Software:Deep Labyrinth
| Deep Labyrinth | |
|---|---|
North American Nintendo DS box art | |
| Developer(s) | Interactive Brains |
| Publisher(s) | |
| Writer(s) | Masato Kato |
| Composer(s) | Yasunori Mitsuda |
| Platform(s) | Mobile phone, Nintendo DS |
| Release | Mobile phone Nintendo DS: |
| Genre(s) | Role-playing |
| Mode(s) | Single-player |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a 3D role-playing video game developed by Interactive Brains for mobile phone devices and the Nintendo DS handheld game system.
Plot
Both versions of the game contain a campaign story where a man is unexpectedly warped into a labyrinth several stories tall while talking on his cell phone. Starting from the bottom, in the deeper of two basement floors, he quickly picks up a sword and shield and battles his way through every floor to the top, seeking the secrets of this mysterious place, answers to why he is trapped there and the identity of a mysterious girl whose soul is trapped in a crystal. Depending on how quickly the player is able to dispatch the final boss at the top, he may or may not save this girl.
The Nintendo DS version has an extra, easier scenario intended for casual players, in which the main protagonists are a boy and his pet dog, named Shawn and Ace (Shou and Alf respectively in the Japanese version) respectively. One summer afternoon, Shawn goes for a drive with his parents and dog, Ace, but the family car suffers a flat tire in front of an abandoned mansion. Ace is upset by something inside the mansion and leaps out of the car to investigate. Shawn's parents follow Ace, but fail to return. As Shawn tentatively approaches the dilapidated structure, the entrance door swings open, and he's drawn into a magical vortex. Reunited with Ace, Shawn must travel into the heart of the Deep Labyrinth to rescue his parents.
The North American and Australian box art for the DS version depicts the original scenario, designated as the game's second chapter, titled "Wandering Soul", while the European and Japanese box art conversely shows the Shawn and Ace scenario, which is designated as the game's first chapter. While both stories do not connect,[4] they both have similar plot elements and appear to occur in the same Deep Labyrinth, as they both include a room called the "Parallel Labyrinth", which is a hard-to-reach bonus area containing dangerous enemies and special gear in the former story.
Gameplay
Nintendo DS version
From a first-person perspective, players must navigate through dungeons and environments in a 3-D world, battling enemies while searching for items, secret side areas and ways to unlock locked doors, whether with keys or magical spells. Both swordplay and sorcery are at the player's disposal, controlled using the Nintendo DS' stylus and touch screen, and the more frequently a player uses either means of attack, the stronger it will become. Players can also use shields to block and reduce damage from enemy attacks, or evade them with quick steps via circle strafing and an automatic lock-on system.
To cast magic spells, whose names are ancient Greek words (for instance, astrape for thunder and iaomai for healing), the player must trace out runic Kirie symbols across a 3 x 3 grid, using one unbroken stroke of the stylus over select squares in the grid. Spells cost mana and most spells must be learned either through leveling up or from reading Kirie slates that will teach particular spells. Players can only save their progress by talking to certain non-playable characters, and save points serve as checkpoints; should the player fall in battle from losing all health or getting hit by a death spell, unsaved progress is forfeited and the player must reload a previously saved game.
Shawn and Ace's story also makes use of the microphone, in which the player must blow or scream to it in order to advance the story.[5]
Development
Deep Labyrinth was developed by Interactive Brains, with Masato Kato writing the game's scenario and Yasunori Mitsuda composing its music. The game is billed as the first 3D RPG for Japanese mobile phones.[6][7][4]
Reception
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According to Nasaki Takeda, CEO and CTO of Interactive Brains, the mobile phone release of Deep Labyrinth was very popular, having been downloaded nearly 100,000 times prior to its North American DS launch.[4]
In Japan, Famitsu gave the DS version a score of one eight and three sixes, for a total of 26 out of 40.[11] Elsewhere, though, the port received "mixed" reviews according to video game review aggregator Metacritic.[8]
Notes
- ↑ Three critics of Electronic Gaming Monthly gave the DS version each a score of 2/10, 3/10, and 7.5/10.
References
- ↑ 1.0 1.1 Interactive Brains staff. "Error: no
|title=specified when using {{Cite web}}" (in ja). Archived from the original on June 7, 2015. https://web.archive.org/web/20150607005621/http://www.ibrains.co.jp/other/deeplabyrinth/index.html. Retrieved May 13, 2012. - ↑ Caldwell, Patrick (August 14, 2006). "Shippin' Out 8/14-18: Dirge of Cerberus, Ninety-Nine Nights". Fandom. Archived from the original on November 12, 2023. https://web.archive.org/web/20231112003101/https://www.gamespot.com/articles/shippin-out-8-14-18-dirge-of-cerberus-ninety-nine-nights/1100-6155755/. Retrieved December 14, 2024.
- ↑ Famitsu staff (March 20, 2006). (in ja)Famitsu (Enterbrain). Archived from the original on November 11, 2023. https://web.archive.org/web/20231111184423/https://www.famitsu.com/game/news/2006/03/20/103,1142828371,50270,0,0.html. Retrieved December 14, 2024.
