Software:1080° Avalanche

From HandWiki
Short description: 2003 snowboarding video game

1080° Avalanche
European cover art
Developer(s)Nintendo Software Technology
Publisher(s)Nintendo
Director(s)Vivek Melwani
Producer(s)
  • Shigeki Yamashiro
  • Shigeru Miyamoto
Designer(s)
  • Richard Vorodi
  • Keith Friedly
  • Wing S. Cho
Artist(s)Michael Harrington
Composer(s)
  • Lawrence Schwedler
  • James Phillipsen
Series1080° Snowboarding
Platform(s)GameCube
Release
  • EU: November 28, 2003
  • NA: December 1, 2003
  • JP: January 22, 2004
Genre(s)Snowboarding
Mode(s)Single-player, multiplayer

1080° Avalanche[lower-alpha 1] is a snowboarding video game developed by Nintendo Software Technology and published by Nintendo for the GameCube. It was released on November 28, 2003, in Europe, on December 1, 2003, in North America, and on January 22, 2004, in Japan. Avalanche is a sequel to the 1998 video game 1080° Snowboarding for the Nintendo 64. In contrast to similar snowboarding games such as the SSX series, the game emphasizes more on the speed of downhill racing than stunts and tricks.[1]

Gameplay

Similar to 1080° Snowboarding, gameplay focuses on racing more than performing stunts.[2] There are differences between this game and Snowboarding, with one being the Avalanche - the final event of every Match Race challenge is a daredevil run through an avalanche-prone trail where the player has to outrun an avalanche that starts in the middle of the run or even at the very start.[3] In over 20 courses, the players can compete in the main Match mode, along with Trick Attack, Time Trial and Gate modes.[4] The supports four player split screen multiple on one GameCube, as well as LAN play with up to four connected GameCubes.[citation needed]

Unlike the first game, each rider has unique boards, and up to three new boards for each character can be unlocked along with bonus boards, which are surreal objects replacing the snowboard, such as a penguin or a NES controller.[5]

Development and release

Shortly after the release of 1080° Snowboarding (1998), Nintendo announced that Left Field Productions was taking over development for a sequel title on the Nintendo 64. Pre-production planning was done on the game, but it was cancelled early on in favor of moving development to the then-upcoming GameCube platform. When Left Field later ended their exclusivity contract with Nintendo, their work was returned to Nintendo, and the game was reworked internally by Nintendo to release as 1080° Avalanche (2003) for the GameCube.[6][7] Development of the game was handed to Nintendo's American development studio, Nintendo Software Technology Corporation (NST).[8] The final product features visual output at 480p and Dolby Pro Logic II sound.[citation needed]

1080°: Avalanche was released in both single-disc and double-disc versions. The second disc is a standard miniDVD featuring a half-hour of snowboarding footage alongside gameplay footage set to soundtracks from the game. This version was exclusively available at Walmart and can be differentiated by the presence of a red sash on the front cover.[9]

Reception

Reception
Aggregate scores
AggregatorScore
GameRankings75 of 100
(based on 47 reviews)[10]
Metacritic73 of 100
(based on 37 reviews)[11]
Review scores
PublicationScore
GameSpot6.7 of 10[1]
IGN7.3 of 10[12]

It received a score of 7.5/7/5.5 from Electronic Gaming Monthly. Dan Hsu, the first reviewer, found fault with the game's trick system, while the third reviewer Shawn Elliott severely criticised it, who believed that Avalanche can't compete with SSX 3.[13]

Notes

  1. Released in Japan as 1080° Silverstorm (テン·エイティ シルバーストーム, Ten Eiti Shirubāsutōmu)

References

  1. 1.0 1.1 Kasavin, Greg (December 3, 2003). "1080° Avalanche Review". https://www.gamespot.com/reviews/1080-avalanche-review/1900-6085005/. 
  2. Silverman, Ben (December 1, 2003). "1080 Avalanche Review". https://www.gamerevolution.com/review/32441-1080-avalanche-review. 
  3. Pallesen, Lasse (February 24, 2004). "1080: Avalanche". https://www.nintendoworldreport.com/review/4199/1080-avalanche-gamecube. 
  4. Cox, Matt (December 8, 2003). "Review: 1080 Avalanche - Gamecube". http://www.lawrence.com/news/2003/dec/08/review_1080/. 
  5. Bramwell, Tom (December 4, 2003). "1080: Avalanche: Or 1080-and-a-half Snowboarding". https://www.eurogamer.net/articles/r_1080avalanche_gc. 
  6. "1080 2 Halted, Team Eyes New Hardware". November 20, 1998. https://www.ign.com/articles/1998/11/21/1080-2-halted-team-eyes-new-hardware. 
  7. "25 N64 Games That Were Canceled for Ridiculous Reasons". https://www.thegamer.com/n64-video-games-canceled-reasons-unfair/#1080-snowboarding-2. 
  8. O'Neill, Jamie (October 20, 2009). "1080° Avalanche Review (GCN)". http://www.nintendolife.com/reviews/2009/10/1080d_avalanche_retro. 
  9. "1080 Avalanche". http://webpages.charter.net/nickerson/1080se.htm. 
  10. "1080: Avalanche for GameCube". http://www.gamerankings.com/gamecube/533284-1080-avalanche/index.html. 
  11. "1080: Avalanche for GameCube Reviews". https://www.metacritic.com/game/1080-avalanche/critic-reviews/?platform=gamecube. 
  12. Casamassina, Matt (December 1, 2003). "1080: Avalanche". https://www.ign.com/articles/2003/12/02/1080-avalanche-2. 
  13. Hsu, Dan; Mielke, James; Elliott, Shawn (December 1, 2003). "The Thrill of Speed. The Agony of a Busted Tricks System.". Electronic Gaming Monthly. Archived from the original. Error: If you specify |archiveurl=, you must also specify |archivedate=. https://web.archive.org/web/20040326083239/http://www.egmmag.com/article2/0%2C2053%2C1487304%2C00.asp. Retrieved April 12, 2010. 

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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