“The Greatest Games: The 93 Best Computer Games of All Time” is a Best Games List from 1985

More than 70 Best Games lists have been used to create the Video Game Canon’s Top 1000 (with the oldest going all the way back to 1995). But did you know that an even earlier generation of writers were compiling notable lists in the 1980s?

It’s true. People were already having fierce debates about which games should be considered the Best Games of All Time, even though we were just a decade removed from the launch of Computer Space.

Dan Gutman and Shay Addams, the editors of Computer Games magazine, were two writers who wanted to try their hand at creating just such a list. Branching out from their day jobs, the pair took their gaming expertise to Compute! Books, who agreed to publish The Greatest Games: The 93 Best Computer Games of All Time in January 1985.

The Greatest Games first appeared in bookstores during a very strange time for the industry. This was just after “The Great Video Game Crash” of 1983 marked the end of the line for the Atari 2600. But it was also a time when players were migrating over to a growing number of different computer platforms (especially outside the United States). You also have to remember what was still to come, as the book was published before Street Fighter II revitalized the arcade scene, before Tetris escaped the USSR, and before the NES changed everything.

So what were a couple of video game experts talking about as the best games ever in the 1980s?

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Boss Fight Books: Season 6 Will Include “PaRappa the Rapper,” “Animal Crossing,” “Minesweeper,” and “Day of the Tentacle”

The team at Boss Fight Books has returned from a short hiatus with the sixth season of their documentary-style books about classic video games. The season’s theme is “Here to Play,” and publisher Gabe Durham has promised that this set of titles will explore the “fun, playful, and goofy” side of video games.

Boss Fight Books: Season 6 is currently seeking funding through Kickstarter (until Tuesday, March 7), and it’ll include PaRappa the Rapper by Mike Sholars, Animal Crossing by Kelsey Lewin, Minesweeper by Kyle Orland and Day of the Tentacle by Bob Mackey. All of these authors will be making their Boss Fight Books debut during this season, but each one is also a crafty veteran of the game history game.

Mike Sholars has previously worked as an editor for Boss Fight Books. PaRappa the Rapper will be available as an ebook in April 2023 with the paperback scheduled to follow a few months later.

Kyle Orland has served as the Senior Gaming Editor at Ars Technica since 2012. Minesweeper will plant a flag in your ebook library in May 2023 before the paperback is released this Summer.

Bob Mackey is a co-founder, co-host, and podcast producer for the Retronauts network. Day of the Tentacle will invade bookstores as an ebook in August 2023 and in paperback a month later.

And Kelsey Lewin is the Co-Director of the Video Game History Foundation and co-host of the Video Game History Hour podcast. Animal Crossing will close out Season 6 as an ebook in November 2023 and in paperback a month later.

You can learn more about all four books after the break. And be sure to read a trio of excerpts from Minesweeper at Ars Technica, Kotaku, and GamesIndustry.biz.

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Jordan Minor’s “Video Game of the Year” Will Feature “The Best, Boldest, and Most Bizarre Games” from 1977-2022 When it Releases in July 2023

PC Magazine’s Jordan Minor will publish his first book in 2023, and for the subject of this tome, the journalist has zeroed in one that’s very near and dear to my heart.

In Video Game of the Year, Minor will sort through thousands of titles in his quest to compile… and here comes the subtitle… A Year-By-Year Guide to the Best, Boldest, and Most Bizarre Games from Every Year Since 1977.

Minor, along with a small army of contributors (including Jason Schreier, Rebekah Valentine, and others), will choose the defining game from each year and explore how they “captured the zeitgeist and left a legacy for all games that followed” through a series of essays:

Pong. The Legend of Zelda. Final Fantasy VII. Rock Band. Fortnite. Animal Crossing: New Horizons. For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be.

