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Game Over: How Nintendo Conquered The World Paperback – Mar 29 1994


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Product Details

  • Paperback: 451 pages
  • Publisher: Vintage; Reprint edition (March 29 1994)
  • Language: English
  • ISBN-10: 0679736220
  • ISBN-13: 978-0679736226
  • Product Dimensions: 19.8 x 13.2 x 2.5 cm
  • Shipping Weight: 363 g
  • Average Customer Review: 4.9 out of 5 stars  See all reviews (14 customer reviews)
  • Amazon Bestsellers Rank: #848,875 in Books (See Top 100 in Books)


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Format: Paperback
This book has been called the bible of the videogame industry. It is a great book with the unforgettable stories of Alexy Pajitnov of Tetris fame and Miyamoto of Super Mario, Zelda, etc. This book reflects the best of the gaming world because it honors the masters.
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By A Customer on Jan. 12 2002
Format: Paperback
I reread this book once a year and because I am in the video-game business and I want to be reminded of what is important-- the art of the games.
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Format: Paperback
...I'd be worth almost as much as M. Arakawa. This book has been referenced many, many times in various articles. If some reporter needs a "secret" fact about Nintendo, they'll turn to this book. "Did you know the president of Nintendo of America has a tendency to fall asleep?" and so on. Of course, this book is worthy of all that referencing, as it is one interesting tale of a pretty interesting, if not secretive, company. If you're interested in knowing a little more about what *really* was the cause of some of the biggest video games in history, this is one source of knowledge. The best part about the book is, if you're a fan of Nintendo (or video games in general) , this book will grab your attention and not let go. For as much of the book is spent on Tetris, it's all that more interesting. Hearing about secret meetings in Communist-run facilities, with these guys from little video game companies running back and forth and deceiving these Russians who don't know what kind of hit they have on their hands... it's James Bond-level stuff! A great read!
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Format: Paperback
As already discussed in other reviews, without question, this book tells a vivid and interesting story of the Nintendo. I want to offer my viewpoint as a software designer. This book has given me much insight and inspiration because it also provides a clear narration of the experience of the designers behind many of the most popular games. In other words, how they came up with the ideas of these games. This book mentions the adventurous childhood experience of Sigeru Miyamoto to wander into new places without a map. The feeling of surprise of him to find invisible doorways to new worlds has led him to the creation of the "Super Mario World". Another story is about the mathematician Alexey Pajitnov in Soviet Union. His interest and dedication to geometric puzzle has inspired him to invent the game "Tetris". These stories are clearly mentioned in this book, and have excited and inspired me deeply as a software designer. Surely, in no doubt, I would recommend this book to you, even if you are not a designer.
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By Leng Ho Keat on June 16 2000
Format: Paperback
I was caught up in the Pokemon craze for a while and when I came across this book about Nintendo, the game company that distributed the game, I just had to read it. I was not to regret it.
The author had an easy style, one that merged dry facts with a fair amount of story telling. He also managed to throw in suspense at regular intervals, just like a novel. But that is what makes this book, in my opinion, an excellent one. There are serious lessons in business to be learned from this book, yet the author managed to tell it in a easily digestible style. Perhaps, it has got to do with his extensive experience in writing articles for magazines.
While it detailed the history of Nintendo and how it rose from a humble card-making operation to the dominant player in the world of video-games, I was more impressed with the management lessons that could be learned from the marketing genius of the company. Yamauchi, the person behind Nintendo, was clearly an astute businessman in his own right. While not as famous as the late Morita, he clearly has a place among the very best of Japanese businessmen in the 1980s.
The book also revealed the legal and social environment of the 1980s and early 1990s. In a country like America where litigation can be considered a profit centre of a large corporation, Nintendo was faced with several legal suits that could potentially cost it millions of dollars, including the possibility of bankruptcy. Coupled with the fact that America at that time was also faced with one of the largest trade deficits with Japan and Japan-bashing was the call of the day, how Nintendo managed to survive those years was another interesting sub-plot in the book.
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Format: Paperback
I picked this one up in the bargain bin of a local bookstore recently, and figured that it would be an interesting look at the company behind so many hours of my entertainment when I was a kid.
I was surprised to find a very interesting, well written, and in-depth book talking about all the major players in the industry, from the executives of Nintendo to the game designers at the individual software houses.
This book is a great deal of fun and you always want to see what's going happen next. Sheff makes it so dramatic that you wonder whether he's making it all up because its almost too good to be true.
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Format: Paperback
Great book - couldn't put it down. Remarkably bought it at a used book store for $2. Sheff does a really good job at detailing the intricacies of intellectual property and licensing behind Nintendo.
Bottom line is that Howard Lincoln architected some of the winningest deals that made Nintendo the force it now is. Good excercise in co-opetition or game theory.
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