Chunky Game Booklets – Part 3: From Strategy Guides to Downsizing the printed matter

Figure 16: Winzer (1991) is a strategy or economic simulation game with a surprising theme: winemaking. The booklet is accompanied by leaflets making you familiar with the not so familiar business. Photo: Suter

by Beat Suter

Instruction Manuals – accessible and for everyone, but now obsolete

Most games in the 80s and 90s came on discs or CD-ROMs in artful cardboard boxes and contained an insightful instruction manual. The printed booklet was essential for teaching how to play the game, telling a story or prologue and making a player familiar with the computer system the game was made for. Instruction manuals were clear and detailed, often even extensive. The Swiss games of the 80s and 90s relied on them as much as any other game. These instruction manuals showed an interesting diversity of approaches from story booklets over cartoons to extensive strategy guides.


Part 1 — A Serious Manual
Part 2 — Story Booklets
Part 3 — From Strategy Guides to Downsizing the printed matter


Continue reading “Chunky Game Booklets – Part 3: From Strategy Guides to Downsizing the printed matter”

Of Bare Chested Men and Violence: Barbarians and War in 1980s games and press coverage

by Aurelia Brandenburg and Adrian Demleitner

This text traces a joint inquiry into a loose link between bare chested men as protagonists and the depiction of violence in 1980s video games. For this analysis, we collaborated from our respective perspectives from historical and design research. Aurelia Brandenburg has a background in history, digital humanities and gender studies and Adrian Demleitner in software studies and design research. Our focus was on the reception as well as visual semantics of video games that used barbarian- or soldier-themed characters.

Continue reading “Of Bare Chested Men and Violence: Barbarians and War in 1980s games and press coverage”

Chunky Game Booklets – Part 2: Story Booklets

Figure 12: Rolling Ronny (1991) booklet with good layout and extensive gameplay and path section. Photos: Suter

by Beat Suter

Instruction Manuals – accessible and for everyone, but now obsolete

Most games in the 80s and 90s came on discs or CD-ROMs in artful cardboard boxes and contained an insightful instruction manual. The printed booklet was essential for teaching how to play the game, telling a story or prologue and making a player familiar with the computer system the game was made for. Instruction manuals were clear and detailed, often even extensive. The Swiss games of the 80s and 90s relied on them as much as any other game. These instruction manuals showed an interesting diversity of approaches from story booklets over cartoons to extensive strategy guides.


Part 1 — A Serious Manual
Part 2 — Story Booklets
Part 3 — From Strategy Guides to Downsizing the printed matter – coming soon


Continue reading “Chunky Game Booklets – Part 2: Story Booklets”

Le salon “Computer” de Lausanne. Partie 2 : Esprit romand et barrière de Rösti.

par Pierre-Yves Hurel


Contexte : Cet article fait partie du dossier à propos du salon lausannois “Computer”

  • Dans le premier (lien), j’ai présenté mes choix méthodologiques, le corpus étudié et les principales périodes du salon.
  • Dans ce second article, je relate comment cette foire était intégrée dans un contexte de rivalité régionale.
  • De nouveaux articles seront publiés dans les prochaines semaines.

A l’origine du salon lausannois de l’informatique, « Computer », il y a le « Groupement Romand pour l’Informatique » (G.R.I.) qui se présente comme un groupe « d’utilisateurs » de l’informatique. On apprend sur son site internet (gri.ch) qu’il se réunit depuis 1971. Il s’agit certes d’« utilisateurs » de l’informatique, mais il faut comprendre ce terme comme on l’entendait avant l’ère de l’informatique domestique : l’objectif du G.R.I. était, et est toujours, de dynamiser le marché et de permettre aux grands acteurs locaux de rester compétitifs. Un court billet, publié le 15 juin 1971 dans le JDG, rend effectivement compte d’une première rencontre d’une centaine de personnes « représentant des entreprises, administrations, associations et écoles » de toute la Suisse romande. Les objectifs annoncés de cette association sans but lucratif et indépendante : « promouvoir et développer l’information des milieux spécialisés et du grand public », développer la formation, diffuser de la documentation, « participer à la définition de l’informatique » et enfin « protéger les intérêts » de ses membres dans le domaine informatique. Continue reading “Le salon “Computer” de Lausanne. Partie 2 : Esprit romand et barrière de Rösti.”

Chunky Game Booklets – Part 1: A Serious Manual

by Beat Suter

Instruction Manuals – accessible and for everyone, but now obsolete

Most games in the 80s and 90s came on discs or CD-ROMs in artful cardboard boxes and contained an insightful instruction manual. The printed booklet was essential for teaching how to play the game, telling a story or prologue and making a player familiar with the computer system the game was made for. Instruction manuals were clear and detailed, often even extensive. The Swiss games of the 80s and 90s relied on them as much as any other game. These instruction manuals showed an interesting diversity of approaches from story booklets over cartoons to extensive strategy guides.


