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Entries Tagged ‘iOS’:

Famicom Dojo Podcast: Used Games Are Not Evil

With a slow shift to digital-only content, and the inability to share such content like you would lend a book or a disc, and publishers deliberately devaluing their game content through the use of activation codes and central server authenticaion, will there ever come a time when used games become a thing of the past? Sean and Vinnk explore why console games cost so much, why iOS games cost so little, and the ruin that would be visited upon the gaming industry if no one could lend out their games or buy used ones ever again.

[Listen to the episode after the jump…!]

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TGS 2011: Street Fighter X Tekken

Sean tried out Street Fighter X Tekken on Capcom’s sweet arcade pad, and Vinnk plays Super Street Fighter IV Volt for the iPhone (out now)!

See more at FamicomDojo.TV:
http://famicomdojo.tv/tokyo-game-show/2011/previews/street-fighter-x-tekken

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Famicom Dojo Podcast: iOS Ascendant

Should Nintendo be scared? Since the launch of the iPhone — which encouraged the rise of the Android platform — smartphone gaming is set to become a majority of the handheld market, eclipsing Nintendo for the first time since the release of the Game Boy in 1989. Vinnk and SeanOrange take a look at the data, how the mobile gaming pie is growing, why smartphone gaming has been so successful, and what (if anything) Nintendo can do about it.

[Listen to the episode after the jump…!]

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Famicom Dojo Podcast: A Touching Tale of Touchscreens

Is the Wii U touch controller a naked attempt to try and compete with the iPad, and if so does it stand a chance to succeed? Sean and Vinnk go through a brief history of touch panels in consumer devices, from the Apple Newton to the Tiger Game.com, the Nintendo DS, and — of course — Apple”s iPhone, iPod Touch, and iPad.

[Listen to the episode after the jump…!]

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TGS 2011: Media Magic Interview with Asuka and Rei

Vinnk and I try to interview the Media Magic representatives about their new Neon Genesis Evangelion game. “Try” being the operative word.

More interviews to come! (Perhaps with more responsive subjects.)

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Famicom Dojo Podcast: Welcome to Die

When did video games start using “lives”? More importantly, when and why did they stop? With this changing, what does it mean to die in a game? Vinnk and SeanOrange examine the games that pioneered this mechanism, and take a look at when and why it started changing. Was it with games like Myst, or did adventure-style games always buck this trend? Has the fall of arcade gaming lead games to be easier, and therefore no longer need “lives”?

(Listen to the episode after the jump)

[Listen to the episode after the jump…!]

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