- ↑ 4.0 4.1 4.2 Yip, Spencer (July 6, 2006). "From cell phone game to DS title, the story of Deep Labyrinth". Gamurs. Archived from the original on February 21, 2019. https://web.archive.org/web/20190221071845/https://www.siliconera.com/2006/07/06/from-cell-phone-game-to-ds-title-the-story-of-deep-labyrinth/. Retrieved December 14, 2024.
- ↑ kinesis (July 25, 2006). Deep Labyrinth. YouTube. Google. Archived from the original on December 22, 2021. Retrieved February 26, 2019.
- ↑ Riley, Adam (April 2, 2006). "Nintendo Exclusive | C3 Interviews Interactive Brains About Deep Labyrinth". Archived from the original on April 20, 2006. https://web.archive.org/web/20060420172954/http://www.cubed3.com/news/4843/. Retrieved May 14, 2012.
- ↑ Ferguson, Jason (2006). "Interviews: Deep Labyrinth". Archived from the original on November 5, 2006. https://web.archive.org/web/20061105221832/http://www.just-rpg.com/default.asp?pid=2070. Retrieved January 3, 2016.
- ↑ 8.0 8.1 "Deep Labyrinth". Fandom. Archived from the original on November 30, 2024. https://web.archive.org/web/20241130141325/https://www.metacritic.com/game/deep-labyrinth/. Retrieved December 14, 2024.
- ↑ Edge staff (November 2006). "Deep Labyrinth". Edge (Future plc) (168): 89.
- ↑ Sewart, Greg; Frechette, Jay; Parish, Jeremy (September 2006). "Deep Labyrinth". Electronic Gaming Monthly (Ziff Davis) (207): 106. Archived from the original on May 30, 2024. https://web.archive.org/web/20240530212228/https://retrocdn.net/images/3/38/EGM_US_207.pdf. Retrieved December 14, 2024.
- ↑ 11.0 11.1 Freund, Josh (March 15, 2006). "Latest Famitsu reviews - Yggdra Union, Ace Combat Zero, more". Archived from the original on March 20, 2006. https://web.archive.org/web/20060320020312/http://www.gamesarefun.com/news.php?newsid=6123. Retrieved January 3, 2016.
- ↑ Juba, Joe (October 2006). "Deep Labyrinth". Game Informer (GameStop) (162): 114. https://archive.org/details/game-informer-issue-162-october-2006/page/114/mode/2up. Retrieved December 14, 2024.
- ↑ Buffa, Chris (October 16, 2006). "Deep Labyrinth Review [score is never labeled in the website itself"]. Gigex, Inc.. Archived from the original on November 11, 2006. https://web.archive.org/web/20061111054327/http://ds.gamedaily.com/game/review/?gameid=5563. Retrieved December 14, 2024.
- ↑ Kasavin, Greg (August 17, 2006). "Deep Labyrinth Review". Fandom. Archived from the original on November 11, 2023. https://web.archive.org/web/20231111184432/https://www.gamespot.com/reviews/deep-labyrinth-review/1900-6155989/. Retrieved January 3, 2016.
- ↑ Speer, Justin (August 18, 2006). "GameSpy: Deep Labyrinth". IGN Entertainment. Archived from the original on June 12, 2007. https://web.archive.org/web/20070612161743/http://ds.gamespy.com/nintendo-ds/deep-labyrinth/726573p1.html. Retrieved December 14, 2024.
- ↑ Bozon, Mark (August 16, 2006). "Deep Labyrinth Review". Ziff Davis. Archived from the original on November 11, 2023. https://web.archive.org/web/20231111184424/https://www.ign.com/articles/2006/08/16/deep-labyrinth-review. Retrieved December 14, 2024.
- ↑ "Deep Labyrinth". Nintendo Power (Nintendo of America) 208: 87. October 2006.
- ↑ Stone, Cortney (August 8, 2006). "Deep Labyrinth - Staff Review". CraveOnline. Archived from the original on October 20, 2006. https://web.archive.org/web/20061020201528/https://www.rpgamer.com/games/other/nds/deeplab/reviews/deeplabstrev1.html. Retrieved December 14, 2024.
- ↑ McCarroll, John (August 16, 2006). "Deep Labyrinth". Emerald Shield Media LLC. Archived from the original on December 7, 2021. https://web.archive.org/web/20211207221354/https://www.rpgfan.com/review/deep-labyrinth/. Retrieved December 14, 2024.
- ↑ Smith, D.F. (August 16, 2006). "Deep Labyrinth". G4 Media. Archived from the original on September 1, 2006. https://web.archive.org/web/20060901014546/http://www.g4tv.com/xplay/reviews/1236/Deep_Labyrinth.html. Retrieved January 3, 2016.
- ↑ Aranda, Ramon (September 11, 2006). "Deep Labyrinth (DS) Review". Archived from the original on March 4, 2016. https://web.archive.org/web/20160304045028/http://411mania.com/games/deep-labyrinth-ds-review/. Retrieved January 3, 2016.
External links
- Official website (Nintendo DS version)
- 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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