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Articles

The Boss Fight Game Environment: The High-Rise in Early Handheld Gaming

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Pages 326-337 | Published online: 27 Apr 2022
 

Abstract

Nintendo’s first handheld game console was the Game&Watch. It was a major success in Japan, the United States, France and Germany. This article demonstrates how novel urban infrastructures such as the high-rise occupied the central game drive of early handheld gaming in the Game&Watch. Specifically, Japan and Germany display a coming to terms post WWII in regard to their national identity, economy and infrastructure. The nature of the Game&Watch as one of the first consoles with realistic game environments, as well as being handheld, emphasized the vagabondism of the postwar era in both its material setup and the visual display of the game environment.

Notes

1. Florent Gorges and Isao Yamazaki, The History of Nintendo: 1889-1980, from Playing Cards to Game & Watch (Paris: Pix'N Love, 2012).

2. Satoru Iwata, “Iwata asks,” Nintendo, http://iwataasks.nintendo.com/interviews/#/clubn/game-and-watch-ball-reward/0/3 (accessed March 15 2022); Horst Heidtmann, Kindermedien (Stuttgart: Metzler 1992), 124.

3. Benjamin E. Whaley, “Beyond 8-Bit: Trauma and Social Relevance in Japanese Video Games” (PhD diss., University of British Columbia, 2016), 20. https://open.library.ubc.ca/cIRcle/collections/ubctheses/24/items/1.0314128 (accessed March 15, 2022.)

4. James Paul Gee, “Video Games and Embodiment,” Games and Culture 3, no. 3–4 (2008): 25363.

5. Mathias Fuchs, Phantasmal Spaces: Archetypical Venues in Computer Games (New York: Bloomsbury, 2019). (As also mentioned in Gregory Whistance-Smith Expressive Space, 48.)

6. G. Whistance-Smith, Expressive Space: Embodying Meaning in Video Game Environments (Berlin: de Gruyter, 2022).

7. Ibid., 2.

8. Georg Simmel, “Die Großstädte und das Geistesleben,” in Gesamtausgabe, ed. Georg Simmel (Frankfurt am Main: Suhrkamp, 1995), 116–31.

9. Leonard Herman, “Handheld Video Game Systems,” in The Video Game Explosion: A History from PONG to Playstation and Beyond, ed. Mark J. P. Wolf (Santa Barbara: ABC-CLIO, 2008), 143–8.

10. Heike Weber, Das Versprechen Mobiler Freiheit: Zur Kultur- und Technikgeschichte von Kofferradio, Walkman und Handy (Bielefeld: transcript Verlag, 2015).

11. Gorges, The History of Nintendo: 1889-1980, 12.

12. Orbaugh, Sharalyn, “‘Kamishibai’ and the Art of the Interval,” Mechademia 7, no. 1 (2012): 78–100.

13. Shunsuke Tsurumi, A Cultural History of Postwar Japan: 1945-1980 (London: Routledge, 2010), 94.

14. VideoGameAds, “Nintendo Game & Watch Commercial 3 - Retro Video Game Commercial/Ad,” 0:30, https://youtu.be/sORvvBGGt4M (accessed March 15, 2022).

15. Marc Augé, Orte und Nicht-Orte: Vorüberlegungen zu einer Ethnologie der Einsamkeit (Frankfurt: S. Fischer, 1994).

16. Jer V, “Game & watch commercial (Japanese),” 0:29, https://www.youtube.com/watch?v=oq64s8TmANM (accessed March 15, 2022).

17. “Teufel in der Tasche,” Der Spiegel, November 2, 1981, https://www.spiegel.de/spiegel/print/d-14344082.html The quote in the articles in German reads: “Die Nintendo-Ingenieure nutzten die elektronischen Möglichkeiten voll aus. Statt schlicht geometrischer Konfigurationen, wie bisher bei elektronischem Tennis oder Bowling üblich, zauberten sie quicklebendig wirkende Bildfolgen auf die Sichtscheibe.”

18. Gorges, The History of Nintendo: 1889-1980.

19. Helge Andersen, “Spiele mit Zeit” [Plays with Time] February 1983: 64. https://archive.org/details/TeleMatch.N02.1983.02-KCz.pdf/page/n63/mode/2up The direct quotation is: “Vor genau zwei Jahren machten sie auch in der Bundesrepublik Furore: die winzigen LCD Spiele. Kleiner als ein Taschenrechner, ausgestattet mit einem Bildschirm in der knappen Größe einer Streichholzschachtel. Heiß war und ist auch die Handlung, die von kleinen schwarzen Männchen absolviert wird. Der japanische Hersteller Nintendo schockte die etablierte Konkurrenz mit diesen ungewöhnlichen Spielen, und bis heute ist Nintendo mit seinen bei uns “TricOtronics” genannten Spielen unumstrittener Marktführer geblieben.”

20. Moritz Föllmer, “Cities of Choice: Elective Affinities and the Transformation of Western European Urbanity from the Mid-1950s to the Early 1980s,” Contemporary European History 24 (2015): 577–96.

21. Philipp, Klaus Jan, Rolf Gutbrod: Bauen in den Boomjahren der 1960er (Salzburg: Müry Salzmann, 2011), 51.

22. Julian Dierkes, Postwar history education in Japan and the Germanys: Guilty Lessons (London: Routledge, 2010), 169.

23. Anne Power, Hovels to High Rise: State Housing in Europe since 1850 (London: Psychology Press, 1993), 108.

24. Shaun Moores, Media, Place and Mobility (New York: Palgrave Macmillan, 2012), 28.

25. Martin Heidegger, “Building Dwelling Thinking,” Poetry, Language, Thought 154 (1971): 1–26; Theodor Adorno, Minima Moralia: Reflections on a Damaged Life (London: Verso, 2005).

26. S. Hosokawa, “The Walkman Effect”. Popular Music 4 (1984): 176.

27. Ibid., 69.

28. Ibid., 176.

29. The quotation in German reads: “Aus ihr [der Scheidung zwischen Drinnen und Draußen] bestimmt sich die Grunddynamik aller menschlichen Wege im Raum: als das Fortgehen in die Welt und das Heimkehren nach Hause, wobei beide Richtungen als gleich notwendig und gleich gewichtig begriffen werden müssen.” Otto F. Bollnow, “Der Mensch und der Raum,” Universitas - Zeitschrift für Wissenschaft Kunst und Kultur 18 (1963): 503.

30. Jesper Juul, “Video Games Makes Us All Losers! Does Dying Over and Over in Modern Video Games Create a New Kind of Artistic Tragedy?,” Salon, July 13, 2013. https://www.salon.com/2013/07/13/video_games_make_us_all_losers/ (accessed March 15, 2022).

Additional information

Notes on contributors

Dorothee Leesing

Dorothee Leesing is a Sessional Lecturer at the Department of Central, Eastern and Northern European Studies (CENES) at the University of British Columbia. Her research examines the postwar perception of restructured cityscapes. She is interested in the representation of urban environments and mass dwellings in early digital gaming, post-migrant literature and 1950’s press, with a focus on developments in West Germany.

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