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	<title>TC Games And More</title>
	
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	<description>Cool News About Cool Stuff</description>
	<pubDate>Thu, 17 Dec 2009 16:32:47 +0000</pubDate>
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		<title>Kindle For iPhone Now Available In 60+ Countries</title>
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		<pubDate>Thu, 17 Dec 2009 15:57:47 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Books]]></category>

		<category><![CDATA[e-books]]></category>

		<category><![CDATA[ebooks]]></category>

		<category><![CDATA[iphone]]></category>

		<category><![CDATA[kindle]]></category>

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		<description><![CDATA[
Quote:




SEATTLE, Dec 14, 2009 (BUSINESS WIRE) &#8212; Amazon.com, Inc. (NASDAQ: AMZN) today announced that Kindle for iPhone App for iPhone and iPod touch is now available from the Apple App Store in more than 60 additional countries. The Kindle for iPhone App features Amazon&#8217;s Whispersync technology that saves and synchronizes a customer&#8217;s bookmarks across their [...]]]></description>
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<hr />SEATTLE, Dec 14, 2009 (BUSINESS WIRE) &#8212; Amazon.com, Inc. (NASDAQ: AMZN) today announced that Kindle for iPhone App for iPhone and iPod touch is now available from the Apple App Store in more than 60 additional countries. The Kindle for iPhone App features Amazon&#8217;s Whispersync technology that saves and synchronizes a customer&#8217;s bookmarks across their Kindle devices and Kindle cross-platform applications, which include Kindle for iPhone and iPod touch, Kindle for PC, and in the coming months, Kindle for Mac and Kindle for Blackberry. Kindle customers can read a few pages on their Kindle, a few more pages on their Kindle-compatible device such as an iPhone and never lose their place.</p>
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<div>from:<br />
<a href="http://phx.corporate-ir.net/phoenix.zhtml?c=176060&amp;p=irol-newsArticle&amp;ID=1365306&amp;highlight=">http://phx.corporate-ir.net/phoenix&#8230;.306&amp;highlight=</a><br />
*********</div>
<p>You&#8217;re probably wondering what took Amazon so long. After all, the Kindle PC Reader and the international Kindle both came out in October. But it&#8217;s not Amazon&#8217;s fault. The problem is with Apple, and how Apple allows apps to be made and distributed for the iPhone. With most any other OS (Windows, Linux, Maemo, Symbian, Android, Windows Mobile, DOS*), the reader software would be available everywhere you could download the day it&#8217;s released. Not so with Apple.</p>
<p>The funny part about this announcement is that the app has been accessible <a href="http://www.mobileread.com/forums/showthread.php?t=43110">since forever</a>. All you needed to do to get it was set up an App Store account with a US address.</p>
<div> </div>
<div><a href="http://feeds.mobileread.com/~r/mr/front/~3/7JMlK54Rc7A/showthread.php">Kindle for iPhone now available in 60+ countries</a></div>
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		<item>
		<title>Oppo Multitouch Android Smartphone</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/CxQdeJXNUmg/</link>
		<comments>http://tcgamesandmore.net/oppo-multitouch-android-smartphone/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:56:48 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Technology]]></category>

		<category><![CDATA[android]]></category>

		<category><![CDATA[cell phones]]></category>

		<category><![CDATA[smartphones]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/oppo-multitouch-android-smartphone/</guid>
		<description><![CDATA[
OPPO is known as a portable media player manufacturer in its early years in China. The company will launch their first Android-powered smartphone in the first quarter of 2010. The phone will comes with a 3.5-inch WVGA capacitive touchscreen, a side slide QWERTY keyboard and a Wi-Fi connectivity. The name of the model is still [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-10562" title="Upcoming Multitouch Android Smartphone From OPPO" src="http://cellphones.techfresh.net/wp-content/uploads/2009/12/Oppo_Android_Smart_Phone_02.jpg" alt="Upcoming Multitouch Android Smartphone From OPPO" width="280" height="210" /></p>
<p>OPPO is known as a portable media player manufacturer in its early years in China. The company will launch their first Android-powered smartphone in the first quarter of 2010. The phone will comes with a 3.5-inch WVGA capacitive touchscreen, a side slide QWERTY keyboard and a Wi-Fi connectivity. The name of the model is still unavailable at this time. Stay tuned for more updates.</p>
<p><img class="alignnone size-full wp-image-10562" title="Upcoming Multitouch Android Smartphone From OPPO" src="http://cellphones.techfresh.net/wp-content/uploads/2009/12/Oppo_Android_Smart_Phone_01.jpg" alt="Upcoming Multitouch Android Smartphone From OPPO" width="280" height="210" /></p>
<p>[<a href="http://www.clonedinchina.com/2009/12/oppo-is-planning-its-android-phone-for-2010.html">Cloned In China</a>]</p>
<div class="feedflare"><a href="http://feedproxy.google.com/~r/techfresh-cellphones/~3/aDjAVLP_QVo/">Source</a></div>
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		<title>The Physics Of Space Battles</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/Cf0VmWviW4E/</link>
		<comments>http://tcgamesandmore.net/the-physics-of-space-battles/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:53:51 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Technology]]></category>

