[2] The game also began a longtime relationship between Epic and Secret Level, with the latter supporting Unreal Engine technology on the PlayStation 2 and Gamecube for several years.
The game was titled Star Wars: Starfighter: Special Edition and featured new content, new playable ships, and added detail to the levels.
The project brought the classic Wizards of the Coast Magic: The Gathering trading card game to the Xbox and PC in full 3D.
The game also included a new single player mode based on Major Jason Amerine's experiences in Afghanistan in the year 2001.
Secret Level was unable to get an acceptable frame rate for the PS2 version of the game and that release was canceled in late 2005.
It was the first karaoke video game for the Xbox to include a vocal analyzer that measures the pitch and rhythm of a player's voice.
Orange Design, who had used Strobe several years earlier on the Starfighter projects, worked with Secret Level to complete the UI for X-Men: The Official Movie Game.
[9] Sega had recently started acquiring other studios in an effort to build more western appeal, and this was its first North American purchase.
David Dienstbier and Darren Stubbington, both of Acclaim Studios Austin and its Turok franchise, were added to the management staff in 2007.
It received a 3.2/10 rating from IGN with a closing comment, "This is a game worth avoiding like the plague, even if the classic remains deep and warm within your heart.
Sega hoped with the restructuring that Iron Man 2 and the sequel to Beast Rider would deliver on what the original games had intended.
[15] Secret Level developed voice over IP solution for the USB headsets that shipped with SOCOM U.S. Navy SEALs in August 2002.
The company was approached by Electronic Arts in mid 2004 to port the game Oddworld: Stranger's Wrath to the PlayStation 2.
The company was approached by Sony in early 2005 to explore a game pitch based on the book Robota, by Doug Chiang.
In 2005 the company was hired to provide architectural visualizations of a high profile penthouse in the San Francisco Four Seasons residences using the Unreal Engine.
The company was hired in 2005 by Stottler Henke Associates to create content and levels for a United States Navy training simulator, called Informant.
The product was started in early 2000, and by mid 2001 core engineering was complete on the PS2 and Xbox, both platforms capable of 60fps playback.
Unfortunately, the product was put on hold in June 2001 pending the finalization of licensing terms with Macromedia, who ultimately decided not to proceed into the games space.
It was to be used for a massively multiplayer online role-playing game called Proteus, a successor to Star Wars Galaxies.