Dos Game Manuals (FAST)

Many games would start by asking the player a question that could only be answered by possessing the physical manual. The game might prompt: "What is the third word in the second paragraph on page 14?" or "What symbol is shown at coordinate B-4 on the code wheel?"

The manual was a necessity because the game literally could not tell you how to play it. If you booted up a complex flight simulator like Falcon 3.0 or a dense RPG like Baldur’s Gate (late DOS era), the screen would present you with a cockpit or a character sheet and essentially say, "Good luck." dos game manuals