- Taschenbuch: 320 Seiten
- Verlag: Penguin (25. April 2013)
- Sprache: Englisch
- ISBN-10: 1591845637
- ISBN-13: 978-1591845638
- Größe und/oder Gewicht: 13,8 x 2 x 21,4 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 162.461 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
Super Mario (Englisch) Taschenbuch – 25. September 2012
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Über den Autor und weitere Mitwirkende
Jeff Ryan, a lifelong gamer, has been featured on Salon.com and All Things Considered. He reviewed over 500 video games and covered four console launches as the games editor for Katrillion, a popular dotcom-era news and entertainment Web site. He lives in Bloomfield, New Jersey.
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In diesem Buch(Mehr dazu)
Super Mario ist heute bekannter als Mickey Maus und spielt mehr Geld in die Kassen, als so manche Musikband oder Filmfranchises. Von den bescheidenen Anfängen eines japanischen Spielzeugherstellers bis zum heutigen einflussreichen milliardenschweren Unternehmen spielte der italienische Klempner stets eine Schlüsselrolle für Nintendo.
Doch was geschah hinter den verschlossenen Türen? Welche Rolle spielte gerade Hiroshi Yamauchis Schwiegersohn Minoru Arakawa, als dieser Präsident von Nintendo of America wurde? Wieso wurde Shigeru Miyamoto bei Nintendo eingestellt?
Viele dieser Fragen werden beantwortet und es ist faszinierend zu erfahren, was Nintendo vor gut 30 Jahren alles auf sich nahm, um in Übersee erfolgreich zu werden. Das kleine Lagerhaus in dem die Donkey Kong Arcade Maschinen zusammengebaut wurden, die Gerichtsverhandlung zwischen Universal und Nintendo und der Schachzug. um sich die Tetrislizenz zu sichern sind nur ein paar der vielen Themen.
Das Buch berichtet über die Zeitspanne vom ersten Donkey Kong Automaten bis zur Nintendo Wii.
Über 30 Jahre Mario Geschichte werden dabei behandelt, ebenso auch bekannte Persönlichkeiten wie Gunpei Yokoi, Horoshi Yamauchi, Shigeru Miyamoto, Satoru Iwata und und und.
Schade ist jedoch, dass sich Ryan zu oft in Rand-Trivia verstrickt.Lesen Sie weiter... ›
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The writing is clean and straightforward but far too often Ryan resorts to pop culture jokes (the intro to Sonic the Hedgehog is particularly brutal) or cultural stereotypes (in the section detailing with the creation of the first Mario arcade game are the inevitable references to yin and yang and Japanese Zen). It's a style that should be familiar to anyone who's read Wired magazine. There are also a few spelling errors sprinkled throughout the book, nothing terrible, although Konami is referred to as Komani.
As a history of Nintendo it's a worthy primer but don't expect anything as in-depth or meticulously researched as David Sheff's "Game Over: How Nintendo Conquered the World," from which "Super Mario" paraphrased a cover image and a subtitle. "Game Over" was a video game book but also a business book. At nearly 500 pages it offered a level of detail and character necessary to understand the under-scrutinized subject. Ryan too often focuses on the trivial and skates by the interesting; multiple page bios on historical footnotes like Captain Lou Albano and Billy Mitchell yet a single paragraph of background on Shigeru Miyamoto. For a more compelling look at the history of Nintendo and Miyamato, I'd first refer one to "Game Over" and "Master of Play" by Nick Paumgarten from the New Yorker.
Ryan's greatest mistake is in his disregard for any description of the actual act of playing video games. There's never any sense of what it's like to hold a controller in one's hands and play a game. Although it's safe to assume that most everyone who reads this book will have played most of the games described within, there is something missing to a book that covers such an intensely interactive activity without any mention of what it's like to participate. It's like writing a book about football and never describing what happens on the field. The other recent mainstream book about video games, last year's "Extra Lives" by Tom Bissell, details the peculiar mix of immersion and passivity that goes into playing video games as does Nicholson Baker's "Painkiller Deathstreak" from the New Yorker magazine.