		<category><![CDATA[physics]]></category>

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		<category><![CDATA[space battles]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/the-physics-of-space-battles/</guid>
		<description><![CDATA[Joseph Shoer is a Ph.D. candidate in aerospace engineering, studying how modular spacecraft could be assembled, and hoping that they will be the telescopes and human exploration vehicles of the future, and not for crushing the dreams of Martian colonists.
I had a discussion recently with friends about the various depictions of space combat in science [...]]]></description>
			<content:encoded><![CDATA[<p><img class="left image500" src="http://cache.gawker.com/assets/images/4/2009/12/500x_spacebattlebig_01.jpg" alt="" width="280" height="202" /><em>Joseph Shoer is a Ph.D. candidate in aerospace engineering, studying how modular spacecraft could be assembled, and hoping that they will be the telescopes and human exploration vehicles of the future, and not for crushing the dreams of Martian colonists.</em></p>
<p>I had a discussion recently with friends about the various depictions of space combat in science fiction movies, TV shows, and books. We have the fighter-plane engagements of Star Wars, the subdued, two-dimensional naval combat in Star Trek, the Newtonian planes of Battlestar Galactica, the staggeringly furious energy exchanges of the combat wasps in Peter Hamilton&#8217;s books, and the use of antimatter rocket engines themselves as weapons in other sci-fi. But suppose we get out there, go terraform Mars, and the Martian colonists actually revolt. Or suppose we encounter hostile aliens. How would space combat actually go?</p>
<p>First, let me point out something that Ender&#8217;s Game got right and something it got wrong. What it got right is the essentially three-dimensional nature of space combat, and how that would be fundamentally different from land, sea, and air combat. In principle, yes, your enemy could come at you from any direction at all. In practice, though, the Buggers are going to do no such thing. At least, not until someone invents an FTL drive, and we can actually pop our battle fleets into existence anywhere near our enemies. The marauding space fleets are going to be governed by orbit dynamics – not just of their own ships in orbit around planets and suns, but those planets&#8217; orbits. For the same reason that we have Space Shuttle launch delays, we&#8217;ll be able to tell exactly what trajectories our enemies could take between planets: the launch window. At any given point in time, there are only so many routes from here to Mars that will leave our imperialist forces enough fuel and energy to put down the colonists&#8217; revolt. So, it would actually make sense to build space defense platforms in certain orbits, to point high-power radar-reflection surveillance satellites at certain empty reaches of space, or even to mine parts of the void. It also means that strategy is not as hopeless when we finally get to the Bugger homeworld: the enemy ships will be concentrated into certain orbits, leaving some avenues of attack guarded and some open. (Of course, once our ships maneuver towards those unguarded orbits, they will be easily observed – and potentially countered.)</p>
<h1>Now, Let&#8217;s Talk Technology</h1>
<p><span id="more-3466"></span>First, pending a major development in propulsion technology, combat spacecraft would likely get around the same way the Apollo spacecraft went to the Moon and back: with orbit changes effected by discrete main-engine burns. The only other major option is a propulsion system like ion engines or solar sails, which produce a very low amount of thrust over a very long time. However, the greater speed from burning a chemical, nuclear, or antimatter rocket in a single maneuver is likely a better tactical option. One implication of rocket propulsion is that there will be relatively long periods during which Newtonian physics govern the motions of dogfighting spacecraft, punctuated by relatively short periods of maneuvering. Another is that combat in orbit would be very different from combat in &#8220;deep space,&#8221; which is what you probably think of as how space combat should be – where a spacecraft thrusts one way, and then keeps going that way forever. No, around a planet, the tactical advantage in a battle would be determined by orbit dynamics: which ship is in a lower (and faster) orbit than which; who has a circular orbit and who has gone for an ellipse; relative rendezvous trajectories that look like winding spirals rather than straight lines.</p>
