Sei sulla pagina 1di 15

Bibliography

Periodicals
New York Times. "The Battle for Survival at Warner." January 8, 1984. Accessed February 27,
2015.
This is a New York Times Newspaper Article that I used as an image in my "Video Game
Crash of 1982-1983," timeline entry.
Paumgarten, Nick. "Master of Play." The New Yorker, December 20, 2010.
Paumgarten, Nick. "Master of Play." The New Yorker 20 Dec. 2010: n. pag. Print.
This is an article published in The New Yorker's December 2010 issue about Shigeru
Miyamoto and his successes at Nintendo.
The article starts off with Miyamoto's childhood and how he loved to explore and
imagine as a little kid and gives examples like how he would go out and explore the
bamboo woods behind a shrine in his rural village. It then transitions into his first game
development project "Donkey Kong" and then how he used his childhood to inspire his
later titles like "The Legend of Zelda" franchise and how he says "I want people to feel
how I felt during my childhood". Paumgarten then goes on to describe his interview with
Miyamoto in Japan and how different he was from other game developers.
I learned even more about Miyamoto's childhood and what specific outdoor activities he
did when he was a child. Another thing I learned was that Miyamoto has a family and
how he used to test his games were by giving them to his children and when he said to
give them back and they were reluctant to do so he knew it was a good game. I also
learned that Miyamoto got the idea for Pikmen when he was tending to his garden in his
backyard.

Nonperiodicals
Chen, Patrick Kai. Shigeru Miyamoto: Game Designer. N.p.: Professer H. Lockwood, 2002.
This is a case history by Patrick Kai Chen for Professor Lockwood's computer design
class about Shigeru Miyamoto's history as a game designer.
In this case history Chen discusses Miyamoto's origins and how he went from a boy to a
creative imagination, to becoming a gaming superstar. It goes over Miyamoto's childhood
to his adult life in chronological order and focuses on primarily Miyamoto himself as
opposed to other sources I have found. This also gives great firsthand accounts as to how
Miyamoto felt in 2002 and how he felt when he released his first major arcade title
(Donkey Kong) and how he feels video games should be treated, like art or music.
From this source I learned that Miyamoto does not get any special treatment at Nintendo
and that he still is like he was when he was a newly hired employee, the
only difference is that he the leader of the R&D4 team of Nintendo. I also learned that
when Miyamoto released his first arcade title he wasn't nervous but, surprisingly,
confident and that his idea's and practices about game development are still used to this
day and what he did in 3D games set the standard to this very day.
Harris, Blake J. The Rise of Nintendo: A Story in 8 Bits. Illustrated by Kickpixel. N.p.: It Books,
2014.
Harris, Blake J. The Rise of Nintendo: A Story in 8 Bits. Illus. Kickpixel.
N.p.: It Books, 2014. Print.
This a book by Blake Harris on Nintendo's rise into power during the 1980's and who
contributed to their original success in the 1980's
This book discusses the origin of Nintendo and who and how it became the biggest video
game company and how it revived the industry as a whole during the 80's. This article
mainly focuses on the people who contributed to Nintendo's success and even includes a
section on Shigeru Miyamoto and how he kept the money flowing with the arcade
machine classic "Donkey Kong". It at first talks about Nintendo in the arcade business
and how progressively the company evolved into the console producing company it was
in the 80's. (This was only a section of the book)
From this source I learned that Nintendo did not start out as a video game company but
as a playing card shop and did not produce even arcade machines until later in the
corporations life. I also learned that Nintendo did not have a successful arcade machine
until Miyamoto came and made "Donkey Kong" and there were more people than just
Miyamoto involved in Nintendo's success (Even though he was a major part in all of it).

