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Console Wars: Sega, Nintendo, and the Battle that Defined a Generation Hardcover – May 13, 2014

4.4 4.4 out of 5 stars 3,719 ratings

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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.

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Editorial Reviews

From Booklist

*Starred Review* At the dawn of the 1990s, Nintendo was the Goliath of the video-game industry. The company’s strictures on third-party development and its policy of understocking retailers contributed to the stranglehold on the market. But Tom Kalinske, who had rejuvenated Barbie and created He-Man for Mattel, was about to change that as the president and CEO of Sega. Like the pixels that together create a larger picture, Harris presents the various elements of the business in vivid color, from research and development to marketing, to show how Sega went from a joke to a market leader in just a few years. Along the way, Harris reveals the forces behind such decisions as Nintendo changing red blood to gray sweat in Mortal Kombat; the origin story of the nickname for Sonic’s sidekick, Tails; and even how Mario was supposed to be a certain spinach-guzzling sailor, in a manner that will engage both Gen X gamers and business-minded readers. Harris defines the players immediately, honing in on their most notable characteristics, and puts the reader in the thick of the meetings and deal-making with a confidence stemming from hundreds of interviews. Pegged for both documentary and feature-film adaptations, Console Wars is remarkably detailed and fast paced, pitting speedy Sonic against more-of-the-same Mario in a blow-by-blow account of the battle for supremacy in the burgeoning video-game industry. --Bridget Thoreson

Review

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

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
  • Customer Reviews:
    4.4 4.4 out of 5 stars 3,719 ratings

About the author

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Blake J. Harris
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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

4.4 out of 5 stars
3,719 global ratings

Customers say

Customers find the book worth a read, providing a detailed background of the Sega/Nintendo console wars of the late 1990s. They also say the storyline is filled with great stories and well expressed ambition. Readers say the book offers great insights into how brilliant marketers worked and a story of leadership and friendship. However, some customers feel the detail level is wasteful, with a lot of telling and little showing. Opinions are mixed on the writing quality, with some finding it well written and entertaining, while others find it poorly written and distracting.

AI-generated from the text of customer reviews

232 customers mention "Readability"222 positive10 negative

Customers find the book engaging, exciting, and valuable. They also say it provides a detailed background of the Sega/Nintendo console wars of the late 1980s. Readers also appreciate the great printing job, nicely designed dust jacket, and soft touch coating.

"...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

"...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

157 customers mention "Storyline"138 positive19 negative

Customers find the storyline interesting, stirring up their greatest childhood memories. They also say the major players make the book feel like a page-turning thriller. Customers also say ambition feels exciting and well expressed.

"...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

"...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

"...Blake Harris' in-depth research, writing style, and overall narrative truly make this reading experience that much more enjoyable...." Read more

78 customers mention "Content"78 positive0 negative

Customers find the book offers great insights into how brilliant marketers worked. They also say the references are spot on, and the pacing is good. Readers describe the book as a great read on business, strategy, history, and inspiration on a personal level. They mention the observations are authentic, and that the story is engaging and inspiring on s personal level, with a story of leadership and friendship.

"...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

19 customers mention "Pace"14 positive5 negative

Customers find the book well-paced, entertaining, and a quick read. They also mention that the last third is non-stop action.

"...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

"...The industry seemed simple and fast paced. Smaller and easier to make games for and this is told subtly through the book...." 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

"...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

114 customers mention "Writing quality"63 positive51 negative

Customers are mixed about the writing quality. Some find the narrative well written and entertaining, with great descriptions and full characterization. They also say the author is a great writer. However, others find the content unrelated, poorly written sentences, and abysmal dialogue that starts to annoy them about 150-200 pages in. They mention the book contains specific quotes that are distracting and gratuitous.

"...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

13 customers mention "Characters"9 positive4 negative

Customers have mixed opinions about the characters in the book. Some find them well developed and real, while others say they seem ridiculous, hollow, infantile, and cardboard cutouts.

"...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

36 customers mention "Detail level"5 positive31 negative

Customers find the detail level of the book irrelevant, shallow, and overly drowned out. They also say it's not a straight history book, with too much marketing and business stuff. Readers also mention that the book contains extensive dialogs and details throughout that read more like a fictional book than a true story.

