The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World

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The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World Page 64

by Steven Kent


  Chapter 10: The Golden Age (Part 1)

  1. This history has been taken from: http://zonn.com/Cinematronics/history.htm.

  Chapter 11: The Golden Age (Part 2)

  1. Skow, John, “Games That People Play,” Time (January 18, 1982): 50–58.

  2. Ibid.

  3. Ibid.

  4. Ibid.

  Chapter 13: A Case of Two Gorillas

  1. “Boom Times in Bad,” Fortune (February 7, 1983): 6.

  2. Most of the information from this section was taken from Universal City Studios, Inc. v. Nintendo Co. Ltd., 615 Federal Supplement (District Court of New York, 1985), pp. 838–865.

  3. Universal City Studios, Inc. v. Nintendo Co. Ltd., 615 Federal Supplement (District Court of New York, 1985), p. 845.

  4. Ibid.

  5. Ibid.

  6. Ibid.

  7. Ibid.

  8. Ibid.

  9. Ibid., p. 862.

  10. Ibid., p. 842.

  11. Ibid., p. 859.

  Chapter 14: The Fall

  1. Quote taken from Jeff Lee’s History of Q*Bert site on the Internet (http://users.aol.com/JPMLee/qbert.htm).

  2. Ibid.

  3. Alexander, Charles P., “Video Games Go Crunch,” Time (October 17, 1993): 65.

  4. Marbach, William D., and Peter McAlevey, “A New Galaxy of Video Games,” Newsweek (October 25, 1982): 123.

  5. Wiswell, Phil, “Hard $ell, Atari’s 5200 Will Take You for a Ride,” Video Games (February 1983): 94.

  6. Marbach, William D., and Peter McAlevey, “A New Galaxy of Video Games,” Newsweek (October 25, 1982): 123.

  7. Cohen, Scott, Zap! The Rise and Fall of Atari (New York: McGraw-Hill, 1984), p. 114.

  8. Alexander, Charles P., “Video Games Go Crunch,” Time (October 17, 1993): 64.

  Chapter 15: The Aftermath

  1. Much of this information is taken from Cohen, Scott, Zap! The Rise and Fall of Atari (New York: McGraw-Hill, 1984), pp. 149–150.

  2. Cohen, Scott, Zap! The Rise and Fall of Atari (New York: McGraw-Hill, 1984), p. 150.

  3. Ibid.

  4. Taub, Scott, “A Noisy Decline: The Saga of Pizza Time Theater Runs into Difficulties as Sales Slide and Enthusiasm Wanes,” Financial World (November 30, 1983): 40.

  5. “The Zinger of Silicon Valley; Morgan Uses Drastic Measures in an Attempt to Save Atari,” Time (February 6, 1984).

  6. Ibid.

  7. Ibid.

  8. Tomczyk, Michael S., The Home Computer Wars (Greensboro, NC: Compute! Books, 1984), p. 33.

  9. Ibid., p. 103.

  10. Chakravarty, Subrata N., “Albatross,” Forbes (January 17, 1983).

  11. Ibid.

  12. Tomczyk, Michael S., The Home Computer Wars (Greensboro, NC: Compute! Books, 1984), p. 185.

  13. Ibid., p. 187.

  14. Chakravarty, Subrata N., “Albatross,” Forbes (January 17, 1983).

  15. Ibid.

  16. Rosenberg, Hilary, “Trouble in the Cabbage Patch,” Financial World (July 25, 1984): 80.

  17. Almost all of the information in this book about the close of Mattel Electronics has been taken from the second edition of Phoenix: The Fall and Rise of Videogames, by Leonard Herman. Herman has written the most comprehensive volume about the evolution of game hardware imaginable.

  18. Alexander, Charles P., “Video Games Go Crunch,” Time (October 17, 1983): 64.

  19. “A Holiday Massacre in Video Games,” Fortune (December 26, 1983): 100.

  Chapter 16: Album Covers

  1. Tomczyk, Michael S., The Home Computer Wars (Greensboro, NC: Compute! Books, 1984), p. 258.

  2. Ibid., p. 257.

  3. Chakravarty, Subrata N., “Albatross,” Forbes (January 17, 1983).

  4. “Okay, Jack,” Fortune (February 20, 1984): 8.

  5. Tomczyk, Michael S., The Home Computer Wars (Greensboro, NC: Compute! Books, 1984), p. 284.

  6. “The Zinger of Silicon Valley,” Time (February 6, 1984): 50.

