Platform studies / Ian Bogost and Nick Montfort, editors
Super Power, Spoony Bards, and Silverware
the Super Nintendo Entertainment System
The MIT Press
2017
9780262036566
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Jpn. or Foreign | 洋書 |
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Title | Super Power, Spoony Bards, and Silverware : hard the Super Nintendo Entertainment System Platform studies / Ian Bogost and Nick Montfort, editors |
Author | Dominic Arsenault |
Publisher | The MIT Press |
Pub. Date | 2017 |
Price | 4,103 |
Page | x, 226 p. |
Size | 24 cm |
ISBN | 9780262036566 |
Notes | Includes bibliographical references (p. 203-220) and index Summary: "While there have been a great many triumphs written about video games (the first game developed jointly by MIT and Harvard; the wild success of Pong at a rather seedy bar in Sunnyvale, CA; the Golden Age of Videogames; and the growing prominence of video games over screen-based entertainment mediums), there of course had to be failures and the Nintendo SNES (Super Nintendo Entertainment System) was the beginning of Nintendo's downfall. This is a book about Nintendo, and how it lived the "16-bit console wars" that saw it go from being the undisputed industry leader in the 8-bit generation of consoles with more than a 90% market share in 1989 to a marginally leading top player with a 60% share of the video game market at the end of the 16-bit console war, and all the way down to its Nintendo 64 selling a little less than one-third as many units as Sony's dominating PlayStation console. (Malik 1997) Ultimately, it is a critical history of Nintendo's fall from grace, from the height of a period I dub th |
Subjects | Nintendo video games -- History Nintendō Kabushiki Kaisha Nintendo of America Inc Video games industry -- History |
Contents Note 1 | Introduction: Welcome to the Dark Side |
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Contents Note 2 | Establishing the Nintendo Economic System (NES) |
Contents Note 3 | Minutes to midnight : devising and launching a platform |
Contents Note 4 | Now You're Playing with Power of Super Power |
Contents Note 5 | Beyond Bits and Pixels: Inside the Technology |
Contents Note 6 | The Race to 3D |
Contents Note 1 | The American Video Game Renessance |
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Contents Note 2 | The CD-Rom That Would Not Be |
Contents Note 3 | Conclusion: Silver Linings and Golden Dawns |