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Console Wars: Sega, Nintendo, and the Battle that Defined a Generation Hardcover – May 13, 2014
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NOW A CBS ALL ACCESS FILM, PRODUCED BY SETH ROGEN AND EVAN GOLDBERG
A BEST BOOK OF THE YEAR: NPR, Slate, Publishers Weekly, Goodreads
Following the success of The Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry.
In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.
The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.
Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It’s the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.
- Print length576 pages
- LanguageEnglish
- PublisherIt Books
- Publication dateMay 13, 2014
- Dimensions6 x 1.7 x 9 inches
- ISBN-100062276697
- ISBN-13978-0062276698
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A riveting story full of colorful characters… a fascinating, illuminating history… an essential read. — Publishers Weekly (starred review)
A highly entertaining behind-the-scenes thriller. — Kirkus Reviews
It’s far and away one of the best non-fiction books I’ve ever read. — Forbes
Like the pixels that together create a larger picture, Harris presents the various elements of the business in vivid color...remarkably detailed and fast paced. — Booklist
Fast, fluid, and startingly accessible. — Entertainment Weekly
A fast-paced page-turner...it’s exciting to finally get a no-holds-barred account of a history that has largely been kept secret from the public eye. — Wired
A must-read. Period. — IGN
From the Back Cover
A mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the videogame industry—in development as a feature film from Sony Pictures
In 1990, Nintendo had a virtual monopoly on the videogame industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But all that would change with the arrival of Tom Kalinske, a former Mattel executive who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat, and bold ideas of his renegade employees, completely transformed Sega and led to a ruthless, David-and-Goliath showdown with Nintendo. Little did he realize that Sega's success would create many new enemies and, most important, make Nintendo stronger than ever.
The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and school yards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the United States against Japan.
Based on more than two hundred interviews with former Sega and Nintendo employees, Console Wars is the tale of how Tom Kalinske miraculously turned an industry punch line into a market leader. Blake J. Harris brings into focus the warriors, the strategies, and the battles and explores how they transformed popular culture forever. Ultimately, Console Wars is the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, give birth to a sixty-billion-dollar industry.
About the Author
Blake J. Harris is the bestselling author of History of the Future and Console Wars, which is now a CBS All Access feature film by Seth Rogen and Evan Goldberg. He has written for ESPN, IGN, Fast Company, The Huffington Post, /Film and The AV Club. He is also a regular guest on Paul Scheer’s How Did This Get Made? podcast, where every week he interviews some the biggest names responsible for some of the worst movies ever made. Harris lives in New York with his wife.
Product details
- Publisher : It Books (May 13, 2014)
- Language : English
- Hardcover : 576 pages
- ISBN-10 : 0062276697
- ISBN-13 : 978-0062276698
- Item Weight : 1.72 pounds
- Dimensions : 6 x 1.7 x 9 inches
- Best Sellers Rank: #90,393 in Books (See Top 100 in Books)
- #39 in Entertainment Industry
- #84 in Social Aspects of Technology
- #169 in Company Business Profiles (Books)
- Customer Reviews:
About the author

Blake J. Harris is the two-time bestselling author of Console Wars: Sega, Nintendo and the Battle that Defined a Generation (2014) and The History of the Future: Oculus, Facebook and the Revolution that Swept Virtual Reality(2019). His first book, Console Wars, is currently being adapted for television by Legendary Entertainment, and producers Seth Rogen & Evan Goldberg and Scott Rudin; in addition to serving as an executive producer on the adaptation, Harris also co-directed the CONSOLE WARS documentary (2020).
Harris has written pieces for Fast Company, ESPN, /Film, Complex and a variety of other publications.
He is currently working on his third book right now: a biography about the great Larry David.
Customer reviews
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Learn more how customers reviews work on AmazonCustomers say
Customers find the book worth reading, fun, and valuable. They also say it's filled with great stories and information. Readers describe the look as fascinating, eye-opening, and charming. However, some feel the content is a waste of good subject matter with unrelated content. Opinions are mixed on the writing style, with some finding it well-written and drawing them in, while others say it's poorly written and annoying.
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Customers find the book worth reading, fun, and interesting. They say it's valuable and shows Nintendo's amazing sense of persistence. Readers also mention the technology and corporate shenanigans are solid.
"...Even with a grain of salt for that it's a fantastic read...." Read more
"...information and voluminous research this book does contain is incredibly valuable, and makes for a truly rewarding read...." Read more
"...Anyway, a fantastic book that will stir up your greatest childhood memories and pull back the curtain on the Wizards of these great lands in Oz." Read more
"This book was a great read. I was really young at the time of the Sega Genesis and Super Nintendo...." Read more
Customers find the book filled with great stories. They say it's entertaining and interesting to get a behind-the-scenes look at something. Readers also mention the book feels like a page-turning thriller and stirs up their greatest childhood memories.
