Nintendo Magic: Winning the Videogame Wars

Nintendo Magic: Winning the Videogame Wars
Author :
Publisher : Vertical Inc
Total Pages : 231
Release :
ISBN-10 : 9781647291457
ISBN-13 : 1647291453
Rating : 4/5 (57 Downloads)

Synopsis Nintendo Magic: Winning the Videogame Wars by : Osamu Inoue

Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.

The Legend of Zelda

The Legend of Zelda
Author :
Publisher : Golden Books
Total Pages : 28
Release :
ISBN-10 : 0307125718
ISBN-13 : 9780307125712
Rating : 4/5 (18 Downloads)

Synopsis The Legend of Zelda by : Jack C. Harris

Nintendo: Company and Its Founders

Nintendo: Company and Its Founders
Author :
Publisher : ABDO
Total Pages : 114
Release :
ISBN-10 : 9781617589676
ISBN-13 : 1617589675
Rating : 4/5 (76 Downloads)

Synopsis Nintendo: Company and Its Founders by : Mary Firestone

This title examines the remarkable lives of Fusajiro Yamauchi and his grandson Hiroshi Yamauchi and their work building the groundbreaking company Nintendo. Readers will learn about the Yamauchis’ backgrounds and education, as well as their early careers. Also covered is a look at how Nintendo operates, other key employees, and issues the company faces, such as developing new gaming software, facing competition, and expanding into global markets. Color photos, detailed maps, and informative sidebars accompany easy-to-read, compelling text. Features include a timeline, facts, additional resources, web sites, a glossary, a bibliography, and an index. Technology Pioneers is a series in Essential Library, an imprint of ABDO Publishing Company.

Who Are You?

Who Are You?
Author :
Publisher : MIT Press
Total Pages : 282
Release :
ISBN-10 : 9780262044394
ISBN-13 : 0262044390
Rating : 4/5 (94 Downloads)

Synopsis Who Are You? by : Alex Custodio

The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform. Each chapter considers a component of this network—hardware, software, peripheral, or practice—that illuminates the platform's unique features as a computational system and a cultural artifact. Examining the evolution of the design and architecture of Nintendo's handhelds and home consoles, and the constraints imposed on developers and players, for example, Custodio finds that Nintendo essentially embeds nostalgia into its hardware. She explores Nintendo's expansion of the platform through interoperability; physical and affective engagement with the Game Boy Advance; portability, private space, and social interaction; the platformization of nostalgia; fan-generated content including homebrew, hacking, and hardware modding; and e-waste—the final afterlife of consumer electronics. Although the Game Boy Advance is neither the most powerful nor the most popular of Nintendo's handhelds, Custodio argues, it is the platform that most fundamentally embodies Nintendo's reliance on the aesthetics and materiality of nostalgia.

The Story of Nintendo

The Story of Nintendo
Author :
Publisher : The Rosen Publishing Group, Inc
Total Pages : 50
Release :
ISBN-10 : 9781448870431
ISBN-13 : 1448870437
Rating : 4/5 (31 Downloads)

Synopsis The Story of Nintendo by : Adam Sutherland

Chronicles the history of video game giant, Nintendo, from its earliest days to its current products, including the Wii and DS.

Codename Revolution

Codename Revolution
Author :
Publisher : MIT Press
Total Pages : 215
Release :
ISBN-10 : 9780262300537
ISBN-13 : 0262300532
Rating : 4/5 (37 Downloads)

Synopsis Codename Revolution by : Steven E. Jones

Get an inside look at the technological, social, and cultural impact of the hugely popular Nintendo Wii! The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or 40-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book examines the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: • The console itself, designed to be low-powered and nimble • The iconic Wii Remote • Wii Fit Plus, and its controller, the Wii Balance Board • The Wii Channels interface and Nintendo’s distribution system • The Wii as a social platform with multiplayer options and social interaction Finally, the authors connect the Wii’s revolution in mimetic interface gaming—which eventually led to the release of Sony’s Move and Microsoft’s Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

Power-Up

Power-Up
Author :
Publisher : Courier Dover Publications
Total Pages : 337
Release :
ISBN-10 : 9780486801490
ISBN-13 : 0486801497
Rating : 4/5 (90 Downloads)

Synopsis Power-Up by : Chris Kohler

Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.

I Am Error

I Am Error
Author :
Publisher : MIT Press
Total Pages : 439
Release :
ISBN-10 : 9780262534543
ISBN-13 : 0262534541
Rating : 4/5 (43 Downloads)

Synopsis I Am Error by : Nathan Altice

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Super Mario Bros. 3

Super Mario Bros. 3
Author :
Publisher : Boss Fight Books
Total Pages : 116
Release :
ISBN-10 : 9781940535135
ISBN-13 : 1940535131
Rating : 4/5 (35 Downloads)

Synopsis Super Mario Bros. 3 by : Alyse Knorr

Upon its 1990 NES release, Super Mario Bros. 3 flew in on the P-wings of critical raves, intense popular demand, and the most sophisticated marketing campaign Nintendo of America had ever attempted. Shigeru Miyamoto's ultimate 8-bit platformer lived up to all the hype and elevated Mario from mascot to icon. But what exactly made this game the phenomenon it was? With the help of her friends and family, critics inside and outside the realm of gaming, and former Nintendo of America employees, Alyse Knorr traverses the Mushroom World looking for answers. Along the way, Knorr unearths SMB3's connections to theater and Japanese folklore, investigates her own princess-rescuing impulses, and examines how the game's animal costumes, themed worlds, tight controls, goofy enemies, and memorable music cohere in a game that solidified Mario's conquest of the NES era.

Video Game Bible, 1985-2002

Video Game Bible, 1985-2002
Author :
Publisher : Trafford Publishing
Total Pages : 774
Release :
ISBN-10 : 9781553697312
ISBN-13 : 1553697316
Rating : 4/5 (12 Downloads)

Synopsis Video Game Bible, 1985-2002 by : Andy Slaven

With nearly three years of research utilized to compile game lists and thousands of hours used to play and review the games listed within, Video Game Bible is the most comprehensive source of information on video games released in the U.S. since 1985 ever created. Prices are based on realistic figures compiled by interviewing hundreds of large collectors and game store owners, and offer a realistic guideline to be followed by both collectors and video gamers looking to complete their collections. While numerous guides have been compiled on the subject of classic video games, this book offers coverage of video game consoles releases after 1985, known as the "neo-classics". With 39 systems in total, Video Game Bible offers the largest guide to date. With the recent proliferation of video game collecting into the mainstream, it is necessary to have a standard by which games are valued. This is the first installment in a series of guides intended to offer full coverage of every video game ever made worldwide. Video game consoles are grouped together by the company that made them for easy reference. In addition to the table of contents, which lists each section separately, there are corner tabs to make browsing the guide even more convenient. Thousands of new facts are offered within the pages of this book, as are thousands of reviews and overviews. Written in a lighthearted manner, chapters of this guide that may not pertain to a particular collector will still be enjoyable for intelligent readers. An easy to use reference guide suitable for any age, this guide is sure to be an invaluable resource for anyone interested in video game collecting, video game history, and even for the casual video game fan interested in learning more about the hobby. Editor-In Chief: Andy Slaven Staff Writers: Micheal Collins, Lucus Barnes, Vincent Yang Contributing Writers: Charlie Reneke, Joe Kudrna