Software:Amplitude (2003 video game)
| Amplitude | |
|---|---|
| Developer(s) | Harmonix |
| Publisher(s) | Sony Computer Entertainment |
| Director(s) | Greg LoPiccolo |
| Producer(s) | Tracy Rosenthal-Newsom Daniel Sussman |
| Programmer(s) | Eran Egozy Eric Malafeew |
| Platform(s) | PlayStation 2 |
| Release | November 4, 2003 (P.O.D. Special Edition)[5] |
| Genre(s) | Music |
| Mode(s) | Single-player, multiplayer |
Amplitude is a music video game developed by Harmonix for the PlayStation 2. It is the sequel to Frequency. The game was released in 2003 for North America on March 25 and for Europe on September 26.
In Amplitude the player controls a beat blaster ship across a lane of six tracks, each track representing a musical instrument and containing note gems that the player shoots at in time with the music. The player earns points for accurate playing and increases their scoring multiplier by playing a series of flawless sequences; the player loses energy by missing too many notes and can end the song prematurely if they run out of energy. Compared to the original Frequency which used more electronica and trance music, Amplitude included additional pop rock songs in its soundtrack.
The game was met with a critical applause and a decent financial success, elevating Harmonix into a major studio in the development of music games. In 2014, Harmonix successfully offered a Kickstarter campaign to raise over $840,000 in funds to build a new Amplitude game for PlayStation 3 and 4 consoles; the reboot was released in January 2016.
Gameplay
In Amplitude, the player controls a ship (referred to as a "Beat Blaster") moving down a path of varying shapes and lengths, containing up to six tracks. Each color-coded track corresponds to a different aspect of the song, such as percussion, synth, bass, or vocals, and contains a sequence of notes. As the player hits buttons corresponding to the note placement on the track, the notes activate a small portion of the track. If the player successfully activates enough notes in sequence, the track is "captured" and the section will play automatically for a number of bars, freeing the player to capture another section.
The object of the game is to capture a sufficient number of sections to reach the end of the song. If the player continually misses notes, an energy meter empties until the game is over.
There are several different powerups available to the player to make gameplay easier. Powerups are gained by activating a series of specially shaped and colored notes. Such powerups allow immediate capturing of tracks, doubling of points scored, slowing down the speed of play, and jumping into freestyle mode (which allows the player to riff to the music, gaining points without the difficulty of playing predefined tracks).
Modes
Amplitude offers four different modes of play: single player game, remix, multiplayer and online.
In single player, the object is to unlock and complete all of the songs. There are four levels of gameplay difficulty: Mellow, Normal, Brutal, and Insane. Certain songs are only available to play on harder difficulty settings. Often the player is rewarded with pieces to construct and customize their "FreQ" avatar.
The remix mode in Amplitude is much like the one in Frequency. The player may place notes to every section of the song (except the vocal section) in whatever patterns they so choose, creating a unique version of the song. The effects (chorus, delay, etc.) and tempo of the song are also controllable. Finished remixes are available for gameplay in both single player and multiplayer modes.
Multiplayer mode offers three distinct modes: a typical gameplay mode, a head-to-head mode and a remix mode. The main multiplayer mode offers up to four players simultaneous gameplay through any of the unlocked songs. The head-to-head mode features Simon says-esque gameplay between two players, in which the players alternate creating riffs and then attempting to play them back. The remix mode is identical to the single player remix mode, but with the participation of more players.
Online mode offered multiplayer play with an internet connection. Sony of America shutdown the online Amplitude servers on February 26, 2007, with the online servers in the European version of the game continuing to function until late 2011.[6]
Songs
There are 26 songs in Amplitude, the majority of which are tracks by popular music artists, with genres ranging from electronica and dance to hip hop and alternative rock. Some of the tracks, however, were produced "in-house" specifically for Amplitude. Kasson Crooker, who served as the musical director for the game, contributed the songs "Cool Baby", "Synthesized", "Robot Rockerz" and "Spaztik", as well as "Super Sprøde" as performed by his band Freezepop.
