MAGAZINE

A Short History of Game Manuals

Edge Staff's picture

By Edge Staff

September 19, 2008

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Manhunt


The concept of a field guide, or a journal or diary, is widespread, and is often incorporated rather half-heartedly as a kind of standard (although Grasshopper’s Contact took this one step further by presenting its manual as a blog). But some games go even further, and use the one physical point of contact with the player to not only inform how the game’s interactions will work, but also how they should. Myst’s manual, for example, was a journal – except in this case it really was a journal, full of blank pages for your notes throughout, and preparing the player for a sedate and cerebral experience.


F-Zero

Can a manual do that – educate players in the ways a game needs to be judged? Nowhere has Rockstar’s appreciation for the form been more brilliantly realised than with the manual for Manhunt: a ‘Winter/Spring Catalogue and Preview Guide’ to Valiant Video Enterprises’ releases. A brochure of video nasties that mirror the game’s levels, it details the hunters that ‘star’ in each feature and offers full rundowns of the game’s weapons. Barring the obligatory start-up guide, everything is presented in character and topped off with the personal and terrifying contribution of Mr Nasty himself – as well as a threat to anyone reading it who isn’t meant to. Few manuals so effectively characterise their game while suggesting the interpretation that any serious mind should bring to Manhunt’s particular take on videogame violence. It’s not a piece of supporting material so much as a mindset that the player will need to understand the level on which the game truly operates.

The very physicality of manuals, of course, can be taken to other extremes than those explored by Myst and Manhunt. Infocom’s games were typically presented with a cornucopia of remarkably realised materials, affectionately referred to as ‘feelies’. The most well-known, perhaps, was The Hitchhiker’s Guide To The Galaxy, which came with (among other things) a ‘Don’t Panic!’ button, an official order for the destruction of Arthur Dent’s house, some ‘peril-sensitive’ sunglasses (constructed from black cardboard) and ‘How Many Times Has This Happened To You?’ – an ad for the fictional Hitchhiker’s Guide To The Galaxy as well as the ‘real’ guide to the game. The Zork trilogy, meanwhile, came with ‘Zorkmid’ coins that a fan campaign attempted to get re-minted some years ago, and that had originally appeared on the Zork 1 box before Infocom actually began producing these ‘feelies’ alongside its games.

Infocom was the most notable but by no means the only company to offer supplementary goodies for players to emphasise that point of contact, and Nintendo’s Integrated R&D Division (usually responsible for hardware) offers up a unique moment with StarTropics. This manual came with a piece of faux-aged paper, a letter to main character Mike from his uncle. So far, so usual. But at a certain point in the game, the uncle desperately says, “Tell Mike to dip my letter in water” – not only conflating the player and character but providing a bridge between them. Truly, a ‘feelie’. Nintendo’s dedication to manuals hardly ends here, however: it would be easy to point to the colourful sense of fun in the likes of the Wario series (which almost without exception feature something out of the ordinary, whether that’s simply stickers or, as in WarioWare: Smooth Moves, the manual being a newspaper written by the man himself). The company’s real gift, however, lies in the more sedate area of clarity: large marked controller diagrams, maps of gameworlds, and even, in the case of Earthbound’s US release, a full-sized and super-detailed strategy guide.

UK_John's picture

Most of the games mentioned in this article are 5 plus years old. And the fact is that the further you go back, the more manuals were written with flair. And as to 'making the 20-30 page manuals more interesting' most manuals in the past were more likely to be 80+ pages! Explain how you go back to 80+ page manuals with DVD cases currently getting shorter in UK supermarkets, for example.

I would say that big boxes going to DVD cases and manuals (and games) become blander each year is one of the main reasons for PC gaming's decline. PC games have now the feeling of the grey suits now in charge of creating them! Is it any wonder retro is making a comeback and DOSBox, a free utility to play PC DOS games of the 80's/90's has now had over FIVE MILLION downloads!

dungavin's picture

What Raff said about reading the manual on the way back from the game shop when he was a kid, I still do this on the bus (I don't drive) and I'm 33!

I find it works as the perfect appetizer before the main course.

Excellent article. An unsung hero indeed.

grognard66's picture

I enjoyed the encyclopedic manuals that came with old war games from SSI and Talonsoft. I just pulled out my Operational Art of War II manual and it's 180 pages long - love it! ;)

olanmills's picture

I love game manuals for some reason. Nintendo usually has really good ones, and the GTA manuals are awesome as well. I'm always really dissappointed by black and white manuals. I always read my game manuals, partially for the actaul information, but also because I appreciate them as a little extension of the game. The best ones have nice artwork, clever text, and of course, describe the game's compnents in a useful way.

I can understand why many people feel that manuals are useless and perhaps even detrimental. After all, designers have few limits in explaining the story or setup for their game within the game itself. I also understand the value of having the game teach the player how to play simply by playing the game itself and gradually revealing various elements to the player. However, I still love game manuals for some reason.

Raff's picture

When I recall my favorite old games from memory i almost always remember the manuals of the classics before the cover art or cartridge etc.

The F-Zero pic really brought me back to my 12 yr old self imaginatively creating a whole melodrama with complex character relationships based on a two page comic book spread at the front of the manual.

As a kid the manual was the only thing that kept me sane while traveling the distance between the game store and my console.

An often overlooked necessity.

Brendan_Keogh's picture

Interesting article. I am an avid manual reader and always took the manuals f my new games to school for everyone else to read. Good times...

Back in the SNES days and thereabout, the story of so many games wasn't even conceivable unless you read the manual first. For example, the -entire- story of Doom was in that one page of the manual. That one page then went on to be the basis for a series of four novels! Even Gears of War, without reading the novel (or watching the trailer during the Main Menu), you have no idea what the story is.

Much like manhunt, the city guides for vice city, san andreas, and liberty city were very good manuals.