000 03924nam a2200613 i 4500
001 7109418
003 IEEE
005 20190220121651.0
006 m o d
007 cr |n|||||||||
008 151229s2015 maua ob 001 eng d
010 _z 2014034284 (print)
020 _a9780262328395
_qelectronic
020 _z0262028778
_qhardcover : alk. paper
020 _z9780262028776
_qhardcover : print
035 _a(CaBNVSL)mat07109418
035 _a(IDAMS)0b00006483f6f1cd
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.32
_b.A55 2015eb
082 0 0 _a794.8
_223
100 1 _aAltice, Nathan,
_eauthor.
245 1 0 _aI am error :
_bthe Nintendo family computer/entertainment system platform /
_cNathan Altice.
246 3 0 _aNintendo family computer/entertainment system platform
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c[2015]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2015]
300 _a1 PDF (xii, 426 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aPlatform studies
504 _aIncludes bibliographical references and index.
505 0 _aI AM ERROR -- Family computer -- Ports -- Enmtertainment system -- Platforming -- Quick disk -- Expansions -- 2A03 -- Tool-assisted -- Afterword: Famicom remix.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aIn 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.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/29/2015.
610 2 7 _aNintendo of America Inc.
_2fast.
610 2 0 _aNintendo of America Inc.
650 0 _aVideo games
_xDesign.
650 0 _aNintendo video games.
655 0 _aElectronic books.
695 _aEpitaxial layers
695 _aExcitons
695 _aNitrogen
695 _aRadiative recombination
695 _aSilicon carbide
695 _aTemperature measurement
710 2 _aIEEE Xplore (Online Service),
_edistributor.
710 2 _aMIT Press,
_epublisher.
776 0 8 _iPrint version:
_z9780262028776
830 0 _aPlatform studies.
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=7109418
999 _c39683
_d39683