Software:Buzz Aldrin's Race Into Space
| Buzz Aldrin's Race Into Space | |
|---|---|
| Developer(s) | Strategic Visions |
| Publisher(s) | Interplay Productions |
| Platform(s) | MS-DOS, PC-98 |
| Release | March 11, 1993
|
| Genre(s) | Turn-based strategy, Construction and management simulation |
| Mode(s) | Single-player, Multiplayer |

Buzz Aldrin's Race Into Space, frequently abbreviated BARIS, is a 1993 space simulation strategy game for MS-DOS. The player takes the role of Administrator of NASA or head of the Soviet space program with the ultimate goal of being the first side to conduct a successful crewed Moon landing.[4][5] It was developed by Strategic Visions and published by Interplay Productions as a computer version of Liftoff!, a 1989 board game developed by Fritz Bronner.[6] BARIS was re-released in 1994 on CD-ROM, incorporating the earlier updates to the floppy disk version, a few new updates, improved video of the mission launches,[7][8] and new multiplayer modes.[9]
The developers worked to maintain historical accuracy, including all the actual major space hardware and several alternative proposals that were considered at the time, but did make some compromises and simplifications in the name of game balance and avoiding complexity.[10] They also consulted Apollo 11 astronaut Buzz Aldrin, who gave permission for his name to be used for the game.[11]
Gameplay
Buzz Aldrin's Race Into Space has two sides, the United States and the Soviet Union,[4] unlike Liftoff! which supported up to four (the other two sides in Liftoff! were Europe and Asia).[12] Each player controls a space center, which doubles as a navigational menu, and directs funding toward purchasing hardware, research and development, recruiting and training astronauts, and conducting launches.[4]
While the ultimate goal of the game is to conduct a successful crewed Moon landing, it is necessary to complete several milestone achievements to ensure success.[4][13] Historical milestones in the game range from launching a satellite,[4] like Sputnik 1, to conducting a lunar orbital mission, like Apollo 8. Skipping a milestone results in a safety penalty to any mission depending on it.[13] For example, skipping a crewed lunar orbital mission would cause a safety penalty to all mission steps during a Moon landing mission.[14]
Play begins in spring of 1957 and proceeds with turns lasting six months each for up to 20 years to the end of 1977,[4] or until the first player successfully conducts a crewed Moon landing, or until one player is dismissed from his/her program (this happens rarely, and only to a human player who is essentially doing nothing). At the start of each turn, the game randomly chooses an "event card" to give the player, usually with a piece of historical information, and sometimes with positive or negative effects on the game.[6] For example, the player may be informed that Operation Paperclip has increased the effect of research and development for that turn.[15]
On the way to the Moon landing, the two space programs compete for prestige in order to secure funding. Players gain prestige points through space exploration "firsts", which include historical milestone missions that improve lunar mission safety, but also ancillary achievements, such as the first Mars flyby (historically Mariner 4) or first woman in space (historically Valentina Tereshkova). The player to make the second successful mission of a certain type will typically gain some prestige points, whereas subsequent missions may earn very few or no points. Prestige points are lost through mission failures, especially those involving astronaut/cosmonaut fatalities.
The heart of the game is the space missions, which come down to dice rolls. At each step of a mission, the safety factor of the relevant component is checked against a random number, adjusted by relevant astronaut skill bonuses (if the mission is crewed), safety penalties and other factors. If the check fails, an error occurs. Such an error may range from catastrophic mission failure down to no effect (e.g. "The first imprint in the lunar surface is in fact made by a helmet visor. Crewman okay."). Placing a satellite in orbit has three steps, while a Moon landing can have well over twenty. Missions are generally non-interactive; occasionally during an incident, the player may be given the option of aborting or proceeding.