"...book covers a massive amount of content in a very easy-going, novel-narrative style...." Read more
"...Anyway, a fantastic book that will stir up your greatest childhood memories and pull back the curtain on the Wizards of these great lands in Oz." Read more
"...Blake Harris' in-depth research, writing style, and overall narrative truly make this reading experience that much more enjoyable...." Read more
"...I liked it both as a business book and as a piece of nostalgia. I am very much looking forward to the documentary and feature film." Read more
Customers find the information in the book great, fascinating, and well-researched. They say it gives some necessary perspective on the business and industry mindsets going into the era. Readers also mention the book provides subtle hints about how and when not to run a business.
"...I say pick this book up for a good history lesson, or if you were young during the 90's and curious about what 2 video game giants did to win the..." Read more
"...And this book offered some great insights as to how these brilliant marketers worked to influence my purchasing decisions and take so much of my..." Read more
"...This gives some necessary perspective on the business and industry mindsets going into the new generation of gaming kicked off by the NES that..." Read more
"...this is immensely entertaining and informative." Read more
Customers find the book fascinating, eye-opening, and charming. They say it's entertaining and colorfully flowing. Readers also appreciate the nice dust jacket and soft touch coating. Overall, they describe the book as an excellent view of the great era of video games and a comprehensive view of the landscape of the home console industry.
"...This is a detailed and far-reaching look at how video games went from a failed toy in the 70's to dominant media in 2000, and how influential just..." Read more
"...While the first two thirds are well paced and fascinating, the last third is by far the weakest feeling drown out by its constant use of full length..." Read more
"...When the book arrived I noticed the great printing job, nicely designed dust jacket and the soft touch coating that gave the cover that nice, “suedey..." Read more
"...to Sony's emergence as a console giant, this is a fairly comprehensive view of the landscape of the home console industry of the 90s, and touches on..." Read more
Customers have mixed opinions about the writing style of the book. Some mention it's well-written and draws them in, while others say the dialogue is poorly written and awkward.
"...Blake Harris' in-depth research, writing style, and overall narrative truly make this reading experience that much more enjoyable...." Read more
"...The fictionalized dialog can get a little awkward at times, but it doesn't detract from the whole...." Read more
"...This book is told in a VERY similar format and I happen to LOVE it!..." Read more
"...more engaging than Sheff's reserved style for some, but I found it distracting and a little gratuitous...." Read more
Customers have mixed opinions about the pacing of the book. Some mention it's well-paced and fast for fans of video game history, while others say it's slow and tiring as the book goes along.
"...This gave Sheff's book a journalistic crackle, keeping the pace moving, the flow of information constant, and the level of authorial distance..." Read more
"...with tons of flashbacks which feel like double flashbacks, jumping around time, segwaying into personal scenes, focusing on scenes unrelated to the..." Read more
"...The industry seemed simple and fast paced. Smaller and easier to make games for and this is told subtly through the book...." Read more
"...While the first two thirds are well paced and fascinating, the last third is by far the weakest feeling drown out by its constant use of full length..." Read more
Customers have mixed opinions about the character development. Some mention the characters are well-developed and real, with lots of personality. Others say that Harris is too enamored with his characters and frequently ascribes heroic motivations.
"...The dialogue is created to reflect the personalities and is not from record, but created...." Read more
"...Kalinske makes a compelling protagonist, and the dynamics of the relationships with both his allies and his opponents are interesting and complex...." Read more
"...Characters seemed ridiculous, hollow, infantile, and cardboard cutouts of even the worst of the worst of people in society..." Read more
"...the book goes a bit too far into melodrama, but it never looses track of the core character that helped raise up Sega...." Read more
Customers find the content wasteful, extraneous, and non-relevant. They say it's boring, with too much telling and not enough showing. Readers also mention the book is entertaining but not as memorable as Game Over.
"...Irrelevant detail often gets in the way of what's interesting and entertaining about the information...." Read more
"...The book is organized in a weird way and is not chronological- with tons of flashbacks which feel like double flashbacks, jumping around time,..." Read more
"...So in a nutshell, this book is a huge mess...." Read more
"...There is so much extraneous and non-relevant stuff here. And I don’t really care about any of the characters' personal lives...." Read more
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If you didn't play video games in the 90s this might not have much for you. But, if you did, this is the story of how all that business came together.
The book covers a massive amount of content in a very easy-going, novel-narrative style. It covers Nintendo's entrance into the long-dead video game market, then Sega's weak early attempts to compete, and then chronicles the entire business of video games developing into the modern era. The scandals that took them to senate hearings- and the ratings system that they had to create- are huge parts of the story.
Sega is the main character of the book- or rather, Sega of America President Tom Kalinske, who is given the difficult job in the first chapter and leaves it in the last. Kalinske was clearly the biggest influence on the research, because it's primarily from his point of view.
Nintendo isn't a villain, mind you- plenty of the story is dedicated to the massive work they put into creating an industry that had ceased to exist after the Atari crash. Their on/off relationship with Sony and the creation of the Playstation also play a large role.
