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For the Xbox 360's online video game store, see Platform/XboxLiveArcade.

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For the Xbox 360's online video game store, see Platform/XboxLiveArcade.
[[Platform/XboxLive Xbox Live Arcade]].



Special Versions / Remakes for Platform/XboxLiveArcade:

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Special Versions / Remakes for Platform/XboxLiveArcade:[[Platform/XboxLive Xbox Live Arcade]]:
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* ''VideoGame/MIAMissingInAction''
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* ''VideoGame/RushNAttackExPatriot''
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* ''VideoGame/BionicCommando''

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* ''VideoGame/BionicCommando''''VideoGame/BionicCommando2009''
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* ''VideoGame/DragonBallZBudokai HD Collection'' [[note]]''Dragon Ball Z Budokai 1'' and ''Dragon Ball Z Budokai 3''[[/note]]

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* ** ''VideoGame/DragonBallZBudokai HD Collection'' [[note]]''Dragon Ball Z Budokai 1'' and ''Dragon Ball Z Budokai 3''[[/note]]


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* ''VideoGame/DreamWorksSuperStarKartz''
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The 360 featured a new version of the Xbox Live service with improvements over the original. Though its hardware was not PC-based like its predecessor[[note]]While the original Xbox was indeed a powerful console, its design consisting largely of off-the-shelf PC components was expensive to produce, and thus Microsoft decided it needed to go with a more customized design with the 360 in order to be more cost-efficient[[/note]], the software continued to be UsefulNotes/DirectX-based, thus it was still relatively easy to port games from the PC platform. This was greatly aided by Microsoft's developer tools; said tools have been praised by, among others, Creator/JohnCarmack of Creator/IdSoftware as the best development environment he's ever seen on a console, which helped mitigate the change from the x86 CPU architecture, the same used in [=PCs=], to [=PowerPC=].

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The 360 featured a new version of the Xbox Live service with improvements over the original. Though its hardware was not PC-based like its predecessor[[note]]While the original Xbox was indeed a powerful console, its design consisting largely of off-the-shelf PC components was expensive to produce, and thus Microsoft decided it needed to go with a more customized design with the 360 in order to be more cost-efficient[[/note]], the software continued to be UsefulNotes/DirectX-based, MediaNotes/DirectX-based, thus it was still relatively easy to port games from the PC platform. This was greatly aided by Microsoft's developer tools; said tools have been praised by, among others, Creator/JohnCarmack of Creator/IdSoftware as the best development environment he's ever seen on a console, which helped mitigate the change from the x86 CPU architecture, the same used in [=PCs=], to [=PowerPC=].



* The console was the first to have built-in support for wireless controllers, though wired controllers were also available. The wired controllers connected via USB while the wireless ones used a proprietary 2.4 [=GHz=] protocol. Microsoft also made a driver and the UsefulNotes/{{API}} for reading inputs from the controller available on Windows, which had the benefit of giving most PC games released after the console plug-and-play support for Xbox controllers.

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* The console was the first to have built-in support for wireless controllers, though wired controllers were also available. The wired controllers connected via USB while the wireless ones used a proprietary 2.4 [=GHz=] protocol. Microsoft also made a driver and the UsefulNotes/{{API}} MediaNotes/{{API}} for reading inputs from the controller available on Windows, which had the benefit of giving most PC games released after the console plug-and-play support for Xbox controllers.
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* ''VideoGame/TheRaven''

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