digital experience itself, and not about achieving a goal", is working on an artistic game experiment called Bohm, in which you oversee the growth of a tree.

Submitted for this year's Independent Games Festival competition, Bohm is meant to offer a "slow, contemplative and zen-like experience". The tree's growth is procedurally generated, encouraging players to discover how to control/manipulate it as they create branches and push the tree into strange shapes.

The music is adaptive, changing and evolving with the tree over time, influenced by players' decisions. Monobanda says its ultimate goal for Bohm is to "increase the library and/or acceptance of games with artistic gameplay."

Source: http://feedproxy.google.com/~r/gamesetwatch/~3/NG8MDg50ysY/bohm_procedural_zenlike_tree_g.php

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Timeline For 2D Fighting Games

Hardcore Gaming 101, known for its thorough articles dissecting hundreds of video games (many obscure or never released in the States), has posted "A Brief History of 2D Fighting Games", presenting a huge list of fighters from Capcom, SNK, and many other companies.

The timeline covers 2D fighting games from Karate Champ and Yie Ar Kung Fu in 1984/1985 (which "aren't the first fighting games, but they may be the first ones that are worth playing") to BlazBlue Continuum Shift II in 2010, though it skips over Mortal Kombat's sequels, games predating Street Fighter II, and a few others.

The list's author seeks to provide "another layer of perspective that is lost when you read about one series at a time", and does so with insightful and cheeky comments for many of the titles:

1996: Art of Fighting 3 uses rotoscoping to make some of the nicest animation you'll see of Robert putting his hands in his pockets and kicking his opponent while she's down.

1997: Capcom, long lambasted for its inability to count to three, releases Street Fighter III a mere six years after Street Fighter II. It is Capcom?s last internally-developed 2D fighting game to feature completely new animation.

You can spend your entire morning reading the 2D Fighting Game timeline here.

Source: http://feedproxy.google.com/~r/gamesetwatch/~3/EcO4yN-O7h8/timeline_for_2d_fighting_games.php

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Walmart, Best Buy Selling Facebook Credits Gift Cards

Retail chains Walmart and Best Buy are selling gift cards for Facebook Credits, Facebook's universal virtual currency for its social games and apps, with various options across their nationwide stores.

Over 75 developers and more than 200 games on the social network have implemented Credits in their titles, including popular releases like EA?s FIFA Superstars and PopCap's Bejeweled Blitz. Some studios have signed five-year agreements to use the currency exclusively, such as RockYou and Zynga.

Last month, Target began selling Credits prepaid cards in $25 and $50 increments, as well as an exclusive $15 option. It was the first brick-and-mortar retailer to carry the cards, which consumers use to purchase virtual goods in their favorite Facebook games without needing a credit card or Paypal account.

Walmart is selling the gift cards in increments of $25, $10, and $5, with the last option being an an exclusive gift card for the superstore chain. Electronics retailer Best Buy also has the cards available in denominations of $10, $25, and $50.

Facebook has made a number of deals to expand the reach of Credits recently -- two weeks ago, the site revealed a partnership with microtransaction firm PlaySpan designed to make Credits available to more users around the world by offering around 20 new regional payment options.

Source: http://feedproxy.google.com/~r/WorldsInMotion/~3/AbPV33n_A4M/walmart_best_buy_selling_faceb.php

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Play Classic Games, Install Windows on Your iPhone with iDOS

Either Apple has really loosened its standards for app content, or someone at the iTunes app approval department didn’t quite understand the enormity of what was just unleashed on the App Store. iDOS ($0.99) is a fully featured DOS emulator that gives iPhone, iPod Touch, and iPad owners the opportunity to play PC classics on [...]

Source: http://feedproxy.google.com/~r/fingergaming/~3/o7yhCPXkDYk/

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XBLA Update - Pinball FX 2, 3D Ultra Minigolf 2 DLC For Hydro Thunder And Game Room Update

pfx23d.jpg

So it seems we were a bit off this week -- not our fault. Both Bloody Good Time and Haunted House are showing up as available on Xbox.com, but they're apparently just not coming out this week. Grr.

Pinball FX 2 is now available. You can download the base game for free, and from within it you can download a new pack of 4 tables -- Biolab, Pasha, Rome, Secrets of the Deep, for 800MSP.

From there you can download the original 4 Pinball FX tables, Speed Machine, Extreme, Agents, and Buccaneer, for an additional 800MSP. If you have the original Pinball FX, you'll have to download the new patch for the original, and then you can import them to 2 for free.

You can then download and buy any of the DLC from the original game --
Earth Defense, Rocky & Bullwinkle, Excalibur, Nightmare Mansion and Street Fighter II, each for 200MSP each, or trial them out as well.

The other game is 3D Ultra Minigolf 2, released with little fanfare. You can grab it for 800MSP.

The Hydro Thunder DLC is also available, containing 3 new tracks, new boats and new challenges. A Unique feature is a Free and Paid version of the download, allowing those who haven't bought the DLC to play the new levels if chosen online. Awesome, and I wish more developers did it.

Last week the Game Room update didn't pop up -- this week it finally showed its face. You can now grab Jackel (Arcade), Breakout (2600) and Double Dunk (2600)

Source: http://feedproxy.google.com/~r/gamerbytes/~3/WKHZixggi-k/xbla_update_pinball_fx_2_3d_ul.php

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