I AM ERROR: The Nintendo Family Computer/ Entertainment System Platform

IF 0.6 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY
Michael Z. Newman
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引用次数: 29

Abstract

I AM ERROR: The Nintendo Family Computer/ Entertainment System PlatformNathan Altice.Cambridge, MA: MIT Press, 2015. Series forward, appendix, notes, sources, index. 426 pp. S40.00 cloth. ISBN: 9780262028776The Nintendo Entertainment System (NES) and its Japanese predecessor, the Family Computer or Famicom, hold a unique place in video game history as the bridge between two eras. Before Nintendo's console, which was released in Japan in 1983 and in North America in 1985, the vanguard of electronic play was the arcade cabinet produced to play a single game. Nintendo's Donkey Kong (1981) was one such game, which was adapted for play in the home as a cartridge for a variety of consoles including the Famicom and NES. The Famicom/NES was the platform that established home console play as the vanguard. As processing power increased and PC gaming developed, the arcade faded as a key site of electronic leisure. In the later 1980s and 1990s, playing Nintendo was often synonymous with playing video games, and Nintendo has endured into the present by continually exploiting the intellectual property popularized by the Famicom-NES platform, particularly Mario of Super Mario Bros. (1985), whose origins are in Donkey Kong's Jumpman. Few video game producers or platforms are of greater historical significance than Nintendo and the NES. As an entry in the groundbreaking MIT Press series of Platform Studies, Nathan Altice's I AM ERROR gives Nintendo its due as an object of rigorous critical and historical study, while also providing a welcome intervention within the literature on platforms as cultural artifacts. Our knowledge of video game consoles and of this one in particular are substantially increased by Altice's exhaustive efforts to explore and explicate the Famicom-NES from the inside out, but so are our understandings of digital cultural expression and the poetics of computers as expressive media. This book serves as a case study and exemplar of the history of digital technology as an aesthetic terrain.As a platform study, Altice is engaged most deeply with the task of opening the black box of the Famicom/NES to show how its material form produces particular technological affordances. But he is equally interested in showing how cultural constraints external to the technology itself shaped the platform, and how the platform in turn shaped later instances of cultural expression such as PC game emulations and electronic music such as "chiptunes" composed specifically for the Famicom/NES processor.The most resonant themes of this study are easily applicable beyond the particular case of the Nintendo console. One is the way a platform functions as a point of always uneasy and often flawed translation between languages, cultures, technologies, and experiences. The other is the refrain of platform constraints (such as technological limitations) functioning as creative opportunities. Altice is most compelling when sounding these themes.Sometimes, Altice uses translation in its literal, linguistic sense. The books title is taken from an emblematic instance of a humorous Japanese-to-English translation fail within NES game text. But every chapter has its own version of this same dynamic of problematic translation, and the platform itself was in some ways the product of an effort to translate (in video game parlance, to port) Nintendo's biggest hit of the time, Donkey Kong, from one platform (arcade cabinet) to another (home console). …
我错了:任天堂家庭电脑/娱乐系统平台
我错了:任天堂家庭电脑/娱乐系统平台剑桥,马萨诸塞州:麻省理工学院出版社,2015。系列前瞻、附录、注释、来源、索引。426页。S40.00布。任天堂娱乐系统(NES)和它的日本前身,家庭电脑(Famicom),作为两个时代之间的桥梁,在电子游戏历史上占有独特的地位。任天堂的游戏机于1983年在日本发布,1985年在北美发布,在此之前,电子游戏的先锋是为玩单一游戏而生产的街机柜。任天堂的《大金刚》(1981)就是这样一款游戏,它被改编为家庭游戏,作为各种游戏机的卡带,包括Famicom和NES。Famicom/NES是将家庭主机游戏确立为先锋的平台。随着处理能力的提高和PC游戏的发展,街机作为电子休闲的重要场所逐渐消失。在20世纪80年代末和90年代,玩任天堂通常是玩电子游戏的同义词,任天堂通过不断利用Famicom-NES平台普及的知识产权,特别是《超级马里奥兄弟》(1985年)中的马里奥,其起源是《大金刚》的跳跃人。很少有视频游戏生产商或平台比任天堂和NES具有更大的历史意义。作为麻省理工学院出版社开创性的平台研究系列的一部分,Nathan Altice的《I AM ERROR》将任天堂作为一个严格的批判和历史研究对象,同时也提供了一个受欢迎的关于平台作为文化产物的文献干预。Altice从内到外对Famicom-NES进行了详尽的探索和解释,这大大增加了我们对视频游戏机的了解,尤其是这台游戏机,但我们对数字文化表达和计算机作为表达媒体的诗学的理解也是如此。这本书作为一个案例研究和数字技术的历史作为审美地形的典范。作为一项平台研究,Altice最深入地参与了打开Famicom/NES黑盒子的任务,以展示其物质形式如何产生特定的技术功能。但他同样感兴趣的是展示技术本身外部的文化约束如何塑造平台,以及平台如何反过来塑造后来的文化表达实例,如PC游戏模拟和电子音乐,如专门为Famicom/NES处理器编写的“芯片曲调”。这项研究中最能引起共鸣的主题很容易适用于任天堂游戏机的特定案例。其一是平台作为语言、文化、技术和经验之间的不稳定和经常有缺陷的翻译点的方式。另一个是平台约束(如技术限制)作为创造性机会的重复。Altice在阐述这些主题时最引人注目。有时,Altice从字面和语言学的意义上使用翻译。这本书的标题取自NES游戏文本中幽默的日语到英语翻译失败的典型例子。但每个章节都有自己版本的问题翻译,从某种程度上说,平台本身就是将任天堂当时最受欢迎的游戏《大金刚》从一个平台(街机柜)移植到另一个平台(家用游戏机)的产物。…
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
American Journal of Play
American Journal of Play SOCIAL SCIENCES, INTERDISCIPLINARY-
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