000 | 03320nam a2200505 i 4500 | ||
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001 | 8029871 | ||
003 | IEEE | ||
005 | 20190220121653.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 171107s2017 mau ob 001 eng d | ||
010 | _z 2016055172 (print) | ||
020 |
_a9780262341493 _qelectronic |
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020 |
_z9780262036566 _qhardcover : alk. paper |
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035 | _a(CaBNVSL)mat08029871 | ||
035 | _a(IDAMS)0b00006485ed4460 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.32 _b.A76 2017eb |
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082 | 0 | 0 |
_a794.809 _223 |
100 | 1 |
_aArsenault, Dominic, _eauthor. |
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245 | 1 | 0 |
_aSuper Power, Spoony Bards, and Silverware : _bthe Super Nintendo Entertainment System / _cDominic Arsenault. |
264 | 1 |
_aCambridge, Massachusetts : _bThe MIT Press, _c2017. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2017] |
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300 | _a1 PDF (x, 266 pages). | ||
336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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490 | 1 | _aPlatform studies | |
504 | _aIncludes bibliographical references (pages 203-220) and index. | ||
505 | 0 | _aIntroduction: Welcome to the Dark Side -- Establishing the Nintendo Economic System (NES) -- Preparing for Launch -- And Now You're Playing with Power of Super Power -- Beyond Bits and Pixels: Inside the Technology -- The Race to 3D -- The American Video Game Renessance -- The CD-Rom That Would Not Be -- Conclusion: Silver Linings and Golden Dawns. | |
506 | _aRestricted to subscribers or individual electronic text purchasers. | ||
520 |
_a"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 the ReNESsance (1985-1990) all the way down to the Nintendo Dark Age (1996-2006)" -- _cProvided by publisher. |
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530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | _aDescription based on PDF viewed 11/07/2017. | ||
610 | 2 | 0 | _aNintend�o Kabushiki Kaisha. |
610 | 2 | 0 | _aNintendo of America Inc. |
650 | 0 |
_aNintendo video games _xHistory. |
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650 | 0 |
_aVideo games industry _xHistory. |
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655 | 0 | _aElectronic books. | |
710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. |
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710 | 2 |
_aMIT Press, _epublisher. |
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830 | 0 | _aPlatform studies | |
856 | 4 | 2 |
_3Abstract with links to resource _uhttp://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8029871 |
999 |
_c39775 _d39775 |