Instruction Manuals

The booklets that built worlds before you pressed Start

The Legend of Zelda Manual — Building a World in 38 Pages
The Legend of Zelda · NES · 1987 · 38 pages

Nintendo's manual for the original Zelda did what the cartridge could not: it handed players a fully realized mythology, complete with Ganon's backstory, the Triforce's origin, and a map of Hyrule that made the world feel ancient before you pressed Start.

EarthBound — The Manual That Was Also a Strategy Guide, a Scratch-and-Sniff Book, and a Joke
EarthBound · SNES · 1995 · 128 pages

EarthBound's North American release came packaged with a 128-page Players' Guide masquerading as a manual, complete with scratch-and-sniff stickers, a full walkthrough, and a tone that matched the game's surreal humor perfectly.

Mega Man 2 Manual — Robot Master Profiles and the Fiction of Serial Numbers
Mega Man 2 · NES · 1989 · 22 pages

Capcom's manual for Mega Man 2 gave each of the eight Robot Masters a full-page profile complete with serial number, weakness notation, and a prose biography that transformed what were essentially level themes into characters with histories.

Metroid NES Manual — The Paragraph That Revealed Samus Was a Woman
Metroid · NES · 1987 · 24 pages

The Metroid manual was unremarkable in most respects, but buried in its lore section was an unambiguous statement that Samus Aran was female — information the game concealed behind an unlock condition that most players never reached.

Metal Gear Solid Manual — When Reading the Instructions Was Part of the Boss Fight
Metal Gear Solid · PlayStation · 1998 · 52 pages

Metal Gear Solid's manual doubled as a gameplay resource through intentional design — the boss Psycho Mantis famously instructed players to move their controller to the second port, information delivered only to those who had read the manual's controller section.

Street Fighter II Manual — Eight Fighters, Eight Origin Stories
Street Fighter II: The World Warrior · SNES · 1992 · 32 pages

Capcom's manual for the SNES port of Street Fighter II gave each of the eight playable fighters a full biography, move list, and illustrated portrait, establishing character backstories that the arcade version's attract mode had only sketched.

Dragon Warrior Manual — A Fantasy World Documented Like a Reference Text
Dragon Warrior · NES · 1989 · 48 pages

Nintendo's bundled manual for Dragon Warrior — included free with Nintendo Power subscriptions — constructed the kingdom of Alefgard with the thoroughness of a travel guide, covering history, monsters, items, and spells in a document that functioned as both lore primer and reference sheet.

Super Mario Bros. Manual — The Mushroom Kingdom's First Lore Document
Super Mario Bros. · NES · 1985 · 16 pages

The Super Mario Bros. manual established the Mushroom Kingdom's foundational mythology in sixteen pages, introducing the Koopa Tribe's transformation of citizens into bricks and stones — lore the game never referenced but that shaped how a generation of players understood what they were running through.

Sonic the Hedgehog Manual — Attitude on Paper
Sonic the Hedgehog · Sega Genesis · 1991 · 28 pages

Sega's manual for the original Sonic was written with the same irreverent energy as the character himself, establishing Sonic's backstory and personality through prose that deliberately positioned him as cooler, faster, and more attitude-forward than anything Nintendo was publishing.

SimCity SNES Manual — Dr. Wright and the Fiction of Official Guidance
SimCity · SNES · 1991 · 118 pages

Nintendo's SNES version of SimCity came with a 118-page manual partly written as an in-fiction advisory document from Dr. Wright — the game's invented advisor character — giving city-planning guidance through a persona rather than a technical voice.

Final Fantasy II SNES Manual — A Cast of Characters the Game Had No Time to Explain
Final Fantasy IV · SNES · 1991 · 36 pages

Released in North America as Final Fantasy II, the SNES manual gave extended character profiles for Cecil, Rosa, Kain, and the supporting cast that the game's compressed localization had left underdeveloped, filling gaps in characterization through documentation.

Contra NES Manual — Action Movie Mythology for a Two-Player Game
Contra · NES · 1988 · 20 pages

Konami's Contra manual leaned fully into the game's action-movie aesthetic, providing soldier biographies for Bill Rizer and Lance Bean that positioned the game as a specific kind of military sci-fi narrative rather than a generic run-and-gun.