by Sean "TheOrange" Corse, filed in Famicom Dojo Podcast, Podcasts on Dec.02, 2011
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…!]
Tags: 3ds, Android, Apple, Google, iOS, iPad, iPhone, Nintendo, Steve Yegge
by Sean "TheOrange" Corse, filed in Famicom Dojo Podcast, Podcasts on Nov.26, 2011
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…!]
Tags: 3ds, Apple.Newton, DS, iOS, iPad, iPhone, iPod Touch, Nintendo, Wii U
by Sean "TheOrange" Corse, filed in Famicom Dojo Podcast, Podcasts on Aug.12, 2011
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…!]
Tags: 5 Minutes to Kill Yourself, Al Lowe, Braid, Frotz, Infinity Blade, iOS, iPad, iPhone, Karoshi, Ken Williams, Leisure Suit Larry, Mr. Karoshi, Myst, Roberta Williams, Robot Unicorn Attack, Sierra Games, Torchwood