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  • Geometry Wars dumbed down for celly release

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    11.30.2006

    Gamasutra sat down with Bizarre Creations' Community and Web Lead Ben Ward to figure out just how the heck Geometry Wars is going to fly on the mobile platform. Turns out, it won't -- at least, not in the traditional sense of the game. The controls have been overhauled dumbed down to accommodate for the lack of dual-analogue sticks. In the mobile version, the ship is always firing forward (the direction of fire cannot be changed or stopped), and the arrow keys (on the keypad) direct the ship's course -- double-tapping the center button initiates a strafe move. These limitations have forced developers to re-program enemy AI, as well as slow down the pace and scale of the beloved Xbox 360 Live Arcade original. Geometry Wars Mobile will be padded with some new content, namely a Challenge Mode. The new mode expands on the achievements awarded in the Xbox 360 version, featuring challenges like Survivor (how long can you play without dying). Players can then post their best times and scores onto a network leaderboard.

  • Geometry Wars Mobile published by Sony

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    11.03.2006

    It's Sony's turn to reap the benefits of Bizarre's creation. Despite Geometry Wars becoming the poster child for Microsoft's Xbox Live Arcade, the mobile port is being published by Sony BMG. Little ironies aside, how the heck are we supposed to control this game? They invented a dual-stick phone yet? Prove us wrong, but this is shaping up to be a classic example of exploiting a known brand. Geometry Wars Mobile just ain't gonna fly. [Thanks, Justin]

  • Grid Wars author comments on clone's creation

    by 
    Kyle Orland
    Kyle Orland
    08.18.2006

    Grid Wars creator Mark Incitti said he doubts his freeware PC game is affecting sales of the Xbox 360's Geometry Wars, as Bizarre creations recently alleged. In an interview with Eurogamer, Incitti said the game started out more as a Robotron/Smash TV-style game, but started to morph in response to news that Bizarre was not working on a PC version of the popular Xbox Live Arcade shooter. Incitti also said that he was in talks with Bizarre for months before he pulled the game from his site, and that offers to change the game's aesthetics and name were ignored. All in all, Incitti doesn't seem too bitter about being asked to remove the game, but he said he hopes other Geometry Wars clones get the same treatment from Bizarre.

  • Bizarre defends going after Geometry Wars clones

    by 
    Kyle Orland
    Kyle Orland
    08.17.2006

    A few days ago, we reported on Bizarre Creations efforts to remove Geometry Wars clone Grid Wars from the internet. Bizarre recently posted an extensive justification of their actions to the community at large on their official forums. Among Bizarre's more salient points: Only hardcore gamers can tell the differences between these clones and Geometry Wars. Clones weaken the brand and discourage us from releasing Geometry Wars on new platforms. Geometry Wars is a rare example of and indie-owned, wholly original intellectual property, and that deserves protection. Simplicity of design does not warrant theft. Not wanting to buy an Xbox 360 does not warrant theft. All good points, but arguments alone aren't likely to stem the tide of freely available Geometry Wars clones on the internet. At the very least, though, they might make you feel guilty for helping discourage originality in video game design. Shame on you. Shame! [Via Gamasutra]

  • Bizarre tries to stop Geometry Wars clone

    by 
    Kyle Orland
    Kyle Orland
    08.11.2006

    Imitation might be the sincerest form of flattery, but Bizarre Creations isn't feeling very flattered about Grid Wars. The company thinks the PC game is impacting the sales of Xbox Live Arcade's Geometry Wars: Retro Evolved, and has asked the game's creator, Mark Incitti, to "stop infringing our IP and pull the game Grid Wars from the internet for download." Incitti has voluntarily agreed to this request. The line between inspiration and rip-off is extremely fine here. On the one hand, everything about Grid Wars -- from the graphical style to the enemies to the basic gameplay -- is extremely reminiscent of Geometry Wars. On the other hand, Grid Wars does offer some refinements to the Geometry Wars system, like collectible power ups and a slower-paced build up of the action. Regardless of the legal threats, it seems doubtful that Bizarre will be able to put the genie back in the bottle. The game is still available through a World of Stuart review and doubtless countless other sties. Even if Grid Wars is eradicated from the internet, other clones like HGEWars, Grid Assault, and Trigonometry Wars are available. Whether Bizzare likes it or not, it looks like Geometry Wars clones are destined to be as common as those of Tetris and Pac-man. [Via GameSetWatch]

