- ActRaiser, 92, 152
- Address buses, 91
- Advanced Computer Modeling (ACM), 135, 136
- Advertising, technology used in, 82–85
- Albert, Leon Batista, 119
- American Video Game ReNESsance, 13–15, 141, 148–153
- Animation, evolution of, 104, 105
- Animetic space, 105, 106
- Anticompetitive practices investigation, 37
- Argonaut Software, 132, 137, 138
- Atari
- 2600, 26, 27, 48, 146
- 5200 Supersystem, 48
- abuse of market power by, 38
- advertising of, 146, 147, 151
- business model of, 14, 24–29
- digital graphics and, 157
- Jaguar system, 75, 76, 85, 133
- Stella, 25, 26
- third-party developers and, 32
- Atari Age, 147
- Atmospheric perspective, 119
- Audio processing unit (APU), 88
- Authorization, criterion of, 70–72
- Axonometric projection, 117, 118
- Backgrounds, 103–109
- Backward compatibility, lack of, 48, 49, 89
- “Bit wars,” 75, 89, 90, 188
- Blackthorne, 152, 153
- Business practices, impact of, 5
- Buzzwords, 79, 80, 83–85
- Cartridge connector, 88
- CD-ROM technology, 16, 133, 153–155, 165–167, 174, 185, 186
- Celluloid sheets (“cels”), 104, 105
- Central processing unit (CPU), 88–92
- Checking Integrated Circuit (CIC), 37
- Clock speed, 89, 90
- Colors, 102, 103
- Commercial continuity/discontinuity, 184, 185
- Complementary competencies, 51
- Complementary goods, 52, 53
- Congressional hearings, 159
- Conker’s Bad Fur Day, 163
- Consoles
- business model for manufacturers of, 17–19
- decrease in sales of, 1
- generations of, 13
- intrinsic valuation and, 57–60
- for Super NES (SNES), 93, 94
- Content guidelines, 150–153, 159
- Culture, overview of, 8, 9
- Data bus, 91
- Depth, 105–107
- Digital graphics, 156–158
- Digital signal processor (DSP) chip
- Distribution, 186, 187
- Donkey Kong Country, 135–138, 161, 162
- Doom, 162
- Early adopters, 58, 59
- Electronic Arts, 43
- Electronic Gaming Monthly, 67, 68, 73
- Emulators, 192–194
- Engagement, 33
- Entertainment Software Rating Board (ESRB), 159
- Epitext, 69–71, 81, 82
- Eternal Darkness: Sanity’s Requiem, 164
- Ex-centric architecture, 87–98
- Expansion chips, 88, 89, 131–139
- Expansion ports, 93
- Fairchild, Video Entertainment System (VES), 25, 26
- Fairchild Channel F, 26
- Famicom (Family Computer)
- games for, 33, 34
- graphics and, 98, 99
- introduction of, 142–144
- peripherals for, 167
- release of, 30–32
- SNES as upgrade from, 4
- Famicom modem, 42
- Famicom Disk Writer, 191, 192
- Final Fantasy games, 127, 153
- “Firstness,” 194, 195
- Flickers, 102
- Foreshortening, 119
- Framework for the Analysis of Visual Representation (FAVR), 100, 101
- Full-Motion Video (FMV) games, 153–155, 175
- FX Fighter, 138
- F-Zero, 54–57, 92, 122
- Galoob, 64
- Game Boy, 42, 47, 53, 152, 160, 161
- Game Genie, 64
- Games of progression, 62, 63
- Games sales figures, 176–178, 186, 187
- Gaming, demographics of, 145–147
- Genette, Gérard, 69–71
- Genre innovation, 110–114
- Gillette, 24
- Graphical regimes, 100, 101
- Graphics, 98–114
- Hardware, overview of, 7, 8
- “Hold-out” effect, 50
- Homebrew games, 193, 194
- Home computers, 167, 168
- Home video game market, 19–21
- Hudson Soft, 42, 43
- Illusionism, 118, 119
- Illusion of Gaia, 125
- Incremental innovation, 100
- Independent games, 192, 193
- Innovation
- model of technological, 184
- overvaluing of, 194, 195
- Intellivision, 98, 150
- Interactive movies, 153, 154
- Interoperability, lack of, 20
- Intrinsic valuation, 57, 58
- “Inventory management
- Jim Power: The Lost Dimension in 3-D