From portly plumbers to armor-clad space marines and the speedy rodents in between, Video Game of the Year paints individual portraits that, as a whole, give readers a stronger appreciation for the vibrant variety and long-lasting impact of this fresh, exciting, and massively popular art form. Illustrated throughout with retro-inspired imagery and featuring contributions from dozens of leading industry voices, including New York Times bestselling author Jason Schreier (Blood, Sweat, and Pixels; Kotaku), Max Scoville (IGN), Rebekah Valentine (IGN), Blessing Adeoye Jr. (Kinda Funny), and Devindra Hardawar (Engadget), this year-by-year anthology is a loving reflection on the world’s most popular art form.

Video Game of the Year will be published by Abrams in paperback and all ebook formats on July 11, 2023.

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Cliff Bleszinski Takes Readers Behind the Chainsaw in “Control Freak: My Epic Adventure Making Video Games”

Whether you know him as CliffyB, Dude Huge, or The Guy Who Made Gears of War, game developer Cliff Bleszinski just added another title to his long list of monikers… Memoirist.

Bleszinski has been promising for years to pen a book about his life in game development, and it finally became a reality earlier this week with the release of Control Freak: My Epic Adventure Making Video Games. Published by Simon & Schuster, Bleszinski’s memoir will chart his career from teenage programmer through his post-Epic projects, as well as include his thoughts on the games industry of today:

Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock star status. In Control Freak, he gives an unvarnished, all-access tour of the business.

Toiling away in his bedroom, Bleszinski created and shipped his first game before graduating high school, and at just seventeen joined a fledgling company called Epic Games. He describes the grueling hours, obscene amounts of Mountain Dew and obsessive focus necessary to achieve his singular creative visions. He details Epic’s rise to industry leader, thanks largely to his work on bestselling franchises Unreal and Gears of War (and, later, his input on a little game called Fortnite), as well as his own awkward ascent from shy, acne-riddled introvert to sports car-driving celebrity rubbing shoulders with Bill Gates. As he writes, “No one is weirder than a nerd with money.” While the book is laced with such self-deprecating humor, Bleszinski also bluntly addresses the challenges that have long-faced the gaming community, including sexism and a lack of representation among both designers and the characters they create.

Control Freak is a hilarious, thoughtful, and inspiring memoir. Even if you don’t play games, you’ll walk away from this book recognizing them as a true art form and appreciating the genius of their creators.

Control Freak: My Epic Adventure Making Video Games is now available in stores.


UPDATE (12/9/22): Literary Hub recently shared an excerpt from Control Freak about Bleszinski’s quest to climb the leaderboard in Super Mario Bros.

Press Run, a New Book Publishing Imprint, Launched by Limited Run Games

“Forever Physical” is the rallying cry of Limited Run Games, and the boutique publisher has done to their best to live up to those words over the last seven years, publishing hundreds of physical games across more than a dozen platforms.

Limited Run also recently invited several prominent game historians to their headquarters to create bonus material for some of their upcoming releases, as well as work on other projects. We got a look at one of those mystery projects last week, when the company announced that they’re expanding their already-pretty-massive operation with the launch of a new book publishing imprint.

Known as Press Run, the imprint will focus on “good reads for gamers” and it’ll be led by Jeremy Parish (the creator of Retronauts and the Video Works series) and Jared Petty (an IGN alum who also hosts the Top 100 Games Podcast).

“Readers searching for meaningful, informed, and entertaining stories by great writers will find a lot to love in Press Run books,” said Press Run Senior Editor and Project Manager Jared Petty. “We’re helping authors share their passion for games with larger audiences… it’s a thrill to get up every day and be a small part of that process.”

“Our long-term goal with Press Run is to create an ever-growing library of great books covering a wide array of topics, across a variety of formats and styles by a diverse lineup of authors,” said Press Run Media Curator Jeremy Parish. “Press Run will exist to keep great books in circulation for as long as people want to have them.”

Parish had even more to say about this mission in a lengthy blog post published on LimitedRunGames.com.

The first batch of titles from Press Run will include…

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Masters of Doom’s David Kushner is Back With “Easy to Learn, Difficult to Master: Pong, Atari, and the Dawn of the Video Game”

After battling imps and cacodemons on the surface of Mars and confronting gangsters on the streets of Liberty City, David Kushner is ready for his greatest challenge… two paddles and a small dot that represents the ball.

