<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">	<channel>		<title>This Month's Most Viewed Games Tagged 'isometric' on The Great Games Experiment</title>		<link><![CDATA[ http://www.greatgamesexperiment.com/games/views/month/isometric/?utm_source=feed&utm_medium=rss ]]></link>		<description>This Month's Most Viewed Games Tagged 'isometric' on The Great Games Experiment</description>		<image>			<url>http://www.greatgamesexperiment.com/css/logo.jpg</url>			<title>This Month's Most Viewed Games Tagged 'isometric' on The Great Games Experiment</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/games/views/month/isometric/?utm_source=feed&utm_medium=rss ]]></link>		</image>		<language>en-us</language>		<item>			<title>Syndicate</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/syndicate/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1bcfe98467b4f5a6ca18f7c08d38cbbe_sq.jpg" title="Syndicate Image" /> Controversial at its time of release ('93), Syndicate is a violent, real-time tactical game with cyborg agents performing missions all over the world ranging from political assassinations to abductions and rescues.<div style="clear:both;"></div> ]]></description>			<pubDate>01 Dec 2006 02:15:43</pubDate>		</item>		<item>			<title>Mr. Robot</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/robot/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/eca9815db03b648db0ee29024ce1b26c_sq.jpg" title="Mr. Robot Image" /> Asimov is a lowly service mechanoid aboard the interstellar colony ship Eidolon. Carrying hundreds of frozen human colonists to a new world. When the Eidolon's computer brain malfunctions, it falls to Asimov to undertake a perilous journey through the bowels of the massive ship to save his robot friends and the precious human cargo. Solve puzzles. Overcome obstacles. Hack hostile networks. Evade crazed robots. Save the mission.<div style="clear:both;"></div> ]]></description>			<pubDate>14 Nov 2006 04:37:13</pubDate>		</item>		<item>			<title>Head over Heels</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/headoverheels/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/0/0b1eab8de7000ee7f105067179be0a71_sq.gif" title="Head over Heels Image" /> Control the two characters Head and Heels in this isometric arcade adventure/puzzle game.<div style="clear:both;"></div> ]]></description>			<pubDate>09 Dec 2006 07:02:02</pubDate>		</item>		<item>			<title>SimCity 2000</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/simcity2k/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/69791648d6f2609db669b3d6b1365d89_sq.jpg" title="SimCity 2000 Image" /> <h1>Overview</h1>
<br />
SimCity 2000 was published in 1993 by Maxis. The game included many innovations over its predecessor, SimCity. The perspective of the game shifted from top-down to isometric, giving cities a new look. Cities could be rotated and viewed from different angles. The terrain now had elevation. Many new kinds of transportation and infrastructure were introduced. Variable generated newspapers were created, which features articles about recent inventions and disasters, as well as opinion-polls. The game also allowed for the development of custom content, through an external utility called SimCity Urban Renewal Kit, or SCURK.<br />
<br />
<a href="http://www.maxis.com" rel="nofollow" target="_blank"><img class="userImageSQ" align="right" src="http://www.greatgamesexperiment.com//userimages/0/09da7215f5464392840510b90798c288_sq.png" /></a><br />
<h1>Gameplay</h1>
<br />
The game begins with the player either using a random terain, or terraforming their own through several tools. After the God-mode phase is finished, now a staple in all SimCity products, players are asked to select a difficulty level and begin constructing their city. The difficulty levels impacted starting wealth, starting loan and the disaster frequency. Players then construct their cities from a variety of infrastructure and zones, balancing their budget. There is no set up objective, and the game never ends.<br />
<br />
<h1>Other Notes</h1>
<br />
SimCity 2000 Network Edition was published 3 years later with the ability to play on-line. Similar to SimCity 4, players could buy and sell resources, as well as construct region wide transportation networks.<br />
<br />
The SimCity 2000 Special Edition is packaged with SCURK.<br />
<br />
SimCity 2000 cities can be imported into SimCity 3000.<br />
<br />
SimCity 2000 can also be used to construct custom cities for use in the games <a href="http://www.greatgamesexperiment.com/game/SimCopter" target="_blank" rel="nofollow">Sim Copter</a> and Streets of SimCity.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Feb 2007 03:25:57</pubDate>		</item>		<item>			<title>Ashen Empires</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ashenempires/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/567ea5aed252f51f6908c17abdca81aa_sq.jpg" title="Ashen Empires Image" /> <strong><u>The Time of Gold</strong></u><br />
