CarneyVale: Showtime | |
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Developer(s) | Singapore-MIT GAMBIT Game Lab [lower-alpha 1] |
Publisher(s) |
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Engine | Microsoft XNA [1] |
Platform(s) | |
Release | Xbox 360
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Genre(s) | Platform game |
Mode(s) | Single-player |
CarneyVale: Showtime is a vertical platformer developed by Singapore-MIT GAMBIT Game Lab and published by Microsoft Game Studios. It was initially released on Xbox Live Indie Games (then Xbox Live Community Games) on Xbox 360. [2] Players play as Slinky, "a circus acrobat trying to rise up the ranks by performing acrobatic tricks and death-defying stunts through increasingly complex arenas". [3]
The game won the 2008 Dream-Build-Play Challenge, [4] was declared a finalist in the 2008 Independent Games Festival, and was featured as one of the PAX 10 top games at the 2009 Penny Arcade Expo. [5]
Microsoft Game Studios published ports of the game for Windows Phone 7 and Microsoft Windows, [6] which were released on October 18, 2010 and November 1, 2010; respectively. [7] The Windows port was released exclusively via the Games for Windows Marketplace with Games for Windows – Live support. [8]
The rights to the game were bought by Appxplore, who ported it to Android and iOS on May 5, 2016. [9]
Microsoft XNA is a freeware set of tools with a managed runtime environment that Microsoft Gaming developed to facilitate video game development. XNA is based on .NET Framework, with versions that run on Windows and Xbox 360. XNA Game Studio can help develop XNA games. The XNA toolset was announced on March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006.
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Xbox Live Indie Games were video games created by individual developers or small teams of developers released on Microsoft's Xbox Live Marketplace for the Xbox 360. The games were developed using Microsoft XNA, and developed by one or more independent developers that are registered with App Hub. Unlike Xbox Live Arcade titles, these were generally only tested within the local creator community, had much lower costs of production, and generally were less expensive to purchase. The service was released to widespread use alongside the New Xbox Experience, and as of November 2014, over 3,300 games had been released on the service, many receiving media attention. All Indie Games currently require the user to be logged into their Xbox Live account to initiate the start-up of each game. Indie Games were not available in Australia, due to the requirement for all games to be rated by the Australian Classification Board, and the prohibitive expenses involved. The Xbox Live Indie Games program did not continue with the release of the Xbox One, and the marketplace for these games was shuttered on October 7, 2017.
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We're super excited to be working with Microsoft to bring our XNA game to Windows phones [...].