how to play


(Action 52)

the mash of competing registers in a videogame manual (neutral technical instruction, map of the territory, emotional prompt) sometimes results in text that can be casually beautiful, mysterious or strange. examples include

haphazardly characterised lists of the fake animals that you must put to death



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(adventures of tom sawyer; blues brothers; dr chaos; deadly towers; deathbots; abadox)

taxonomies of elements


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(chubby cherub; bad street brawler; beetlejuice; castlevania ii)

taxonomies of representation


(fester’s quest)

text descriptions of “what to do” can be staid or grandiose but tend towards the same manic, unreadable repetitiveness of videogames themselves

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(caltron 6-in-1; conquest of the crystal palace; deadly towers; bible buffet)

the game descriptions in the action 52 manual are my favourite and read like dreams





(action 52)

the erotic sublime


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(fun house; slurpy)

the long-lived war over what to call extra player characters

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(astyanax; athena; panama joe)

enticement through rhetoric



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(caltron 6-in-1; caltron 6-in-1; astyanax; video flipper)

tips and hints

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(conquest of the crystal palace; day dreamin’ davey; beetlejuice)

you can post your favoured pieces of instruction manual bricabrac itt.

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mighty stone in the shitposting cultural foundation, this stuff

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Resident Evil

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De vita Caesarum :

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Sabermetrics
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Objects of Power and Desire
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Scenes from the Class Struggle on Caspian
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(Brute Force)

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yes indeed

(Playboy, The Mansion)

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scenes from the bomber cosmology

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(Bomberman World; Bomberman Fantasy Race)

do what thou wilt, within the confines of your imagination


(Alien8)

the perversities of crime


(True Crime: New York City)

creation of life

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(Eternal Eyes)

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As a Prince, asking the really important questions:


chillin' w/ cousins afterwards...

( Katamari Damacy )





curious modes of transport:


and a precious piece of advice for hobbyists:

(Steambot Chronicles)

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been playing this and just so you know, they never say “Mappemon” in game to my knowledge. They do however call them Magical Puppets and occasionally Magical Pappets.

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:sob:

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Game manuals can be pretty cool, should we have a thread about cool, uncool, whatever game manuals? (There could be a thread I missed.)


Akira Psycho Ball (PS2)

I sure threw out loads of manuals; I mean, you can only go so long with stacks of 'em flopping around, right? Eh ahem. For a while I kept the fighting games ones, thinking they’d be useful for the move lists, but never really actually bothered.

Did manuals die, or are they still around? Like, 2011, Virtua Tennis 4, all Sega felt like giving you was a tiny little slip of a thing with a printed URL to download the “full” manual and of course that URL is now dead.

Wait there could be cool e-manuals though? I suppose I use the ones in for instance Hamster’s Arcade Archives releases, those are okay.

Oh yeah Sonic Origins has scans of the ol’ manuals, the Japanese ones are super-fun ^ _^

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the Fallout 1 manual aka the Vault Dweller’s Survival Guide was essential to me getting into the game. it has the length and detail of like a Dungeon Master’s Guide, and its full of in-universe bits that just try to entice you with some of the flavor of the setting. My all-time favorite game manual probably

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the oners that stick out to me, as obvious as they are, are sim city on the snes and pokemon red/blue

full of character, and making at least a little effort to make their respective game worlds a little more immersive

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The manual for Quake and in particular its descriptions of the bad guys come to mind whenever anyone asks after the best manuals.

Manual-adjacent is the letter that came with StarTropics.

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i wish i had a fresh copy of the Pokemon Trainers Guide so i could fill in the back of the book with my own Pokemon drawings. That was also a really memorable manual yeah

i like that older RPG manuals tended to have a walkthrough for the first couple areas just to get you comfortable. I remember Final Fantasy Legend 3’s manuals advised you to grind to level 5 right away, and the tips section was provided by “the wizards at SQUARE”

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I love the MULE manual because it gives a lot of ideas about how to think about winning the game. There’s even a section at the end where the designers individually describe their go-to strategies. I want to play MULE https://www.mocagh.org/ea/mule-manual.pdf

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Arcanum has a nearly two hundred page manual, much of which is written as in-universe documents and manuscripts. It ends with a quite good recipe for banana bread (tim cain’s own recipe!)

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there’s an older manuals thread although this one seems headed in a different direction. anyway i love the character descriptions in the manual for Dr. Jekyll & Mr. Hyde (NES)

torn between “stupid and stubborn, and therefore dangerous” and “digging is his life” for my favourite line.

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