001412390 000__ 03363cam\a2200481Ii\4500 001412390 001__ 1412390 001412390 003__ MaCbMITP 001412390 005__ 20240325105222.0 001412390 006__ m\\\\\o\\d\\\\\\\\ 001412390 007__ cr\un\nnnunnun 001412390 008__ 150508s2015\\\\maua\\\\ob\\\\001\0\eng\d 001412390 020__ $$a0262328399$$q(electronic bk.) 001412390 020__ $$a9780262328395$$q(electronic bk.) 001412390 035__ $$a(OCoLC)908632004 001412390 035__ $$a(OCoLC-P)908632004 001412390 040__ $$aOCoLC-P$$beng$$epn$$cOCoLC-P 001412390 050_4 $$aGV1469.32 001412390 08204 $$a794.8$$223 001412390 1001_ $$aAltice, Nathan. 001412390 24510 $$aI am error :$$bthe Nintendo family computer/entertainment system platform /$$cNathan Altice. 001412390 264_1 $$aCambridge, Massachusetts :$$bThe MIT Press,$$c[2015] 001412390 300__ $$a1 online resource (xii, 426 pages) :$$billustrations. 001412390 336__ $$atext$$btxt$$2rdacontent 001412390 337__ $$acomputer$$bc$$2rdamedia 001412390 338__ $$aonline resource$$bcr$$2rdacarrier 001412390 4901_ $$aPlatform studies 001412390 506__ $$aAccess limited to authorized users. 001412390 520__ $$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. 001412390 588__ $$aOCLC-licensed vendor bibliographic record. 001412390 61020 $$aNintendo of America Inc. 001412390 650_0 $$aNintendo video games. 001412390 650_0 $$aVideo games$$xDesign. 001412390 650_0 $$aCulture$$xStudy and teaching. 001412390 653__ $$aGAME STUDIES/Game History 001412390 653__ $$aDIGITAL HUMANITIES & NEW MEDIA/New Media History 001412390 653__ $$aCULTURAL STUDIES/Popular Culture 001412390 655_0 $$aElectronic books 001412390 852__ $$bebk 001412390 85640 $$3MIT Press$$uhttps://univsouthin.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/9484.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001412390 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001412390 909CO $$ooai:library.usi.edu:1412390$$pGLOBAL_SET 001412390 980__ $$aBIB 001412390 980__ $$aEBOOK 001412390 982__ $$aEbook 001412390 983__ $$aOnline