<p>Second, there are only a few ways to maneuver the attitude of a spacecraft around – to point it in a new direction. The fast ways to do that are to fire an off-center thruster or to tilt a gyroscope around to generate a torque. Attitude maneuvers would be critical to point the main engine of a space fighter to set up for a burn, or to point the weapons systems at an enemy. Either way, concealing the attitude maneuvers of the space fighter would be important to gain a tactical advantage. So I think gyroscopes (&#8221;CMGs,&#8221; in the spacecraft lingo) would be a better way to go – they could invisibly live entirely within the space fighter hull, and wouldn&#8217;t need to be mounted on any long booms (which would increase the radar, visible, and physical cross-section of the fighter) to get the most torque on the craft. With some big CMGs, a spacecraft could flip end-for-end in a matter of seconds or less. If you come upon a starfighter with some big, spherical bulbs near the midsection, they are probably whopping big CMGs and the thing will be able to point its guns at you wherever you go. To mitigate some of the directionality of things like weapons fire and thruster burns, space fighters would probably have weapons and engines mounted at various points around their hull; but a culture interested in efficiently mass-producing space warships would probably be concerned about manufacturing so many precision parts for a relatively fragile vessel, and the craft would likely only have one main engine rather than, say, four equal tetrahedral engines.</p>
<h1>How About Weapons?</h1>
<p>We have to consider just how you might damage a spacecraft to put it out of action.</p>
<p>Explosions are basically a waste of energy in space. On the ground, these are devastating because of the shock wave that goes along with them. But in the vacuum of space, an explosion just creates some tenuous, expanding gases that would be easily dissipated by a hull. No, to damage spacecraft systems, you can&#8217;t hit them with gas unless it&#8217;s really, really concentrated and energetic. So unless you want to just wait till your enemy is close enough that you can point your engines at him, the best bets for ranged weapons are kinetic impactors and radiation.</p>
<p>A kinetic impactor is basically just a slug that goes really fast and hits the enemy fighter, tearing through the hull, damaging delicate systems with vibrations, throwing gyroscopes out of alignment so that they spin into their enclosures and explode into shards, puncturing tanks of fuel and other consumables, or directly killing the pilot and crew. You know…bullets. But it sounds much more technical and science-fictiony to say &#8220;mass driver&#8221; or &#8220;kinetic lance&#8221; or something of the sort. Of course, the simplest way to implement this sort of weapon in space is just as some kind of machine gun or cannon. Those will work in space (ask the Soviets, they tested a cannon on their first Salyut space station), and the shells will do plenty of damage if they hit anything. However, space is filled mostly with empty space, and hitting the enemy ships might be a challenge. Furthermore, if the impactors are too large, the enemy could counter them by firing their own point-defense slugs and knocking the shells out of line. Therefore, I contend that the most effective kinetic space weapons would be either flak shells or actively thrusting, guided missiles. The flak shells would explode into a hail of fragmented shards, able to tear through un-armored systems of many craft at once without the shell directly hitting its target, or able to strike a target even after it tries to evade with a last-minute engine burn. The missiles would be a bit different from the missiles we are used to on Earth, which must continuously thrust to sustain flight. In space, such a weapon would rapidly exhaust its fuel and simply become a dummy shell. No, a space missile would either be fired as an unguided projectile and power up its engine after drifting most of the way to its target, or it would fire its engine in sporadic, short bursts. A definite downside to kinetic weapons on a starfighter is that they would impart momentum to the fighter or change its mass properties. Very large cannons or missiles might therefore be impractical, unless the fighter can quickly compensate for what is essentially a large rocket firing. Even that compensation might give the enemy just the window he needs…</p>
<p>Radiation-based weapons that burn out the electronics of a spacecraft sound exotic, but are still potentially achievable. This would be the attraction of nuclear weapons in space: not the explosion, which would affect just about nothing, but the burst of energetic particles and the ensuing electromagnetic storm. Still, such a burst would have to be either pretty close to the target vessel to scramble its systems, or it would have to be made directional in some way, to focus the gamma-ray and zinging-proton blast. But while we&#8217;re talking about focused energy weapons, lets just go with a tool that we already use to cut sheet metal on Earth: lasers. In space, laser light will travel almost forever without dissipating from diffraction. Given a large enough power supply, lasers could be used at range to slice up enemy warships. The key phrase there, though, is &#8220;given a large enough power supply.&#8221; Power is hard to come by in the space business. So, expect space laser weapons to take one of three forms: small lasers designed not to destroy, but to blind and confuse enemy sensors; medium-sized lasers that would be fired infrequently and aimed to melt specific vulnerable points on enemy space fighters, like antennae, gimbals, and maneuvering thrusters; and large lasers pumped by the discharge from a large capacitor or similar energy storage device to cut a physical slice into the enemy craft wherever they hit. Such a large weapon would likely only be fired at the very beginning of a battle, because the commander of a ship with such a weapon would not want to keep his capacitor charged when it might unexpectedly blow its energy all at once once he&#8217;s in the thick of things.</p>