  • Geometry War without end

    by 
    Ken Weeks
    Ken Weeks
    07.31.2006

    As we prepare to do a little -- ok, alot of street fighting this Wednesday, let's not forget the game that put Xbox Live Arcade on the map. Here's an interview with elite Geometry Warrior Trey Landry, aka BigDaddy21, currently #1 on the leaderboard with a score of 125, 261, 170. Not bad, but like Bruce Lee said, geometrical shapes don't hit back. [Thanks Mark]

  • Geometry Wars superstar shoots for millions

    by 
    Adams Briscoe
    Adams Briscoe
    05.12.2006

    As I'm walking through the packed lobby of the Los Angeles Convention Center heading toward the West Hall, I see a huge Xbox 360 setup with a screen the size of a theater canvas boasting Geometry Wars. Some attendee is blasting his way past a score of 3.5 million. This is not an uncommon sight. A big crowd is always hanging around it, soaking up the radiation and shouting out encouraging cheers to whoever is playing. The featured score above is a far cry from what we've seen lately, but it's interesting to watch the efforts of various industry people (or booth babes perhaps?). We'll keep you posted if a record-breaking high score shows up!

  • Geometry Wars' unprecedented success

    by 
    Vladimir Cole
    Vladimir Cole
    03.27.2006

    Microsoft has released more information on the performance of Xbox Live. One figure that really leapt off the page (if we're interpreting the rather vague language correctly) was the fact that Xbox Live Arcade title Geometry Wars by the makers of Project Gotham Racing 3 has achieved a conversion rate of 39%. That means that nearly 40% of the people who have tried the Geometry Wars demo have gone on to purchase the full version of the game. That is a fantastic figure, as conversion rates for demo games tend to be much, much lower (around 1% to 2% on game portals like Pogo.com, games.msn.com, and games.yahoo.com, according to TrayGames). Basically, the figures validate further what we've been saying all along. Geometry Wars is the single best title of the Xbox 360 launch and remains the best fun-per-dollar value on any console platform. It's hot.

  • Geometry Copyright Wars

    by 
    Ken Weeks
    Ken Weeks
    03.06.2006

    Play this PC version of Geometry Wars...I mean...Grid Wars before the Microsoft Legal Department does. [via Xboxic]

  • Geometry Wars creator talks high scores, particle effects

    by 
    Ross Miller
    Ross Miller
    03.01.2006

    Stephen Cakebread must be one popular fellow around the Bizarre Creations offices. While his brethren spent their time focused on Project Gotham Racing 3, Cakebread made an old-school shooter with simple mechanics, colorful visuals, and no ending. The result? Geometry Wars: Retro Evolved, the biggest reason to own an Xbox 360 and use Xbox Live Arcade (and a game we have obsessed over one too many times). Brian 'ColdForged' Dupuis got a chance to interview Cakebread recently, resulting in some insightful behind-the-scenes commentary on the development of Geometry Wars. Many of the little nuances of the game are discussed here, including the snake's tail and the small purple rectangles ("Satan's Own Miniature Deliverers of Evil and Consternation"). Cakebread expresses delight in his creation, albeit he admits its not perfect (sequel, anyone?). There is talk of the particle effects that, Cakebread laments, with some more time and tweaking could've been prettier and more abundant. Cakebread admits his high score is only 2.1 million, so no advice there...but hey, what can you expect from a guy who openly admits to eating kittens for breakfast? (Scroll down to the halfway point to see the confession.)

  • Video of #1 Geometry Wars score: 16.6 mln

    by 
    Christopher Grant
    Christopher Grant
    02.16.2006

    Prepare to watch your self-worth plummet. Here's a video of current Geometry Wars leaderboard champ K4rn4ge's high-scoring run. It's a twenty minute video--and the recording doesn't even start until 12 million--but there's plenty to learn from them moves. I'm in awe. See also: Geometry Wars: 4.191 million score by xTHeDoGgx Geometry Wars video: 2.1 million score by former world champion, "Striker"

  • More from Geometry Wars creator

    by 
    Jennie Lees
    Jennie Lees
    02.02.2006

    When Geometry Wars creator Stephen "Cakey" Cakebread was interviewed by Bizarre back in December, we found some questions lacking. Fortunately the folks at Eurogamer, who share our love for the game, have come up trumps and found out his high score: 2.1 million. The interview also talks about the popular appeal of Geometry Wars, and goes into some of the development process behind the game. What's entirely lacking, however, is any hint of a sequel. Come on, Cakey, you know you want to.

