Software:Jack Bros.
| Jack Bros. | |
|---|---|
North American box art | |
| Developer(s) | Atlus |
| Publisher(s) | Atlus |
| Director(s) | Koji Mishima |
| Producer(s) | Hideyuki Yokoyama |
| Composer(s) | Hiroyuki Yanada |
| Series | Megami Tensei |
| Platform(s) | Virtual Boy |
| Release | |
| Genre(s) | Maze |
| Mode(s) | Single-player |
Jack Bros.[lower-alpha 1] is a maze video game developed and published by Atlus for the Virtual Boy, released in late 1995 in Japan and North America. It is a spin-off from Atlus' video game series Megami Tensei, and was the first entry to be released outside Japan.
The player takes the role of one of the three Jack brothers – Jack Frost, Jack Lantern, or Jack Skelton[lower-alpha 2] – who have visited the human world for Halloween, and need to return to the fairy world before the portal connecting the two worlds closes. The player needs to make their way through six areas, which consist of a number of floors, defeating enemies by using character-specific attacks and collecting keys to be able to advance to the next floor. It received generally positive reception for its gameplay, but was criticized for the lack of puzzle elements and under-utilization of the Virtual Boy's 3D effect.
Gameplay and premise

Jack Bros. follows the three Jack brothers[1] – Jack Frost, Jack Lantern and Jack Skelton[2] – who have traveled from the fairy world to the human world through a portal that opens every year on Halloween. Losing track of time, they spend too much time in the human world, and forget about returning until there only is one hour left to the portal's closing; the fairy Pixie shows them a shortcut, which, while dangerous, is the only way to return to the portal in time.[1]
The player picks one of the three brothers to play as;[2] Pixie can also be unlocked as a playable character.[3] They traverse six areas within a time limit to make it back to the fairy world in time. The areas all consist of a number of floors; the player needs to collect all keys on each floor, before being allowed to jump down to a lower floor.[4] To find the keys, the player uses a radar that displays their locations; once all have been collected, it shows the location of the exit.[5] Once the player reaches the bottom floor, they are faced with a boss character they need to defeat, after which they can proceed to the next area.[4]
To defeat enemies, the player can use both regular and special attacks. The latter use up Special Attack Stars; the player starts the game with three, and can gain more throughout the game, which carry over between areas.[5] The types of attacks and stats such as attack power and agility differ depending on the character: Jack Frost's standard attack is throwing snowballs, Jack Lantern's is shooting fire balls, while Jack Skelton uses his knife. Their special attacks are, respectively, freezing all enemies for a few seconds; dealing a large amount of damage to all enemies; and defeating all enemies that are visible on the screen.[6] As the player explores the floors, they need to avoid being attacked by enemies or falling into traps: each time this happens, the remaining time limit decreases by five seconds.[4] If the timer reaches zero, the player reaches a game over state, although they are given the option to restart from the beginning of the current area.[7]
Development and release
Jack Bros. was developed and published by Atlus for the Virtual Boy, and was released on September 29, 1995 in Japan,[8] and October 1995 in North America.[9] According to Nintendo Power, Atlus did not reveal any details about the game's development,[10] although it is known that it initially was planned to be titled Devil Busters.[11] It is a spin-off from Atlus' Megami Tensei series, and the first entry to be released outside Japan.[12] Being a Virtual Boy title, it made use of the system's stereoscopic 3D to display conventional 2D graphics in monochrome red and black visuals,[13] and a graphics technique called parallax scrolling, to create a 3D effect.[14]
In 2026, Jack Bros. will be added to the Nintendo Classics service. The game requires the use of an additional accessory for play, which is used to recreate the stereoscopic 3D effect of the original system. The accessory will be available in two formats: a plastic mount based on the original system, and a cardboard sleeve.[15][16][17]
Reception

From contemporary reviews, Nintendo Power praised the games graphics and pacing, noting that it was "more challenging than you might expect" while critiquing the in-game text as "poor".[18]
Jack Bros. was well received in retrospective reviews, with multiple critics calling it one of the best games on the platform.[3][19][20][21] Some thought it was held back by the platform, and that it should be made available on other platforms, such as the Nintendo 3DS.[3][20][22] In 2003, the staff at Tips & Tricks stated it to be the most uncommon North American Virtual Boy release, giving it a rarity rating of 6/10 based on a consultation with Digital Press.[23]
Brett Elston at GamesRadar thought the gameplay was "fairly basic", but still enjoyed the game, calling it unusually well made.[22] Nintendo Life's Dave Frear enjoyed the game, but wished it had included some puzzle elements rather than focusing entirely on combat; he did however find the strategic thinking involved in going back to earlier areas and figuring out how to save time to make up for this to some extent.[3] Meanwhile, Jason Moore of N64 Magazine wished it had included role-playing elements.[24] Frear enjoyed the replayability resulting from the multiple characters and difficulty settings.[3] GamesRadar's Mikel Reparaz called it "excellent [and] solidly designed" to the point where he would keep playing it despite the eye strain the Virtual Boy would give him.[19]
Frear enjoyed the visual design, calling the enemy designs reminiscent of The Legend of Zelda, and particularly praised the boss characters for looking interesting, with the first boss as the sole exception. He did however note that there was little variety in the environments and that it barely made use of the system's 3D functionality aside from in the effect used when moving to a new floor.[3] Elston also thought the 3D was utilized very little, but still found what was done with it appealing.[22] Frear enjoyed the large variety in the music, and how the sound effects managed to keep the audio experience interesting despite their simplicity.[3] Reparaz said that Jack Bros. had one of the best soundtracks of all time, particularly noting the track from the area "Grim Reaper's Cavern".[19]
Notes
References
- ↑ 1.0 1.1 Jack Bros. Instruction Booklet. Atlus. 1995. p. 7.