Long ago, before the thinking races had tamed the horse or built the first cities, the rune-guardians of Ashen Empires mastered the magic of the runes, learned to control animals and plants and perhaps even weather... and then vanished.<br />
<br />
Centuries later, the peace they had fashioned still endured. Food was plentiful, customs were calm, and people had no ancient hatreds to blind them. The thinking races &acirc;&euro;&rdquo; humans, night elves, orcs, and other folk &acirc;&euro;&rdquo; did not wage war upon one another. Wise rule, hard work, and brisk trade ensured prosperity. Knowledge was shared, dangerous beasts kept outside the frontiers, and all the land was a single nation.<br />
<br />
It was a golden age...<br />
<br />
But golden ages do not last forever.<br />
<br />
<br />
<strong><u>The Time of Darkness</strong></u><br />
No one knows where they came from, the dark warriors. Suddenly they were everywhere, speaking languages not known to the people of Ashen Empires, seizing knowledge of the runes wherever they could find it. They used the runes to create items of terror &acirc;&euro;&rdquo; weapons, armor, implements of torture, objects that wrenched mind and soul. These runic devices corrupted the spirits of all who used them.<br />
<br />
As the armies of Rune Warriors grew, so grew the resolve of the people of Ashen Empires to destroy them. The desire for peace, even the very concept of peace, was abandoned.<br />
<br />
Lotor, a nobleman of Krythan &acirc;&euro;&rdquo; and later king of that region (once Ashen Empires was sundered into warring nations) &acirc;&euro;&rdquo; was the first great defender against the Rune Warriors. He built armies of his own, made peace among nations that had been founded upon strife, outmaneuvered his enemies, and gave hope to a world that had all but lost it.<br />
<br />
And even though the war grew long and Lotor grew old, he found a warrior to succeed him as the hope of Ashen Empires. Talazar, the Sword of Krythan, a noble fighter no Rune Warrior could stand against, led Lotor&acirc;&euro;&trade;s armies to victory again and again.<br />
<br />
He was a hero for all the world.<br />
<br />
But such heroes do not last forever.<br />
<br />
<br />
<strong><u>The Time of Ash</strong></u><br />
In time, the armies of Krythan defeated the Rune Warriors and assembled all their runic artifacts. King Lotor summoned his twelve greatest warriors, Talazar among them, and commanded them to take the artifacts far away &acirc;&euro;&rdquo; to hide them where the eyes of the thinking races would never find them. The twelve accepted their duty and rode from the capital with these items of evil.<br />
<br />
But none ever reached his intended destination.<br />
<br />
Each warrior &acirc;&euro;&rdquo; some after mere days of travel, some after months &acirc;&euro;&rdquo; succumbed to the corrupting influence of the rune artifacts. One by one their thoughts turned to personal gain, power, lust, revenge. One by one they abandoned paths of humility and self-sacrifice to prey upon the people of Ashen Empires.<br />
<br />
Some became bandit-kings, leading armies of raiders into more civilized lands. Some became solitary riders, thundering through the night on missions sane folk would never understand, their names invoked only in whispers, only to frighten children. Some died, only to have their heirs accept their rune artifacts and continue their legacies of pain.<br />
<br />
Some disappeared. This was the fate of Talazar, once the greatest of heroes. Those who saw him in the time before his disappearance say he was no longer a man, no longer quite human.<br />
<br />
Centuries passed, centuries in which the land did not heal, the nations did not reunite, knowledge did not prosper. Beasts crept into once-civilized lands. Kings fought kings even when the rune artifacts had no part to play in their squabbles.<br />
<br />
This was a time of slow, inescapable suffering.<br />
<br />
But even times such as this do not last forever.<br />
<br />
<br />
<strong><u>The Time of Renewal</strong></u><br />
In recent years, prophecies have hinted that a new era was dawning, a time of change and instability, a time when the ugly balance of the Time of Ash could be lost... for better or for worse.<br />
<br />
Sixteen summers ago, in the nation of Krythan, a boy-child of Lotor&acirc;&euro;&trade;s line was born and given the name Lotor. He survived to reach his age of majority and this summer not long ago received the crown of Krythan, taking the royal name of Lotor II.<br />
<br />
Not long after, military forces claiming to belong to Talazar began laying waste to towns and cities in the western regions. They claimed not to follow some descendant of the original Talazar, but the corrupted warrior himself, and tales filtering from those distant places say that he is now a demon, a thing of inhuman places and unknowable intent.<br />
