Jetpac Refuelled
Jetpac Refuelled
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Jetpac Refuelled

Jetpac Refuelled is an arcade-style shooter video game developed by Rare and published by Microsoft Studios. It was released worldwide on the Xbox Live Arcade service on March 28, 2007. The game is the fourth instalment of the Jetman series and a remake of Ultimate Play the Game's 1983 ZX Spectrum game, Jetpac. The game follows Jetman as he attempts to rebuild his rocket in order to explore different planets, whilst simultaneously defending himself from hostile aliens.

Details of the game were leaked in February 2007, shortly before Rare announced development one month later. During the development process, Rare attempted to ensure that the game did not feel too similar to the original Jetpac, while keeping the core mechanics. The game received mostly favourable reviews upon release. Critics praised the updated graphics and gameplay, however they criticised the overall repetitiveness of the game and its multiplayer mode. It was later rereleased as part of Rare's 2015 Xbox One compendium compilation Rare Replay, along with all three original Jetman games.

The game is a remake of the original Jetpac with overhauled high-definition graphics and 128 levels. It also features competitive gameplay over Xbox Live, leaderboards, and achievements. Similar to the first instalment, the player assumes control of Jetman and is presented in a horizontal wrap around which consists of six platforms on which Jetman can manoeuvre onto. Jetman has to first assemble his rocket, which spawns in separate parts that are scattered around a map, and then fills it with six fuel canisters before taking off to the next planet, where the procedure is repeated. In addition, Jetman has to defend himself from each planet's hostile aliens, and collect valuable resources such as gold and platinum, which occasionally fall from the atmosphere, for bonus points.

Jetman's weapons are his laser and initially three nuclear devices, which once used will eliminate all enemies from the screen. Weapon upgrades may also spawn around a map, which once picked up will give Jetman various upgrades to his weapon. Upgrades include a wider fire spread, faster projectiles or greater damage. Jetman also has the ability to boost, which will temporarily make him move at a much faster speed, although boosts will need to recharge once they are depleted.

Jetpac Refuelled features a multiplayer mode that can be played either offline using a split screen or online via Xbox Live. In this mode, the player has to compete one-on-one in a race to build and refuel their craft before their opponent does. Fuel and rocket pickups can be stolen from opponents by shooting them or by using an EMP blast at close range. Lives are unlimited in multiplayer and the winner is determined by the highest score. A version of the original 1983 Jetpac is also included in the game.

We didn't want to change it into a completely different game so the original mechanics had to stay at the core, but we wanted to introduce new features for players to enjoy.

Details of a Jetpac remake were first leaked on a listing on the website of German rating board Unterhaltungssoftware Selbstkontrolle on February 6, 2007. Rare officially announced development of Jetpac Refuelled later on February 22.

In a retrospective interview, Rare designers Jens Restemeier and Nick Burton took interest in the upcoming Xbox Live Arcade and offered to develop a new game for the service after the release of Rare's Xbox 360 launch titles Kameo and Perfect Dark Zero. Because of the smaller scale of the project, the team had total creative control and were generally left alone throughout development. Rather than simply porting the original ZX Spectrum title to the Xbox 360, the development team decided to expand upon Jetpac and experiment with new elements. The team ensured to keep the original core mechanics of the Jetpac whilst designing new features for the game. Restemeier also stated that the development process for an Xbox Live Arcade game differed from a retail title, owing to processing power limitations that had to be constantly synced over Xbox Live. Burton asserted that one of the differences with development on the Xbox Live service was the way optimizations shifted from graphics and game logic, stating that this was more difficult than it would have been for an Xbox 360 title such as Kameo.

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