- ↑ 2.0 2.1 Jack Bros. Instruction Booklet. Atlus. 1995. p. 10.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Frear, Dave (2009-07-14). "Jack Bros. (Virtual Boy) Review". Nintendo Life. Gamer Network. http://www.nintendolife.com/reviews/2009/07/jack_bros_retro.
- ↑ 4.0 4.1 4.2 Jack Bros. Instruction Booklet. Atlus. 1995. p. 9.
- ↑ 5.0 5.1 Jack Bros. Instruction Booklet. Atlus. 1995. p. 12.
- ↑ Jack Bros. Instruction Booklet. Atlus. 1995. pp. 14–15.
- ↑ Jack Bros. Instruction Booklet. Atlus. 1995. p. 11.
- ↑ "TV Game: バーチャルフィッシング". Jugemu (magazine) (ja) (Media Factory, Recruit Holdings) (7): 172. November 1995. https://www.planetvb.com/modules/articles/?s058349007. Retrieved 2023-05-04.
- ↑ "Virtual Boy Games". Nintendo of America. https://www.nintendo.com/doc/vb_games.pdf.
- ↑ "Virtual Boy: It's Virtually Here". Nintendo Power (Nintendo) (73): 73. 1995.
- ↑ "Virtual Boy Arrives! It's in Your Face". Nintendo Power (Nintendo) (75): 13. 1995.
- ↑ "Spinoffs". 2010-08-08. http://www.hardcoregaming101.net/megaten/spinoffs.htm.
- ↑ McFerran, Damien (2009-02-11). "Nintendo's Portable History: Part 3, Virtual Boy". Pocket Gamer. Steel Media. http://www.pocketgamer.co.uk/r/DS/History+of+Nintendo/feature.asp?c=11512.
- ↑ "Backwards Compatible: The Virtual Boy". Good Game. 2009-06-01. http://www.abc.net.au/tv/goodgame/stories/s2585841.htm.
- ↑ "バーチャルボーイ ニンテンドークラシックスのタイトルが2026年2月17日に配信決定。Nintendo Switch Online+追加パック加入者限定。別売の専用ハードが必要で、全15タイトルが順次配信【Nintendo Direct】" (in ja). Famitsu. Kadokawa Game Linkage. September 12, 2025. https://www.famitsu.com/article/202509/52283.
- ↑ Romano, Sal (September 12, 2025). "Virtual Boy – Nintendo Classics announced for Nintendo Switch Online + Expansion Pack". Gematsu. https://www.gematsu.com/2025/09/virtual-boy-nintendo-classics-announced-for-nintendo-switch-online-expansion-pack.
- ↑ Walker, John (September 12, 2025). "Virtual Boy Is Coming To Nintendo Switch Online! There’s A Whole Peripheral!". Kotaku. Keleops. https://kotaku.com/gate-of-thunder-had-a-weird-duran-duran-connection-1844980190.
- ↑ "Now Playing". Nintendo Power 61: 92–93. February 1996.
- ↑ 19.0 19.1 19.2 Reparaz, Mikel (2012-06-23). "The 5 Best Virtual Boy Games". GamesRadar. Future plc. p. 2. http://www.gamesradar.com/the-5-best-virtual-boy-games/?page=2.
- ↑ 20.0 20.1 Gilbert, Henry (2012-08-06). "Persona Primer". GamesRadar. Future plc. p. 3. http://www.gamesradar.com/persona-primer/.
- ↑ Donlan, Christian (2009-11-22). "Retrospective: Nintendo's Handheld Legacy". Eurogamer. Gamer Network. p. 3. http://www.eurogamer.net/articles/nintendo-handhelds-retrospective?page=3.
- ↑ 22.0 22.1 22.2 Elston, Brett (2012-06-23). "Nine Virtual Boy games the 3DS can completely redeem". GamesRadar. Future plc. p. 3. http://www.gamesradar.com/nine-virtual-boy-games-the-3ds-can-completely-redeem/?page=3.
- ↑ "Collecting Virtual Boy". Tips & Tricks (United States: Larry Flynt Publications) (98): 94. 2003.
- ↑ Moore, Jason (1999). "Retroworld". N64 Magazine (Future plc) (27): 15.
External links
- Jack Bros. official website (Internet Archive)
- 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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