Software:Cool Boarders 2

From HandWiki
Short description: 1997 video game
Cool Boarders 2
North American cover art
Developer(s)UEP Systems
Publisher(s)
Director(s)Makota Sunaga
Masaya Kobayashi
Producer(s)Kimiaki Kurashima
Designer(s)Tadayuki Konno
Yasuhito Sakaue
Masaru Katada
Tomoyuki Ohsumi
Mayumi Ishitsuka
Masaki Shimizu
Programmer(s)Kiyoshi Tsukada
Akira Kitahara
Tadashi Maki
Takafumi Fujii
Composer(s)Atsunori Nanba
Yoshichika Shimamura
SeriesCool Boarders
Platform(s)PlayStation
Release
  • JP: August 28, 1997
  • NA: November 11, 1997[1]
  • EU: February 1, 1998
Genre(s)Snowboarding
Mode(s)Single-player, multiplayer

Cool Boarders 2 (known as Cool Boarders 2: Killing Session in Japan) is a 1997 snowboarding video game developed by UEP Systems for the PlayStation. The game builds upon its predecessor's features with the addition of trick competitions, computer-controlled competitors, and support for the PlayStation Link Cable, allowing two-player, non-split screen multiplayer.

The main aim remains to complete courses in the shortest time (aided this time around by shortcuts), to perform the best-scoring tricks and to rack up huge total scores. There are more unlockables and also the option to customize the snowboard's graphics. The game offers 7 snowboarders, 18 snowboards and 10 courses to compete on. An original advertisement for the game features Seth Romatelli of the comedy podcast Uhh Yeah Dude. The PAL version of the game was one of the 20 games pre-loaded on the PlayStation Classic (excluding Japan, Taiwan and Hong Kong), which was released on December 3, 2018.[2][3]

Background

The game's predecessor, Cool Boarders, was released for the PlayStation the year prior, in 1996. Despite mixed reviews, Cool Boarders was a sleeper success, and eventually attained a Greatest Hits edition. As snowboarding began to gain in popularity in the West during the late 1990s, so did snowboarding video games. Developer/publisher UEP Systems began work on a sequel to take advantage.

Cool Boarders 2 was unveiled at the April 1997 Tokyo Game Show, where it drew large crowds despite UEP having only a small booth.[4]

Other entries in the genre began trickling in, most notably 1080° Snowboarding. The original developer, UEP Systems, sold the rights to the name of the series in the US. This resulted in three US-based sequels, while in Japan, the series continued with Cool Boarders Burrrn for the Sega Dreamcast under UEP's guiding force, before "ending" with the PlayStation 2's Cool Boarders: Code Alien.

An emulated release for the PlayStation Network as a PS one Classic was released in Europe on October 30, 2008, in North America on August 27, 2009, and in Japan on November 23, 2011.

Reception

Reception
Aggregate score
AggregatorScore
GameRankings70%[5]
Review scores
PublicationScore
AllGameStarStarStarHalf star[6]
EGM7/10[7]
Famitsu31/40[8]
Game Informer9/10[9]
GameFan83%[10][lower-alpha 1]
GameRevolutionB−[11]
GameSpot6.5/10[12]
IGN7.2/10[13]
Next GenerationStarStarStar[14]
OPM (US)StarStarStarStar[15]
Extreme Playstation90%[16]

Cool Boarders 2 received mixed reviews. While most critics found the game's physics model greatly improved from the original Cool Boarders,[13][14][17] and the new half-pipe mode was received with great enthusiasm,[12][13][14] some felt the overall improvement was not enough to make it the game that Cool Boarders should have been. Next Generation elaborated that "The graphics are still choppy, with glaring black seams interrupting the white tracks, and the track design is less than inspiring. However, the half-pipe mode is so much fun that it makes you almost overlook the game's problems. A definite mixed bag."[14] IGN similarly reported, "Most of the drawbacks of the first have been addressed in the second game, and a few new things, like the half-pipe, have been added to great effect. However, it is still plagued with problems that afflicted the first, and in some cases are even worse."[13] Conversely, GamePro called it "a startling, top-to-bottom improvement upon its predecessor",[lower-alpha 2][17] and Crispin Boyer remarked in Electronic Gaming Monthly that "I wasn't a big fan of the original, but Cool Boarders 2 surprised me with its depth of gameplay."[7]

Critics generally praised the game's vast number of tricks and the complicated button combinations and timings required to pull them off, finding them an engaging challenge.[7][12][13] The graphics were less well-received, with many noting a good deal of polygon breakup.[12][14][17] Josh Smith of GameSpot, while noting the breakup, felt the smooth animations for the various tricks provide ample visual payoff for the player's efforts. He also praised the freedom the gameplay provides once the player has gotten a basic handle of pulling off tricks.[12] The game held a 70% on GameRankings, based on an aggregate of 12 reviews, at the time of the site's 2019 closure.[5]

Game Informer placed the game 92nd on their top 100 video games of all time, praising the game as the high point of the series.[18]

Notes

  1. Three critics of GameFan gave the game each a score of 90, 83, and 75.
  2. GamePro gave the game 4.5/5 for graphics, 4.5/5 for fun factor, 2.5/5 for sound, and 4.0/5 for control.

