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Chapter 19 Music on the Edge (Connector): Demixing the Sound of the NES and Famicom
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James Newman
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Chapters in this book
- Frontmatter i
- Table of Contents v
- Contributors ix
- Acknowledgments xv
- Note on Japanese names and sources xvii
- Abbreviations xix
- Introduction xxi
-
Part 1 Analog and Mechanical Games
- Chapter 1 The Virtuality of Japanese Playing Cards: Immersion and Transgression in Early Modern Material Culture 1
- Chapter 2 Eating Your Way through Sugoroku: Imaginary Travel in a Japanese Board Game 18
- Chapter 3 Three Studies for a Material History of Japanese Board Games 33
- Chapter 4 Participatory Storytelling as a Media Platform: TRPGs, Gamebooks, Readers’ Columns, and Play-by-Mail in Japanese Analog RPGs 48
- Chapter 5 On the Play of Yakumono: The Evolution of Audiovisual Effects in Pachinko 62
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Part 2 Gameplay Spaces
- Chapter 6 Embodied Play in Japan: From Escape Rooms to Larp (Live-Action Role-Play) 81
- Chapter 7 Cabinets in the City: Game Centers, Street Gamers and Urbanity through Virtua Fighter 96
- Chapter 8 Why Has Japan’s Esports Development Been So Slow? 111
- Chapter 9 Convergence and Cosmopolitanism in Online Games: Non-Japanese Players on Japanese Final Fantasy XIV Servers 123
- Chapter 10 Playing with Animal Crossing: New Horizons in the Japanese, Korean and Chinese YouTube Space 138
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Part 3 Game Analysis
- Chapter 11 Salarymen, Samurai, and the State: Masculinity at Play in Feudal Era War Games 157
- Chapter 12 Othering Masculinity: Disability and Chivalry in the Yakuza Series 172
- Chapter 13 The Flavor of Late Shōwa: Coziness, Food, and Nostalgia in Gagex Games 186
- Chapter 14 The Destruction of Raccoon City (again): Japanese Collective Memory Discourse, the Atomic Bombs, and Resident Evil 3 201
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Part 4 Game Industry
- Chapter 15 The Dawn of Videogames in Japan as Viewed from the Toy Industry 219
- Chapter 16 Ladies, Leave, and Corporate Liability? Personnel Policies in the Japanese Game Industry 235
- Chapter 17 Restructuring and Redeveloping Final Fantasy: Square Enix’s Strategic Survival in a Tumultuous Industrial Landscape, 2000–2020 249
- Chapter 18 The Gundam Games Ecology in a Media Industry Perspective 264
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Part 5 Game Mediations
- Chapter 19 Music on the Edge (Connector): Demixing the Sound of the NES and Famicom 283
- Chapter 20 Changing the Game to Keep it the Same: The Paradox of Localization 298
- Chapter 21 Playing at Romance: Otome Games and Fan Cultures 315
- Index 331
Chapters in this book
- Frontmatter i
- Table of Contents v
- Contributors ix
- Acknowledgments xv
- Note on Japanese names and sources xvii
- Abbreviations xix
- Introduction xxi
-
Part 1 Analog and Mechanical Games
- Chapter 1 The Virtuality of Japanese Playing Cards: Immersion and Transgression in Early Modern Material Culture 1
- Chapter 2 Eating Your Way through Sugoroku: Imaginary Travel in a Japanese Board Game 18
- Chapter 3 Three Studies for a Material History of Japanese Board Games 33
- Chapter 4 Participatory Storytelling as a Media Platform: TRPGs, Gamebooks, Readers’ Columns, and Play-by-Mail in Japanese Analog RPGs 48
- Chapter 5 On the Play of Yakumono: The Evolution of Audiovisual Effects in Pachinko 62
-
Part 2 Gameplay Spaces
- Chapter 6 Embodied Play in Japan: From Escape Rooms to Larp (Live-Action Role-Play) 81
- Chapter 7 Cabinets in the City: Game Centers, Street Gamers and Urbanity through Virtua Fighter 96
- Chapter 8 Why Has Japan’s Esports Development Been So Slow? 111
- Chapter 9 Convergence and Cosmopolitanism in Online Games: Non-Japanese Players on Japanese Final Fantasy XIV Servers 123
- Chapter 10 Playing with Animal Crossing: New Horizons in the Japanese, Korean and Chinese YouTube Space 138
-
Part 3 Game Analysis
- Chapter 11 Salarymen, Samurai, and the State: Masculinity at Play in Feudal Era War Games 157
- Chapter 12 Othering Masculinity: Disability and Chivalry in the Yakuza Series 172
- Chapter 13 The Flavor of Late Shōwa: Coziness, Food, and Nostalgia in Gagex Games 186
- Chapter 14 The Destruction of Raccoon City (again): Japanese Collective Memory Discourse, the Atomic Bombs, and Resident Evil 3 201
-
Part 4 Game Industry
- Chapter 15 The Dawn of Videogames in Japan as Viewed from the Toy Industry 219
- Chapter 16 Ladies, Leave, and Corporate Liability? Personnel Policies in the Japanese Game Industry 235
- Chapter 17 Restructuring and Redeveloping Final Fantasy: Square Enix’s Strategic Survival in a Tumultuous Industrial Landscape, 2000–2020 249
- Chapter 18 The Gundam Games Ecology in a Media Industry Perspective 264
-
Part 5 Game Mediations
- Chapter 19 Music on the Edge (Connector): Demixing the Sound of the NES and Famicom 283
- Chapter 20 Changing the Game to Keep it the Same: The Paradox of Localization 298
- Chapter 21 Playing at Romance: Otome Games and Fan Cultures 315
- Index 331