
I Am Error
The Nintendo Family Computer / Entertainment System Platform
MIT Press · Print & ebook · September 8, 2017
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances.
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- Who it’s for
- A close look at how the NES’s technical limits shaped what games could express.
- Themes
- Nintendo platform history, Video game engineering, Japanese-to-U.S. game adaptation
- Genres
- History of Computing, Games, Game Dev
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The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In 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.
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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.
Code Meets Silicon
A close look at how the NES’s technical limits shaped what games could express.
Come here for
- The engineering behind a defining cartridge-based platform
- A useful bridge between hardware design and game culture
Expect
- Detailed attention to programming, architecture, and sound
- A history spanning Famicom origins, NES adaptations, and emulation
Where it sits
| Games | 46% |
|---|---|
| Game Dev | 34% |
| History of Computing | 34% |
Percentages are BookFrontier’s reading of the book.
Publisher categories
- Game Dev
- Games
- Authors
- Nathan Altice
- Publisher
- MIT Press
- Published
- September 8, 2017
- Format
- Print & ebook
- Theme
- Nintendo platform history · Video game engineering · Japanese-to-U.S. game adaptation
- Reading lane
- Game Dev