<p>Deflector shields like those in fiction are not possible at present, but it would still make sense to armor combat spacecraft to a limited extent. The spaceframes of the fighters would likely be designed solely for the space environment; the actual ships would be launched within the payload fairings of a rocket or assembled in space. If launched from the ground, armor must be minimized to reduce the launch weight of the spacecraft. But if built and launched in space, it would make sense to plate over vital systems of the vehicle. Thick armor would prevent flak or small lasers from piercing delicate components, and might mitigate a direct strike from a kinetic impactor or heavy cutting laser. However, the more heavily armored and massive a space fighter is, the more thrust it will take to maneuver in orbit and the more energy it will take to spin in place. (Here&#8217;s where computer games get space combat all wrong: the mass of a huge space cruiser would not place an upper limit on the speed of a vehicle, but it would reduce the acceleration a given engine could produce compared to the same engine on a less massive vehicle.)</p>
<p>I&#8217;m assuming that we&#8217;d have some intrepid members of the United Earth Space Force crewing these combat vessels. Or, at least, crewing some of them – robotic drone fighters would be a tremendous boon to space soldiers, but the communication lag between planets and vessels in orbit would make the split-second judgments of humans necessary at times. (Until we perfect AIs… but if we&#8217;re giving them the space fighters from the beginning, we deserve the robot uprising we&#8217;ll get.) The crews will hardly be sitting around nice conference-room command bridges with no seat belts; nor will they be standing upright in slate-gray console pits with glowing glass displays all over. It&#8217;s not even a good idea for them to have windows, which would be vulnerable to flak and could give the crew an intense sense of disorientation as the spacecraft maneuvers, and could give them tremendous trouble adapting to rapid changes in light levels as the ship rotates near a planet or star. No, they should be strapped into secure couches and centrally located in the most protected part of the spacecraft. They should also be in full pressure suits, and the interior cabin of the spacecraft should already be evacuated – to prevent fires, or any secondary damage if all the atmosphere rushes out a hull breach. This also reduces the need for escape pods. Camera views from the exterior of the ship and graphical representations of the tactical situation would then be projected directly onto helmet faceplates.</p>
<p>Now, for the final word, let&#8217;s say the United Earth Space Force defeats the Martian rebels in orbit. What do we do to hit them on the ground? Well, strategic weapons from space are easy: kinetic impactors again. You chuck big ol&#8217; spears, aerodynamically shaped so they stay on target and don&#8217;t burn up in the atmosphere, onto ground targets and watch gravitational potential energy turn into kinetic energy and excavate you a brand-new crater. At some point, though, the imperialist Earthlings probably want to take over the existing infrastructure on Mars. Time to get out the Space Marines!</p>
<p>It&#8217;s not terribly expensive or difficult, comparatively speaking, to get people from orbit down to a planet surface. You fall. This is the purpose of a space capsule. What&#8217;s really, really, prohibitively difficult is getting them back up again. So, the victorious orbital forces would have to bring in a transport ship chock full of Space Marines and drop them all at once in little capsules (little because they can only be so big for the atmosphere to effectively brake them, and because you don&#8217;t want all your Marines perishing in some unfortunate incident). Some orbital forces would remain in place to threaten the ground with bombardment and give the Marines a bit more muscle, but really, the ground-pounders are going to have to be pretty self-sufficient. If they ever want to come back up, they would have to build and/or fuel their own ascent vehicle. (This is the problem facing any NASA Mars efforts, too: getting back up through the Martian atmosphere is much harder than any of the lunar ascents were.)</p>
<h1>What Would Combat Spacecraft End Up Looking Like?</h1>
<p>There are good arguments to have both large and small spacecraft in the Earth forces. A big spacecraft could have a lot more armor to keep its systems and crew safe, more room for large fuel tanks and electrical power supplies, and larger mass to resist impulses from cannon recoil. However, a smaller craft would be less visible to radar, more maneuverable, and could achieve higher accelerations for constant engine thrust. As with just about any military force, the role of the craft would be tailored to the tactical operations required, so the Space Force would probably include several sizes of craft.</p>