<br />
Heroes, men and women skilled in fighting, have become more numerous in recent summers, some flocking to the side of Lotor II, some joining the forces of Talazar, others seeking their own way in this increasingly turbulent land.<br />
<br />
And you are one of them.<br />
<br />
Your skills and courage are enough to make you the master of any little village, the champion of any petty nobleman... but that is not enough. The challenge this new era poses calls to you. You can tip the balance of power &acirc;&euro;&rdquo; toward Lotor, toward Talazar, toward some fate no one can predict.<br />
<br />
This chance waits before you, but you must act soon.<div style="clear:both;"></div> ]]></description>			<pubDate>18 Apr 2007 12:50:32</pubDate>		</item>		<item>			<title>SimCity 3000</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/simcity3k/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/b6f4c1f58fac8b48934da2d520d2dacd_sq.jpg" title="SimCity 3000 Image" /> <h1>Overview</h1>
<br />
SimCity 3000 was published in 1999 by <a href="http://www.greatgamesexperiment.com/user/EA%20Games" target="_blank" rel="nofollow">EA Games</a> and developed by Maxis. New features included the ability to import SimCity 2000 cities, terrain skins, city advisers, a news ticker and landmarks. New disasters were included, such as whirlpools, UFO attacks, and locust swarms. However, old disasters in the series, such as floods and hurricanes were omitted.<br />
<br />
<h1>Gameplay</h1>
Gameplay in SimCity 3000 is similar to other SimCity games. However, new industries, utilities, and other buildings have been added. SimCity 3000 allows for farms and hi-tech industry. Although hi-tech industries were represented to a degree in SimCity 2000, they were upgraded in SimCity 3000. They now had their own distinctive architecture, and produced less pollution. Farms were also added, giving players the option to build rural cities. The addition of garbage disposal added a third resource players had to manage- waste. Landmarks from around the world were added, giving players the ability to add a cultural flair to their city, as well as the benefit of the land-value increase.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Feb 2007 04:26:07</pubDate>		</item>		<item>			<title>RollerCoaster Tycoon 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/rct2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/6dd2f651114ec7823bc4dc35d5c2d717_sq.jpg" title="RollerCoaster Tycoon 2 Image" /> RollerCoaster Tycoon 2 is the second game in the RollerCoaster Tycoon series. The basic gameplay is: you build a theme park with rides and shops and scenery. There are many scenarios to play each with the own goals and challenges to complete.<br />
<br />
There is also a editor, where you can design your own scenarios. This game adds a few things to the first game, the obvious: new scenarios, slightly improved graphics, more rides, shops and scenery. But other than these there wasn't much this game has to offer that the first one didn't. Even so it is a very good game, with a lot of replayability.<div style="clear:both;"></div> ]]></description>			<pubDate>15 Apr 2007 11:10:22</pubDate>		</item>		<item>			<title>Jim Beam Rally</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/jimbeamrally/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/f/fb2097d16160cf30a60d25426b715af5_sq.jpg" title="Jim Beam Rally Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>21 Jul 2007 12:23:20</pubDate>		</item>		<item>			<title>rEGeneration</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/regeneration/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/19a4d8631ff25872ee63151ade52472e_sq.png" title="rEGeneration Image" /> Taking place 13 years after the original DGeneration, the player is once again up against Genoq. This time your wife is in danger on a sea platform, where experiments in Neogen development have continued. New terrors are being bred, and old ones return.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Feb 2007 05:51:24</pubDate>		</item>		<item>			<title>Marble Madness</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/marblemadness/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/a/a351d38918fa8fd2bd911d58a6d1d8d6_sq.jpg" title="Marble Madness Image" /> Marble Madness is an arcade game by Atari Games released in 1984. Using trackballs, players race marbles through an isometric Escher-esque labyrinth against a strict time limit. While Marble Madness is a fairly short game, with victorious plays through its six levels rarely lasting longer than five minutes, its high degree of challenge and charming theme, sound and graphics made it a hit. The game can be played solo, or by two players competing against each other. The game is harder with two players, so to compensate each player is allowed to continue the game once, and receives bonus time for beating the other player to the finish line. In single player mode, the player can use both trackballs at once, allowing more-rapid changes of direction.<br />
