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Power-Up: How Japanese Video Games Gave the World an Extra Life
 
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Power-Up: How Japanese Video Games Gave the World an Extra Life [Paperback]

Chris Kohler
3.5 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Paperback: 312 pages
  • Publisher: Brady Games; 1 edition (14 Sep 2004)
  • Language English
  • ISBN-10: 0744004241
  • ISBN-13: 978-0744004243
  • Product Dimensions: 20.8 x 13.8 x 1.8 cm
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 798,976 in Books (See Top 100 in Books)

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Chris Kohler
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Product Description

Product Description

There is no book yet written in English on the subject of Japanese video games. There are many books written on Japan, and many books written on video games. But these books cover Japanese video games only in passing, and none are written from the standpoint of trying to understand the reasons behind the success of Japanese video games. Only BradyGames' Power-Up book examines why video games are fun and what Japanese designers do to make their games more fun, in addition to covering the history of Japanese video games. The book also contains interviews with accomplished game designers, artists and muscians. Not Final Cover.

About the Author

Chris Kohler currently lives in North Branford, Connecticut. He graduated summa cum laude from Tufts University in Medford, Massachusetts in May 2002, receiving a BA in Japanese and the Japanese Language and Literature Prize. His graduation thesis was titled "The Cinematic Japanese Video Game" and earned highest honors.


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Customer Reviews

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Most Helpful Customer Reviews
3 of 3 people found the following review helpful
Very Good 12 Jun 2005
By A Customer
Format:Paperback
This book is based solely on Japanese games, such as Mario and Final Fantasy. Its an interesting read, and i would recommend it to anyone interested in Japanese game history. However, it could have done with more coverage of Japanese companies like Sega or Capcom, instead of its large coverage of Square and Nintendo.
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8 of 9 people found the following review helpful
fills a hole 28 Dec 2004
By Phanta
Format:Paperback
I found this book very interesting and enlightening, in spite of a few problems. The author is clearly passionate about Japan and Japanese games but his slightly clumsy writing style lets him down a little. Some sections could have done with condensing and the book is very heavy on Final Fantasy and Miyamoto-san's games. Also note that it is written from a very American perspective and doesn't contain much about the role of Europe.
Don't, however, let these minor complaints stop you from buying what is otherwise a good introduction to games in Japan and why the Japanese do them so well. It fills the current academic void (in English at least) and is full of genuine passion and understanding.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  12 reviews
40 of 41 people found the following review helpful
Something about Japan by someone who understands Japan 15 Oct 2004
By Steven L. Kent - Published on Amazon.com
Format:Paperback
Kohler has done a very, very good job of surveying the Japanese video game industry.
Unlike other writers who have written game histories, Kohler speaks Japanese and lived in Japan. He covered the Japanese video game market for international publications. Frankly, the depth of his understanding shows throughout this book.
Kohler's interviews are direct and insightful. He managed to get access to many of Japan's leading game designers. As somebody who has read many books about the video game industry, I noticed that Kohler's knowledge of the Japanese language resulted in a more direct style of interview.
Kohler managed to get his hands on the creators of such games as ICO, Parapa, and, of course, Mario.
One thing I will say about "Power-Up" is that it is a specialized book. If you are looking for a general survey of gaming, or a picture book with glossy full-color art, this is not the book. This is NOT a book for folks who want to read about the games they played as kids.
"Power-Up" is a highly-specialized book. I believe that it belongs on the top shelf of ANY collector who considers himself/herself a serious student of video games. This is a resource, like Lenny Herman's "Phoenix," that will be appreciated by hardcore gamers for a very long time.
8 of 10 people found the following review helpful
For fans, by a fan. 25 Oct 2004
By Nicholas C. Anstey - Published on Amazon.com
Format:Paperback
I've read a number of video game books over the years, and while most are well researched and informative, they seem to take a cynical or flat out negative tone most of the time. Possibly because they are more focused on the business side of the industry. Not so with this book. A labor of love by a fan who actually speaks and reads the language in which Japanese video games are created, he takes us on a journey from the beginnings of Nintendo in the late 1800's to the modern era without missing a beat along the way. The author also examines aspects of the industry that have gone unexamined in other texts, such as game music and Akihabara. It also includes a number of interviews with leading members of of various aspects of the Japanese gaming world. All in all, it's a wonderful example of what these inds of books can be, and I truly hope to see moreon this subject, both from this author and others, in the near future.
2 of 2 people found the following review helpful
narrow scope, but an interesting read. 11 April 2006
By radiosilents - Published on Amazon.com
Format:Paperback
other people have commented thoroughly about the generalities of this book, and i by-and-large agree. i'd like to add, however, that some of the most interesting parts of this book are the omissions.

for example, they author segues straight from talking about Ninja Gaiden to NOJ/NOA's localization process and standards for content. he mentions that religious iconography, drug use, etc, are all prohibited from being portrayed in Nintendo software, and the list of prohibited content includes cigarette smoking.

the author fails to note the irony, however, that in the aforementioned game there's a bad guy leaning against a light post smoking a cigarette he throws aside before dashing at you. i can only assume it slipped past the censors without them catching it, but my friends and i had noticed it years ago and marvelled that it had been made it through the review process intact.

it's these kinds of things that make me feel like this book is a good general source, but anything deeper than a surface look at the topics covered would require some additional reading/sources.

there are quite a few nuggets of interesting trivia in here - more than enough to make a gamer smile (dragon quest being legally prohibited in Japan from selling on any day except Sunday or a holiday, for example). my copy was a gift; i can attest that it makes a fine one.
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