<p>Enemies could come at your ship from any direction in space, which means that you would want to react, strike, and counterattack in any direction. So, you would either have to mount weaponry all around your starfighter, put the weapons on gimbals so that they could rapidly point in any direction, or make the fighter maneuverable enough that it could rapidly point in any direction. Gimbals would be a bad option, because they would introduce points of increased vulnerability, unless they could be very well-armored. I conclude that the big ships would have many weapons, pointed in many directions; the small ships would have a few weapons, with the main weapon systems pointed in one direction.</p>
<p>Maneuverability (angular acceleration) you could achieve with gyroscopes, or by mounting engines or thrusters away from your fighter&#8217;s center of mass. For the highest levels of maneuverability, the spacecraft should be close to spherical and these engines should be as off-center as possible, which might mean putting thrusters on long booms or struts. The problem with this kind of Firefly-like engine layout is that it becomes very vulnerable. If a fighter can achieve high maneuverability with gyros, those are probably the best option.</p>
<p>So, I think the small fighter craft would be nearly spherical, with a single main engine and a few guns or missiles facing generally forward. They would have gyroscopes and fuel tanks in their shielded centers. It would make sense to build their outer hulls in a faceted manner, to reduce their radar cross-section. Basically, picture a bigger, armored version of the lunar module. The larger warships would also probably be nearly spherical, with a small cluster of main engines facing generally backward and a few smaller engines facing forward or sideways for maneuvering. Cannons, lasers, and missile ports would face outward in many directions. On a large enough space cruiser, it would even be a good idea to put docking ports for the small fighters, so that the fighters don&#8217;t have to carry as many consumables on board.</p>
<p>I think it&#8217;s time to sketch some pictures and write some stories!</p>
<h1>Space-Wide Peace</h1>
<p>I certainly hope we don&#8217;t get into any space wars. Human nature being what it is, though, and given how scarce a lot of resources really are on the scale of a solar system or a galaxy, I don&#8217;t think it&#8217;s out of the question. I would like to think that when we start colonizing other worlds, we will be sufficiently enlightened to do so from on board the Ship of the Imagination, and not as futuristic conquistadores. Still, the part of me that loves science fiction has fun with these thought experiments.</p>
<p><em>Reprinted with permission from <a href="http://josephshoer.com/blog/?p=377">Joseph Shoer</a>. Photo by <a href="http://www.tgdaily.com/images/stories/article_images/interview/futuremark/3dmarkproxycon.jpg">TG Daily</a></em></p>
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		<title>Metal Gear Solid: Peace Walker English Demo Releases Today</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/k2FLmA7lGlE/</link>
		<comments>http://tcgamesandmore.net/metal-gear-solid-peace-walker-english-demo-releases-today/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:50:26 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[metal gear solid]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/metal-gear-solid-peace-walker-english-demo-releases-today/</guid>
		<description><![CDATA[
No matter how often you play it, you won&#8217;t be able to understand the Metal Gear Solid: Peace Walker TGS demo unless you know Japanese. Thankfully, all that changes today with a brand new English language demo for your PSP. Based on our calculations, the English translation makes it about 15% more comprehensible than before. [...]]]></description>
			<content:encoded><![CDATA[<div><img src="http://www.blogcdn.com/www.joystiq.com/media/2009/12/peacewalkerdemoops.jpg" border="1" alt="" hspace="0" vspace="4" width="280" height="71" /></div>
<p>No matter how often you play it, you won&#8217;t be able to understand the <a href="http://www.joystiq.com/tag/metal-gear-solid-peace-walker"><em>Metal Gear Solid: Peace Walker</em></a> TGS demo unless you know Japanese. Thankfully, all that changes today with a brand new English language demo for your PSP. Based on our calculations, the English translation makes it about 15% more comprehensible than before. Excellent!</p>
<p>The demo will be available on the PlayStation Store and here on Joystiq (via BigDownload) later today. To ensure a problem-free experience, make sure you have the latest firmware update and have at least 103MB of free space on your PSP.</p>
<p><strong>Gallery: <a href="http://www.joystiq.com/photos/metal-gear-solid-peace-walker/">Metal Gear Solid: Peace Walker</a></strong></p>
<p class="postgallery"><a href="http://www.joystiq.com/2009/12/17/metal-gear-solid-peace-walker-english-demo-releases-today/">Source</a><br />
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		<title>New Iron Man 2 Trailer Left Me Speechless!</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/9Oe0u9qoYRY/</link>
		<comments>http://tcgamesandmore.net/new-iron-man-2-trailer-left-me-speechless/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:47:05 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Movies/TV]]></category>

