000 | 04006nam a2200625 i 4500 | ||
---|---|---|---|
001 | 7109418 | ||
003 | IEEE | ||
005 | 20220712204841.0 | ||
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. _924640 |
|
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. _924641 |
610 | 2 | 0 |
_aNintendo of America Inc. _924641 |
650 | 0 |
_aVideo games _xDesign. _94792 |
|
650 | 0 |
_aNintendo video games. _924642 |
|
655 | 0 |
_aElectronic books. _93294 |
|
695 | _aEpitaxial layers | ||
695 | _aExcitons | ||
695 | _aNitrogen | ||
695 | _aRadiative recombination | ||
695 | _aSilicon carbide | ||
695 | _aTemperature measurement | ||
710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _924643 |
|
710 | 2 |
_aMIT Press, _epublisher. _924644 |
|
776 | 0 | 8 |
_iPrint version: _z9780262028776 |
830 | 0 |
_aPlatform studies. _921418 |
|
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=7109418 |
942 | _cEBK | ||
999 |
_c73424 _d73424 |