<br />
After the first training level, called &quot;Practice,&quot; the player is given an amount of time to maneuver through five successively harder levels: &quot;Beginner,&quot; &quot;Intermediate,&quot; &quot;Aerial,&quot; &quot;Silly&quot; (The cryptic and somewhat eerie message &quot;Everything you know is wrong&quot; appears on this stage, due to the fact that the stage goes from lowest point to highest point, which is the exact opposite of all the other levels) and &quot;Ultimate.&quot; Time from previous levels is carried over to the next, with modest additional awards granted at the start of each one.<br />
<br />
A small assortment of enemies are scattered through the levels, but the player's greatest foes are the levels themselves, which contain many sudden drops and treacherous passages.<br />
<br />
This was the first Atari System 1 game; it was also the first video game with true stereo sound, featuring music composed by Brad Fuller and Hal Canon and instrument design by Earl Vickers.<br />
<br />
Influences<br />
<br />
Similar games, each influenced by Marble Madness have been produced, such as Marble Blast, Marble Blast Ultra, Super Monkey Ball, Hamsterball, Archer Maclean's Mercury and Spindizzy, Gyroscopic.<div style="clear:both;"></div> ]]></description>			<pubDate>16 Feb 2007 01:21:30</pubDate>		</item>		<item>			<title>Dungeons of Despair</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/dod/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c1511fc36089ac6fc969355d6757b1d1_sq.png" title="Dungeons of Despair Image" /> Dungeons of Despair is an isometric RPG game where the player can explore a multitude of levels with many different types of monsters to face and slay, numerous quests that can be undertaken, and has an item generation system that allows for thousands of items with different magical attributes.<br />
<br />
(more information available on the <a href="http://www.zoggles.co.uk/dod" target="_blank" rel="nofollow">DoD web site</a>)<div style="clear:both;"></div> ]]></description>			<pubDate>04 Dec 2006 11:41:53</pubDate>		</item>		<item>			<title>Isomatrix</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/isomatrix/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/64e808cd9eec941b48d9c53347ac8224_sq.jpg" title="Isomatrix Image" /> Isomatrix is a fun and action-packed 3rd person game that will let you sticked on your seat until the end.<br />
Its 2D graphics and isometric view make it a different specie in its genre. You will have to face all the Smith agents that try to get you down with the help of various weapons and differents moving styles. But be careful with blue pills, you're warned...<br />
<br />
There's also available a &quot;deathmatch&quot; mode (or one vs one on the same computer). The last standing warrior wins!!.<br />
<br />
But there's even more!!, if you want to show off your skills to the people you can play the &quot;Timecrisis&quot; mode where you have to dealwith an army of agents before they get you, watch your back!!<br />
<br />
<br />
Isomatrix is still under development but there is a working Demo available for download.<br />
<br />
Please visit <a href="http://www.isomatrixthegame.com" target="_blank" rel="nofollow">www.isomatrixthegame.com</a><br />
<br />
---<div style="clear:both;"></div> ]]></description>			<pubDate>19 Dec 2006 08:32:07</pubDate>		</item>		<item>			<title>Outbound</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/outbound/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/39937cb282480939be683b71e5a18536_sq.jpg" title="Outbound Image" /> Outbound is a far-future combat shooter set on 8 different planets. Guide your AMV (Armored Mobile Vehicle) over varied and treacherous terrain, destroying enemy units to achieve each mission objective. Fast paced with plenty of action, explosions and powerups, fans of shooters can't miss Outbound.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Dec 2006 06:20:56</pubDate>		</item>		<item>			<title>Landstalker</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/landstalker/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/8886ae2eec9445b294999ce6a01d4931_sq.jpg" title="Landstalker Image" /> Landstalker is an isometric action RPG, not all that different from the Zelda games. You play Nigel, a treasure hunter who has come to a small island to find the legendary treasures of King Nole.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Feb 2007 08:58:38</pubDate>		</item>		<item>			<title>Crusader: No Remorse</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/crusadernoremorse/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/3607d3871b348a2ce1e06ebec9cac816_sq.jpg" title="Crusader: No Remorse Image" /> <div class="user_quote"><span class="quote_from">Videogame Advisor said,</span><blockquote class="user_quote">Origin has created a masterpiece in the mission-based action game genre. This game is pure joy to play.</blockquote></div>