"...Irrelevant detail often gets in the way of what's interesting and entertaining about the information...." Read more

"...In conclusion, this is not a straight history book- it is a tribute to Tom Kalinske; there are even many personal scenes where Tom is with his..." 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

Bought “Very Good”; received “Very Poor”.
2 out of 5 stars
Bought “Very Good”; received “Very Poor”.
I bought this book that was categorized as “Very Good” and I have to say that it is probably a low grade good to near acceptable. The back of the book is just about separated from the spine. There’s soiling on some of the pages in & outside of the book. The dust jacket has some very noticeable wear to it. I wish some of these defects were mentioned in your discripton but sadly they were not. I will probably not purchase a book from this seller again. Very disappointed in their quality and miscatagorizing conditions of books. Please do everyone a favor and put a description down so people know what they are getting.
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Top reviews from the United States

Reviewed in the United States on September 9, 2015
Loved it. Absolutely loved it. But then again, I was a diehard Sega kid growing up.

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.
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Reviewed in the United States on May 19, 2014
Console Wars largely chronicles the period between 1989 and 1995, when Sega battled Nintendo for dominance in the home console market, ending as Sony displaces Sega in the 32-bit era as Nintendo's main competitor. In a sense, it does serve as a sort of sequel to David Sheff's gold-standard account in "Game Over" of the rise of Nintendo in the 80's, which left off at the point where Sega's Genesis had just started to get a serious foothold in the market. However, the styles in which the two authors approach their subjects are very different, and it's interesting to compare them.
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.
88 people found this helpful
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Top reviews from other countries

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Armando Guerrero Ramos
5.0 out of 5 stars Buena calidad
Reviewed in Mexico on January 29, 2020
Me llego sin ningún rasguño o golpe, me gusta que esta en inglés así que me ayudara a reforzar mi inglés. No pensé que fuera de tantas paginas pero eso no me molesta, así que si te gustan los videojuegos amaras un libro de videojuegos.
Jeremy
5.0 out of 5 stars A fascinating read
Reviewed in Canada on September 11, 2017
The story of Sega's rise and eventual fall is expertly told, with some fictional drama inserted to add spice to the facts. Even though Sega is the focal point of the book, and I was a Nintendo fanboy during the "console wars," it was very interesting seeing things from a different perspective. I have a lot more respect for Sega now, and the struggle of a few people to keep the company from tearing itself apart.
Paco
5.0 out of 5 stars "La guerra que definió una generación"
Reviewed in Spain on September 10, 2017
Esa frase viene en el título y es un gran resumen del contenido del libro.

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.
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CC May
5.0 out of 5 stars Wahnsinn!
Reviewed in Germany on April 2, 2017
Egal ob man "damals" dabei war, ob man nur teils hier und da was mitbekam oder ob das alles "vor der eigenen Zeit" passierte: Blake hat sich richtig Mühe gegeben und ein wunderschönes Werk erschaffen, in das ich durch und durch eintauchen konnte als wäre ich dabei gewesen. Zu jeder Situation, die beschrieben wurde, erschuf ich im Kopf den Ort, den Raum, wie es darin aussah, wie die Personen aussahen.

Zugegeben ich hatte an der einen oder anderen Stelle schon meine Mühen da manche Aussagen auf Englisch mehrmals gelesen werden möchten um verstanden zu werden oder aber weil gewisse Ausdrücke gar nicht bekannt waren. Das legte sich aber mit der Zeit da ich die im Buch verwendete Sprache recht schnell aus dem Gefühl heraus verstand.

Unabhängig davon bin ich stark verblüfft was sich hinter den Kulissen bei SEGA in all den Jahren getan hat, was viele meiner Erinnerungen aus der damaligen Konsolenzeit ergänzt und auch das eine oder andere für mich nun endlich erklären konnte. Ein wenig überraschend mag es eventuell sein, dass kaum bis kein Licht auf Nintendo in diesem Buch scheint, würde es mir aber gar nicht anders wünschen denn dieses Werk ist so wie es ist schon ein Prachtstück für sich!
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Gardus
5.0 out of 5 stars Lettura molto interessante
Reviewed in Italy on March 4, 2017
Ho vissuto da ragazzino la lotta Nintendo / Sega, proseguendo poi in adolescenza con l'arrivo di Sony.

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!