Playing with Power: Nintendo NES Classics

Playing with Power: Nintendo NES Classics
Author: Garitt Rocha
Publisher: Prima Games
Total Pages: 0
Release: 2016-11
Genre: Games & Activities
ISBN: 9780744017779

A fascinating retrospective on 17 NES classics including complete walkthroughs-- including Super Mario Bros. 3, Donkey Kong, and The Legend of Zelda!. A journey through three eras of NES history. Commentary and history from Nintendo visionaries who pioneered this era of gaming. An inside look at the system and game paks. Priceless excerpts from Nintendo Power magazine back issues! Plus maps, character art, and extras!

Nintendo Power Advance

Nintendo Power Advance
Author: Nintendo of America, Incorporated
Publisher:
Total Pages: 132
Release: 2002-03
Genre: Games & Activities
ISBN: 9781930206212

Super Power, Spoony Bards, and Silverware

Super Power, Spoony Bards, and Silverware
Author: Dominic Arsenault
Publisher: MIT Press
Total Pages: 238
Release: 2017-09-01
Genre: Games & Activities
ISBN: 0262341506

A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took Nintendo from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

The Video Games Textbook

The Video Games Textbook
Author: Brian J. Wardyga
Publisher: CRC Press
Total Pages: 751
Release: 2023-06-13
Genre: Computers
ISBN: 1000868222

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Shigeru Miyamoto

Shigeru Miyamoto
Author: Jennifer deWinter
Publisher: Bloomsbury Publishing USA
Total Pages: 201
Release: 2015-05-21
Genre: Games & Activities
ISBN: 1628923881

Steven Spielberg. Vincent Van Gogh. David Bowie. A few examples of superstars in film directing, painting and music for which interest and study has yet to decline. Now, as game studies is becoming more of a mainstay in academia, there is a great need to uncover the masterminds behind the screen. Influential Game Designers and Their Teams is the first series to take seriously the role of the game designer, by profiling those who have shaped contemporary video gaming, and providing insights into the practice, history, and artistry of game design. You may never have heard of Shigeru Miyamoto, but his output is sure to stir in you feelings of nostalgia and contentment. Joining Nintendo in the late 1970s, Miyamoto was the creator of lasting game franchises, such asSuper Mario Bros., The Legend of Zelda, and Donkey Kong, just to name a few. His being named to Time Magazine's 100 Most Influential People in 2007 also proves his continued relevance in game design, game history and pop culture. Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto launches this exciting new series, in order to provide gamers, industry professional, and scholars with a history of the games they love and the design teams behind them, focusing on both the processes and products of game design.