<br />
An isometric action game set in the near future. Play as a Silencer in the Resistance and try to take down the World Economic Consortium.<br />
<br />
Take on 15 different missions that include helping your new friends escape from prison, blowing-up power generators, and finding top-secret intelligence. Thankfully, there are 13 different weapons to utilize. Will you be able to gain the confidence of the resistance? Can you stop the evil plans of the World Economic Consortium? Play CRUSADER: No Remorse and find the answers to these questions.<br />
<br />
<span style="color: blue;">Additional Game Features:</span><br />
<ul class="user_list"><br />
<li class="user_li">Origin's scrolling isometric sets let you explore refineries, military bases, government offices, rebel bases, labs and interstellar backgrounds that explode at every blast.  Almost anything you see can be destroyed.<br /></li><li class="user_li">Incredibly high-detailed SVGA frames of bit mapped animation for the Crusader, let you run, jump and crouch, roll, side-step and ambush.<br /></li><li class="user_li">Live action video gives you fully detailed mission objectives to maximise your shooting efficiency.<br /></li><li class="user_li">Ingenious puzzles force you to take control of enemy vechicles and gun turrets.<br /></li><li class="user_li">Single player action game powered by the Enhanced Ultima VIII engine, and enhanced with fmv cutscenes.<br /></li></ul>
<br />
Developer:  Origin Systems, Realtime Associates <br />
Publisher:  Electronic Arts<br />
Released:   Aug 31, 1995<br />
<br />
<span style="color: blue;">System Requirements</span><br />
MS-DOS 5.0 or higher, i486 DX2 66 MHz, 8 MB RAM, 65 MB hard disk space, Sound Blaster compatible sound card, VESA compatible SVGA video card<div style="clear:both;"></div> ]]></description>			<pubDate>10 Dec 2006 01:45:36</pubDate>		</item>		<item>			<title>Crusader: No Regret</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/crusadernoregret/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/4f59ea81fd235351f379671bb07c4f9f_sq.jpg" title="Crusader: No Regret Image" /> Isometric sci-fi action game, sequel to 1995's Crusader: No Remorse.<div style="clear:both;"></div> ]]></description>			<pubDate>10 Dec 2006 01:56:59</pubDate>		</item>		<item>			<title>The Great Escape (Ocean)</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/TheGreatEscape/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/6b76d75bd1be4784d11c4e6f89cf5f41_sq.gif" title="The Great Escape (Ocean) Image" /> The Great Escape is a video game which shares a title and similar plot to the movie The Great Escape. It was programmed by Denton Designs, who went on to produce the similarly acclaimed Where Time Stood Still. It was published by Ocean in 1986 for ZX Spectrum, Commodore 64 and Amstrad CPC.<br />
<br />
This game is an isometric-viewed arcade adventure, and even now is still considered a classic, due to innovations such as your morale diminishing (represented by a decending flag on a pole) the more time you spent in solitary after each failed escape attempt, a 'default' mode whereby your character goes into autopilot and follows the routine of the camp when either left alone for a period of time, or the morale level became irreversably low, and like the game M.O.V.I.E, a genuinely interactive isometric environment.<div style="clear:both;"></div> ]]></description>			<pubDate>04 Feb 2007 05:09:06</pubDate>		</item>		<item>			<title>Toejam &amp; Earl</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/toejamearl/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/7/7f4e6a08dd2398319965794d4b15bca5_sq.jpg" title="Toejam &amp; Earl Image" /> <div class="user_quote"><span class="quote_from">Toejam said,</span><blockquote class="user_quote">Check it out... We're Toejam and Earl.  And we ran into a small problem.  More specifically, a large planet (I shoulda never let Earl drive...).  Help us hunt down the pieces to our rocket ship and we'll let you jam out some tunes on our megawatt rapmaster.  Deal?</blockquote></div><div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 05:23:16</pubDate>		</item>		<item>			<title>Pipe World</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/pipeworld/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/5a2af38b7e4c7033b6c53a9f22084c9f_sq.jpg" title="Pipe World Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>30 Oct 2007 05:12:21</pubDate>		</item>	</channel></rss>