Audiovisual
Adams, Chad. Image of Nintendo's Color-TV Game 6. Photograph. CyberiaPC.com.
Chagall77. A Dragon with Two Heads. He Can Spit Fireballs so Be Careful! Image. Moby
Games. July 21, 2008. Accessed February 27, 2015.
"Games That Shook the World - Super Mario Bros." Video file, 14:19. Youtube. Accessed
November 15, 2014.
This is a video by the Youtube channel Gamers Little Playground stating, showing and
proving how Super Mario Bros. impacted the gaming industry.
The video starts off with the intro then goes on into background information on why the
industry was crashed when Super Mario Bros. came into the U.S. Market. Throughout the
video it shows experts and Miyamoto himself on the game, why it was impactful, and
other origin stories of the game itself. It then goes on, after all of the background
information, to conclude why the game was impactful to the industry and why it affected
every game to date.
This video was helpful to my project by giving me info on how Mario was created and
some of the impacts that the game had on the industry. This video also gave me some
video footage, that was able to use on my website, of Miyamoto improving the quality of
my project overall and helping me in the long run. The claims made in the video were
also very supported by video footage of experts and/or Miyamoto himself so I could
count on its reliability. Overall the video gave me quality video footage along with useful
information that I was able to use to better my project.
"History of Shigeru Miyamoto - Icons." Video file, 24:50. Youtube. Posted by TheKJohns,
January 18, 2013. Accessed February 27, 2015.
This is a video on TheKJohns channel showing a broadcast held on the G4 network on
Shigeru Miyamoto and his success and history.
The video starts of by giving an intro on what he has developed and how important he is.
The video then goes onto the history of Donkey Kong and shows comments by
Miyamoto along with the opinions of other experts of his work. The video then moves on
into Super Mario Bros.'s past and how it began. It also gives Miyamoto's view of the
game and the opinion of the same experts whom have studied his work and impact. It
then goes into Miyamoto's Legend of Zelda Franchise and talks about its origins form
Miyamoto's himself along with more analyst opinions. The article then goes into
Miyamoto's success on the Nintendo 64 with titles such as Star Fox 64 and Super Mario
64 along with his, analyst's, and the company he worked with on Star Fox 64's opinions.
The last bits of the video are on The Legend of Zelda: Ocorina of Time and the
Gamecube console with the same opinions by Miyamoto and analysts.
This video helped me gain more info on all of Miyamoto's releases for the NES and
provided me with video footage on the origins of Zelda. The info provided proved many

of the facts provided by all of my other sources and confirmed that I had valid
information. The video footage that I took from the video helped the quality of my
website by giving me proof, said by Miyamoto himself, about the Legend of Zelda's for
NES's origins. Overall this was a helpful video that contributed to my website very much
so.

"Legend of Zelda (NES) Intro." Video file, 1:20. Youtube. Posted by Zelda Dungeon, September
22, 2009. Accessed February 27, 2015.
This is a video of the intro sequence to the legend of Zelda which is achieved by waiting
at the title screen for a number of seconds.
The sequence itself shows the story for the game and then goes down the list of all of the
collectable/pickupable items, in the game, by your character Link.
This was helpful to my project because it gave me a video clip that showed the story of
the game and the extensive list of items that the game has for you to collect. It proved
some of my claims about the story and item extensiveness within the story thus making
my project more credible.
Miyamoto, Shigeru. Miyamoto's Original Concept Sketches for Donkey Kong. Photograph.
Backward Compatible. July 27, 2014. Accessed February 27, 2015.
NES and Famicon on Top of One Another. Photograph. Muripo. July 15, 2013. Accessed
February 27, 2015.
Photo of Shigeru Miyamoto's Face. Photograph. USA Today. November 8, 2010. Accessed
February 27, 2015.
Picture of Kanazawa College of Art. Photograph. 2011. Accessed February 27, 2015.
Picture of Tank Arcade Machine. Photograph. Tranquility Base Arcade Blogspot. June 7, 2010.
Accessed February 27, 2015.
"R.I.P.off Kombat: Donkey Kong (Arcade) Level 01 vs. Krazy Kong (Bootleg) Level 01." Video
file, 3:25. Youtube. Posted by DarkEvil87's Longplays, June 7, 2009. Accessed February
27, 2015.
This is a video showcasing the first level of Donkey Kong for Arcade and the first level
of Crazy Kong a hack/modified/bootleg version of Donkey Kong by DarkEvil87, on His
channel DarkEvil87's Longplays (Sorry for the unprofessional name)
The Video starts with a brief description of Donkey Kong and then moves on to the
gameplay of the first level from the Arcade version of Donkey Kong. Afterwards, the
video transitions over to the first level of a hacked/modified/bootleg version of Donkey
Kong called Crazy Kong and the differences are seen after watching the video.
This video was helpful to my NHD project because it gave gameplay of Donkey Kong
that I could use to showcase the game. I was able to cut the video down to what I wanted
using MPEG Streamclip and Clipconverter. The piece I wanted was the first level of
Donkey Kong and, using the two previously mentioned services, I was able to get only
the first level of Donkey Kong on my website for Display. The gameplay itself was
helpful because it allows people, whom have not played Donkey Kong, to see what it was
like and to get at least a sense of what it is like to play the game. Overall this clip was

very helpful in the creation of my website by providing gameplay to demonstrate what


Donkey Kong was like.