That’s right, the latest book from the author of Masters of Doom and Jacked: The Outlaw Story of Grand Theft Auto is all about Pong.

Unlike those earlier stories, Easy to Learn, Difficult to Master: Pong, Atari, and the Dawn of the Video Game is presented as a graphic history as it details the epic feud that flared up between Ralph Baer, the creator of the Magnavox Odyssey and the “Father of the Video Game,” and Nolan Bushnell, the co-founder of Atari:

A deep, nostalgic dive into the advent of gaming, Easy to Learn, Difficult to Master returns us to the emerging culture of Silicon Valley. At the center of this graphic history, dynamically drawn in colors inspired by old computer screens, is the epic feud that raged between Atari founder Nolan Bushnell and inventor Ralph Baer for the title of “Father of the Video Game.”

While Baer, a Jewish immigrant whose family fled Germany for America, developed the first TV video-game console and ping-pong game in the 1960s, Bushnell, a self-taught whiz kid from Utah, put out Atari’s pioneering table-tennis arcade game, Pong, in 1972. Thus, a prolonged battle began over who truly spearheaded the multibillion-dollar gaming industry, and around it a sweeping narrative about invention, inspiration, and the seeds of digital revolution.

Easy to Learn, Difficult to Master: Pong, Atari, and the Dawn of the Video Game was illustrated by Kushner’s constant collaborator, Koren Shadmi, and the graphic history was published by Bold Type Books. It’s now available in stores as a paperback or an ebook.

Boss Fight Books Will Publish “GoldenEye 007” as a Paperback and Expanded Hardcover in 2022

Boss Fight Books will return.

The publisher isn’t quite ready to unveil the titles from the sixth season of their long-running series, but we did recently get our first look at an upcoming one-off… GoldenEye 007 by Alyse Knorr.

Boss Fight Books is currently seeking funding for GoldenEye 007 through Kickstarter, though they’ve already surpassed their initial goal at the time of this writing. Similar in structure to the books for NBA Jam and Shovel Knight before it, this entry in the series will explore the full scope of GoldenEye 007‘s creation through extensive interviews with the development team at Rare, as well as additional commentary from experts and fans:

Bond—James Bond. In the 80s and 90s, the debonair superspy’s games failed to live up to the giddy thrills of his films. That all changed when British studio Rare unleashed GoldenEye 007 in 1997. In basements and college dorms across the world, friends bumped shoulders while shooting, knifing, exploding, and slapping each other’s digital faces in the Nintendo 64 game that would redefine the modern first-person shooter genre and become the most badass party game of its generation.

But GoldenEye’s success was far from a sure thing. For years of development, GoldenEye’s team of rookie developers were shooting in the dark with no sense of what the N64 or its controller would be like, and the game’s relentless violence horrified higher-ups at squeaky clean Nintendo. As development lagged far behind the debut of the tie-in film GoldenEye, the game nearly came out an entire Bond movie too late.

Through extensive interviews with GoldenEye’s creators, writer and scholar Alyse Knorr traces the story of how this unlikely licensed game reinvigorated a franchise and a genre. Learn all the stories behind how this iconic title was developed, and why GoldenEye 007 has continued to kick the living daylights out of every other Bond game since.

In a first for the publisher, GoldenEye 007 will be released as an ebook, a paperback, and a deluxe hardcover. The deluxe hardcover will include a redesigned cover, an extra chapter about the game’s sound effects and music, and additional pages dedicated to design documents and photos from the developers.

The ebook edition of GoldenEye 007 will be available in July 2022, shortly after the conclusion of the Kickstarter campaign. Paperback copies will follow in September and the deluxe hardcover edition will arrive in December.


UPDATE (7/7/22): Ars Technica has published an excerpt from GoldenEye 007 that focuses on the game design philosophy of the development team and the unlikely inspiration for the objective-based missions.

