of the thematic elements from Tomb Raider, including the choir segments, were present in the new score. Alongside remade themes, Folmann composed original tracks and new musical elements. For the Egypt levels, Folmann used instrumentation incorporating Persian musical styles, which he described as "typical" for representing Egyptian music. Folmann worked on the score for five months. Release and versions The existence of Anniversary was hinted at by Eidos staff member Ian Livingstone during an interview shortly after the release of Legend in May 2006. The game was announced under the provisional title Tomb Raider 10th Anniversary Edition in June of that year, along with its planned platforms of PlayStation 2 (PS2), PlayStation Portable (PSP) and Windows personal computers (PC). Its official title was revealed in November. Crystal Dynamics co-developed the PS2 version with Buzz Monkey Software. During development, Crystal Dynamics wanted to push the PS2 version to its technical limits with the scale and quality of environments, which caused problems for the PSP conversion as this was at odds with designs that would run smoothly in the console. While the conversion was successful, LaMar described the process as "primarily a brute-force approach". The PC version was developed by Nixxes Software. Anniversary was originally planned only for PC and PlayStation platforms as they had a long association with Tomb Raider. Due to fan demand, the team created an Xbox 360 port. To reach release as soon as possible, the 360 version was originally planned as a series of downloadable segments through the Xbox Live Arcade, with a later full retail release. To download, players needed a copy of Legend for the 360, which was explained by Eidos as a means of bringing the game to players as quickly as possible. This plan was later changed so the Xbox Live version would be released the month after the retail version. Anniversary was the first Tomb Raider title for the Wii, developed to expand Eidos's game catalogue into new Nintendo consoles. Due to receiving Wii development kits fairly late from Nintendo, the Wii version could not be released at the same time as other home console versions. The PSP, 360 and Wii ports were all handled by Buzz Monkey Software. A port of the console and PC version was developed for OS X by Feral Interactive and Robosoft Technologies and published by Feral Interactive. The mobile phone version was developed by FinBlade. The