MAGAZINE

A Short History of Game Manuals

Edge Staff's picture

By Edge Staff

September 19, 2008

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Metal Gear Solid 2: Sons of Liberty

Another favourite trick with properties as well-known as Nintendo’s is to simply write as an in-game character. These personae give the opportunity for a running commentary on a game that can afford to be a little more irreverent than something straight-faced: Donkey Kong 64’s manual was ‘written’ by Cranky Kong, the original Donkey Kong. It’s old Rare at its best. Simply because there’s so much truth in the jokes, it excuses the conventional aspects of the game’s design even as it outlines them: ‘So let’s see what nonsense they’ve made up for this game, shall we? Hmm… well, I have to hand it to them. This time they’ve managed to come up with a decent storyline that doesn’t involve the usual golden bananas. Only joking, kids! This one’s worse than all the previous efforts put together! I know you probably aren’t expecting a best seller, but wait till you hear this load of rubbish’. Even the ‘How to Start’ section wasn’t free of his touch: ‘Now then, just drop your quarter into the slot and… er, sorry, wrong game’. But by far the most cutting comment, said with the benefit of hindsight on Rare’s collectable platformer phase, has to be Cranky on the very same: ‘Trinkets and baubles, every last one! You’ll be so busy collecting this tatty lot, you’ll not notice the lack of gameplay. I never had to collect anything in my day, no siree, and my games were all the better for it!’ Of course, Donkey Kong did have collectables – but we can excuse an old ape the odd slip.

For sheer lunacy, however, it would be hard to beat the few productions of the French developer Exxos. Its first title, Captain Blood, came with a novella that seemed to be (unintentionally) written by monkeys with multiple personality disorder and a cursory knowledge of popular culture, featuring memorable ideas such as reproducing Pac-Men threatening the world and a recurring Charles\ Darwin who isn’t dead, but ‘living incognito’. Even this paled into normality next to Purple Saturn Day, however, a sports game with a manual that promised ‘on this day, they come to vanquish you, friend’. It was an Official Participants’ Guide and began: ‘OH EXXOS it is once more the new year on Saturn, the day of purple dawning, Wonder of Wonders. ATA ATA. OH EXXOS YOU ARE GOOD FOR US’. It is important to note at this point that Exxos is Phillip Ulrich and Didier Bouchon referring to themselves, and at the foot of every page they included: ‘I can feel Exxos doing me good’. It featured a recipe book with instructions for the likes of a ‘pain transmuter’ and was, to say the least, irregularly spaced throughout.


Purple Saturn Day


Their final production as Exxos, Kult: The Temple Of The Flying Saucers (known outside of Europe as Chamber Of The Sci-Mutant Priestess), came with perhaps their finest work yet: ‘Step into KULT, Exxos demands it!’ It reached a fine pitch with the offer to win a cervical cord: ‘NEW AND EXCITING !! WIN A CUSTOMISED CERVIKAL CORD !! Yes, it’s for real! Faithful Servants of Exxos Inc. have come up with a lulu. A megamarv holog simulation of you know who’s cervikal cord! Wowee! All-star SCIENTIFIC MINDS have tried their darndest to tell the difference, and failed 300%! Your (ex-) friends will grovel satisfyingly. Your NEW acquaintances will ask your advice about MILLIONS of highly intimate problems!’ Who could resist? All you had to do was scratch and sniff a small rectangle with a particular body part.

There is one thing nearly all of these manuals share, however: they’re accompaniments to games that are labours of love for their developers, desperate for players to be pulled into their worlds. Unfortunately, it’s far too obvious that manuals are considered by many developers as little more than an indulgence and possibly an irritant – after all, they’ve just slaved over the game itself for years, and if the player’s already paid, why waste time and resources on frills? But as Blizzard, Nintendo, Rockstar and countless other companies prove, letting your customer know just how much thought goes into these virtual worlds has many more benefits than just stoking the odd internet discussion. Those 20 or 30 pages of cheap, stapled paper can educate players about the potential of their new purchase, bring them into a game gently, and act as a constant companion throughout the experience. If, in the future, all games are delivered digitally, we will rue the loss of these artefacts.

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.