History
Development
While developing LIFTOFF! with Task Force Games, Fritz Bronner had considered making a computer version, but did not find much interest within Task Force.[16] As Task Force had not optioned the LIFTOFF! computer game when they were contractually able, Bronner decided to undertake the development independently. In November 1990 he met and recruited then 22-year-old Michael McCarty as programmer and formed Strategic Visions as a partnership, but concluded that publishing would be too daunting a task. They initially decided to program for Amiga and released a videotape demo on that platform in June 1991. However, by September they concluded that the Amiga market was shrinking and decided to change platforms to IBM PC compatible.[17]
In August 1991, Strategic Visions signed with Interplay Entertainment to publish the game, with a projected release of May 1992. By this time, Buzz Aldrin was on the project in an advisory role. It was also around this time that Bronner added the feature of astronaut/cosmonaut skills and morale, which previously made no impact on the performance of a mission.[18] Astronaut/cosmonaut skills were initially randomized at the start of each game.[11]
Strategic Visions and Interplay showed a demo of Buzz Aldrin's Race Into Space at the 1992 Consumer Electronics Show in Las Vegas, Nevada, and also held a reception at Caesars Palace where Buzz Aldrin spoke about his experiences in the space program.[19]
Software testing began in September 1992, which proved a daunting task: one tester calculated that with all mission types and hardware permutations factored in, there were over 12,000 possible missions. With failure modes factored in, this number increased to approximately 50 million possible mission outcomes.[20]
In January 1993, the informative companion to the manual was the last major step delaying shipping. The book was written by Anthony Mesaros with help from NASA and was a detailed description of the Space Race with Russia and a very detailed description of the various rockets and space modules the US and Russia had created. Anthony had the book completed before the game was done but took 2.5 weeks to do the layout, design, and edit and then another 6 weeks before it came back from the printers.[20]
Release
In March 1993, Buzz Aldrin's Race Into Space was ready to be released after a production which had lasted 28 months.[20] The final floppy disk version had some 100 megabytes of photographs and animations cut due to space limitations, and the then-planned modem play was cut as well. Immediately upon completion of the floppy version, however, work began on the CD-ROM version.[20] The CD-ROM version was produced by Interplay's Rusty Buchert, who also produced Descent.[21] BARIS was re-released in 1994 on CD-ROM, incorporating the earlier updates to the floppy disk version, a few new updates, improved video of the mission launches,[7][8] and new multiplayer modes.[9]
Source code release

In 2005, after the bankruptcy of publisher Interplay the developers released the game's source code under a GPL license and the game's content as freeware.[22] The resulting project, now called Race Into Space, is hosted on SourceForge.[23] The game has now been ported to modern operating systems and additional platforms (for instance Pandora[24]), with some improvements over the original. Development at SourceForge has ceased, and is continuing, slowly, now on GitHub.[25]
Buzz Aldrin's Space Program Manager
In October 2014, Slitherine Strategies released the first version of a game titled Buzz Aldrin's Space Program Manager. The game focuses on research, development and mission planning, and shares many features with the original BARIS,[26] but is much more detailed.
Reception
While Interplay[2] and others[27] had billed the game upon its release as being appropriate for children as young as age 10, it drew criticism for being extremely difficult.[28][29] It was also criticized by The Guardian as being "rather lifeless".[30] Computer Gaming World was more positive, wishing for a CD-ROM version but stating that it was a "game that should appeal to anyone with even a casual interest in space exploration".[31]
The game received a 90/100 score from PC Gamer UK,[32] was a finalist for the COMPUTE! Choice Awards in 1993.[33] In 1994, PC Gamer UK named Race Into Space the 26th best computer game of all time. The editors called it "the most successful piece of 'educational' software available for the PC".[34]
It has remained popular enough with fans to spawn an open-source version from the original developers at Strategic Visions in 2005,[35][36] which was downloaded from SourceForge between 2005 and 2017 over 90,000 times.[37] Some of the improvements mentioned above have made the game less difficult.
Realism

While Strategic Visions worked to accurately simulate space launches and the act of running either space program, they made a number of simplifications for balancing as well as for the game to make sense.[10] For example, four NASA launch facilities are condensed into one superfacility.[39] More significant is the elimination of some minor rocket programs, such as Redstone, and the addition of docking capability to the Voskhod spacecraft.[10] There is also a "basic" model in the game which equalizes costs and safety factors between both sides.[40] Despite this, BARIS still features most of the major pieces of hardware and approaches to Moon landing that were considered, including lunar orbit rendezvous (which was the strategy used successfully in Project Apollo), Earth orbit rendezvous (though in a different form) and direct ascent.[10]
References
- ↑ Buzz Aldrin's Race Into Space README file.
- ↑ 2.0 2.1 "ALL SYSTEMS ARE GO AS INTERPLAY LAUNCHES 'BUZZ ALDRIN'S RACE INTO SPACE'" (Press release). Interplay Entertainment, PR Newswire. 1993-04-29. Archived from the original on 2014-11-03. Retrieved 2008-08-20.
- ↑ Atkin, Denny (February 1994). "Three from Interplay". Compute! (Greensboro, North Carolina: Small System Services) (161): 96. ISSN 0194-357X. OCLC 5391833. http://www.atarimagazines.com/compute/issue161/96_Three_from_Interplay.php.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 May, Scott (October 1993). "Buzz Aldrin's Race into Space". Compute! (Greensboro, North Carolina: Small System Services) 15 (10): 88. ISSN 0194-357X. OCLC 5391833. http://www.atarimagazines.com/compute/issue157/88_Buzz_Aldrins_Race_i.php.
- ↑ Bronner, Fritz (1993). The Buzz Aldrin's Race Into Space Companion. Berkeley, California: McGraw-Hill. p. 194. ISBN 0-07-881938-5.
