Software:Burning Road

From HandWiki
Burning Road
Burning Road PAL cover art
Developer(s)Toka
Publisher(s)European Union Funsoft
United States Playmates Interactive
Japan Vic Tokai
Platform(s)PlayStation
Release
  • NA: September 30, 1996
  • PAL: November 15, 1996
  • JP: January 31, 1997
Genre(s)Arcade racing
Mode(s)Single player, multiplayer

Burning Road is a 1996 arcade racing game for PlayStation. It is heavily inspired by Sega's arcade hit Daytona USA. It received a sequel the following year, 1997, titled Explosive Racing.

Gameplay

Players are timed in races and must race through checkpoints to gain more time. Players are timed to pick a track, a car and the transmission, like in arcade games. There are three difficulty levels: Easy, Medium and Hard.

In-game, there is a 'traffic' radar showing the player where opponents are surrounding the player's car only. The opponent in the lead has a silver cup icon above their vehicle. If the player gets in the lead, text saying 'race leader' displays at the top of the screen for a second.

The game has three modes. Practice mode is the equivalent to single race found in other racing games. It is possible to unlock the mirrored versions of the three tracks (bringing the track total to six) in this mode. There are seven AI opponents in this mode.

In Championship mode, players race on all the tracks in order with a chosen car. Players must beat a certain time to qualify for the next track. As in practice, there are seven AI opponents.

Link mode is a multiplayer mode using the PlayStation Link Cable. Players can race against one other human opponent only; there are no AI opponents in this mode.

There are four vehicles, consisting of three cars and a monster truck. Players can also choose automatic or manual transmission.

Burning Road X

Ported by LLS Games and re-released under the title Burning Road X for the Xbox Series X/S & PC on 20.12.2023. A direct port of original PS1 game, featuring a new title screen, while the actual game remains the same as the original release. You have the ability to add a scanline filter, but otherwise the graphics are unchanged. It features no achievements.

LLS Games has also ported the sequel in a similar, bare-bones, fashion, titled Explosive Racing X.

Reception

Reception
Review scores
PublicationScore
GameSpot6/10[1]
Next GenerationStarStarStar[2]

Jeff Gerstmann of GameSpot described Burning Road as "for the most part, a Daytona USA wannabe", particularly noting that the graphics are blockier than those of Daytona USA. However, he concluded that "while it lacks innovation, it's solid enough to compete dollar-for-dollar with Ridge Racer Revolution."[1] GamePro's Johnny Ballgame instead considered it a rip-off of Ridge Racer, and assessed that "its lack of solid features will drive you to disappointment with only six easy tracks and no two-player split-screen option." He also said it had "the worst theme song in video game history."[3] A Next Generation critic was also displeased with the low quantity and difficulty of the tracks, but was complimentary towards the graphics, frame rate, and opponent AI. He noted that the "'bumper car' mentality" of the game would likely offend racing purists, and summarized that "Burning Road is entertaining in its own right, but lacking in just enough of the essentials to prevent it from being a superior game."[2]

References

  1. 1.0 1.1 Gerstmann, Jeff (December 1, 1996). "Burning Road Review". https://www.gamespot.com/reviews/burning-road-review/1900-2546875/. Retrieved 25 May 2018. 
  2. 2.0 2.1 "Burning Road". Next Generation (Imagine Media) (27): 84–85. March 1997. 
  3. "PlayStation ProReview: Burning Road". GamePro (IDG) (101): 72. February 1997. 

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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