References

  1. Johnston, Chris (November 11, 1997). "Sony Releases Sequels [date mislabeled as "April 26, 2000""]. CBS Interactive. Archived from the original on January 28, 1999. https://web.archive.org/web/19990128155603/http://headline.gamespot.com/news/97_11/11_sonyy/index.html. Retrieved November 23, 2020. 
  2. Yee, Mary (October 29, 2018). "Announcing PlayStation Classic's Full Lineup of 20 Games". Sony Interactive Entertainment. https://blog.playstation.com/2018/10/29/announcing-playstation-classics-full-lineup-of-20-games/. Retrieved November 23, 2020. 
  3. Glagowski, Peter (November 26, 2018). "Nine games on the PlayStation Classic will be PAL versions". Enthusiast Gaming. https://www.destructoid.com/nine-games-on-the-playstation-classic-will-be-pal-versions-532726.phtml. Retrieved November 26, 2018. 
  4. "Tokyo Game Show Report from Japan". Next Generation (Imagine Media) (30): 17. June 1997. https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n17. 
  5. 5.0 5.1 "Cool Boarders 2 for PlayStation". CBS Interactive. Archived from the original on December 9, 2019. https://web.archive.org/web/20191209001044/https://www.gamerankings.com/ps/196980-cool-boarders-2/index.html. Retrieved September 30, 2014. 
  6. Ziegler, Adam. "Cool Boarders 2 - Review". All Media Network. Archived from the original on November 14, 2014. https://web.archive.org/web/20141114210530/http://www.allgame.com/game.php?id=2064&tab=review. Retrieved November 23, 2020. 
  7. 7.0 7.1 7.2 "Review Crew: Cool Boarders 2". Electronic Gaming Monthly (Ziff Davis) (102): 158. January 1998. 
  8. "クールボーダーズ2 キリングセッション [PS"] (in Japanese). Famitsu (Enterbrain). https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=16780&redirect=no. Retrieved November 23, 2020. 
  9. McNamara, Andy; Anderson, Paul; Storm, Jon (November 1997). "Cool Boarders 2". Game Informer (FuncoLand) (55): 57. http://www.gameinformer.com/nov97/cbdrs2.html. Retrieved November 23, 2020. 
  10. Stockert, Bruce "Reubus"; Griffin, Mike "Glitch"; Mylonas, Eric "ECM" (November 1997). "CoolBoarders 2 [sic"]. GameFan (Metropolis Media) 5 (11): 18. https://archive.org/details/Gamefan_Vol_5_Issue_11/page/n19/mode/2up. Retrieved November 23, 2020. 
  11. Mike D. (November 1997). "Cool Boarders 2 Review". CraveOnline. Archived from the original on June 13, 1998. https://web.archive.org/web/19980613195759/http://www.game-revolution.com/games/sony/cool2.htm. Retrieved November 23, 2020. 
  12. 12.0 12.1 12.2 12.3 12.4 Smith, Josh (December 19, 1997). "Cool Boarders 2 Review". CBS Interactive. https://www.gamespot.com/reviews/cool-boarders-2-review/1900-2547094/. Retrieved August 17, 2020. 
  13. 13.0 13.1 13.2 13.3 13.4 Douglas, Adam (November 11, 1997). "Cool Boarders 2". Ziff Davis. https://www.ign.com/articles/1997/11/12/cool-boarders-2. Retrieved August 17, 2020. 
  14. 14.0 14.1 14.2 14.3 14.4 "Cool Boarders 2". Next Generation (Imagine Media) (37): 151. January 1998. https://archive.org/details/NEXT_Generation_37/page/n151/mode/2up. Retrieved November 23, 2020. 
  15. "Cool Boarders 2". Official U.S. PlayStation Magazine (Ziff Davis) 1 (3). December 1997. 
  16. Saul (February 1998). "Coolboarders 2". Extreme Playstation (2): 52–59. https://archive.org/details/extreme-playstation-02/page/52/mode/2up?q=%22%22Bust-A-Move+3%22%22. Retrieved July 21, 2021. 
  17. 17.0 17.1 17.2 Boba Fatt (December 1997). "Cool Boarders 2". GamePro (IDG) (111): 194. 
  18. Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games Of All Time (Circa Issue 100)". Game Informer (GameStop). https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx. Retrieved December 2, 2020. 
  • 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

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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