- ↑ 6.0 6.1 Varney, Allen (2005-10-04). "The Buzz is Gone". The Escapist (13): 2. http://www.escapistmagazine.com/articles/view/issues/issue_13/81-The-Buzz-is-Gone. Retrieved 2008-08-27.
- ↑ 7.0 7.1 "Buzz Aldrin's Race into Space". Home Computing & Entertainment (North York, Ontario: Plesman Publications): 67. November 1994. ISBN 9780078819384. ISSN 1205-6723. OCLC 36688157.
- ↑ 8.0 8.1 Perkins, Lee (1994-09-01). "Archival video clips lift Buzz's rating". The Age (Francis Cooke): p. 22.
- ↑ 9.0 9.1 Oldenburg, Don; Rob Pegoraro (1994-09-28). "Everything New is Old Again". The Washington Post (The Washington Post Co.): p. R27.
- ↑ 10.0 10.1 10.2 10.3 Bronner, Fritz (1992). Buzz Aldrin's Race Into Space (manual). Irvine, California: Interplay Entertainment. p. 2.
- ↑ 11.0 11.1 Bronner 1993, p. 340
- ↑ Bronner 1993, p. 329
- ↑ 13.0 13.1 Bronner 1993, pp. 201-203
- ↑ Bronner 1993, pp. 265-266
- ↑ Bronner 1993, p. 283-284
- ↑ Bronner 1993, p. 335
- ↑ Bronner 1993, pp. 337-338, 343
- ↑ Staff (January 1992). "No More "Spam in a Can"". Computer Gaming World (Anaheim, California: Golden Empire Publications) (90): 48, 50. ISSN 0744-6667. OCLC 8482876. http://www.cgwmuseum.org/galleries/issues/cgw_90.pdf. Retrieved January 14, 2019.
- ↑ Bronner 1993, p. 344
- ↑ 20.0 20.1 20.2 20.3 Bronner 1993, pp. 345-346
- ↑ Brown, Lonnie (1995-04-29). "GAME FANS TAKE THE DESCENT". The Ledger (The Ledger Pub. Co.): p. 1C.
- ↑ CopyrightInfo.txt
- ↑ sourceforge.net/projects/raceintospace
- ↑ race-into-space-v1-1-0-02-pandora-game-port (September 8, 2013)
- ↑ raceintospace on github.com
- ↑ "Buzz Aldrin's Space Program Manager". Slitherine. http://www.slitherine.com/games/BA_SPM_Pc.
- ↑ May, Scott A. (August 1994). "Games that are good for you". Compute! (Greensboro, North Carolina: Small System Services) 16 (8): 90. ISSN 0194-357X. OCLC 5391833. http://www.atarimagazines.com/compute/issue167/90_Games_that_are_good_.php. Retrieved 2008-08-27.
- ↑ Black, Dorian (1993-06-01). "Aldrin takes a tame walk into space". The Age: p. 32.
- ↑ Warner, Jack (1993-10-24). "Two new space programs inform while entertaining Interplay game is history lesson". The Atlanta Journal and Constitution: p. P10.
- ↑ Minson, John (1993-06-10). "GAMES REVIEWS". The Guardian: p. 17.
- ↑ James, Jeff (August 1993). "Interplay's Buzz Aldrin's Race Into Space". Computer Gaming World: 58. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=109. Retrieved 12 July 2014.
- ↑ Butcher, Andy. "Buzz Aldrins Race Into Space". PC Gamer UK (Future plc). http://www.pcgamer.co.uk/games/gamefile_review_page.asp?item_id=174.
- ↑ Bixby, Robert (December 1993). "Compute Choice Awards". Compute! (Greensboro, North Carolina: Small System Services) 15 (12): 8. ISSN 0194-357X. OCLC 5391833. http://www.atarimagazines.com/compute/issue159/8_Compute_Choice_Award.php.
- ↑ Staff (April 1994). "The PC Gamer Top 50 PC Games of All Time". PC Gamer UK (5): 43–56.
- ↑ "Race Into Space Project: Overview". Race Into Space Project. http://www.raceintospace.org/.
- ↑ Varney 2005, p. 3
- ↑ 2000-04-28+to+2017-05-04 downloads on sourceforge.net
- ↑ Bronner 1993, p. 138
- ↑ Chien, Philip; Denny Atkin (July 1994). "Blast off!". Compute! (Greensboro, North Carolina: Small System Services) 16 (7): 90. ISSN 0194-357X. OCLC 5391833.
- ↑ Bronner 1993, p. 195
External links
- 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 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

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
- ↑ 1.0 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.
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External links
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- Race Into Space on SourceForge, a free software port of BARIS to Windows, Linux, and Mac (latest release, v.1.1)
- Race Into Space on GitHub, continuing development of Race Into Space since latest release (includes a beta of version 2.0)
