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A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today.
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The Art of Splatoon contains 320 inkredible pages of artwork from Nintendo's splash-hit video game, including 2D and 3D illustrations of your favorite characters, maps, concept art, weapon and gear design, storyboards, sketches, hand-drawn comics . . . and that's only an inkling of what's inside. We're not squidding around: this is a must-have for all fans of Splatoon!
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"It would be a massive understatement to say that the Super Nintendo had a formidable act to follow when it arrived at the dawn of the 1990s. Nintendo's previous console the NES (or Famicom as it was known in its native Japan) enjoyed seven years of almost unrivalled dominance following its initial launch in Japan in 1983 and had almost single-handedly rehabilitated the home video game market, turning Nintendo into a household name across the globe.Focussing on the Super Famicom in Japan and the SNES across North America and Europe, SNES/Super Famicom: a visual compendium offers a visual snapshot of the best games, developers, box art and product design from across these territories. As the name suggests, the book is mainly visual; it won't be a super-detailed insight into the SNES/Super Famicom, but more a visual companion designed to stir up excitement and nostalgia for this fantastic machine and its legacy of classic games." -- provided by the publisher
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"With its cutting edge graphics and extensive catalogue of iconic games, the NES/Famicom played a huge part in the history of videogaming.Nintendo’s console stormed onto the market and immediately raised the bar with classic titles such as Donkey Kong, Super Mario Bros., Mega Man, The Legend of Zelda, Final Fantasy, Fire Emblem and many more. Over the course of its 20-year lifespan the console sold in excess of 60 million units, making Nintendo a household name, and introducing youngsters everywhere to a whole new world of characters and stories. For many, this would be a turning point in their lives, leading them to become artists, game designers and programmers. It helped to popularise manga and anime among Western gamers, and brought icons of Western culture into Japanese homes. Nintendo’s little 8-bit console changed the world of entertainment forever, and its influence cannot be overstated.NES/Famicom: a visual compendium aims to showcase the very best pixel art, box art and product design on each system. Spread over 536 pages, it features more than 170 classic games, with articles on the leading developers, interviews with key figures in the industry and mini-features on subjects such as packaging, fan art and unreleased games." -- provided by the publisher
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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 onThe 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.
Nintendo video games. --- Video games --- Design. --- Nintendo of America Inc.
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Video games industry. --- Nintendo video games --- Nintendō Kabushiki Kaisha.
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"Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world's best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history."--
Iwata, Satoru. --- Nintendō Kabushiki Kaisha. --- Nintendo video games --- Video games industry --- Leadership
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Nintendo video games --- Recreational surveys --- Video games --- Social aspects --- Psychological aspects
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Electronic games industry. --- Video games industry --- Nintendo video games. --- History. --- Nintendō Kabushiki Kaisha.
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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).
Nintendo video games --- Nintendo (jeux vidéo) --- Video games industry --- History. --- Nintendō Kabushiki Kaisha. --- Nintendo co. --- Nintendo of America Inc. --- Nintendo (jeux vidéo)
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