The following is a list of artists who contributed songs to the game, with a corresponding song title, in order of gameplay. The fourth song in each section is a "boss" song while the fifth is an unlockable bonus song. "Spaztik" is unlockable only in the Insane difficulty.
| Song title | Artist | Original composition for game? |
Tier |
|---|---|---|---|
| "Boom (The Crystal Method Mix)" | P.O.D. vs. T.C.M. | No | 1.1 1. Neotropolis
|
| "Cherry Lips" | Garbage | No | 1.2 1. Neotropolis
|
| "Baseline" | Quarashi | No | 1.3 1. Neotropolis
|
| "Shades of Blue" | Chris Child featuring Melissa Kaplan | Yes | 1.4 1. Neotropolis
|
| "Uptown Saturday Night" | Logan 7 | No | 1.5 1. Neotropolis
|
| "King of Rock (X-Ecutioners Remix)" | Run-DMC | Yes | 2.1 2. Beat Factory
|
| "Urban Tumbleweed" | The Baldwin Brothers | No | 2.2 2. Beat Factory
|
| "Dope Nose" | Weezer | No | 2.3 2. Beat Factory
|
| "Everyone Says 'Hi' (Metro Remix)" | David Bowie | Yes | 2.4 2. Beat Factory
|
| "Super-Sprøde" | Freezepop | Yes | 2.5 2. Beat Factory
|
| "Respect" | Pink | No | 3.1 3. Metaclouds
|
| "M-80 (Explosive Energy Movement)" | Papa Roach | No | 3.2 3. Metaclouds
|
| "What's Going On" | Mekon with Roxanne Shante | No | 3.3 3. Metaclouds
|
| "Rockit (2.002 Remix)" | Herbie Hancock with Mixmaster Mike, Grand Mixer DXT, Rob Swift, Q*Bert, Babu, Faust, Shortee | No | 3.4 3. Metaclouds
|
| "Rockstar" | The Production Club | Yes | 3.5 3. Metaclouds
|
| "Cool Baby" | DJ HMX with Plural | Yes | 4.1 4. Elektro Kore
|
| "Kimosabe" | BT with Wildchild | No | 4.2 4. Elektro Kore
|
| "Nitro Narcosis" (Mislabeled in error, the correct name is "Hard Wax") | Manchild | No | 4.3 4. Elektro Kore
|
| "I Am Hated" | Slipknot | No | 4.4 4. Elektro Kore
|
| "Push" | Game Boyz | Yes | 4.5 4. Elektro Kore
|
| "The Rock Show" | Blink-182 | No | 5.1 5. Blastlands
|
| "Sub Culture (Dieselboy + Kaos Rock Remix)" | Styles of Beyond | No | 5.2 5. Blastlands
|
| "Out the Box" | Akrobatik vs. Symbion Project | Yes | 5.3 5. Blastlands
|
| "Synthesized" | Symbion Project | Yes | 5.4 5. Blastlands
|
| "Robot Rockerz" | Komputer Kontroller | Yes | 5.5 5. Blastlands
|
| "Spaztik" | Cosmonaut Zero | Yes | 5.6 5. Blastlands
|
Development
Amplitude is the sequel to Harmonix's previous title, Frequency, released in 2001. Frequency was funded and published by Sony, and while not a commercial success, was considered by Harmonix's Ryan Lesser as the game that helped to give Harmonix a positive reputation in the game industry.[7] Sony funded and published the game's sequel.[7]
In making the sequel, the team considered lessons they learned from Frequency to make Amplitude more enjoyable. One aspect was the "tunnel" approach they used in Frequency; this was borne out from trying to create a cyberspace-like environment based on concepts from the movie Tron as to help create a synaesthesia for the player. However, on reflection, they found this tunnel to be limiting and claustrophobic; further, in testing an initial prototype for Amplitude, they found that when they left the tunnel, the experience of seeing the tunnel from the outside inspired the idea of vaster landscapes. The tunnel approach also limited an effective means for local multiplayer. This prompted the team to change from the tunnel to a spread-out track for Amplitude.[8] The flatter track enabled players to have a better concept of where they were on the instrument spread, though the decision was criticized by fans of FreQuency.