Part 1 — A Serious Manual
Part 2 — Story Booklets – coming soon
Part 3 — From Strategy Guides to Downsizing the printed matter – coming soon


Continue reading “Chunky Game Booklets – Part 1: A Serious Manual”

Confoederatio Ludens at the Games & Literature Festival in Marbach

by Eugen Pfister and Adrian Demleitner

From 28th to 30th June 2023, the German Literature Archive Marbach has organized a conference on “Games & Literature. On the literacity, research, collection, and archiving of computer games”. The idea for this conference came because, since 2019, the Literaturarchiv has been collecting not only German-language literature but also digital games if they “contain narrative structures to a high degree.”1 In the words of the call for presentations: “The substantive reasons for this decision are numerous, but, fundamentally, computer games have long been part of our cultural memory, which must be archived appropriately and examined in relation to established cultural forms.”2 Accordingly, the self-imposed goal of the conference was to discuss with international colleagues issues of collecting and archiving digital games, as well as research questions concerning the nexus between digital games and literature. Even if the claim turned out to be a little too ambitious in retrospect, a very exciting and fruitful exchange took place. Over three days, more than thirty colleagues from three continents presented their research, and we were honoured that our project was represented by four colleagues: The second day was opened by René Bauer and Beat Suter from the ZHdK with their keynote “Considerations for Archiving Games. From the Perspective of Game Design”. And on the third day, Eugen Pfister and Adrian Demleitner from HKB presented our joint historical database of games developed in the DACH region up to 2000: “Why we thought it was a good idea to build a DACH games database.”

Continue reading “Confoederatio Ludens at the Games & Literature Festival in Marbach”

  1. https://www.spiegel.de/netzwelt/games/deutsches-literaturarchiv-marbach-sammelt-kuenftig-auch-computerspiele-a-1255563.html []
  2. https://www.dla-marbach.de/forschung/verbund-marbach-weimar-wolfenbuettel/tagung-literature-games/ []

Print runs of German Gaming Magazines 1980-2000

Upper part of a scan of the cover of issue 07/90 of Aktueller Software Markt (ASM).

by Aurelia Brandenburg

Gaming magazines are certainly an important part of the emergence of gaming culture(s) since the 1980s. There is, however, a difference between the importance ascribed by expert or fan circles and the actual distribution and, thus, the potential impact of a magazine. “Retro culture” tends to have a nostalgic bias. This means that it is useful to re-examine the basis on which significance is attributed to certain magazines. For this, I created a dataset consisting of sales and distribution data of nearly twenty German gaming magazines between 1980 and 2000. The dataset in full is available online through Zenodo (DOI: 10.5281/zenodo.10009428) and a Google Sheet, and this blog post serves as an accompanying documentation of its sources and my own reasoning behind the magazines included and the table structure, same as some rough findings and visualizations based on the data collected.

Continue reading “Print runs of German Gaming Magazines 1980-2000”

LINEL – a Swiss Game Publisher 2: Collaborations and Unreleased Games

by Beat Suter

LineEL – a Swiss Game Publisher:
Part 1 – A comprehensive list of LINEL’S games
Part 2 – Collaborations and unreleased games
Part 3 – Working for LINEL – is in progress

The following text originally appeared here.

LINEL was a software developer and publisher based in Switzerland. It had its headquarters in St.Gallen, Liechtenstein and Appenzell. The label was active from 1987 to 1995. LINEL was founded by seven or eight young Swiss developers in 1987. They focused on programming on Amiga and Atari ST but did some Commodore 64 ports and later DOS ports as well. Overall, 20 games were published with the label LINEL. Often, it was cooperation with other developer studios and publishers in the UK and in Germany.

Linel merchandize: a Swiss pocket knife for the publisher’s VIPs. Photo: Roman Werner.
Linel merchandize: a Swiss pocket knife for the publisher’s VIPs. Photo: Roman Werner.

Continue reading “LINEL – a Swiss Game Publisher 2: Collaborations and Unreleased Games”

The “Computer” exhibition of Lausanne. Part 2: “Esprit Romand” and the “Röstigraben”

by Pierre-Yves Hurel


Context : This paper is part of a dossier about “Computer” exhibition.  

In the first one, I presented my methodological choices, the corpus studied, and the main periods of “Computer”.
– In this second one, I address how this show was integrated into a context of regional rivalry
a series of articles to be published over the coming week


The “Groupement Romand pour l’Informatique” (G.R.I.), which presents itself as a group of computer “users” (“utilisateurs” in French), stands behind the “Computer” trade show in Lausanne. Its website (gri.ch) states actually, that the group has been meeting since 1971. They understand themselves as true “users” of IT, but the term should be understood as it was before the era of home computing: G.R.I.’s aim was, and still is, to energize the market and enable the big local players to remain competitive. A short article published in the Journal de Genève (JDG) on June 15, 1971, reports on the initial meeting of around one hundred people “representing companies, administrations, associations and schools” from all over French-speaking Switzerland. The stated aims of this independent non-profit association were to “promote and develop information for specialized circles and the general public”, develop training, distribute documentation, “participate in the definition of information technology” and, finally, “protect the interests” of its members in the IT field. Continue reading “The “Computer” exhibition of Lausanne. Part 2: “Esprit Romand” and the “Röstigraben””

LINEL – a Swiss Game Publisher 1: A complete list of LINEL’s games

by Beat Suter

LineEL – Swiss Game Publisher:
Part 1 – A comprehensive list of LINEL’S games
Part 2 – Collaborations and unreleased games
Part 3 – Working for LINEL – is in progress

The following text originally appeared here.

LINEL was a software developer and publisher based in Switzerland. The label was active from 1987 to 1995. LINEL was founded by seven or eight young Swiss developers in the 1980s. They focused on programming on Amiga and Atari ST, but did some C64 ports and later DOS ports as well. Mobygames credits LINEL for 16 games. These are the following:

Continue reading “LINEL – a Swiss Game Publisher 1: A complete list of LINEL’s games”
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