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Game Over Press Start To Continue [Paperback]

David Sheff (Author)
4.6 out of 5 stars  See all reviews (47 customer reviews)


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Book Description

0966961706 978-0966961706 April 15, 1999
The riveting story of Nintendo's conquest of the interactive entertainment industry offering true tales filled with cocky arrogance, confidence and international intrigue that rival any novel. Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.


Editorial Reviews

Review

Irresistable...almost as hypnotic as a successful video game. " An intriguing potrait of what it takes to succeed in today's competitive computer industry." (Washington Post Book World)

"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

About the Author

David Sheff's articles have appeared in Playboy, Rolling Stone, The Observer, and Foreign Literature(in Russia), among other publications, and on National Public Radio's All Things Considered. His book The Playboy Interviews with John Lennon and Yoko Ono was a Literary Guild Selection. Sheff lives in Northern California with his wife, Karen Barbour, and son, Nicolas.

Product Details

  • Paperback: 494 pages
  • Publisher: Cyberactive Media Group Inc/Game Pr (April 15, 1999)
  • Language: English
  • ISBN-10: 0966961706
  • ISBN-13: 978-0966961706
  • Product Dimensions: 7.7 x 5.1 x 1.2 inches
  • Shipping Weight: 14.4 ounces
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (47 customer reviews)
  • Amazon Best Sellers Rank: #168,087 in Books (See Top 100 in Books)

More About the Author

DAVID SHEFF's books include Game Over, China Dawn, and All We Are Saying. His many articles and interviews have appeared in the New York Times, Rolling Stone, Playboy, Wired, Fortune, and elsewhere. His piece for the New York Times Magazine, My Addicted Son, won an award from the American Psychological Association for Outstanding Contribution to Advancing the Understanding of Addiction. It led to his #1 New York Times Best Seller, Beautiful Boy, which was named the best nonfiction book of 2008 by Entertainment Weekly. Beautiful Boy was also an Amazon Best Book of 2008. Sheff and his family live in Inverness, California.

 

Customer Reviews

47 Reviews
5 star:
 (33)
4 star:
 (11)
3 star:
 (2)
2 star:    (0)
1 star:
 (1)
 
 
 
 
 
Average Customer Review
4.6 out of 5 stars (47 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

10 of 10 people found the following review helpful:
5.0 out of 5 stars If I had a nickel for every reference..., November 26, 2000
...I'd be worth almost as much as M. Arakawa. This book has been referenced many, many times in various articles. If some reporter needs a "secret" fact about Nintendo, they'll turn to this book. "Did you know the president of Nintendo of America has a tendency to fall asleep?" and so on. Of course, this book is worthy of all that referencing, as it is one interesting tale of a pretty interesting, if not secretive, company. If you're interested in knowing a little more about what *really* was the cause of some of the biggest video games in history, this is one source of knowledge. The best part about the book is, if you're a fan of Nintendo (or video games in general) , this book will grab your attention and not let go. For as much of the book is spent on Tetris, it's all that more interesting. Hearing about secret meetings in Communist-run facilities, with these guys from little video game companies running back and forth and deceiving these Russians who don't know what kind of hit they have on their hands... it's James Bond-level stuff! A great read!
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11 of 12 people found the following review helpful:
5.0 out of 5 stars Fascinating and unusually intimate, November 27, 2000
By 
This review is from: Game Over Press Start To Continue (Paperback)
How Sheff (and Eddy) got this kind of info may never be fully revealed, but this book is positively required reading for anybody even remotely interested in how the game business really works. At times, it reads like a spy novel--the intrigue revealed in the battle over the rights to Tetris could stand as its own adventure--and reveals many personal details about how Nintendo went from a humble family-owned playing card company (!) to one of the most powerful digital entertainment brands in the world. The book doubles as a brief history of video gaming in general, making it absolutely indispensable.
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11 of 12 people found the following review helpful:
5.0 out of 5 stars Excellent Book, June 16, 2000
I was caught up in the Pokemon craze for a while and when I came across this book about Nintendo, the game company that distributed the game, I just had to read it. I was not to regret it.

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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