• The drive is scheduled to start on February 25th
• Mike offhandedly mentioned Squigly would need around $100,000 to be finished. Mike has clarified in the comments that the amount is $150,000.
• The Stretch goals will be hidden in a silhouette that will progressively get revealed as the milestone is closer to being broken.
• It was previously mentioned that the first stretch goal beyond Squigly would be a male DLC character. On the stream Peter gave a rough outline of the main goals:
Squigly
Squigly story mode plus additional stage
Male character
Male character story plus second additional stage
Third character to be chosen by popular vote
Third character story plus additional stage
• Once the Squigly amount is met, production on her can begin immediately, regardless if the crowd funding period has finished or not.
It has recently been reported that Skullgirls will be seeing a Japanese release very soon. Playstation 3 users in Japan will be able to purchase the game for 1,500 yen or $16 USD.
Skullgirls will be out on Japanese PSN on 2/14! Valentine's Day with Valentine!
The overseas release is being made possible by a publisher named CyberFront that localizes games from other countries to Japan. In the past, they have brought games from the West, to Japan such as Nano Assault and Test Drive Unlimited 2.
Via Siliconera. Tips by Ravidrath, DivinePhoenix69, HooliganComboFTW, matador_retriever, Zidiane, and an anonymous submitter.
Cross Counter Live's third episode of season three is on tonight. The stream will once again be hosted over on TheStreamTV and will start here at 9 p.m. PST and 12 a.m. EST.
After raising over $78,000 for breast cancer research, Skullgirls still placed second in the donation drive and is not going to have an official tournament at Evolution 2013.

Click image for larger version
An update to the current status of the PC version of Skullgirls has been posted over on the official Skullgirls website.
Since we first announced our intention to bring Skullgirls to the PC, people have been clamoring for updates. But I’m ecstatic to report that Autumn Games is in the final stages of signing an agreement with Marvelous AQL to fund and publish the PC version of Skullgirls, and work will begin on the PC version in the coming weeks.
We presented Marvelous with two options: a relatively quick port that would mirror the feature set of the console releases, and a slower port with expanded multiplayer functionality such as lobbies. Marvelous AQL has graciously opted for second option.
Once we begin working on it we expect the project to take around four months to complete. As we get closer to release, we’ll have more information for you about the public beta, what new features you can expect, and much more.
We hope you’re as excited as we are by this new partnership! And, once again, everyone at Lab Zero would like to thank our long-suffering fans for their patience!
Tip sent in by HooliganComboFTW and gluemchen.

Click image for larger version
Updated with final results: This story has been updated with the final results from the SoCal Regionals 2013 tournament.
XBLAFans put together an excellent article that divulges the details on why the Skullgirls team was let go and how the initial creation of Lab Zero games came to be.“Lab Zero just…kind of happened,” he told XBLAFans today via email. “The team was going to lunch one day, and [was] frustrated with the situation, and I just kind of blurted out, ‘What if I made a new studio and we all went there?’ Much to my surprise (and horror), people said, ‘Yes, do that,’ so…I was kind of stuck.”
Bartholow’s big mouth had gotten him stuck with a new studio and the new title of CEO, one that he says “doesn’t feel ‘real’” even now, months later. It was real enough for Autumn, however; the publisher wanted the game’s original creators to be the ones to use one last continue at the game over screen that would have inspired less-dedicated developers to put the controller down and walk away. There was work to be done on a gargantuan patch, and Lab Zero was the only choice for the job.
Be sure to check out the full article over on XBLAFans as there is a ton of ground covered.

Click image for larger version
Michael "Mike Z" Zaimont, the creator of Skullgirls, was recently interviewed by Eighty Sixed in which he gave a bit of insight on the origins of the game and how he came to create it. Mike talks on how he started out as a developer for Pandemic Studios, how his motivation lied in addressing the problems found in modern fighting games and more. What really motivated you to put this game together and do what you’re doing now?
It first started with playing video games, obviously. When I started playing fighting games, they kind of took over everything else I was playing because there was that extra layer of depth. After you learn the moves, then the meta-game starts to evolve.
When I was in college, I was doing computer science, so I started making a fighting game engine and I stuck to it because that was the thing I always wanted to make, because it appealed to me the most. I moved here and got a job with Pandemic and worked on a bunch of games that I am proud of being a part of. But the thing I enjoyed most was doing the melee combat still, like when I did the heroes for Battlefront 2. That was amazing because they had light sabers and that was totally different than blasters, which was mostly the rest of the game. So I kept working on my engine in my spare time because that’s what I really, really wanted to do.
The underpinning of my motivation is to do something right. I see that there are problems that fighting games currently have, I see the way that developers approach those problems, and I wanted to make something that really addressed the relevant problems in the genre.
Tip by an anonymous submitter.
Xbox Live Arcade players have been patiently waiting for the Skullgirls 1.01 Slightly Different Edition patch to drop for some time now. It has recently been reported by XBLA Fans that the reason for this huge delay is actually due to Microsoft's XBLA update file size limit. The clip after the jump is a nice strategy video showing off Mike Z's team.
The clip starts off with a synopsis of their respective teams, highlighting the unique synergy, and specific advantages gained behind their selections in competitive play. There’s a lot of useful, comprehensive information that runs over 20 minutes, so be sure to have your notepads handy as Mike and Sanchez drop some knowledge on this exceptionally entertaining game.
| Name | Viewers |
| GodsGarden | 1,160 |
| FinalRoundBats | 430 |
| I.E. BattleGrounds | 281 |
| PJS Winning | 238 |
| Unlimited Brettworks | 117 |
Most commented stories over last 14 days
1. Ed Boon begins unofficial poll for potential future DLC characters in Injustice: Gods ... | 269
2. Infiltration declined invitation to Topanga Asia League | 170
3. Injustice: Gods Among Us Batgirl gameplay trailer released | 167
4. KaneBlueRiver: 'Chris G's team forces people to play honest', 'they lose because he ... | 162
5. Updated: Lobo, Flashpoint Batman, Bad Girls and Teen Titans skin packs available tomorrow | 157