The Lost Art of Internet Game Guide ASCII Art

In which we redis­cov­er the over­looked trend of ASCII art hid­den inside fan-made video game guides from decades ago, cre­at­ed at a time when just includ­ing screen­shots was not an option in the era of dial-up con­nec­tions.

In the late 1990s up until the ear­ly 2010s, if you need­ed help get­ting past a dif­fi­cult lev­el in a video game, you’d have a few options. Get your old­er broth­er to do it for you, call a phone num­ber that on the back of your game man­u­al, or go to the game store and buy a strat­e­gy guide that showed you how to beat the game. For those who did­n’t have an old­er broth­er, phone priv­i­leges, or a ride to the store, there was still one option left: fan guides.

A col­lec­tion of game logos recre­at­ed using text.

The fan-made plain­text game guides, host­ed on sites like Game­FAQs, NeoSeek­er, and per­son­al GeoC­i­ties pages were a notable sta­ple of old­er gam­ing com­mu­ni­ties, intend­ed to be read by play­ers of all ages. In time, the fan guide out­grew its sim­ple ori­gins and formed a par­al­lel canon to offi­cial strat­e­gy guides avail­able from the stores.

Few thought of them that way at the time, they were just there when gamers need­ed them, but look­ing back, they were an entire shad­ow library of game knowl­edge that exist­ed along­side the glossy, paid strat­e­gy guides behind shop coun­ters. Aware of this, the pub­lish­ers of the offi­cial guides often tried to com­pete with the com­mu­ni­ty by pub­lish­ing exclu­sive lore or devel­op­er com­men­tary along with the guides. Some­times, big fold-out posters were includ­ed. But it did lit­tle to help. The com­mu­ni­ty guides were there to stay.

This ecosys­tem lived large­ly out­side com­mer­cial pub­lish­ing, shaped instead by mes­sage boards, email chains, ear­ly search engines, and cha­t­rooms. For a lot of younger play­ers from back then, these guides were an ear­ly intro­duc­tion to long-form, user-gen­er­at­ed writ­ing on the inter­net: dense, prac­ti­cal, and writ­ten with the expec­ta­tion that you’d actu­al­ly sit down and read, rivaled in length only by the sto­ries from fanc­tion web­sites.

Before sophis­ti­cat­ed visu­al-heavy wikis pro­vid­ed a gen­er­al expo­si­tion of the game and its con­tents, indi­vid­ual fan guides car­ried the voice, pri­or­i­ties, and pecu­liar fix­a­tions of its author, and gamers learned to rec­og­nize good ones by feel as much as by use­ful­ness. Look­ing back on them over two decades lat­er, the most notable qual­i­ties are the ways the authors of these guides attempt­ed to pro­vide a cer­tain flair through illus­trat­ing them, despite hav­ing a lim­it­ed set of tools at their dis­pos­al.

Stripped of images, for­mat­ting, and some­times even punc­tu­a­tion, these walk­throughs were built to load instant­ly on dial-up and to sur­vive being print­ed on cheap home inkjets. With­in those lim­its, ASCII art emerged as a qui­et flex, usu­al­ly in the form of an elab­o­rate por­trait of the main char­ac­ter or the game’s logo ren­dered in let­ters, num­bers, and sym­bols right at the top of the guide.

Upon notic­ing one of the illus­tra­tions for the first time, it might have felt strange­ly inti­mate, as some­one had sat there, nudg­ing char­ac­ters into place, not because they had to, but because they want­ed to give the read­er some­thing to look at. It was dig­i­tal folk art, born from lim­i­ta­tion and a desire to leave a per­son­al mark on your work, sim­i­lar to the user sig­na­tures of old mes­sage boards.

The tech­ni­cal con­straints mat­tered more than many would real­ize at the time. Every­one was work­ing with the same one font, line width and height was uni­form, and authors fre­quent­ly warned you not to open the file in word proces­sors that would wreck the align­ment. A clean, well-ren­dered ASCII head­er meant the guide was going to be more seri­ous than the oth­er ones.

These guides were usu­al­ly pub­lished under han­dles, yet they were obses­sive­ly main­tained, ver­sioned, and cor­rect­ed through email feed­back. Some authors includ­ed full changel­ogs, legal dis­claimers, and warn­ings about pla­gia­rism, because copy­ing and repost­ing a text file, espe­cial­ly the ASCII art, with­out per­mis­sion was the orig­i­nal sin of ear­ly game guide cul­ture. Read­ing those warn­ings now feels almost quaint and iron­ic (con­sid­er­ing the point of this post), but at the time they under­scored how per­son­al these doc­u­ments real­ly were.

Con­tent own­er­ship online was murky and enforce­ment was basi­cal­ly nonex­is­tent, so authors relied on social norms and rep­u­ta­tion to pro­tect their work. Being cred­it­ed cor­rect­ly, or dis­cov­er­ing your ASCII art had been lift­ed, mat­tered deeply. Many guides opened with stern, half-the­atri­cal warn­ings that read like a mix of legal notice and wound­ed pride, which only made it clear­er how much unpaid labor had gone into them.

ASCII dia­grams weren’t dec­o­ra­tive alone; often times they solved real prob­lems. Before in-game maps were com­mon or detailed enough in a way that helped, a neat­ly aligned grid of char­ac­ters would explain in-game geom­e­try or strat­e­gy more clear­ly than using those char­ac­ters for words ever could.

Lev­el lay­outs, con­troller but­ton schemes, puz­zle log­ic, ene­my patrol paths, even tim­ing-based mechan­ics could be frozen into text in a way screen­shots were sup­posed to, but could­n’t due to the con­straints of using plain­text. These dia­grams demand­ed slow read­ing and reread­ing, and gamers were expect­ed to visu­al­ize space and sys­tems rather than sim­ply copy what some­one else did on screen.

Today, stream­ers, YouTube playthroughs, and tuto­r­i­al clips have replaced the slow inti­ma­cy of read­ing a guide line by line. When play­ers get stuck now, they watch some­one else solve the prob­lem in real time instead of scan­ning a text file for the exact sen­tence they need. As a result, the ASCII-embell­ished fan guide has become a dying art form, still archived, still search­able, thank­ful­ly, but new guides are rarely being put togeth­er now.

Gone the way of the fabled phys­i­cal game man­u­al, what’s been lost is a spe­cif­ic rela­tion­ship to games: one where help arrived as dense text, hand-craft­ed dia­grams, and the aware­ness that some­where, a stranger had spent dozens of unpaid hours turn­ing their obses­sion into a doc­u­ment for any­one patient enough to read it.

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