"Rise of the Video Game: Level 2." Video file, 43:24. RichardHuskey.com. Posted by Hauntdos,
October 3, 2012. Accessed February 27, 2015.
This is a video showing a 5 part special on Discovery Channel about video games. The
one I have cited is Part 2 and the Youtube channel it is located on is named hauntdos.
This part is about how Nintendo became a Big player in the video game industry, how
computer games came to be, the change of Video games as kids who grew up with
Nintendo grew up. The video starts out with commentary telling how interactive and
prominent video games are today. After that it goes on to tell the story of Miyamoto and
his development of Donkey Kong, the impact it had on Nintendo's future success. The
video then goes on to talk about Super Mario Bros. and the impact the game had on
Nintendo and the world of video games themselves. The video continues by talking about
the Legend of Zelda for NES, the personal connection Miyamoto had with the game, and
how it was different from other titles of the time. After that, The video continues by
showing how computer games originated in the Nintendo Era and how they differed from
console games entirely. Following that segment the video goes on to show the
competition that arose after the kids who played Nintendo grew up and wanted more
mature games to play for themselves and thus how companies like Sega and Playstation
got very popular. The video concludes itself with how video games are today and the
standards that are set today along with the potential future of video games.
This video was very long and full of quite helpful information. For starters the
information specifically on Miyamoto was information that built upon information
already known from my other sources. The information given about the companies that
spawned from the crash show how Nintendo, with Miyamoto's games, helped revive the
industry and spurred video games into what they are now. Overall this source helped give
me knowledge about what happened after Miyamoto's games and overall was useful in
my website's creation.
Second Quest Overworld Map. Image. Kasuto.net. Accessed February 27, 2015.
Servo. Staring a New Game. Image. Moby Games. September 27, 2002. Accessed February 27,
2015.
"The Video Game Crash of 1983 - The Gaming Historian." Video file, 10:50. Youtube. Posted by
Gaming Historian, October 28, 2009. Accessed February 27, 2015.
This is a video by the Gaming Historian on the Video Game Crash of 1983 or the Video
Game Crash of 1982/1983.
The video starts off by introducing the topic and then into the intro for his channel. He
then starts listing the reasons for the video game crash with his first reason being that
games were of low quality with examples being Pac-Man and ET the Extraterrestrial both
for the Atari 2600. His next reasoning was that there were too many consoles to choose
from creating too much choice for the consumer thus, losing sales for Atari. His next
point was that there was a lack of publishing control by Atari and this led to a flood of

horrible/low quality games for the Atari 2600 because Atari had no way to prove their
cartridges to be Atari-made for their cartridges looked exactly the same as other
publishers. This caused people to not trust Atari to produce quality games, allowed
consumer to many options and even if they had a 2600 there was no way to tell what was
quality do thus, they stopped buying and the industry stopped producing. This halt of
consoles and console would last until 1985 when the NES came out. This was also the
reason Atari went bankrupt and lost funding from Warner Communications.
This source gave me a lot of information on the Crash and overall helped my
understanding of it more. The reasons behind each point he made were well supported
and were reliable. This source gave me huge knowledge on why the video game industry
and Atari crashed and overall was an immense help to my project.

The Wha!? Legend of Zelda for NES Dungeon Enterance. Image. Emuparidise. Accessed
February 27, 2015.
Yamanaka, Toru. Image of an Older Hiroshi Yamauichi. Photograph. ABC News- Australian
Broadcasting Coorperation. September 19, 2013. Accessed February 27, 2015.

Web sites, e-sources


Baxtor, Steve, ed. "Zelda: A Tale of Two Video Game Legends." CNN. Last modified December
4, 1998. Accessed October 4, 2014.
This is an article by Steve Braxtor, from 1998, where he talks about the Nintendo 64 and
one of Shigeru Miyamoto's most successful titles, "The Legend of Zelda: Ocarina of
Time.".
This article discusses the release of their console the Nintendo 64 and the
design schematics of it compared to older (which were considered new back then) PC
models. They also had Miyamoto discuss the feeling he tries to convey when people play
his games as well as the capabilities of the N64, (Nintendo 64) the game uses, and his
contribution to Nintendo as a whole.
From this source I learned that Miyamoto is a key game developer at Nintendo and even
before now his games have kept them afloat for a long time. I also learned what
Miyamoto tried to convey when he made the older Zelda titles in the franchise and how
he keeps trying to improve his games capabilities. This also gave me information on "The
Legend of Zelda Ocorina of Time," which led me to do more research on the game
improving my knowledge to conduct my conclusion. Overall this allowed me to continue
further research into my topic and gave me useful info backaround to my topic as a
whole.
Boris, Dan. Atari 2600 Tech Page. Atari HQ. Last modified 2013. Accessed February 27, 2015.
Buchanan, Levi. "Is Legend of Zelda: Ocorina of Time Overrated?" IGN: US. Last modified
February 11, 2009. Accessed February 27, 2015.
This is another article made by Levi Buchanan on if "The Legend of Zelda: Ocorina of
Time," is overrated and the significance of the game along with various sales figures for
the game.
The article starts off with an introduction paragraph to the article, as most articles do,
and then goes on into historical background of why the game was significant for its time.
She then goes into sales figures for the title and how it was revolutionary for its time. In
depth, she goes in detail about the new controls, 3-D environments and other qualitative
methods for why the is good. She does discuss the negative though, with the big one