Aidan Moher’s “Fight, Magic, Items” Will Tell the Story of Final Fantasy, Dragon Quest, and Other JRPGs in October 2022

The global recognition of the Japanese RPG can be placed squarely at the feet of Dragon Quest and Final Fantasy, which launched outside of Japan within 12 months of each other in 1989-1990. But interestingly, the genre itself goes back much further than you might realize, and you’d need to take a detour that goes through Sir-Tech’s Wizardry, Koei’s Dragon and Princess, and Tetris to get the full picture.

I’m going to go out on a limb and guess that Aidan Moher, a freelance writer with bylines across the Internet, is quite familiar with how the latter three add spice to the story, but we know for sure that The Big Two will be a major focus of Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West, his upcoming history of the genre.

In addition to behind-the-scenes details about the development of those two franchises (as well as Phantasy Star, Chrono Trigger, and Kingdom Hearts), Moher has also conducted new interviews with some of the biggest players in the JRPG space:

The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too.

Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.

Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West will be released by Running Press on October 4.


UPDATE (9/10/22): An excerpt from Fight, Magic, Items all about the shadow that Final Fantasy VII continues to cast across the entire gaming landscape can be found at Gizmodo.


UPDATE (11/9/22): Just ahead of the launch of Pokemon Scarlet and Violet, a new excerpt from Fight, Magic, Items about the rise of “Pokemania” was recently published by Engadget.

Daniel Dockery’s “Monster Kids” Could be the Definitive History of Pokemon When its Released in October 2022

Even though the franchise has flourished for more than 20 years, there’s never been a definitive history written about Pokemon. Daniel Dockery, an entertainment writer who got his start at Cracked, is hoping to change that this October with the release of Monster Kids: How Pokemon Taught a Generation to Catch Them All.

In addition to delivering an electrifying portrait of Pikachu, Dockery will examine the developers behind Pokemon, the fans who grew up playing it, and the slew of imitators (including Digimon, Cardcaptors, and Yu-Gi-Oh!) that popped up in its wake:

More than just a simple journey through the history of Pokémon, Daniel Dockery offers an in-depth look at the franchise’s many branches of impact and influence. With dozens of firsthand interviews, Monster Kids covers its beginnings as a Japanese video game created to recapture one man’s love of bug-collecting as a child before diving into the decisions and conditions that would ultimately lead to that game’s global domination. With its continued growth as television shows, spin-off video games, blockbuster movies, trading cards, and toys, Pokémon is a unique and special brand that manages to continue to capture the attention and adoration of its eager fanbase 25 years after its initial release.

Monster Kids: How Pokemon Taught a Generation to Catch Them All will be released by Running Press on October 4.


UPDATE (10/22/22): Monster Kids is now available in stores, and Dockery recently shared an excerpt with Polygon about Pokemon‘s American debut to celebrate.

John Romero Will Tell His Life Story in 2023 in “Doom Guy: Life in First Person”

John Romero’s about to make you… listen to his life story.

One of gaming’s most flamboyant personalities emerged in the early 1990s as one of the first “rock star” game developers after co-creating Doom with John Carmack and id Software. He’ll explore those early adventures in a new autobiography, which will be published in 2023 by Abrams Books.

Doom Guy: Life in First Person will trace the course of Romero’s entire life, starting with his childhood in Colorado through his partnership with Carmark to his days after id Software:

Doom Guy: Life in First Person is the long-awaited autobiography of John Romero, gaming’s original rock star and the cocreator of Doom, Quake, and Wolfenstein—some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty.

Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career—from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games.

His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design, where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero’s parents’ mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story of his youth—a story that has never before been revealed.

After years in the gaming spotlight, Romero is now telling his story—THE WHOLE STORY—in his own words.

John Romero has always had a way with words, so it’ll be interesting to see how his autobiography expands upon David Kushner’s excellent Masters of Doom

Doom Guy: Life in First Person will be available on January 10, 2023.


UPDATE (7/20/23): After a short delay, Doom Guy: A Life in First Person is now available on stores shelves. John Romero has marked the occasion by sharing an excerpt of his book with The Verge, all about the first time he played John Carmack and Tom Hall’s unauthorized PC conversion of Super Mario Bros. 3.