Software:Import Tuner Challenge

From HandWiki
Short description: 2006 video game
Import Tuner Challenge
North American box art
Developer(s)Genki
Publisher(s)
Designer(s)Tomo Kimura
SeriesTokyo Xtreme Racer
Platform(s)Xbox 360
Release
  • JP: July 27, 2006
  • NA: September 26, 2006
  • AU: October 5, 2006
  • EU: October 6, 2006
Genre(s)Racing
Mode(s)Single-player, multiplayer

Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a 2006 racing game published by Ubisoft and developed by Genki for the Xbox 360. It is an installment in the long-running Shutokō Battle series of games known as Tokyo Xtreme Racer in North America and Tokyo Highway Challenge in Europe. This is the only Shutokou Battle game to be released on the Xbox 360.

Plot

After the 13 Devils have been defeated once more in the Kaido Circuit, Motoya Iwasaki, aka Speed King, disappeared suddenly, leaving without a trace. Since then, many drivers from all across Japan come to Tokyo in order to have his title of "Speed King", especially the Japanese-American racer, Snake Eyes, and his team, Phantom 9, which later began an all-out assault on many teams in the Shuto Expressway following Speed King's absence, and his return to Tokyo, after five years of racing in America.

The player assumes the role of Ren Tennoji, Iwasaki's best friend, who sets out to defeat numerous teams and rivals, including Bloodhound, Midnight Cinderella and Platinum Prince, and much later on, Skull Bullet, an American racer who came to Tokyo in pursuit of Snake Eyes.

It is later revealed in the story by Bloodhound that Iwasaki disappeared from the Shutokou due to the passing of his girlfriend from a terminal illness three years prior to the events of the game, and went into hiding as he later became disillusioned with street racing and went on a major identity crisis as a result of her death.

Shortly after Tennoji defeats Snake Eyes, Iwasaki reveals himself as Speed King once more and thanks Tennoji for reviving his passion for racing, and decides to return to the Shuto Expressway once again. Tennoji later finishes off loose ends and eventually defeats Speed King and ultimately "???" (Unknown), solidifying his status as the best racer in the Shuto Expressway.

It is revealed in the next game (Tokyo Xtreme Racer (2025)) that Tennoji inherited the title of Speed King from Iwasaki.

Gameplay

The player's objective in the game is to make a name of the player out on the highways of Tokyo. The player begins as an unknown driver and as the player progresses through the game by earning increasingly impressive nicknames or handles as they're called in the game.

The player begins the game with a small amount of currency before picking out the first car. When the player picks the first car, the player will begin a race against Iwasaki. The game features player versus player and a score meter called a spirit points bar.


Reception

Reception
Aggregate scores
AggregatorScore
GameRankings52.77%[1]
Metacritic54/100[2]
Review scores
PublicationScore
1Up.comD+[3]
GameSpot6.4/10[4]
GamesRadar+StarStarHalf star[5]
IGN5.9/10[6]
OXM (US)4/10[7]
TeamXbox4.9/10[8]
Detroit Free PressStarStarStar[9]

While the Japanese release of the game was well-received by Famitsu, it garnered mixed to negative reception from Western publications. GameRankings gave it a score of 52.77%,[1] while Metacritic gave it 54 out of 100.[2]

TeamXbox's Nate Ahearn rated the game 4.9 out of 10, saying, "Tuning the numerous parts of your car provides for some decent variation, but you’ll soon figure out that the actual gameplay just isn't very good."[8] IGN's Erik Brudvig criticized the AI for being too easy, saying, "They can be blown away on every turn with only minimal drifting and turning skills."[6]

Notes

References

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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