This week we have something very different. SeanOrange did not have the time to record a podcast with Vinnk this week, and asled Vinnk to see what we could come up with on short notice.
We hope you like the show and we will be back soon with our normal hosts and format.
Leave your own voicemail at 608-492-1923, or just share your thoughts in the show notes at FamicomDojo.TV: http://famicomdojo.tv/podcast/60
Sean and Vinnk demonstrate some tricks with the GameCube System Menu — a couple of which have been known since the system launched (and involves pushing buttons, as you will see), and one more recently discovered with the aid of a video editor and a NinDB user with a penchant for earworms.
(More on the origins of these secrets and what they mean after the jump!)
Grandpappy shows us how to limber up our most important gaming appendages. Avoid serious finger-sprain with these tried-and-true exercises for training your game!
Famicom Dojo is delivering one video per week for the rest of the summer! We’ve already launched the “On the Go” segment covering the AppBlaster, and will be releasing the first installment of another new segment “Train Your Game” and a new Denshimail before the month of August is out. Exciting, no?
Keep watching Powet.TV every Wednesday (or your money back) for new episodes of Famicom Dojo and other great Powet.TV series!
Catch up on Season 2 at FamicomDojo.TV, and don’t forget to subscribe to the weekly Famicom Dojo Podcast for news about games and behind-the-scenes commentary about the new upcoming episodes.
Continuing the 16-bit wars after the introduction of the Sega Genesis and TurboGrafx-16, we turn to a “24-bit” system that was truly like the arcade machines that its competitors were trying to emulate.
Vinnk reveals his decade-long tryst with SNK’s Neo Geo Advanced Entertainment System, the one console in the 16-bit generation that made good on its promise of arcade-quality graphics on a home console, and the hefty price tag to back it up.
Head over to our show notes to read more about the history of the Neo Geo and the making of this episode!
When Nintendo reported two straight quarterly losses in early 2011, followed by a less-than-stellar initial release of its new 3DS handheld console, it didn’t take long for the naysayers to begin spelling the company’s doom.
This is a familiar dance. It started in the ’90s, when Nintendo’s veneer of dominance started cracking in the face of competition with the Sega Genesis. Or maybe it was the decision to abandon the CD format for the Nintendo 64 when Sega and Sony made the leap. Or perhaps it was because, even with the GameCube, no Nintendo console had sold better than its predecessor — that is, until the release of the Wii.
However, despite calls that Nintendo abandon its hardware ambitions — even with the new wrinkle of the ever-rising iOS platform — there are plenty of reasons why Nintendo would never, could never, and should never stop making TV or handheld consoles.
Does allowing gamers to create their own worlds within a game make that game better, or does it just excuse the developers from having to create any content themselves? Vinnk and Sean discuss their first experiences with user-generated content (on the NES!), the wonders of the Famicom Data Recorder, and which games they thought were helped or hampered by being able to draw dongs on the sides of racecars.
Better late than never with this episode of KEEP PLAYING: Rewind, but totally worth it as I delve into the first part of the rich vampire-slaying history of the Belmont Clan (with a little bit of help) in my Castlevania 25th Anniversary Tribute!