In the end the villain is Sega of Japan, who seem to grow more and more resentful of Sega of America's eclipsing success while they struggled at home. The book paints a picture of a jealous, even bigoted Sega of Japan that undermines SOA at every step. How much is hard truth and how much is Kalinske's own memoirs of it is impossible to say.
Even with a grain of salt for that it's a fantastic read. The stretch of time from 1985 to 1995 was chaos for video games, and this book takes that history and spins it, Mad Men or Moneyball-style, as the trials and tribulations of a small group of marketing and designing underdogs. In the course of the story Sega goes from a struggling upstart with 5% control of the games market to a powerhouse with 55%... only to lose it all just as quickly. If you ever wondered why Sega went from being on top of it all to last place, the answers are here.
The fictionalized dialog can get a little awkward at times, but it doesn't detract from the whole. This is a detailed and far-reaching look at how video games went from a failed toy in the 70's to dominant media in 2000, and how influential just a handful of people were to it.
Sheff's Game Over contained very little conversational dialogue. He wrote his book like a reporter: documenting scenes and incidents by describing the people and particulars involved, the content of what they said, and the effect of their interactions. His book was full of individual quotes, but the large majority of them were presented matter-of-factly as accounts made by the subject either directly to the author in interview, or to another source of record which Sheff was citing. In-scene "dialogue" was used sparingly, and mostly limited to short lines that reflected exactly what was known by the subject or other observers to have been said, or something very close to it. This gave Sheff's book a journalistic crackle, keeping the pace moving, the flow of information constant, and the level of authorial distance removed enough that the reader always maintained a panoramic view of the bigger picture, and didn't get bogged down in superfluous, artificial detail.
In contrast, Harris's book is written like a screenplay, with full "scenes" that progress via elaborate, lengthy dialogues between "characters", while novel-esque, detailed stage directions record their precise movements and interior thoughts, all of which can only have been manufactured by the author (as he himself loosely admits in his author's note) based on the factual framework of an interaction that did occur. Where Game Over was a documentary, this book is much more a historical re-enactment. It's obvious that Harris already had a film in mind when he was writing, and the cinematically styled sharp, pithy dialogue (or at least, attempts at such), and conversational set-ups and payoffs were designed to translate easily to the eventual film. This may make the book more engaging than Sheff's reserved style for some, but I found it distracting and a little gratuitous. Irrelevant detail often gets in the way of what's interesting and entertaining about the information.
That said, the information and voluminous research this book does contain is incredibly valuable, and makes for a truly rewarding read. The saga of the Sega and Nintendo battle in the US is as fascinating and provoking as any story the business world has to offer, and there's more than a little tragedy in seeing how Tom Kalinske and Sega of America were able to achieve a brilliant and improbable success, only to be cut off at their knees, in the end, by Sega of Japan. The often clumsily overwritten "reconstructed" dialogue by Harris makes me doubt I'd be interested in any fiction of his, but this particular subject matter is rich enough that my issue with his authorial indulgences is just a quibble. This is by all means a book worth reading.
Top reviews from other countries
En este libro se nos cuenta la historia de la guerra que libraron Sega of America y Nintendo of America, sí, pero desde el punto de vista y en la época en la que Tom Kalinske fue CEO de Sega America.
Lo primero decir que resulta muy fácil de leer a pesar de lo denso del tema porque está novelizado en cierta medida, produciendo un movimiento narrativo que no se suele ver en libros de historia o biográficos.
Lo segundo, es la historia de una batalla entre Sega y Nintendo pero circunscrita a EEUU: se tocan Europa y Japón de un modo tangencial, solamente cuando entran en contacto con EEUU.
Lo tercero, si te interesa la historia de la tecnología, de los videojuegos y/o el marketing, este es tu libro. Digo y/o porque no son excluyentes: aprendes un montón de cosas sobre branding y sobre las técnicas de publicidad que vemos aplicar hoy en día, no sólo sobre tecnología y videojuegos.
Es un libro que merece la pena en cuanto a contenido (no sobra nada, todo añade al contexto y a la comprensión) y en cuanto a redacción (muy entretenido y ágil de leer. Pese al tamaño no se hace para nada pesado).
Los peros: el final, un poco precipitado, pero lógico habida cuenta que se centra en Mr Kalinske, y el formato de página, aprovechada al máximo y que no deja prácticamente márgenes (eso sí, el tamaño de letra es más que correcto para una lectura cómoda).
Más que recomendable si te interesa el tema.
La lettura è veramente interessante e resa divertente da aneddoti divertenti e personaggi accattivanti.
E' anche uno spaccato su marketing e brand management negli anni 90.
Consigliato!
It was very interesting to witness firsthand how two companies (a US subsidiary and a Japanese parent) which supposedly have the common goal in mind act differently. It applies to both Sega and Nintendo.
Instead of harnessing the opportunities offered by having people from diverse backgrounds on the team, they practically killed each other in silence.
2. Offers insights into the difficulties that a latecomer faces in the market
Sega came in late and Sony came later than Sega. However, at the end of the day, only Sega seems to have left behind. You would get the idea why this happened by reading this book and how to overcome it.