  7. Bagamery, Anne, “The Second Time Around,” Forbes (October 8, 1984): 42.

  Chapter 17: We Tried to Keep from Laughing

  1. Sheff, David, Game Over (New York: Vintage Books, 1994), p. 152.

  2. Ibid., pp. 154–155.

  3. Ibid., p. 163.

  Chapter 20: The New Empire

  1. Pitta, Julie, “This Dog Is Having a Big Day,” Forbes (January 22, 1990): 106.

  2. “Please Daddy,” The Economist (December 2, 1989): 35.

  Chapter 21: The Legal Game

  1. 17 U.S.C. #101 as quotes from Atari Games Corp. v. Nintendo of America Inc., 30 USPQ 2d., p. 1405.

  2. Ibid., p. 1404.

  3. Data East USA, Inc. v. Epyx, Inc., 862 Federal Supplement 2d., p. 209.

  4. Ibid., p. 206.

  5. Ibid., p. 206.

  6. Ibid., p. 210.

  7. Atari Games Corp. v. Nintendo of America Inc., 30 USPQ 2d., p. 1403.

  8. Ibid., p. 1403 (referring to 975 Federal Supplement 2d, p. 837).

  9. Ibid., p. 1407.

  10. Ibid., p. 1427.

  11. Sega Enterprises Ltd. v. Accolade, Inc., 977 Federal Supplement 2d., p. 1528.

  12. Ibid., p. 1515.

  13. Ibid., p. 1515.

  14. Ibid., pp. 1515–1516.

  15. Ibid., p. 1398.

  16. Ibid., p. 1398.

  17. Ibid., p. 1398.

  18. Ibid., p. 1514.

  19. Ibid., p. 1523.

  20. Ibid., p. 1529.

  21. States of N.Y. and Maryland v. Nintendo of America, Inc., 775 Federal Supplement, p. 679.

  22. Kichen, Steve, “Please, Br’er Fox! Don’t Throw Me in the Briar Patch!” Forbes (December 23, 1991): 17.

  23. Lewis Galoob Toys, Inc. v. Nintendo of America, Inc., 780 Federal Supplement, p. 1295.

  24. Alpex Computer Corporation v. Nintendo Co., Ltd., 780 Federal Supplement, p. 162.

  25. Riordan, Teresa, “After Nintendo’s Victory, More Japanese Companies May Say They’d Rather Fight Than Pay,” New York Times, November 25, 1996, section D, p. 2.

  26. Alpex Computer Corporation v. Nintendo Co., Ltd., SDNY 95-1191-1229.

  27. Ibid.

  28. Alpex Computer Corporation v. Nintendo Co., Ltd., SDNY 212-791-1020.

  Chapter 22: The Year of Hardware

  1. “New Boy on the Block,” Time (November 6, 1989): 73.

  Chapter 23: Run for the Money

  1. Sheff, David, “The Game Master,” Playboy (June 1993): 216.

  2. West, Neil and Chris Charla, “What the Hell Does Bill Gates Know About Games Anyway?” Next Generation (June, 1996): 60. This is Gates’s response when asked about Spindler’s statement.

  3. Conour, Dale, “Sonic CEO,” Gentry (August 1995): 88.

  4. Ibid., 87.

  5. Gray, Paul, “Boop, Beep, Blurp, Jingle, Jingle,” Time (July 9, 1990): 15.

  6. Dumaine, Brian, “When Delay Courts Disaster,” Fortune (December 16, 1991): 104.

  7. “NEC Lowers Price of TurboGrafx-16 to $99,” Playthings (June 1991): 6.

  8. Sheff, Game Over, p. 363.

  9. Streisand, Betsy, and Richard J. Newman, “The Big Leagues’ New Game Boy,” U.S. News & World Report (February 17, 1992): 44.

  10. Wulf, Steve, “An Outside Pitch,” Sports Illustrated (February 10, 1992): 30.

  11. Streisand and Newman, “The Big Leagues’ New Game Boy,” 44.

  Chapter 24: The War

  1. Tor, Matt, “Will Super Mario Halt Sega’s Sonic Boom?” Marketing (a United Kingdom publication), April 30, 1992, p. 13.

  2. Tetzeli, Rick, “Videogames: Serious Fun,” Fortune (December 27, 1993): 110.

  Chapter 25: Moral Kombat

  1. Joint Hearings Before the Subcommittee on Juvenile Justice, One Hundred Third Congress, Serial No. J-103-37, December 9, 1993, March 4 and July 29, 1994, p. 22.