		<category><![CDATA[iron man]]></category>

		<category><![CDATA[iron man 2]]></category>

		<category><![CDATA[mickey rourke]]></category>

		<category><![CDATA[movies]]></category>

		<category><![CDATA[whiplash]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/new-iron-man-2-trailer-left-me-speechless/</guid>
		<description><![CDATA[
Paramount has released the newest trailer for Jon Favreau&#8217;s upcoming Iron Man 2, and you can view it at Apple.com. Needless to say, it&#8217;s awesome.

We get lots of Robert Downey Jr.&#8217;s trademark humor (they should call him Tony Snark), Gwyneth Paltrow&#8217;s Pepper Potts, a new look at War Machine, a lot of Mickey Rourke&#8217;s cool [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://scifiwire.com/assets_c/2009/12/Iron_Man_2_poster_Whiplash_thumb-thumb-550x290-30278.jpg" border="0" alt="New &lt;i&gt;Iron Man 2&lt;/i&gt; trailer is kick-ass!" width="280" height="148" /></p>
<p>Paramount has released the newest trailer for Jon Favreau&#8217;s upcoming <em>Iron Man 2</em>, and you can <a href="http://www.apple.com/trailers/paramount/ironman/">view it at Apple.com.</a> Needless to say, it&#8217;s awesome.</p>
<p><a name="more"></a></p>
<p>We get lots of Robert Downey Jr.&#8217;s trademark humor (they should call him Tony <em>Snark</em>), Gwyneth Paltrow&#8217;s Pepper Potts, a new look at War Machine, a lot of Mickey Rourke&#8217;s cool new villain Whiplash and a bit of Scarlett Johansson&#8217;s Black Widow bringing the smackdown.</p>
<p>The sequel features the continuing adventures of billionaire industrialist Tony Stark and his alter ego, Iron Man. It opens May 7, 2010.</p>
<p>Here is the YouTube version below&#8230;<span id="more-3462"></span></p>
<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/v4oedEGY84E&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/v4oedEGY84E&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p><a href="http://scifiwire.com/2009/12/new-iron-man-2-trailer-is.php">Source</a><br />
<h3>Related Articles</h3>
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<li><a href="http://tcgamesandmore.net/first-official-iron-man-2-photo-premieres/" title="First Official &#8216;Iron Man 2&#8242; Photo Premieres">First Official &#8216;Iron Man 2&#8242; Photo Premieres</a></li>
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</ul>

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		<title>Disney’s ‘DigiComics’ iPhone App Launching Worldwide In 2010</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/5XST4hmlgLM/</link>
		<comments>http://tcgamesandmore.net/disneys-digicomics-iphone-app-launching-worldwide-in-2010/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:42:21 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Comic Book News]]></category>

		<category><![CDATA[Comic books]]></category>

		<category><![CDATA[digital comics]]></category>

		<category><![CDATA[disney]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/disneys-digicomics-iphone-app-launching-worldwide-in-2010/</guid>
		<description><![CDATA[Disney is rolling out a digital comics application for Apple’s iPhone and iPod touch and Sony’s PlayStation Portable globally beginning in Italy and soon to include the U.S. and UK, with rollouts in key markets throughout the world in 2010.
Disney DigiComics will begin by offering a relatively modest fifty downloadable comics featuring Mickey Mouse, Donald [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.icv2.com/article_image.php?ig=12172"><img src="http://www.icv2.com/images/16506Disney_iPoneApp-md.JPG" border="0" alt="" width="113" height="176" /></a>Disney is rolling out a digital comics application for Apple’s iPhone and iPod touch and Sony’s PlayStation Portable globally beginning in Italy and soon to include the U.S. and UK, with rollouts in key markets throughout the world in 2010.</p>
<p>Disney DigiComics will begin by offering a relatively modest fifty downloadable comics featuring Mickey Mouse, Donald Duck, and other familiar Disney characters via in-app purchases, according to the <a href="http://www.wolfstad.com/dcw/blog/2009/10/disney-digicomics-are-coming/">Disney Comics Worldwide blog</a>. The company will then begin adding five to ten new comics weekly, continuing storylines.</p>
<p>The comics were originally created for newspapers and magazines in Disney-crazy Italy, though in the future new content may be created just for the application. Series available first, according to the report, are <em>X-Mickey, Wizards of Mickey, The Canterville Ghost</em>, and <em>Phantom of the Opera</em>. <em>Wizards of Mickey</em> is published in the States by Boom! Studios (see “<a href="http://www.icv2.com/articles/news/15961.html">Boom’s Disney Standards</a>”).</p>
<p>Up to 50,000 stories from the Disney archives are eventually planned for release through the app, according to <a href="http://www.italymag.co.uk/italy/arts-and-culture/donald-goes-digital?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed:%20ItalyMagazine%20(Italy%20Magazine)">Italy</a>.</p>
<p>The new application represents a divergence from Disney’s digital strategy for desktop, where it’s pursuing a subscription model. Disney Books is now offering over 500 titles online by subscription for an annual fee of $79.95 (see “<a href="http://www.icv2.com/articles/news/15937.html">Disney Makes Children’s Books Available Online</a>”).</p>
<p><a href="http://www.icv2.com/articles/news/16506.html">Source</a><br />
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		<title>Bryan Singer Signs For X-Men ‘First Class’ Film</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/qsINfgZFjaM/</link>
		<comments>http://tcgamesandmore.net/bryan-singer-signs-for-x-men-first-class-film/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:38:32 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Movies/TV]]></category>