  • Geometry Wars sequel wishlist revisited

    by 
    Christopher Grant
    Christopher Grant
    01.29.2006

    When we posted our wishlist of features for a Geometry Wars sequel, we knew there would be some things we'd leave out. So we asked you, loyal Joystiqers, to fill in the blanks. Here are best of the rest: Powerups: When all you need is a little hand, ideas ranged from close-range proximity bombs, to temporary 2-second shields, to a Matrix-like time bomb, to recreate the feeling of playing 3 straight hours of Geometry Wars, tanked up on 6 cups of espresso, and watching time s l o w d o w n. Tournaments: How about special events, held monthly, challenging players to specific tasks, and posting a leaderboard for that challenge? You might not be number one, but you were number 42 in last week's challenge to kill only the green squares while avoiding everything else. Replays: This was the number one request. Above and beyond spectator mode, we want to watch the high score runs over and over and over again. The video of Striker's 2.1 million run blew our collective mind, so why not store replays of the top 10 highest scores? No need for full video, just recreate them in engine for the full experience. Throw in voice support to hear the collective "oohs" and "ahs" of your fellow gamers. We want to reiterate that it isn't that we think Geometry Wars is in need of an update; the game is evergreen. We simply want more!

  • 360 crooner: "Maybe a game or two of Geometry Wars"

    by 
    Christopher Grant
    Christopher Grant
    01.26.2006

    There's almost no point in explaining the song, so we'll leave it at this. It's called "Archie's Theme -- The 360 Song"... ... and it's inspired. The backing vocals especially. "The best that you can do / the best that you can do / is run away." [Thanks, InfectedZero]

  • Geometry Wars sequel wishlist

    by 
    Christopher Grant
    Christopher Grant
    01.17.2006

    Geometry Wars: Retro Evolved has been an unqualified success, not only for its creator Bizarre Creations, and Microsoft's Live Arcade service, but for the entire 360 launch. While right now it's the undisputed heavyweight of the Live Arcade service, with the influx of great new content set to appear, what can GW do to compete? Stephen Cakebread (Cakey) the developer behind GW said certain features never made it into the title, for better or worse, including mazes and multiplayer. In an "interview" (with Bizarre's PR department) Cakey makes it clear he has ideas for a Geometry Wars 3. What we need to know is what those ideas are! Since Cakey's not talking, here are a couple ideas: Spectator mode! If there's a high score being made, people want to watch. Think DDR at the arcade, or the pinball wizards of yore; we can't get enough of watching superhuman feats of gaming. Watch the video we posted, and know the current high score is over 4 times higher! Multiplayer! Let's get another ship (shape) in on the action. Doubles will introduce a whole new level of play: make it cooperative and work as a team to get into the millions score range; or competetive, struggle to get the kills first to get the high score, but watch out for your partner's fire! Play locally or over Live, complete with voice chat! More guns! Like shmups of the past, Geometry Wars could use a more varied arsenal. We don't want dozens of options, and we love the delicate balance of difficulty the current assortment provides, so even minor additions in the weapons department could go a long way. Stats! Bungie had the right idea with Halo 2, let's get the stats flowing with every little ounce of detail available: shots fired, accuracy, average speed, average speed while firing, average speed while firing and hitting target. Really, just get as detailed as you'd like. Gather these stats, compare with scores, and discover, empirically, the strategies of the masters. How many enemies killed? Not as many? Was it the multiplier?! ? There are surely a couple more great suggestions for ways to improve on an already great thing. So what is it Joystiq'ers? How can we improve on a winning formula?

