How do you deal with a sequel like Pipe Mania? Originally released in 1989 for the Amiga, it's since been ported to pretty much ever other available console, even Xbox Live Arcade, selling over four million copies in the process. Indeed, the concept is so engrained in gaming folklore, it's turned up as a mini-games in the likes of BioShock and Resident Evil. But how to make its topdown Tetris-like manipulation of shapes and time relevant for a 2008 audience?