		<category><![CDATA[bryan singer]]></category>

		<category><![CDATA[movies]]></category>

		<category><![CDATA[x-men]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/bryan-singer-signs-for-x-men-first-class-film/</guid>
		<description><![CDATA[
No need to beat around the bush with this one: on the blue carpet for Avatar’s LA premiere earlier this evening, Bryan Singer offered up a tiny little detail about his follow-up to Jack the Giant Killer. He says he’s signed to return to the X-Men franchise, for the film that will now presumably be [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-54788" title="bryan_singer_xmen" src="http://www.slashfilm.com/wp/wp-content/images/bryan_singer_xmen.jpg" alt="bryan_singer_xmen" width="280" height="155" /></p>
<p>No need to beat around the bush with this one: on the blue carpet for <em>Avatar</em>’s LA premiere earlier this evening, <strong>Bryan Singer</strong> offered up a tiny little detail about his follow-up to <a href="http://www.slashfilm.com/2009/09/23/bryan-singer-tackles-jack-the-giant-killer-for-new-line/"><em>Jack the Giant Killer</em></a>. He says he’s signed to return to the <em><strong>X-Men</strong></em> franchise, for the film that will now presumably be called <em><strong>X-Men Origins: First Class</strong></em>.</p>
<p><a href="http://twitter.com/flickchart/status/6752626794">Flickchart mentioned Singer’s statement on Twitter</a>, and it only took a few moments of combing through <a href="http://www.ustream.tv/recorded/3178029/highlight/33389">Ustream’s archive of the live blue carpet video feed</a> to find the brief interview with Singer. What he says, exactly, when asked about his next project is:</p>
<blockquote><p>I’m prepping up to do a movie called Jack the Giant Killer [at] Warner Brothers, and I just yesterday signed a deal to do an X-Men First Class Origins picture, which is kind of cool.</p></blockquote>
<p>Here’s the video:</p>
<p> </p>
<p>This isn’t entirely a surprise, as Singer has talked about returning to the X-Men franchise <a href="http://www.slashfilm.com/2009/10/12/bryan-singer-wants-to-return-to-the-x-men-franchise/">as recently as this past October</a> “I’m still looking to possibly returning to the ‘X-Men’ franchise. I’ve been talking to Fox about it. I love Hugh Jackman. I love the cast,” he said then. He’s also said he was <a href="http://www.slashfilm.com/2009/08/21/bryan-singer-considering-x-men-first-class-jack-the-giant-killer-and-excalibur/">considering directing</a> <em>First Class</em>. Seems unlikely that he’ll get to work with Jackman much in this one, however, as the film is meant to cover the team of X-Men prior to Wolverine’s arrival in the first film.</p>
<p>Lauren Shuler Donner <a href="http://www.slashfilm.com/2009/04/28/gambit-wont-appear-in-x-men-first-class/">has said</a> “the movie focuses on the first class at Xavier’s school of the gifted, so only those mutants will be featured in the first movie,” by which she <a href="http://www.slashfilm.com/2009/04/15/x-men-first-class-is-a-prequel-not-a-spin-off/">evidently means</a> that we’ll see the early days of the original X-Men team. In April of this year, she described it like so:</p>
<blockquote><p>So it’s young Scott, young Jean, young Beast and that’ll be really fun. I think (the plan) is to follow some of the characters into their own stories, and weave them back into the X-Men world. And hopefully First Class will become its own franchise and we can follow them as they grow up.</p>
<p align="left"><a href="http://feedproxy.google.com/~r/slashfilm/~3/w_GslqdAfHQ/">Source</a></p>
</blockquote>
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</ul>

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		<title>Team Fortress 2 To Add Crafting System Soon?</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/dBJJuEIiLg4/</link>
		<comments>http://tcgamesandmore.net/team-fortress-2-to-add-crafting-system-soon/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 15:33:44 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Gaming]]></category>

		<category><![CDATA[team fortress]]></category>

		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/team-fortress-2-to-add-crafting-system-soon/</guid>
		<description><![CDATA[
How often have you wanted your fast-paced online shooters to include some aspect from MMOs, such as epic mounts, complicated hotbars for all your skills, or monthly subscription fees? Well, none of those things are coming to Team Fortress 2&#8230;yet. Instead, it seems like Valve is testing the waters by adding crafting to the game. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://fidgit.com/assets_c/2009/12/TF2_crafting_update-thumb-550x309-30130.jpg" border="0" alt="Team Fortress 2 no longer content with just destroying things" width="280" height="157" /></p>
<p>How often have you wanted your fast-paced online shooters to include some aspect from MMOs, such as epic mounts, complicated hotbars for all your skills, or monthly subscription fees? Well, none of those things are coming to <em>Team Fortress 2</em>&#8230;yet. Instead, it seems like Valve is testing the waters by adding crafting to the game. Yes, crafting.</p>
<p>In case you think I&#8217;m making this up, let me assure you I&#8217;m not that imaginative. Here, I&#8217;ll let Valve <a href="http://www.teamfortress.com/crafting/">explain</a> it.<em></em></p>
<blockquote><p>Introducing Team Fortress 2&#8217;s new Crafting system. Say goodbye to those enjoyable evenings spent complaining on the forums about which item in your inventory was the most useless, spraying anti-Australian racist hate speech all over Robin Walker, his lovely wife, and his beautiful children. EVERYTHING in your inventory now contributes towards something you actually WANT, and can build YOURSELF! If you&#8217;re super clever, you&#8217;ll even be able to craft new items before others can earn them the old fashioned way.</p></blockquote>
<p>Bear hide gathering, forlorn LFG&#8217;s in the chat text, and gold farming can&#8217;t be far behind.</p>
<p><a href="http://fidgit.com/archives/2009/12/team_fortress_2_no_longer_cont.php">Source</a><br />
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		<item>
		<title>OTR - Bing Crosby’s Christmas Program - 12/21/1944</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/REPq-YrChFE/</link>
		<comments>http://tcgamesandmore.net/otr-bing-crosbys-christmas-program-12211944/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 10:09:45 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Old Time Radio]]></category>