  • Geometry Wars trial downloaded over 200K times

    by 
    Christopher Grant
    Christopher Grant
    01.14.2006

    Greg Canessa, the group manager in charge of Live Arcade, said the trial of Geometry Wars has been downloaded over 200K times and sold nearly 45K copies adding, "Geometry Wars has been our Halo." The article on MTV gets some industry reaction to Microsoft's Arcade service and to GW in particular; Epic's CliffyB calls it "an interactive version of those acid-trip musical visualization devices." Geometry Wars' developer, Stephen Cakebread of Bizarre Creations, originally planned on having mazes and multiplayer functionaltiy in the sequel to the original Geometry Wars, which appeared in Project Gotham Racing 2. (Tip from Cakebread: the game stops getting harder around 5 million points, the only challenge then is staying alive as long as possible!) MTV says, "Developers interviewed for this story estimated that the cost to create a Live Arcade game could run between $10,000 to $100,000." Let's take the extreme example and say Microsoft takes 50% of the sale from the game and that Geometry Wars cost $100,000, Bizarre has still made a 12.5% profit in under two months! Canessa said to expect 35 Arcade titles by summer, with new games arriving each week! I'm calling it: first game to unseat Geometry Wars for most popular Arcade title will be Street Fighter II. [Thanks, m3mnoch]

  • See a Geometry Wars high-scorer in action

    by 
    Jennie Lees
    Jennie Lees
    12.14.2005

    A great way to improve one's gameplay is to watch the experts in action, and even casual games like Geometry Wars are no exception. Joystiq has managed to find a video of Striker, former leader of the high score chart, scoring a whopping 2.1 million points. For those of us who have yet to hit 100K (too much Hexic) it's awe-inspiring.

  • Geometry Wars video: 2.1 million score by former world champion, "Striker"

    by 
    Vladimir Cole
    Vladimir Cole
    12.14.2005

    In the clip that you're about to see, Striker, the former worldwide champion of phenomenal game Geometry Wars, scores over 2.1 million points. (Striker's high score is just shy of 3 million, but the worldwide leader, TBone2501 has 3.4 million). If you're a Geometry Wars addict, you'll learn a lot from watching this vid, but will you learn enough to unseat the champ? Got a high-score video? Let us know. If it's impressive, we can host it.

  • Creator of Geometry Wars "interviewed"

    by 
    Vladimir Cole
    Vladimir Cole
    12.04.2005

    Bizarre developer Stephen "Cakey" Cakebread talks about some of the design decisions behind his creation (and Joystiq favorite), Geometry Wars. Nifty. Not so nifty: because the interview was conducted by Bizarre's PR group, no off-beat or difficult questions were asked (bummer). What self-respecting interviewer would let this one slide, for instance? "I could tell you about all the rough edges I want to improve, but that would take too long!" Take too long? You friggin' work at the same company as your interviewer! We're sure you could find the time. Canned interviews are totally insincere. Questions we would ask: What's your high score, Cakey? How will coop mode work in GW3? Has the success of the game taken you by surprise? How many full versions of the game have you sold on Xbox Live Arcade? Microsoft says that developers see more than half of the revenues from such sales. What's your actual cut been? What's the highest known score on the retail version of the game (Xbox Live should capture all scores now, but the retail version was available prior to November 22nd)? [Via John Porcaro's blog]

  • Scoring with PMS GibGirl: uber tips for Geometry Wars

    by 
    Vladimir Cole
    Vladimir Cole
    11.29.2005

    We interviewed 31-year-old gamer PMS GibGirl with intent to uncover the secret behind her fantastic top-10 score of 1,377,920 points in the Xbox 360 Live Arcade game of Geometry Wars. She dropped a knowledge bomb on us: Take out snakes as quickly as possible - not only are they hard to kill, they block your shots with their bodies. I think they're the #1 most dangerous enemy. Manage gravity wells - you don't have to destroy them all, but make sure to keep the number down, and know where they are so you know where the blue circles come from when you hear one blow. Once the # of enemies increases, your goal should be to look for where on the playfield is safer then where you are, and try and get there - and remember that this is a constant task, you'll always be looking to get somewhere safer. Learn to listen-each enemy makes a distinct spawn sound, and certain ones should be listened for. Especially the red horseshoe-it makes a rumbling before each run across the board. If you hear it, you know it's coming. And finally, practice-learning to "read" the board and react fast enough to make use of it only develops from playing. I just happen to have spent a lot of time playing Robotron: 2084 [since the late '90s] and similar games in the recent past, which has helped. If you're a gaming badass want to share your patent-pending techniques, get in touch with us.