Software:Ken's Labyrinth
| Ken's Labyrinth | |
|---|---|
| Developer(s) | Ken Silverman |
| Publisher(s) | Epic MegaGames |
| Designer(s) | Ken Silverman |
| Platform(s) | MS-DOS |
| Release |
|
| Genre(s) | First-person shooter |
| Mode(s) | Single-player |
Ken's Labyrinth is a first-person shooter for MS-DOS published in 1993 by Epic MegaGames. It was programmed by Ken Silverman, who later designed the Build engine used for rendering in 3D Realms's Duke Nukem 3D (1996). Ken's Labyrinth consists of three episodes, the first of which was released as shareware. An earlier version was self-published by Silverman.
Technology
Ken's Labyrinth is graphically similar to id Software's Wolfenstein 3D in that the levels were designed using a grid-based plane, resulting in perpendicular walls and textureless floors and ceilings. Arguably its most astounding feature was the existence of interactive sprites and textures, like slot and vending machines. This move towards engines allowing greater interactivity was later elaborated upon by Silverman's Build engine.
Ken's Labyrinth was released as freeware on November 16, 1999. Several different versions were released and are available for download from the official website. The source code followed on July 1, 2001.[1]
Game versions
The first version is known as Walken, the version which Ken Silverman sent to companies for evaluation. This was the first version created, and therefore it had very few features. There was almost no interactivity, and the code was mostly a test.
The first version to be released was a modified version of Walken called Ken's Labyrinth. Many changes were made, including interactivity, an early money system and music. It was sold by Ken directly, using the Advanced Systems company name, a company that Ken's older brother Alan Silverman was involved with.
Following that was version 1.1, which featured 27 levels and an alternate final boss. New enemies, textures and music were added, as well as a money system with which the player could locate money and use it to purchase a random item from a vending machine. Slot machines were also implemented. The game was then submitted to fifteen different software companies, including Silverman's later employer Apogee Software, which appreciated the engine but requested considerable changes to the game.[2]
Released in March 1993 by Epic MegaGames, the final version (2.01) featured 30 levels, and many new features that older versions of the game lacked, such as the ability to choose the item purchased from the vending machines, a difficulty option (on "easy" mode, or "Don't hurt me," enemies do not use melee attacks, while on "hard" mode, or "Ouch!" they do), an episode select, and also new enemies, textures and music with additional artwork made by Misko Iho of Future Crew.
A Ken's Labyrinth port to modern operating systems such as Windows and Linux using Simple DirectMedia Layer called LAB3D/SDL was created by Jan Lönnberg and released in 2002.[3] A version of the port which includes new higher resolution textures and later adapted for SDL 2 was also created by Katie Stafford.[4] A fork of that version also exists supporting Nintendo Switch.[5] A modern level editor for the game by Kai E. Froland has also been produced, called KKIT/SDL.[6]
Reception
The game was reviewed in 1993 in Dragon #199 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave the game 2 out of 5 stars.[7]
References
- ↑ labflsrc.zip on advsys.net 2001
- ↑ Interview with Ken Silverman - 21 November 2005 (RGB Classic Games)
- ↑ LAB3D/SDL project page
- ↑ LAB3D-SDL + Hires texture support
- ↑ LAB3D-SDL for Nintendo Switch
- ↑ KKIT/SDL - Unofficial Ken's Labyrinth Editor's Toolkit
- ↑ Petersen, Sandy (November 1993). "Eye of the Monitor". Dragon (199): 56–64.
External links
- The official Ken's Labyrinth page
- LAB3D/SDL
- 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.
Wikidata has the property:
|
External links
- No URL found. Please specify a URL here or add one to Wikidata.
