David Craddock’s “Long Live Mortal Kombat Round 1” Will Fight Its Way Onto Shelves in October 2022

Get over here… and learn more about the release of the next book from David L. Craddock.

The author of Monsters in the Dark: The Making of X-COM: UFO Defense, Shovel Knight, and many more will dive into another mostly unexplored corner of video game history this October with Long Live Mortal Kombat Round 1: The Fatalities and Fandom of the Arcade Era.

As you might have guessed from the title, Long Live Mortal Kombat Round 1 will focus on the early days of the franchise (specifically Mortal Kombat through Mortal Kombat 4), and will be the first volume in a trilogy of books:

Long Live MK Round 1 is divided into four sections, organized according to material that concerns MK1, MKII, MK3 and Ultimate MK3, and MK4. You’ll discover the obstacles co-creators Ed Boon and John Tobias faced as they made each game, the ways Midway’s culture influenced MK’s creative and technical directions, how Acclaim revolutionized video game advertising by going all-in on the multi-million-dollar “Mortal Monday” campaign, learn how actors from the games and films landed their roles, and other crucial events in MK history.

If you’d like to get an early look at Long Live Mortal Kombat Round 1, the author was generous enough to share excerpts from the book with a quartet of outlets:

Game Informer – Read An Exclusive Excerpt From Long Live Mortal Kombat: Round 1, A Novel On The Early History Of MK

Nintendo Life – How Mortal Kombat Led To The Birth Of E3 And The ESRB

PC Gamer – Why do Mortal Kombat 3 players still insist on keyboard controls 27 years later?

Shacknews – How Ultimate Mortal Kombat 3’s Tier List Determined the Best Fighters

Craddock is currently seeking funding through Kickstarter to publish Long Live Mortal Kombat Round 1. If the campaign is successful, the book will be available in a Standard Edition (in your choice of hardcover, paperback, or ebook) and an oversized Ultimate Edition with dozens of photographs and a stylized layout.


UPDATE (4/12/22): It’s your lucky day as the author has returned with three additional excerpts for Long Live Mortal Kombat Round 1, bringing the total to seven:

Ars Technica – The punch that changed Mortal Kombat history

Game Developer – Crushed: Inside Capcom’s Marketing Feud with Acclaim and Mortal Kombat

Medium – How Street Fighter 2 and Mortal Kombat Divided Arcades

And congratulations are also in order, as Craddock’s project is now fully-funded on Kickstarter.


UPDATE (10/4/22): It’s release week for Long Live Mortal Kombat Round 1 and author David Craddock is back with one more excerpt. This time, he shared a story with IGN (Mortal Kombat Nitro Developer Remembers the Faster, Bloodier SNES Version That Never Was) about Sculptured Software’s plan to release a bloodier upgrade of Mortal Kombat for the Super NES.


UPDATE (10/8/22): Happy 30th Anniversary to Mortal Kombat! To celebrate, David Craddock shared yet another excerpt with Ars Technica. This time he delves into the story behind the fight over the actor who claims he co-created Mortal Kombat.

“Mortal Kombat: Games of Death” by David Church is Now Available from University of Michigan Press

The Mortal Kombat franchise has been spilling blood and ripping spines for 30 years, and we’re bound to see some sort of celebratory announcement from NetherRealm Studios later this year.

But first, fans will be able to revisit the history of the series in David Church’s Mortal Kombat: Games of Death. In addition to recalling its arcade debut (and the political backlash it caused after moving to the Genesis and Super NES), Church will explore the multicultural inspirations behind the franchise’s creation, and its evolution over the years:

Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day.

This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.

Mortal Kombat: Games of Death was recently published in hardcover and paperback by University of Michigan Press as part of their Landmark Video Games series. It’s also available to download as an open access title via Fulcrum in multiple formats.

Warren Davis Relives His Career in “Creating Q*bert and Other Classic Video Arcade Games”

Warren Davis spent two decades in the game industry and he is ready to talk some @!#?@!.

The game developer got his start at Gottlieb in the early 1980s and is best known as the creator of Q*bert. Believe it or not, in a nod to the nonsensical “swearing” uttered by the main character, that oddball arcade game was originally known as @!#?@!.

The story of that name change, and more interesting episodes from Davis’s career, can be found in his new memoir, Creating Q*bert and Other Classic Video Arcade Games, which was published late last year by Santa Monica Press:

Creating Q*bert and Other Classic Video Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X.

In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere.

Whether you’re looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960s computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis’s memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.

After Gottlieb, Davis spent most of his career at Midway, providing assistance on groundbreaking arcade classics such as Mortal Kombat, Terminator 2: Judgment Day, and NBA Jam. Not only did he help make “digitized graphics” a household phrase, but he even got one of his former co-workers, Mortal Kombat co-creator Ed Boon, to pen the Foreward for Creating Q*bert.