The second factor they considered was that both Frequency and Amplitude, published at a time where most video game coverage was based on print media, did not come off clearly in static screenshots. The screens appeared confusing and had little personality to them, according to Lesser. They came up with the idea of the "FreQ", an avatar that would be on-screen, performing with the music, as to help create some personality with the game; the FreQs would also help to emphasise the player-vs-player nature during multi-player.[8]
Reception
| Amplitude (2003) | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||
Amplitude sold more copies than its predecessor, Frequency, but it wasn't considered a financial success for Harmonix.[7] The game received "favorable" reviews according to the review aggregation website Metacritic.[9] GameSpot named it the best PlayStation 2 game of March 2003.[24]
The game won the award for "Best Game No One Played" in GameSpot's Best and Worst of 2003 Awards.[25] During the AIAS' 7th Annual Interactive Achievement Awards, Amplitude received nominations for "Console Family Game of the Year", "Outstanding Achievement in Game Design", and "Outstanding Achievement in Sound Design".[26]
Reboot
A reboot of the game was released for PlayStation 4 in January 2016, and for PlayStation 3 in April 2016.[27]
References
- ↑ "What's New?" (in en-gb). Eurogamer.net. 2003-09-26. https://www.eurogamer.net/news260903whatsnew.
- ↑ "Sony Computer Entertainment America's Amplitude Challenges Music Fans to Test Their DJ Skills at Winter Music Conference" (in en-US). https://www.sony.com/content/sony/en/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2003/sony-computer-entertainment-americas-amplitude-challenges-music-fans-to-test-their-dj-skills-at-winter-music-conference.html.
- ↑ "Amplitude Updated Preview" (in en-US). https://www.gamespot.com/articles/amplitude-updated-preview/1100-2911442/.
- ↑ "PR Newswire Northern California Summary, Tuesday March 25, 2003" (in en). Bloomberg.com. 2003-03-25. https://www.bloomberg.com/press-releases/2003-03-25/pr-newswire-northern-california-summary-tuesday-march-25-2003.
- ↑ 5.0 5.1 Perry, Douglass C. (November 10, 2003). "Amplitude: P.O.D. Special Addition [sic"]. Ziff Davis. https://www.ign.com/articles/2003/11/11/amplitude-pod-special-addition.}
- ↑ Crecente, Brian (February 16, 2007). "Amplitude Online Server Getting Axed". Gawker Media. http://kotaku.com/gaming/amplitude/amplitude-online-server-getting-axed-237438.php.
- ↑ 7.0 7.1 7.2 Alexander, Leigh (May 19, 2014). "Amid a struggling Kickstarter, Harmonix reflects on Amplitude". UBM plc. https://gamasutra.com/view/news/217994/Amid_a_struggling_Kickstarter_Harmonix_reflects_on_Amplitude.php.
- ↑ 8.0 8.1 "Progressive Trance: The Past and Possible Future of Amplitude". May 19, 2014. http://deadendthrills.com/progressive-trance-the-past-and-possible-future-of-amplitude/.
- ↑ 9.0 9.1 "Amplitude for PlayStation 2 Reviews". CBS Interactive. https://www.metacritic.com/game/amplitude/critic-reviews/?platform=playstation-2.
- ↑ Marriott, Scott Alan. "Amplitude - Review". All Media Network. http://www.allgame.com/game.php?id=41304&tab=review.
- ↑ Edge staff (June 2003). "Amplitude (PS2)". Edge (Future plc) (124): 92.