- Kanji, 103, 104
- “Killer apps,” 53, 54, 153
- Killer Instinct, 138, 162, 163
- Lane, Philippe, 70–72, 81
- Launch titles, 53, 56, 57
- Launch window, importance of, 50, 51
- Legend of Zelda, The, 62–64
- Licensing agreements, 24, 32
- Light guns, 142
- Linear perspective, 119–121
- Lock-in effect, 21–23
- Lockout chip, 37
- Longevity, 63
- Magazines, 64–66, 71–75, 147
- Magnavox, 142, 172, 173
- Mario Paint, 169, 170
- Marketing
- multiphase process for, 23–29
- of NES in America, 35–39
- of Nintendo, 147, 148, 160–163
- overview of, 6, 7
- of Sega, 43, 44
- Sony and, 152
- Market share
- capturing, 20, 21
- data on, 1
- Market success, structure according to, 13
- Mask ROM, 186
- Master clock, 90, 91
- Matrix transformations, 109
- Mattel, 150
- Media Streaming Unit (MSU1), 194
- “Megahertz myth
- Memory, 88–92, 166
- Microsoft, 180, 183
- Mirage effect, 109
- Mobile viewpoints, 127, 128
- Mode 7, 15, 55, 56, 101, 107–110, 115, 121–131, 137
- Mortal Kombat, 141, 158–160
- Mortal Kombat II, 162
- Multi-memory controller (MMC) expansion chips, 88, 89
- Multiphase marketing process, 23–29
- Multiplane camera, 105, 106
- Network effects/network externalities, 22
- Network structure, 182, 183
- Nightmare Busters, 193
- Nintendo
- business architecture of, 181–183
- business model of, 13, 14, 29–39
- cash assets of, 183, 184
- emergence of, 29–31
- ethos of, 150
- history of, 142–144
- marketing strategy of, 147, 148, 160–163
- position of, 141
- secrecy of, 10
- software orientation of, 31–33
- third-party firms and, 33, 34
- Nintendo Beam Gun, 142
- Nintendo Entertainment System (NES)
- in America, 35, 36
- graphics and, 98, 99
- Nintendo Generation, maturing of, 15
- Nintendo Magic (Inoue), 1
- Nintendo of America, 144–148
- Nintendo Power, 62–68, 72, 73, 77, 81
- Nintendo Power system, 191, 192
- Nintendo 64, 45, 163, 174, 177, 189
- Nippon Electric Company (NEC)
- PC-Engine, 38, 41–43, 47, 89, 98, 99, 166
- PC-Engine CD, 170
- TurboGrafx-16, 75
- Noninteroperability, 49, 50, 59
- Odyssey home video game console
- Parallax effect, 106, 107
- Paratextuality, 68–72
- Performance trap, 53, 188
- Periodization, 12
- Peritext, 69, 70, 82
- Perpetual innovation markets, 25
- Philips, 170–175
- Photorealism, 157, 158
- Picture processing unit (PPU), 88
- Pit-Fighter, 157
- Playing cards, 142
- Play It Loud! campaign, 160–162
- PlayStation, 152, 170–173, 177–181, 185–188
- Pole Position, 151
- Polygons, 129–137
- Popular Mechanics, 80, 81
- Powerline, 64
- Radical innovation, 100
- Rare, 134–138, 162, 163
- Razor-and-blades analogy, 23–26, 31, 44, 50
- Reciprocity, 33
- Reflection, 107
- Retailers, 35, 36
- Retro Gamer, 1, 3
- Reviews, 71, 72
- Ricoh, 31, 89
- ROM hacking, 193, 194
- Rotation, 107–110, 114
- Rotoscopy, 156
- Satellaview, 192
- Scaling, 107, 108
- Scrolling, 101, 102
- Secret of Mana, 126
- Sega
- “Blast Processing” and, 85, 107
- CD-ROM technology and, 174
- Dreamcast, 5
- Genesis, 38, 41, 44, 48–50, 75, 84, 85, 97–99, 107, 136, 151, 152
- genre and, 112
- increase in market share for, 4
- marketing strategy of, 43, 44
- Master System, 118
- Mega Drive, 43, 47, 89, 92, 107, 175, 176
- Mortal Kombat and, 158–160
- speed and, 175
- Super Scaler Engine, 121, 124
- Virtua Fighter, 135, 138
- Self-party firms, 18, 33, 38
- Semiconductors, shortages of, 47
- 7th Saga, The, 125, 126
- Shearing, 107–109
- Shoulder buttons, 96
- Sideward compatibility, 48
- Silicon Graphics, 134