		<category><![CDATA[bing crosby]]></category>

		<category><![CDATA[otr]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/?p=3449</guid>
		<description><![CDATA[Here is an epsiode of Bing Crosby&#8217;s radio program. This broadcast is from December 21st, 1944, and is his annual Christmas Program. Enjoy!
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X-Minus One - A Gun [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://tcgamesandmore.net/photos/bing_crosby_christmas.jpg" alt="Bing Crosby" width="159" height="130" />Here is an epsiode of Bing Crosby&#8217;s radio program. This broadcast is from December 21st, 1944, and is his annual Christmas Program. Enjoy!</p>
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<li><a href="http://tcgamesandmore.net/lux-radio-theater-captain-blood-2221937/" title="Lux Radio Theater - Captain Blood - 2/22/1937">Lux Radio Theater - Captain Blood - 2/22/1937</a></li>
<li><a href="http://tcgamesandmore.net/the-shadow-the-temple-bells-of-neban-air-date-10241937/" title="The Shadow - The Temple Bells Of Neban - Air Date 10/24/1937">The Shadow - The Temple Bells Of Neban - Air Date 10/24/1937</a></li>
<li><a href="http://tcgamesandmore.net/x-minus-one-a-gun-for-dinosaur/" title="X-Minus One - A Gun For Dinosaur">X-Minus One - A Gun For Dinosaur</a></li>
<li><a href="http://tcgamesandmore.net/the-war-of-the-worlds-radio-broadcast-october-30th-1938/" title="The War Of The Worlds Radio Broadcast - October 30th, 1938">The War Of The Worlds Radio Broadcast - October 30th, 1938</a></li>
</ul>

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		<item>
		<title>Taylor Lautner: From Werewolf To Superhero?</title>
		<link>http://feedproxy.google.com/~r/TcGamesAndMore/~3/ntjlpHD5rj0/</link>
		<comments>http://tcgamesandmore.net/taylor-lautner-from-werewolf-to-superhero/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 09:34:37 +0000</pubDate>
		<dc:creator>tcgames</dc:creator>
		
		<category><![CDATA[Movies/TV]]></category>

		<category><![CDATA[movies]]></category>

		<category><![CDATA[taylor lautner]]></category>

		<category><![CDATA[twilight]]></category>

		<category><![CDATA[werewolves]]></category>

		<guid isPermaLink="false">http://tcgamesandmore.net/taylor-lautner-from-werewolf-to-superhero/</guid>
		<description><![CDATA[Heads up, Twi-hards — we might have a werewolf superhero on our hands!
Okay, maybe not a superhero who IS a werewolf — but Taylor Lautner, who plays the werewolf/giant ab muscle Jacob in New Moon, is apparently in talks to play Max Steele.
Who’s that? According to the LA Times, Steele is “a 19-year-old extreme-sports athlete [...]]]></description>
			<content:encoded><![CDATA[<p><a class="cpg-link" rel="lightbox[my]" href="http://blog.newsarama.com/gallery/albums/userpics/10087/taylorlautner.jpg"><img class="cpg-image-normal" title="taylorlautner" src="http://blog.newsarama.com/gallery/albums/userpics/10087/taylorlautner.jpg" alt="taylorlautner" width="105" height="151" /></a>Heads up, Twi-hards — we might have a werewolf superhero on our hands!</p>
<p>Okay, maybe not a superhero who IS a werewolf — but Taylor Lautner, who plays the werewolf/giant ab muscle Jacob in New Moon, is apparently in talks to play Max Steele.</p>
<p>Who’s that? According to the <a href="http://latimesblogs.latimes.com/herocomplex/2009/12/taylor-lautner-max-steel.html" target="_blank">LA Times</a>, Steele is “a 19-year-old extreme-sports athlete who is accidentally exposed to the unleashed power of nanotechological machines, which become part of him and (in the old show, at least) give him increased strength, near-invulnerability and the ability to change his appearance.”</p>
<p>Additionally, the LA Times reports that Paramount has J.P. Lavin and Chad Damiani — who are also slated to work on Rob Liefeld properties Capeshooters and Youngblood — on board to write the Max Steele script.</p>
<p><a href="http://feedproxy.google.com/~r/newsaramablog/~3/MfoaiLznUug/">Source</a><br />
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