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 Game Over
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An overview of the history of Nintendo, one of the most influential companies in
the video game industry. Traces the company from its beginnings as a playing
card manufacturer to the heights of its popularity, when its video game consoles
were in practically every home across the world. New chapters continue the
story into the PlayStation era, when Nintendo's dominance was surpassed by the
international conglomerate Sony.

Game Over is the story of a company. If you have ever read a corporate
history, you know that they generally do not make scintillating reading. But
author David Sheff has done something impressive. He has taken the hard
corporate world and put a human identity to it. While there is plenty of hard
information: data, trial information, etc., it is the stories of the men and
women behind Nintendo that makes the story real.
And it all begins with Hiroshi Yamauchi. Yamauchi took over Nintendo in 1949
at the age of 21. From then until very recently he ruled over Nintendo with an
iron hand and it is his vision of the company that drove it to its heights.
Sheff deftly shows how every major move came right from the top and was rooted
in Yamauchi's corporate philosophy. It illuminates a company whose decisions
(cartridges on the N64, no DVDs on GameCube) often seem bizarre to those who
don't "get it".
But there are others who have had an impact over the years. The company's two
major creative influences, Gunpei Yokoi (creator of the Game Boy hardware and
the Metroid franchise) and Shigeru Miyamoto (creator of Nintendo's
primary mascot Mario and the Legend of Zelda series), both have extensive
coverage. And while this material is interesting, the most fascinating internal
story is the long friendship of Minoru Arakawa, first President of Nintendo of
America, and Howard Lincoln, the lawyer who joined NOA and had a great deal to
do with shaping its success.
But don't misunderstand. Although it takes pains to show why Nintendo acts
the way it does, Game Over is no love letter. Nintendo's failings, from
its condescending attitude towards licensees and its infamous anti-trust case of
the 80s all receive airings. Yamauchi, particularly, comes off negatively as
he seems to put the company above all else, at the expense of personal
relationships.
The new chapters by Andy Eddy have the same attention to detail as the
originals, but lack the depth. This is to be expected, since the backstory
hadn't really changed much by 1999 and the new significant voices within Nintendo
had not yet emerged (including new President Satoru Iwata and game designer Eiji
Aonuma). Also, given the "where are they now?" nature of the chapters, they
are quite linear in comparison to the more holistic view taken in the main
book.
Game Over is as in-depth as any corporate history book, but with a
focus on the people that most lack. It's nice to see the video game industry
treated with this kind of respect. For an industry that is all too often viewed
as nothing more than either distractions for children or juvenile shenanigans
for the "key demographic", it's a breath of fresh air to see such an influential
company and its point of view given its due.
Reviewed by Philip R. Frey
theLogBook.com Staff Writer


- Year: 1999
- Authors: David Sheff; with new chapters by Andy Eddy
- Genre: non-fiction
- Publisher: GamePress
- Pages: 484 pages
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