- “Silverware” concept of Nintendo’s technology, 7–8
- Sinclair ZX Spectrum, 110, 111
- “Slash system
- Slowdowns, 102
- Software, quality of, 28
- Sonic the Hedgehog, 43, 44
- Sony
- innovation and, 185–188
- marketing and, 152
- SNES CD-ROM and, 170–175
- Sony Creative Expansion (SCE) model and, 177–183
- SOS, 110
- Special effects, 113, 114
- “Spoony bard” expression, 8, 9
- Sports games, 127
- Sprites, 101, 102, 121–124, 128, 136, 137
- Square, 188
- Standard-based industry model, 19–21, 49
- Standards race, 21–23
- Star Fox 2, 137, 138
- Star Wars games, 128–130, 154
- Stella (Atari), 25, 26
- Stereoscopy, 118, 119, 134
- Storage limitations, 166
- Street Fighter II, 96–98
- Super Castlevania IV, 93, 109, 110, 113, 114, 153
- Super Disc format, 170, 171
- Super Famicom (SFC)
- announcement of, 41
- architecture of, 88, 89
- console for, 93, 94
- controllers for, 94–96
- description of, 78
- development of, 44–47
- early mentions of, 66–68
- games sales figures for, 177
- graphical infrastructure of, 101–104
- “killer apps” and, 53–57
- launch of, 14, 47, 53, 54, 57
- Mode 7 and, 55, 56
- promotion of, as computer, 168
- sound for, 92, 93
- Super FX chip, 132–134, 137
- Super Mario All-Stars, 114
- Super Mario Bros., 62, 114
- Super Mario Bros. (movie), 155, 156
- Super Mario Bros. 3, 107
- Super Mario Bros. Super Show! 155, 156
- Super Mario Kart, 132
- Super Mario World, 54, 55, 92, 107
- Super Mario World 2: Yoshi’s Island, 109, 131, 136–139, 162
- Super NES (SNES)
- assessment of, 3, 4
- CD-ROM technology and, 165–175
- closing years of, 184, 185
- conception of, 41
- console for, 93, 94
- context for periodization of, 13
- controllers for, 94–98
- development of, 46
- early mentions of, 66–68
- end of, 191
- fall of, 15, 16
- game library for, 38
- hardware of, 8
- impact of, 1
- lack of backward compatibility for, 48–50
- launch of, 14, 61, 62
- Mouse for, 169
- in Nintendo Power, 73, 77
- paratextuality and, 70
- promotion of, 73–75
- reception of, 14
- release of, 3, 47
- sales of, 4
- technology of, 15, 77–82
- “Super Power” marketing concept, 6–7
- Super Star Wars trilogy, 128, 129
- Switching cost, 49, 50
- Technical specifications, 51, 52
- Technobabble, 77–79, 84, 85
- Techno-fetishists, 58
- Technoliteracy, 80–85
- Technological continuity/discontinuity, 184–185
- Technology
- advertising and, 82–85
- discursive stances for discussion of, 75–82
- marketing and, 76, 77
- Technology adoption problem, 21–23
- Tetris, 152
- Third-party developers
- business practices and, 5
- control of, 149
- documentation for, 175, 176
- gating mechanisms for, 29
- Nintendo of America and, 36–39
- Nintendo Power and, 65
- role of in console development, 18
- sales figures for, 176–178
- self-party firms and, 33
- Sony and, 177–181
- Third-party licensees, 18
- Third-party publisher royalties, 27, 34, 37
- 3-D
- shift to, 15
- techniques and technologies for, 116–121
- 3-D accelerated graphics cards, 129, 130
- Tie ratio, 50
- Title screens, 108
- Trade-in programs, 45–48
- Translation, 107, 108, 114
- Ultra Hand, 142
- Universal Studios lawsuit, 172
- Upgrading costs, 50
- Vertical integration, 181–183
- Video arcades (“game centers”), 142–146
- Video Computer System (VCS), 25
- Video Entertainment System (VES), 25, 26
- Video game history, 9–12
- Videogame Rating Council, 158
- Virtual Boy, 118, 119, 134
- “Walled garden” model, 18, 33
- Wii, 1, 51, 164, 184, 185
- Wild Gunman, 154, 155