Software:CyberStrike

From HandWiki

CyberStrike is a futuristic 3D combat online game by Simutronics, involving team combat between customizable mechs, each of which is controlled by a different player.

Initially exclusive to the GEnie online service, it opened in February 1993, and later that year it caused Computer Gaming World to create the new category of "Online Game of the Year" so it could be awarded to CyberStrike. In 1994, it was offered in stores by MicroProse. It was also released on America Online and then via an official website. Simutronics released a sequel, CyberStrike 2, in 1998 and a spiritual successor, Galahad 3093, in 2021.

Development and release

CyberStrike was chiefly designed by David Whatley, co-founder of the online multiplayer game pioneer Simutronics. Product manager Elonka Dunin stated that she adopted much of the company's administrative roles when she joined in 1990, allowing Whatley to focus on CyberStrike and even develop his own 3D game engine for it.[1] Whatley said that the team's goal was to ease the entry of new players into the emerging online multiplayer format. "We wanted to create a game that anyone can get into and have fun," he stated. "Learning to play shouldn't even require a manual, and once you get started, there's lots of action to hold your interest."[2] This led to a design philosophy of "easy to learn but difficult to master" for first-time players.[3] Simutronics claimed that the project's budget was only $7,000 USD, a small fraction of the industry standard at the time.[4] Production time was also truncated with Whatley describing the game as “a fast-paced, graphical experience utilizing modern programming techniques that shortened its development cycle dramatically."[5]

CyberStrike demoed on the online service GEnie in August 1992 before launching for an hourly play cost in February 1993.[6] A prototype build that utilized virtual reality headset was demonstrated at the annual Gen Con gaming convention later that year.[7] The game received an update in late 1994 that improved start-up times and added strategy variations and realism. Most notably, equipping more modules to a CyberPod would add weight and cause it to move more sluggishly.[8] A stand-alone, boxed version for MS-DOS was released by MicroProse in November 1994.[6][9] CyberStrike shifted its pay-by-the-hour model to America Online, having reached its final stage of testing by January 1997.[10] The price was cut for this iteration due to an increasing prevalence of online games and competition among GEnie, AOL, and Prodigy.[11] Finally, the game was offered via an official website that launched on August 4, 1997.[12]

Reception and legacy

In a 1993 review, David M. Wilson of Computer Gaming World praised the simple user interface and "amazing" graphics, including the weather. The reviewer reported that he played for nearly 12 hours straight, concluding that "CyberStrike is addictive, action-filled and downright fun. The violence is bloodless ... but the challenge is exhilarating".[3] That year the magazine named CyberStrike as its first ever On-Line Game of the Year.[13] A 1994 survey of strategic space games in the magazine gave the game four stars out of five, stating that it was "very competitive in a multi-player environment but lacks the long-term rationale of Multiplayer BattleTech".[14]

Simutronics made a sequel, CyberStrike 2, released in 1998[6], as well as a spiritual successor, Galahad 3093, released as an open beta in 2021.[15] This latter game began production under the working title "CyberStrike 3".[16]

Everquest co-creator John Smedley considered CyberStrike as very influential and that it sparked his interest in developing online games.[17][18][19][20] Contrarily, when discussing the future of online gaming in a 1996 interview Infocom designer Brian Moriarty criticized CyberStrike as not being well-designed due to an alleged tendency for skilled players to gatekeep newer players even in beginner-level environments.[21]

