In 2021, Philip Summer launched A kickstarter campaign For handmade game guides, a series of books that resembled traditional strategy leaders, except the fact that they were all made clear. The campaign was a hit, which created more than 300,000, in promises,, but like the multiple fan projects using the Game Company’s IP, it was drawn before the countdown was over.
They change projects due to legal concerns, work on other projects and release planned leaders from campaign As a free download. From the outside, it seemed a new way for handmade games.
But then, in January 2025, Summer returned to the kickstarter with a surprising announcement – he contracted with a cap for formally licensed enrollment in the series. Handmade Game Guides: Megaman. The campaign was also a success, and Summer is now working on the book and plans to release it later this year.
Polygon is running an email interview series with people behind him in an attempt to highlight sports books and documentary films. Earlier we had contacted Julian Rangal about his very out -of -biography Lifetime gamesPaul Vogogle about his Housemark documentary film Name of the gameLewis Packwood about your unclear game hardware book Curious video game machinesAnd about Oliver Harper about Street Fighter 2 Documentary Here comes a new challenge. Below, Summer discusses how the megaman project has come up and where he wants to take a hand -made game guide in the future.
Polygon: When you launched a kickstarter campaign, many people were surprised that the book was licensed by Cape Kam. How did this happen behind the scenes?
Philip Summer: Lucas Thomas, who belongs to Nintendo Force Magazine/NF Publishing, was a fan of the original handmade Game Guides Campaign and basically remembered me all these years! He is expanding the book’s publication and officially wanted to work on a property. With some work he was able to get a license from Cape work to make megaman bocus and asked if I would be willing to revive the concept of handmade game guides and legalize it this time. We still needed to prepare the book for the approval, so we created a series of pages to offer. They liked what they saw and we managed to move there.
Legal issues with copyright holders have a long history of game books. Do you have any advice for others to do such projects?
Unfortunately, I have no real advice on how to go about some of these flaws. In the years of my original campaign, I have found that different companies respond to a variety of projects and all of them have their own reasons. What I can tell you is that if you plan to launch something like a kickstarter where your funding collection is public and the project has a lot of IP features that you do not have, it is likely that it will close.
In the megaman kickstarter campaign, you mentioned the possibility of doing more megaman books. What is its status?
It is too early to tell at this point. I think we will have much better understanding about where we stand after the book is completed and sent. Suppose people are happy with it, and Cape works are happy with it, I think it’s worth saying that we will be able to go to the next one, which is a clear choice Megaman 2. Although I really love Megaman x Also!
What are your plans for long -term, handmade game guides? Does this idea think of getting a government license for other sports and making it a regular thing?
Certainly! I have a whole list of sports that I like to work on, and if we finish an excellent product, we hope more companies will allow us to treat one of their classic games. This is a side flammation for me, so I can only work so quickly, but who knows it may change even one day.