being the lack of color with the environment. She then goes into conclusion on why the
game is good and why it has stood the test of time to this day.
This was helpful to my project because it gave me sales figures on a very important
Nintendo title which I could use within my conclusion statement. The article also
described to me how good the game was not just in sales, but also in quality which
proved useful to my perception of the game in terms of quality. It also gave me an idea to
how important the game was thus, making it into my conclusion so that I could prove my
thesis. Overall the article was very helpful in giving me sales figures and information on
"The Legend of Zelda Ocorina of Time.".

Buchhanan, Levi. "Genesis vs. SNES By the Numbers." IGN: US. Last modified March 20,
2009. Accessed February 27, 2015.
This is an article by Levi Buchanan describing the Super Nintiendo Entertainment
System (SNES) versus the Sega Genesis in terms of sales figures of the hardware and
games
The article starts off with a casual intro and then moves on into backaround about the
systems. Before her reasoning she declares the SNES the winner due to the fact that it's
games and the system sold better. She then gives detailed figures on top sales of the
consoles and some quality releases.
This article helped my website substantially because it gave me figures that I could use
in the conclusion of my website. Not only that, it also gave me info on some of the top
releases on the systems that came after the NES which was also substantial to my
conclusion. This also led to more research for it did not list figures on "Super Mario
World," which I knew was a substantial Mario title for the SNES so it led to find another
article on it. The article itself was well composed and full of facts so it helped in the
creation of my website substantially. Overall this source was very useful within the
creation of my website and help it great amount.
"Exclusive Interview with Donkey Kong Creator Shigeru Miyamoto Nintendo Online Magazine
#18 (February 2000)." The Mushroom Kingdom (blog). Entry posted February 2000.
Accessed January 12, 2015.
This is an interview done by Nintendo Online Magazine reporter Riko Kushida on
Shigeru Miyamoto. In this article they asked him about his game Donkey Kong and
questions about the creation and ideas behind the game. This was archived the Mushroom
Kingdom and translated by Matt W. (Full name not known)
The interview starts off with Kushida and Miyamoto introducing each other to
themselves and then Kushida asks questions. He then builds upon each and every
question getting more information out of Miyamoto on his opinions on Donkey Kong, its
creation, and what he thinks on what Rare did with Donkey Kong. They then close with
Miyamoto giving his personal summary of the interview and then it closes.
This article overall gave me insight to what Miyamoto thinks about Donkey Kong and
some historical background about Donkey Kong's origin which was helpful when double
checking my information. The opinions he had were also helpful as it gave me insight to
what Miyamoto felt about his game and how he felt on Rare's making of "Donkey Kong
Country.". Overall it was helpful for double checking info and gaining insight to
Miyamoto's preference.

Fulton, Steve. "Atari: The Golden Years--1978-1981." Gamasutra. Last modified August 21,
2008. Accessed February 27, 2015.
This is an article by Steve Fulton detailing the "Golden Years," of Atari which are from
1978-1981 which described the growth the company had over those years and is a sequel
to his previous article "The History of Atari 1971-1977,"
The Article goes in chronological order starting with 1978 and the successes and defeats
of the company. In 1978 the Company was very slow and wasn't doing to hot as well as
the company's original CEO and founder, Nolan Bushnell, left due to him not having as
much power as he once did. 1979 starts the "Kassar Reign," when the company's control
went over to Ray Kassar after the leaving of Nolan Bushnell. This part of the article
describes how Atari set itself up for success in 1980 and 1981. 1980 details the
company's success within that year showing how the company got it's first big gain
within the video game industry. The last year mentioned within this article is 1981 where
it tells Atari's repeated success in 1981 in all of it's industries. Throughout the article it
describes the little things that would prove to become Atari's downfall in the future.
The article itself was very helpful to the background information for my topic, giving me
a huge database to access for my background info on Atari. The article was detailed in
every aspect, in numbers, figures, quotes, and sources with many of each topic. It also
informed me on some of the reasons Atari eventually crashed in 1982/1983. Overall this
was huge source for my topic and gave very helpful and detailed info for my website.
Fulton, Steve "The History of Atari: 1971-1977." Gamasutra. Last modified November 6, 2007.
Accessed February 27, 2015.
This is an article by Steve Fulton detailing Atari's origins and successes within the years
of 1971-1977 and what games they made that impacted the future of the company. This
Article is also the predecessor to "Atari: The Golden Years 1978-1981.".
The article starts off with Nolan Bushnell and his life leading up to how he met Ted
Dabney and the founding of Atari. It details how he got his company's start, major
releases (Such as Pong-1972), and how he was able to get his company into the spotlight
of gaming for that era. One such notable is how Atari made "Pong,", which was it's first
major release, and the lawsuit associated with the game. Another notable mention is how
the Atari 2600 VCS console originated within the company and the programming
techniques involved in making the machine.
This article was also very helpful in finding my background information for my website
for it showed me the company's start and successes leading into how the company
became a big hit in 1980 and 1981. It, like its sequel, was full of quotes, sources, stories
and figures that overall helped my background information of the topic improving my
website for the better. Overall this was another huge source that helped me understand the
predecessor of my topic's success immensely better.

