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I Am Error (The Nintendo Family Computer / Entertainment System Platform)

List Price: $40.00
SKU:
9780262534543
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25 unit(s)
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  • Product Details

    Author:
    Nathan Altice
    Series:
    Platform Studies
    Format:
    Paperback
    Pages:
    440
    Publisher:
    MIT Press (September 8, 2017)
    Language:
    English
    ISBN-13:
    9780262534543
    ISBN-10:
    0262534541
    Weight:
    20.45oz
    Dimensions:
    6" x 9.06" x 0.85"
    Case Pack:
    26
    File:
    RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260705T120006_156890254-20260705.xml
    Folder:
    RandomHouse
    List Price:
    $40.00
    As low as:
    $30.80
    Publisher Identifier:
    P-RH
    Discount Code:
    A
    QuickShip:
    Yes
    Audience:
    General/trade
    Country of Origin:
    United States
    Pub Discount:
    65
    Imprint:
    The MIT Press
  • Overview

    The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances.

    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 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.