References

  1. Dunin, Elonka (April 2011). "Autobiography". https://elonka.com/autobiography.html. Retrieved May 3, 2026. 
  2. McCann, Kevin J. (March–April 1993). "The GEnie Gamer: CyberStrike!". GEnie LiveWire (GE Information Services, Inc.): 19. https://archive.org/details/genie_livewire_1993_03_04/page/n20/mode/1up. 
  3. 3.0 3.1 Wilson, David M. (May 1993). "Cyber Rockets Through Fiber Optics: GEnie's CyberStrike Makes Gigantor Strides Multi-player On-Line Gaming". Computer Gaming World (Ziff Davis) (106): 60–1. ISSN 0744-6667. https://archive.org/details/cgw_museum_pdfs/cgw_106/page/60/mode/2up. 
  4. Glasser, Jeff (September 2, 1996). "Doing Battle in the On-line Arena". https://www.washingtonpost.com/archive/business/1996/09/02/doing-battle-in-the-on-line-arena/b7d4e517-6bb9-41c3-940a-8e7238d98917/. Retrieved April 28, 2026. 
  5. McCann, Kevin J. (May–June 1993). "Designing Gamers: Simutronics". GEnie LiveWire (GE Information Services, Inc.): 4. https://archive.org/details/genie_livewire_1993_05_06/page/n5/mode/1up. 
  6. 6.0 6.1 6.2 Dunin, Elonka. "Simutronics Timeline". https://www.elonka.com/SimuTimeline.html. Retrieved May 3, 2026. 
  7. CGW staff (November 1993). "Vampire, Video Games, Virtual Reality". Computer Gaming World (Ziff Davis) (112): 121. ISSN 0744-6667. https://archive.org/details/cgw_museum_pdfs/cgw_112/page/121/mode/1up. 
  8. CGW staff (December 1994). "Tales from the Cyburbs". Computer Gaming World (Ziff Davis) (125): 26. ISSN 0744-6667. https://archive.org/details/Computer_Gaming_World_Issue_125/page/n27/mode/1up. 
  9. Etheredge, David; Kaufman, Doug (1995). "Magical Hacker". The Duelist (Wizards of the Coast): 107. ISSN 1082-8621. https://archive.org/details/DuelistMagazineIssue4-Spring1995/page/n110/mode/1up. 
  10. "Simutronics Games No. 1 Content in CyberSpace". Simutronics. January 20, 1997. http://www.simutronics.com/simunet_public/corporate/press3.asp. Retrieved May 3, 2026. 
  11. Friedl, Markus (November 7, 2002). Online Game Interactivity Theory . Charles River Media. p. 10. ISBN 978-1584502159. https://archive.org/details/onlinegameintera0000frie/page/10/mode/1up. 
  12. "Simutronics -- Multiplayer Online Game Leader -- Goes Live on the Web". Simutronics. January 20, 1997. http://www.simutronics.com/simunet_public/corporate/press1.asp. Retrieved May 3, 2026. 
  13. CGW staff (October 1993). "On-Line Game of the Year". Computer Gaming World (Ziff Davis) (111): 72. ISSN 0744-6667. https://archive.org/details/Computer_Gaming_World_Issue_111/page/n71/mode/1up. 
  14. Brooks, M. Evan (May 1994). "Never Trust A Gazfluvian Flingschnogger!". Computer Gaming World (Ziff Davis) (118): 46. ISSN 0744-6667. https://archive.org/details/Computer_Gaming_World_Issue_118/page/n45/mode/1up. 
  15. Editorial Staff (March 15, 2021). "Galahad 3093 Is A Mech-Based Hero Shooter Reminiscent Of Titanfall". https://gameinformer.com/2021/03/15/galahad-3093-is-a-mech-based-hero-shooter-reminiscent-of-titanfall. Retrieved May 4, 2026. 
  16. Chalk, Andy (March 16, 2021). "An open beta for new mech shooter Galahad 3093 starts on Friday". https://www.pcgamer.com/an-open-beta-for-new-mech-shooter-galahad-3093-starts-on-friday/. Retrieved May 3, 2026. 
  17. Messer, Steven (March 15, 2019). "Breaking the internet: The story of EverQuest, the MMO that changed everything". https://www.pcgamer.com/breaking-the-internet-the-story-of-everquest-the-mmo-that-changed-everything/. Retrieved May 3, 2026. 
  18. Marks, Robert B. (September 1, 2003). Everquest Companion: The Inside Lore of a Gameworld. McGraw Hill/Osborne Media. p. 37. ISBN 978-0072229035. https://archive.org/details/ever-quest-companion-the-inside-lore-of-a-game-world/EverQuest%20Companion%20-%20The%20Inside%20Lore%20of%20A%20Game%20World/page/n56/mode/1up. 
  19. Goldberg, Harold (April 5, 2011). All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture. Crown Publishing Group. p. 161. ISBN 978-0307463555. https://archive.org/details/allyourbasearebe00gold_0/page/n12/mode/1up. 
  20. Rowlands, Timothy (January 15, 2012). Video Game Worlds : Working at Play in the Culture of EverQuest. Routledge. p. 25. ISBN 978-1611320688. https://archive.org/details/videogameworldsw0000rowl/page/25/mode/1up. 
  21. Next Generation staff (July 1996). "What's the future of online gaming?". Next Generation (Imagine Media): 9. ISSN 1078-9693. https://archive.org/details/Next-Generation-1996-07/page/I/mode/1up. 
  • Official website (archived)
  • 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

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]

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. 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. 
  18. "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628. 
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