Creating Q*bert and Other Classic Video Games was released in November and should be available wherever you get your books.

Trevor Strunk’s “Story Mode: Video Games and the Interplay Between Consoles and Culture” is Now Available

Trevor Strunk is the host of the No Cartridge podcast, though you might also know him as @Hegelbon on Twitter. As of today, he is also the author of Story Mode: Video Games and the Interplay Between Consoles and Culture, which was recently published by Prometheus Books.

Story Mode looks to examine how several popular game franchises (such as Call of Duty) have changed over the years, as well as how those games have begun to rewrite our culture in their own way:

In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale.

Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played.

An excerpt from Story Mode detailing the rise of id Software’s Doom and how it eventually gave way to “acceptable” violence in games (“How To Get Away With Making An Ultraviolent Video Game”) can be found at Defector.

“Nightmare Mode” Anthology is Now Available from Boss Fight Books

Promising “a fresh angle on a familiar topic,” Boss Fight Books is back with Nightmare Mode, a new ebook-exclusive anthology.

Now available to download through their official website, the collection features essays and interviews from previous Boss Fight authors David L. Craddock, Alexa Ray Corriea, Alyse Knorr, Alex Kane, Salvatore Pane, Philip J Reed, Gabe Durham, Jon Irwin, Chris Kohler, and Michael P. Williams:

  • David L. Craddock on how Shovel Knight‘s developers collaborated with speedrunners
  • Alexa Ray Corriea on the characters and themes in Kingdom Hearts III
  • Alyse Knorr on how Princess Peach’s story draws on 2000 years of women in peril
  • Alex Kane interviews the man behind Star Wars Battlefront II‘s use of motion capture technology
  • Salvatore Pane on the fan projects that have kept the Mega Man series alive
  • Philip J Reed interviews S.D. Perry about her beloved Resident Evil novels
  • Gabe Durham on how Zelda‘s fandom influenced the official Zelda timeline
  • Jon Irwin savors the anticipation of waiting for a new Mario game
  • Chris Kohler interviews Final Fantasy composer Nobuo Uematsu about his legendary soundtracks
  • Michael P. Williams on how Chrono Trigger fits into the Japanese tradition of retrofuturism

Nightmare Mode is Boss Fight’s second digital anthology, carrying on the tradition started by Continue? The Boss Fight Books Anthology, which was originally published in 2015.

Browse Video Game Canon’s Big List of Books About Games

Are you looking to delve deeper into game history and the study of game culture? Then look no further than the Big List of Books About Games.

Obviously, the Big List of Books About Games is not a list of every book ever published about video games. But it’s certainly a good place to start… and there is a lot of options about exactly where you could begin.

History buffs would do well to begin with Steven Kent’s The Ultimate History of Video Games, a book that provides a pretty good overview of everything from Pong through the beginnings of the PS2/GameCube/Xbox era. David Sheff’s Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children fills in a lot of the gaps with a very detailed account of Nintendo’s rise from the early 1980s up through the dawn of the Nintendo 64. And Tristan Donovan’s Replay: The History of Video Games travels across the pond to cover the same timeframe with an additional focus on the game development industry in Europe.

If you want to go way back, David Sudnow’s Pilgrim in the Microworld is a wild game-specific study about how one non-player got sucked into an obsession with video games. Out of print for decades, the book was republished by Boss Fight Books in 2020.

Closer to now, Jason Schreier’s Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made and the anthology The State of Play: Creators and Critics on Video Game Culture will give you a painfully accurate picture of what game development and game culture are like today.

I would also strongly recommend David Kushner’s Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, especially if you ever wanted to know more about the creation of Doom or the diverging career paths of John Romero and John Carmack.

With hundreds of choices like this, the Big List of Books About Games is currently split into four categories (and like these titles, some will be highlighted as “Recommended” picks):

Commentary, Criticism, and Cultural Studies
History (Before 2000)
History (2000 – Present)
Memoirs

The Big List of Books About Games will be updated on a regular basis, but if there’s a title you know I’m missing, please let me know through the Contact page.

Now Available in Stores: Steven L. Kent’s “The Ultimate History of Video Games Volume 2”

If you want a good overview of the video game industry’s early days, Steven L. Kent’s The Ultimate History of Video Games is a great place to start. Beginning with a quick primer on the pinball craze of the 1930s, the author quickly introduces readers to touchstones like Spacewar, Ralph Baer’s Brown Box, and Pong. Hitting all the highlights from the next 30 years over the book’s 600 pages, the story culminates with the launch of the PlayStation 2, GameCube, and Xbox in 2000-2001.