- ↑ EGM staff (May 2003). "Amplitude". Electronic Gaming Monthly (Ziff Davis) (166): 113. http://www.egmmag.com/article2/0,4364,1236684,00.asp. Retrieved April 11, 2010.
- ↑ Bramwell, Tom (September 16, 2003). "Amplitude". Gamer Network. https://www.eurogamer.net/articles/r_amplitude_ps2.
- ↑ Brogger, Kristian (May 2003). "Amplitude (PS2)". Game Informer (GameStop) (121): 83. http://www.gameinformer.com/Games/Review/200305/R03.0731.1751.07630.htm. Retrieved February 24, 2020.
- ↑ Liu, Johnny (April 20, 2003). "Amplitude Review (PS2)". CraveOnline. https://www.gamerevolution.com/review/33560-amplitude-review.
- ↑ Star Dingo (March 25, 2003). "Amplitude Review for PS2 on GamePro.com". http://www.gamepro.com/sony/ps2/games/reviews/28652.shtml.
- ↑ Davis, Ryan (March 26, 2003). "Amplitude Review (PS2)". CBS Interactive. https://www.gamespot.com/reviews/amplitude-review/1900-6023980/.
- ↑ Meston, Zach (March 24, 2003). "GameSpy: Amplitude". IGN Entertainment. http://ps2.gamespy.com/playstation-2/amplitude/5681p1.html.
- ↑ Watkins, Rob (April 2, 2003). "Amplitude - PS2 - Review". https://www.gamezone.com/reviews/amplitude_ps2_review/.
- ↑ Perry, Douglass C. (March 24, 2003). "Amplitude (PS2)". Ziff Davis. https://www.ign.com/articles/2003/03/24/amplitude.
- ↑ "Amplitude". Official U.S. PlayStation Magazine (Ziff Davis) (68): 90. May 2003. http://www.playstationmagazine.com/article2/0,4364,1231402,00.asp. Retrieved February 24, 2020.
- ↑ Saltzman, Marc (April 8, 2003). "'Amplitude' scores with fans of music". The Cincinnati Enquirer (Gannett Company). http://cincinnati.com/freetime/games/reviews/042103_amplitude.html.
- ↑ Keighley, Geoff (March 21, 2003). "Inhuman Beat Box (Amplitude Review)". Entertainment Weekly (Time Inc.) (701): 121. https://ew.com/article/2003/03/21/amplitude/. Retrieved February 23, 2020.
- ↑ ((The Editors of GameSpot)) (April 5, 2003). "GameSpot's Month in Review: March 2003". GameSpot. http://www.gamespot.com/gamespot/features/all/gotm/040503/index.html.
- ↑ "Best and Worst of 2003: Best Game No One Played (Winner)". CNET. http://www.gamespot.com/gamespot/features/all/bestof2003/day3_16.html.
- ↑ "D.I.C.E. Awards By Video Game Details Amplitude". Academy of Interactive Arts & Sciences. https://www.interactive.org/games/video_game_details.asp?idAward=2004&idGame=290.
- ↑ Clements, Ryan (April 3, 2016). "The Drop: New PlayStation Games for 4/5/2016". Sony Interactive Entertainment. https://blog.us.playstation.com/2016/04/03/the-drop-new-playstation-games-for-452016/.
External links
- Harmonix website
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
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 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

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]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 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/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 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.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ 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.
- ↑ 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.
- ↑ "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.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "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/.
- ↑ "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/.
- ↑ 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/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
Wikidata has the property:
|
External links
- No URL found. Please specify a URL here or add one to Wikidata.
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
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 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

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]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 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/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 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.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ 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.
- ↑ 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.
- ↑ "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.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "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/.
- ↑ "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/.
- ↑ 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/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
Wikidata has the property:
|
External links
- No URL found. Please specify a URL here or add one to Wikidata.
