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"Game Over...is ultimately less absorbing than 'Tetris' but not by much. The opening chapter alone stuns us... A fascinating insider's loook into the Nintendo juggernaut."(Wall Street Journal) -- The New York Times
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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.
My favourite sub-plot must have been how Atari managed to illegally get access of Nintendo's technology through the Copyright Office, the department meant to preserve intellectual property in the first place. If nothing else, it showed the fallibility of the legal system and the craftiness and desperation of the video-games companies.
My only complaint is that the author has not come up with a newer edition that charts Nintendo's progress in the last few years especially with phenomenal hits like Pokemon that Nintendo has come up with. Also, the impact of PS2 from Sony on Nintendo will make interesting reading. I would definitely like to know about those developments.
All in, it was a thoroughly enjoyable book. I recommend this book to anyone interested in the industry of video games. I also recommend it to Nintendo fans or managers and entrepreneurs who want to know more about growing new products and companies. I am confident that even picking one tip from the book is worth the time reading it.
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