Gaylord, Chris. "Super Mario Bros. Has Sold How Many Copies?" The Christian Science
Moniter. Last modified September 14, 2010. Accessed November 16, 2014.
This is an Article on the Christian Science Moniter website discussing how many copies
Super Mario Bros. has sold and how many copies the series as a whole has sold.
The article starts off with the usual prologue that most articles are accustomed to have
and then goes into how it is Super Mario Bros. 25th anniversary (at that time at least).
The article then goes on to state that the original, released for the NES Super Mario Bros.
has sold over 40 million copies worldwide and that the franchise itself has sold 240
million copies of Mario games (at that time at least).
This article was overall good for giving me figures to use in my website. The figures
really helped in proving my point of how influential Miyamoto's games were at the time
and to this day. Overall the article was a good find for giving me figures for my use on
my website.
Lambie, Ryan. "The Inspiration behind The Legend of Zelda." Den of Geek. Last modified
November 22, 2011. Accessed February 27, 2015.
This is an article by Ryan Lambie describing the impact that the Legend of Zelda for
NES had on its time period and what it meant to Miyamoto.
The article starts off with historical background on the Legend of Zelda and then talks
about the the inspiration for this game came from Miyamoto's childhood memories in
Kyoto, Japan. The article then goes into how the game was different and revolutionary
for its time period as it had features and gameplay that was unaccustomed to the time
period. The feature that Zelda brought to the table was saving, which no game had up
until that point, which fit well with its adventure/RPG (Role Playing Game) style type of
play.
The article overall provided me with a good sense to how the gameplay features worked
together with the game to create something amazing that was fun to play at the time. I
also provided me with the info that the Legend of Zelda was the first game to feature
saving which gave me more information to use in my Website. Overall this was a good
website full of info and helped my project substantially.
Macdonald, Keza. "IGN Presents: The History of Atari." IGN. Last modified March 20, 2014.
Accessed January 14, 2015.
This is an article by Keza Macdonald discussing the history of Atari from when it was
founded to the day the article was released in 2014.
The article starts off by talking about Atari's origins from two men's idea's (Nolan
Bushnell and Ted Dabney) and how they founded Atari in 1972. She then goes on to
describe the creation of "Pong," the first arcade machine and the partnership that
happened between Atari and Magnavox after a Atari paid magnavox to be a licensee of
Pong. Then she starts to talk about how Warner Communications bought Atari and how
the VCS became a huge hit selling many units. The article concludes talking about the

success of the VCS after Bushnell left, the Crash of 1982/1983, and how Atari is just a
name floating around now.
This article was an amazing first view on Atari giving me an overview of what the
company was and a good sense of what happened to make them popular for a 10 year
period. The article also had an image I used in my interactive embedded timeline to show
Atari. This article was an overall good beginning information guide for my knowledge of
Atari.

Rick, ed. "Super Mario Sales Data." gamecubicle.com. Last modified 2001. Accessed February
27, 2015.
This is a web page with a chart detailing the "Core," series Mario titles sales in 2001
(Core means it was a platformer and not a spin-off such as Mario Kart)
The site is a 1 page site that starts off with an intro paragraph describing "core," Mario
series games sales in 2001. The site then has a diagram that shows these sales in the form
of a bar graph with each Mario title having its own bar.
This site was useful for gaining information on the sales of the Mario Games I needed
and, even though the information is outdated, it still proves the point of how much those
Mario games sold within their lifespan.

Potrebbero piacerti anche