Introducing Press Run, the Limited Run Games Book Imprint
September 29 2022
Introducing Press Run, the Limited Run Games Book Imprint
By Jeremy Parish, Media Curator
If you stop to think about it, video games and books really have more in common with each other than with any other form of entertainment. After all, theyβre the only two mediums in which you, the user, have full control over the experience. You watch film and listen to music in the sequence and at the pace at which its creators chose to present them to you. But with both games and books, you get to choose how you enjoy the work before you. Is lingering over a page to savor some perfectly crafted words any different than wandering off the critical path of an open-world RPG to drink in the details? What is skimming a dull chapter to get to the good stuff but simply the analog version of speed running a game to reach the boss as quickly as possible?
What Iβm saying is that it makes perfect sense for Limited Run Games to publish books in addition to games. In fact, weβve been doing it on and off for a few years now. In addition to the huge retrospective books that came packed in with deluxe editions of games like Scott Pilgrim vs. The World, Monkey Island Anthology, and Neo Geo Pocket Color Selection Vol. 1, weβve also produced a handful of standalone publications like Limited Run: The Complete Run Vol. I. Those releases turned out to be so popular that weβve decided to make a habit of it. Beginning today, Limited Run will be publishing new standalone books on a monthly basis. Weβve even created a dedicated imprint for this effort: Press Run.
Why βPress Runβ and not βLimited Run Booksβ? Well, despite their similarities, books arenβt games, and we donβt intend to approach them the same way that we do games. Weβve learned a lot with the books weβve shipped over the past year or two, and perhaps the most important thing is that they need to be presented and delivered on their own terms. That means no limited printings outside of special one-time collectorβs editions; our plan for the standard editions of our books is to keep them in print for as long as demand exists. If a book sells out, weβll reprint it; in fact, two of the three publications weβre launching today along with the Press Run imprint (Super NES Works 1991 and Virtual Boy Works) are second editions of books that debuted a year ago and promptly sold out. Those booksβ deluxe slipcover editions wonβt be reprinted, but we plan to keep the standard editions of these books on sale for as long as you want to read them.
Some other differences: We generally wonβt pre-sell books. Rather than offer preorders for upcoming releases, Press Run will only begin taking orders once we have a book in-hand at our warehouse for rapid dispatch. That includes collectorβs editions, too! So, this November, youβll be able to order the standard and deluxe edition of NES Works 1987 and (barring some sort of shipping crisis) have your purchase in hand in time for the holidays.
The name Press Run has an additional meaning: Itβs the term for a production run of printed publications. Actually, itβs a triple entendre; βPress Runβ was the instruction you saw on the title screens of TurboGrafx-16 and PC Engine software, prompting you to press your controllerβs Run button to launch the game. In other words, itβs the perfect name for a book imprint that connects the worlds of print and gaming.
Naturally, the Press Run label will focus on books about video games and game-related topics. Although the line will be frontloaded with books about the mediumβs history, by the end of next year you can expect to see a much wider selection of approaches represented: Books on collecting, personal memoirs, and even a novelization. Oh, and you can expect to see a quarterly magazine kick off soon, too.
Weβre putting our all into this label. Creating books has been a lifelong aspiration for me. As a kid, I wanted to write comic books and novels; as a fresh college grad, I wanted to create books of any kind, even though everyone kept talking about how print was dead and the internet was the only future that existed. Iβm happy to say they were dead wrong, and Limited Run has given me and Jared Petty the opportunity to prove it with Press Run, the same way that Josh and Douglas proved the appeal of physical games with Limited Run.
Even better, Press Run gives us an opportunity to allow other aspiring authors to bring their own books to life. Our third and final launch title today brings Stefan Gancerβs meticulously researched passion project The History of Sunsoft into print; in the coming months, youβll see more books from a variety of authors ranging from former games journalists like Chris Kohler (Collecting Squaresoft Games) to ex-game producer Mark Flitman (Itβs Not All Fun and Games). Although Jared and I will certainly continue writing and publishing our own projects through Press Run, the bulk of our efforts for the imprint centers around reviewing, editing, designing, and printing other authorsβ work.
I believe that just about everyone has a book inside of them waiting for the chance to get out. We want Press Run to be an avenue to help make that escape possibleβto do whatever it takes to help polish, perfect, and print authorsβ dream projects. And, of course, we hope to make it easier for interested readers like you to find them. As Press Runβs line grows, we plan to bring these works to you in as many different ways as possibleβthrough mass market editions, digital versions, perhaps even audio books.
We love video games, and we love books. Books about video games? Yeah, obviously. Buckle up. Itβs gonna be a literate ride.