  2. Ibid., p. 194.

  3. Ibid., p. 12.

  4. Ibid., p. 14.

  5. Ibid., p. 15.

  6. Ibid., p. 20.


  7. Ibid., p. 22.

  8. Ibid., p. 25.

  9. Ibid., p. 25.

  10. Ibid., p. 29.

  11. Ibid., p. 30.

  12. Ibid., p. 30.

  13. Ibid., p. 35.

  14. Ibid., p. 35.

  15. Ibid., p. 36.

  16. Ibid., p. 36.

  17. Ibid., p. 41.

  18. Ibid., p. 58.

  19. Ibid., p. 62.

  Chapter 26: The “Next” Generation (Part 1)

  1. “Game Over?” The Economist (November 20, 1993): 74.

  3. Miller, Cyndee, “Sega vs. Nintendo: This Fight’s Almost As Rough As Their Video Games,” Marketing News (August 29, 1994): 1.

  4. Morris, Kathleen “Nightmare in the Fun House,” Financial World (February 21, 1995): 32.

  5. “Nintendo Expects,” Television Digest (December 5, 1994): 13.

  6. Meyer, Michael, “Fight to the Finish,” Newsweek (December 12, 1994): 56.

  7. Morris, Kathleen, “Nightmare in the Fun House,” Financial World (February 21, 1995): 32.

  Chapter 27: The “Next” Generation (Part 2)

  1. Morris, Kathleen, “Nightmare in the Fun House,” Financial World (February 21, 1995): 32.

  2. Ibid.

  3. Ibid.

  4. “Nintendo Pins Hopes on Virtual Boy,” Next Generation (March 1995): 20.

  Chapter 28: The Mainstream and All Its Perils

  1. Rowling, J. K., Harry Potter and the Goblet of Fire (New York: Scholastic Press, 2000), p. 25.

  2. Hearing on “Marketing Violence to Children,” U.S. Senate Commerce, Science and Transportation Committee, May 4, 1999, p. 117.

  3. Harrison, George, “First to Market Is Good, but Not Always Best,” Brandweek (December 4, 1995): 16. (Harrison was Nintendo of America’s vice president of marketing and corporate communications.)

  4. Gerstmann, Jeff, “Mortal Kombat Trilogy: Full Review,” GameSpot VG [online], posted October 31, 1996, updated December 3, 1996.

  5. Bai, Matt, “Anatomy of a Massacre,” Newsweek (May 3, 1999): 26.

  6. Gibbs, Nancy, and Timothy Roche, “The Columbine Tapes,” Time [online], December 20, 1999.

  7. Ibid.

  8. Hearing on “Marketing Violence to Children,” p. 5.

  9. Ibid., pp. 13–14.

  10. Ibid., p. 37.

  11. Ibid., p. 67.

  12. Ibid., p. 71.

  13. Ibid., p. 72.

  14. Ibid., p. 87.

  15. Ibid., p. 91.

  16. Ibid., pp. 113–114.

  17. Ibid., p. 114.

  18. Ibid., p. 114.

  19. Ibid., p. 115.

  20. Ibid., pp. 115–116.

  21. Ibid., pp. 116–117.

  22. Ibid., p. 120.

  23. Ibid., pp. 121–122.

  24. Ibid., p. 122.

  25. Ibid., p. 126.

  26. Ibid., p. 136.

  27. Ibid., pp. 140–144.

  28. Ibid., p. 143.

  Chapter 30: Three Horses and a Pony

  1. Taken from Game Developers Conference keynote address, delivered March 10, 2000.

  2. Takahashi, Dean, “How Four Renegades Persuaded Microsoft to Make a Game Machine,” Wall Street Journal (March 10, 2000).

  3. Shroddy, Eric, Larry Muggerud, and Lou Donaldson, Jump Around (Tommy Boy Records, 1992).

  4. 2000 Games White Paper, Computer Entertainment Software Association, July 2000.

  Copyright © 2001 by Steven L. Kent

  All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without written permission from Random House, Inc., except for the inclusion of brief quotations in a review.

  Published by Three Rivers Press, New York, New York

  Member of the Crown Publishing Group, a division of Random House, Inc.

  www.randomhouse.com

  THREE RIVERS PRESS and the Tugboat design are registered trademarks of Random House, Inc.

  Originally published by Prima Publishing, Roseville, California, in 2001.

  Originally published as The First Quarter.

  Library of Congress Cataloging-in-Publication Data

  Kent, Steven L.

  The ultimate history of video games : from Pong to Pokemon—the story behind the craze that touched our lives and changed the world / Steven L. Kent.

  1. Video games—History. I. Title.

  GV1469.3 .K45 2001

  794.8′09—dc21 2001036497

  eISBN: 978-0-307-56087-2

  v3.0

 

 

 


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