But a lot has happened since then, and so Steven L. Kent has returned with The Ultimate History of Video Games Volume 2: Nintendo, Sony, Microsoft, and the Billion-Dollar Battle to Shape Modern Gaming. As you might have gleaned from the title, he picks up right where he left off with the turn-of-the-millennium’s four-way fight for console supremacy (you can’t forget about the Dreamcast), but the book also delves into the later PS3-Xbox 360-Wii era:

The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it.

A short excerpt touching on Ken Kutaragi’s tenure at Sony’s is available on the official website for the book’s publisher, Crown.

The Ultimate History of Video Games Volume 2: Nintendo, Sony, Microsoft, and the Billion-Dollar Battle to Shape Modern Gaming is available to purchase from your favorite bookstore (or digitally as an ebook) beginning today.

“The Game Console 2.0” Adds 50 More Consoles to its Photographic Catalog

Evan Amos’s The Game Console dissected the “grisly innards” of more than 80 different platforms when it was first published in 2018. The author explored each machine’s history in a series of short blurbs while also using the “exploded view” photography on each page to dive into the many layers of silicon, plastic, and metal used to build them.

No Starch Press recently announced that this incredible visual study is getting a sequel next month with the release of The Game Console 2.0: A Photographic History from Atari to Xbox, a “Revised and Expanded” edition that’ll add more than 50 consoles, variants, and accessories to the original book:

Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence.

The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed.

The Game Console 2.0: A Photographic History from Atari to Xbox will be available in bookstores and as an ebook in August 2021.

Former Nintendo of America President Reggie Fils-Aime is Writing a Memoir

Thanks to his penchant for saying the right thing at the right time, Reggie Fils-Aime completely transformed Nintendo of America’s public image during his tenure as President and Chief Operating Officer from 2006 through 2019. For more than a decade, he played host and ringmaster during Nintendo’s public presentations and his irreverent attitude and larger-than-life persona encouraged fans to look at the company in a new light.

After his retirement in 2019, Fils-Aime put pen to paper and began to write a memoir about his early life, his time in the game industry, and his thoughts about succeeding in business. Over the weekend we learned that the book will be known as Disrupting the Game: From the Bronx to the Top of Nintendo, and that it’ll be published on May 22, 2022 by HarperCollins Leadership:

Although he’s best known as Nintendo’s iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I’m about kicking ass, I’m about taking names, and we’re about making games”-Reggie Fils-Aime’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success.

Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams.

Disrupting the Game will also touch on Fils-Aime’s “humble childhood as the son of Haitian immigrants,” as well as how to “maintain relentless curiosity and know when to ask questions to shatter the status quo.”

As Fils-Aime famously said when introducing the Wii Balance Board and Wii Fit in 2007… my body is ready.


UPDATE (2/2/22): HarperCollins Leadership has announced that Disrupting the Game: From the Bronx to the Top of Nintendo will be published on May 3, 2022.


UPDATE (5/3/22): Disrupting the Game: From the Bronx to the Top of Nintendo is now available in stores, and Reggie was kind enough to share an excerpt from the book, all about his quest to convince Satoru Iwata and Shigeru Miyamoto to bundle every Wii with a copy of Wii Sports, with The Washington Post.

Explore the Music of “Final Fantasy VI” in Boss Fight Books #28

Boss Fight Books is closing the door on their fifth “Season” of titles with today’s release of Final Fantasy VI from Sebastian Deken.

With its novel fusion of magic and technology, Square’s Final Fantasy VI (which was originally released in the US in 1994 as Final Fantasy III) helped usher in a new era for the RPG genre and turned Terra, Locke, and Kefka into household names. The epic grandeur of the story was further enhanced by the rousing character themes and operatic flourishes found in Nobuo Uematsu’s score.

Deken, who is also a musician by trade, looked at how the RPG’s world intertwined with its soundtrack, as well as how Uematsu inspired other game composers to dream a bit bigger:

Terra the magical half-human. Shadow the mysterious assassin. Celes the tough, tender general. Kefka the fool who would be god. Each of the many unforgettable characters in Final Fantasy VI has made a huge impression on a generation of players, but why do we feel such affection for these 16-bit heroes and villains as so many others fade? The credit goes to the game’s score, composed by the legendary Nobuo Uematsu.

Armed with newly translated interviews and an expert ear for sound, writer and musician Sebastian Deken conducts a critical analysis of the musical structures of FF6, the game that pushed the Super Nintendo’s sound capabilities to their absolute limits and launched Uematsu’s reputation as the “Beethoven of video game music.”

Deken ventures deep into the game’s lush soundscape—from its expertly crafted leitmotifs to its unforgettable opera sequence—exploring the soundtrack’s lasting influence and how it helped clear space for game music on classical stages around the world.

Final Fantasy VI is now available in print and as an ebook through your favorite online bookseller.