It's been nearly twenty years since Sheff's book and since then there's been an explosion of innovation and expansion in the video game industry, largely undocumented by anyone other than industry trade magazines and online publications. Ryan's book is good video game journalism, but it needs to be better than that. It needs to be good journalism.
As far as the content of the book, I agree with what other reviewers have said in that the author's telling of Nintendo's history up until about the SNES, at most N64 era, is the book's strongest. For Nintendo's history after that, you're not much better off than asking a Gamestop employee for it. As for this writing style, I also felt he was trying too hard to be hip and witty and detracted from the book. To call a past Japanese NOA president "Grandpa Ojisan" (Grandpa grandpa?) and then Reggie Fils-Aime "Will Smith" was about as funny as a Hiroshima joke. But that's his writing style and I've already bought the book, and that's not what really bothered me.
What really irked me with this book is the misinformation. This book seems more like a 200 page wikipedia entry than a published work. A few mistakes is forgivable but the amount this book has makes me wonder who proof-read it. For being written by a 'life-long gamer' and focusing on Nintendo, it's amazing how he can misspell the system that was the catalyst for video games throughout the whole book - the Famicom (FAMily COMputer) not Famicon. Also, it's the DSLL (or DSXL), not DSX (it's still on store shelves for crying out loud). There's also a lot of other wrong info and misspellings, but a few standouts were claiming the original PSP had 16gb of memory built in, that the Xbox 360 and PS3 both required $100 of extra charges to play online at launch, that the original Pokemon's types were fire, water and ice (assuming he was referring to Charmander, Squirtle and Bulbasaur) or claiming that both Final Fantasy and Dragon Quest were made by Square during the N64 era.
All in all, it seems the only explanation would be that the author did much of his research with current facts, that the author wrote a history book without actually knowing too much of video game history.
This book might be ok for readers not so in-the-know about video games, but if you want more solid facts I would highly suggest reading David Scheff's "Game Over" (I believe he has an updated edition, but the original goes up to about 1993) and the recently published Nintendo Magic by Osamu Inoue. Although those two books will be at least double, maybe triple the current $16 buy-in on this book, at least you'll have real information.
1. There is a princess at the end of every four levels in Super Mario Bros.
2. You have to push a button to use the hammer in Donkey Kong
3. Bowser is the end boss in the United States' Super Mario Bros. 2.
I've heard most of the stories in this book, so it wasn't too much of an issue to me, but it makes me wonder if the things I didn't know were completely inaccurate. Additionally, for some reason people like Billy Mitchell and Captain Lou Albano get more thorough biographies than Shigeru Miyamoto.
This is just a really poor effort, and it pains me that there are so few books about Nintendo history that something like this may endure and give misinformation to future generations.
Several inaccuracies contained in this book have already been mentioned by other reviewers. Here are a few more that I've found, without having to do any research. And I haven't even finished the book yet.
In the movie "The Wizard," Christian Slater's character does not go on a road trip to the video game competition with his two brothers. Slater's character is instead with the boys' father and they are trying to catch the two boys before a hired private investigator does.
Bowser does not make an appearance as the end "boss" in Super Mario Bros. 2. It's some kind of frog or toad that you fight (I remember this from playing the game back when I was a kid. What a shame that Mr. Ryan didn't remember the same thing, assuming he ever made it that far or played the game to begin with.)
Now if you DO know your history, this book could still be a interesting read. You will know what information is incorrect. But I DO NOT recommend this book to those just starting up on their video game history.
Ok, I'm a few more chapters in. And I am starting to wonder if the author is living in another dimension playing games that had taken a different path in development. Samus Arau is the heroine of Metroid? Yoshi starts out small, and needed to be made bigger by gulping down enemies?
I am starting to get frustrated now. How can this guy write a book with so many things that are so wrong. And claim to be a lifelong gamer? Why didn't I ever think to write a book about something I seem to know nothing of and make some money?
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