Software:James Pond 2

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James Pond 2: Codename: RoboCod
Amiga version game cover
Developer(s)Vectordean
Intellectual Software Consultants Limited (PC)[1]
Publisher(s)Millennium Interactive
Electronic Arts (Genesis)
U.S. Gold (Game Gear, Master System)
Play It (PlayStation, PS2, Switch)
Ocean Software (Game Boy, SNES)
Valcon Games (GBA)[2]
Codemasters (DS)
Designer(s)Chris Sorrell
Programmer(s)Chris Sorrell
Artist(s)Chris Sorrell
Composer(s)Richard Joseph
Platform(s)Amiga, Amiga AGA, Amiga CD32, Atari ST, Sega Genesis, C64, Acorn Archimedes, MS-DOS, Game Gear, Game Boy, GBA, PlayStation, Master System, SNES, Nintendo DS, PlayStation 2, Nintendo Switch
Release
Genre(s)Platform game
Mode(s)Single-player

James Pond 2: Codename: RoboCod, also known as Super James Pond on SNES in North America, and Game Boy, and Super James Pond 2 in Europe, is a 1991 platform video game. It was developed by the same British teams as the original. The title music by Richard Joseph is a marimba-heavy rendition of the RoboCop film theme.[3] It is the second installment in the James Pond series.

James Pond 2 was originally released on the Amiga, Atari ST and Sega Genesis in 1991 by three different publishers. It was next ported to Amiga AGA, Amiga CD32, Game Gear, Commodore 64, Master System, PC, Acorn Archimedes, Game Boy and SNES. It was later redeveloped and released as a budget title for the Game Boy Advance, Nintendo DS, PlayStation, PlayStation 2, as a download on the PlayStation Portable and PlayStation 3 via the PlayStation Network store,[4] and the Nintendo Switch.

Gameplay

James Pond outside Santa's toy factory

James Pond starts outside Santa's toy factory. There are many doors, each of which leads to a stage with many differently-themed levels, 50 in total. Meanies lurk in these levels, and they come in many forms. There are no weapons in the game, so James Pond must jump on them to defeat them. After completing two "doors", James Pond goes on to another door where a guardian awaits.

James Pond's body armor enables him to extend his body vertically to incredible lengths and grab hold of the ceiling or platforms above him. This allows him to travel along with the ceiling and drop down on the top of an unsuspecting enemy, or to get to otherwise inaccessible areas. James Pond can also pick up items that provide points. Power-ups include extra lives and wings that grant James the ability to fly. From time to time, James Pond may enter vehicles, namely cars, planes, or flying bathtubs.

Plot

The game takes place immediately after its predecessor. Although Acme Oil Company has been destroyed by James Pond, his arch enemy Dr. Maybe survived and has retreated to the North Pole where he has taken over Santa's workshop. Dr. Maybe is holding Santa's workers hostage (in most versions of the game they are penguins, in some, they are elves), and has turned many of Santa's helpers into his own twisted and dangerous assistants. James Pond is recruited to infiltrate Santa's grotto, free the captive penguins, retrieve the stolen toys for the children of the world, and defeat Dr. Maybe once and for all. This time, however, due to the greater risks involved in this mission, James Pond is given a robotic suit and the code name "RoboCod" (a play on RoboCop). This suit gives Pond superhuman strength and agility as well as enabling him to stretch his midsection almost indefinitely and reach otherwise impossibly high areas.

Product placement

In the original UK version of the game, the penguins featured as in-game product placement for the McVitie's biscuit company's Penguin Biscuits.[5] The 1991 EA release in the U.S. and Euro market featured the penguin in a Christmas scene in box art by illustrator Marc Ericksen. According to a 1994 article in the UK edition of PC Gamer, Penguin outsold arch-rival KitKat for the first time in the product's history soon after the release of the game.[citation needed]

Game Boy Advance, Nintendo DS, Nintendo Switch, and PlayStation versions

James Pond: Codename Robocod was released for the Game Boy Advance and PlayStation in 2003, the Nintendo DS in 2005, the PlayStation 2 in 2006, the PlayStation Network in 2009, and the Nintendo Switch in 2019. The handheld and PlayStation releases are identical except for the DS version, which features a map on the second screen. All these versions of the game are largely different from that of the original. The graphics have been improved to take advantage of the consoles' newer hardware, and while the levels retain some of the themes of the originals, their layout is entirely different. In the new versions, McVities' sponsorship branding has been removed from the game, and RoboCod must rescue Santa's elves, rather than penguins. In addition, the hidden levels have been omitted entirely. These recent iterations are remakes rather than ports of the original game.

Reception

Reception
Review score
PublicationScore
MegaTech85%[6]

UK magazine ACE gave the Amiga version a score of 934 out of 1000, calling it "polished, playable and (...) fun" and "completely excellent".[7] Electronic Gaming Monthly gave the SNES version a 5 out of 10, commenting that "James's ability to make himself tall is quite interesting, but that is really the only special thing about him. Fans of JP may be better off with his Aquatic Games".[8] They gave the Amiga CD32 version a 5.5 out of 10. Though they praised the soundtrack, they remarked that the garishly colorful graphics tend to cause eye strain, the gameplay is mildly fun but unexciting, and that aside from the "extremely pixelated" full motion video intro, it is identical to the version on the less powerful Sega Genesis.[9] Mega Action gave the Genesis version a score of 92% writing: "Better than the original and a massive playing to boot. This features all the ingredients that its predecessor offered, plus plenty more."[10] Power Unlimited gave the SNES version a score of 75% commenting: "The only remarkable thing about Super James Pond is that it is a wacky parody of James Bond. Unfortunately, there is very little of this in the game. Furthermore, it is a usual, beautifully designed and musical platformer."[11]

Mega placed the game at number 20 in their Top Mega Drive Games of All Time.[12]

References

  1. "James Pond 2: Codename: RoboCod (1993) DOS credits". https://www.mobygames.com/game/dos/james-pond-2-codename-robocod/credits. 
  2. "James Pond: Codename Robocod". https://www.gamespot.com/games/james-pond-codename-robocod/. 
  3. "James Pond 2: Codename: RoboCod (1991) Trivia". https://www.mobygames.com/game/james-pond-2-codename-robocod/trivia. 
  4. "James Pond: Robocod - PlayStation 3 - GameSpy". http://uk.ps3.gamespy.com/playstation-3/james-pond-robocod/. 
  5. Malcolm-Smith, Sally (24 October 1993). "Computer fans find advertising is all in the game". The Sunday Telegraph (1691): p. 7. 
  6. MegaTech review, EMAP, issue 1, Jan 1992
  7. Upchurch, David (December 1991), "RoboCod", ACE (London: EMAP) (51): 62–67 
  8. "Review Crew: Super James Pond". Electronic Gaming Monthly (EGM Media, LLC) (51): 36. October 1993. 
  9. "Review Crew: James Pond II". Electronic Gaming Monthly (EGM Media, LLC) (54): 52. January 1994. 
  10. "Mega Library". Mega Action (1): 65. June 1993. https://archive.org/details/mega-action-issue-1-1993-06/page/n63/mode/2up. Retrieved March 21, 2022. 
  11. "Power Unlimited Game Database" (in nl). November 1994. Archived from the original on October 20, 2003. https://web.archive.org/web/20031020134027/http://www.powerweb.nl:80/database/img/index.php?page=database&&query%5border%5d=datum&ending=ASC&query%5bstart%5d=100. Retrieved November 23, 2022. 
  12. Mega magazine issue 1, page 76, Future Publishing, Oct 1992
  • 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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