Software:Midnight Club: Street Racing

From HandWiki
Short description: 2000 video game

Midnight Club: Street Racing
The game's cover art featuring a Mazda MX-6, a Toyota Supra and an NYPD Chevrolet Caprice.
Developer(s)Angel Studios (PS2)
Rebellion Developments (GBA)
Publisher(s)Rockstar Games (PS2)
Destination Software (GBA)
Director(s)Michael Limber
Producer(s)Glen Hernandez
Designer(s)Darren Chisum
Fredic Markus
Programmer(s)Dave Etherton
Santiago Becerra
Artist(s)Jennifer Terry
Scott Stoabs
SeriesMidnight Club
Platform(s)PlayStation 2, Game Boy Advance
ReleasePlayStation 2
  • NA: October 26, 2000
  • EU: November 24, 2000
  • AU: November 30, 2000
Game Boy Advance
  • NA: November 9, 2001
  • PAL: February 8, 2002
Genre(s)Racing
Mode(s)Single-player, multiplayer

Midnight Club: Street Racing is a 2000 racing video game developed by Angel Studios and published by Rockstar Games. The game focuses on competitive street racing and the import scene. Two distinct versions of the game were released for the PlayStation 2 and Game Boy Advance platforms, the former being a launch title for the platform. It is the first game in Midnight Club franchise, followed by Midnight Club II.

The PlayStation 2 version received "generally favorable reviews", while the Game Boy Advance version received "mixed" reviews, according to the review aggregation website Metacritic. Estimated sales of the game were 1.5 million units, with series sales reaching 2.5 million.

Gameplay

Midnight Club features racing in two fictional representations of real-world locales, New York City and London.

Midnight Club: Street Racing is a racing video game that focuses on the import scene and illegal street racing. Players can explore the open world or race in organized street races. A career mode has the player working their way up in the street racing world, defeating named opponents in various races, ultimately resulting in pink slip races to win the opponent's car. The game features 17 cars for the player to win throughout the career mode, ranging from taxi cabs, buses and other city vehicles to fictional representations of vehicles resembling famous Toyota, Nissan and Honda tuner vehicles.[1]

Arcade mode allows players to compete in various game mode challenges, and to play in two player split-screen multiplayer. This features four modes: Capture the Flag, Cruise, Head to Head, and Waypoint. Players can again compete for pink slips from various racers. Each named racer has three variants of the same car, and the player earns these with successive wins. Each new version of the car is an improved version of the previous car. Environments have many destructible objects such as trees, bushes, lampposts and trash cans. Each locale features police cars that will attempt to arrest the player based on their illegal actions.[1]

Along with Turbo Esprit and Midtown Madness, the game pioneered the use of an open world environment design instead of predefined circuit tracks. Two locales are available to players, New York City and London. Each city contains landmarks from their respective real life counterparts. Some of London's visible landmarks include Trafalgar Square, the Palace of Westminster and its Big Ben, and the Tower Bridge. New York includes such landmarks as Times Square, the Empire State Building, the World Trade Center, Rockefeller Center, United Nations Plaza, Plaza Hotel, Madison Square Garden, Washington Square Park, the Wall Street Bull, Battery Park and Central Park.[1]

Plot

A mysterious group of urban street racers known as the Midnight Club race for pride, power, and glory in sleekly customized, enhanced sports cars. As a regular New York City cab driver, the player learns about this secret club and decides to join.

The player begins with a relatively unmodified and slow vehicle, that being the Taxi. Through a series of races, each with different goals, they defeat other racers and win faster and more expensive vehicles. The goal is to defeat the world champion, who is revealed to be a young Japanese woman named Anika whose father manufactures concept cars in Japan. Being the only person to beat her in a race, the player is the only one who sees her identity and become the World Champion of the Midnight Club, along with winning her concept car. Anika returns to Japan afterwards.

Development and release

Midnight Club was unveiled in January 2000 in a press release.[2] The PlayStation 2 version was developed by Angel Studios and published by Rockstar Games. The Game Boy Advance version was developed by Rebellion Developments and published by Destination Software. They were released on October 26, 2000 and November 9, 2001, respectively.[3] It was released alongside the American release date of PlayStation 2 as a launch title.[4][5] As part of promoting the game Rockstar Games received permission from the City of New York to shut down Times Square in order to photograph promotional material and box art for Midnight Club.[6]

The game's soundtrack features house and techno artists Derrick May and Surgeon and drum 'n' bass band Dom & Roland. Terry Donovan, COO of Rockstar Games said that "their passion for creating superior music versus conforming to the industry standard is what makes them and their music truly unique" and further stated that the music represents the "dark" motivation of the members of the Midnight Club.[7] Gameplay is locked to 30 frames per second.[8]

Reception

Reception
Review scores
PublicationScore
GBAPS2
AllGameStarHalf star[11]N/A
EdgeN/A5/10[13]
EGMN/A8.17/10[14][lower-alpha 1]
Game InformerN/A7.5/10[16]
GameFanN/A59%[17][lower-alpha 2]
GameRevolutionN/AB−[18]
IGN4.5/10[19]8.6/10[1]
Next GenerationN/AStarStarStarStar[20]
Nintendo Power2.9/5[21]N/A
OPM (US)N/AStarStarStarStar[22]
USA TodayN/AStarStarStarHalf star[23]
Aggregate score
Metacritic50/100[9]78/100[10]

The PlayStation 2 version received "generally favorable reviews", while the Game Boy Advance version received "mixed or average" reviews, according to the review aggregation website Metacritic.[9][10]

Douglass C. Perry of IGN was positive to the PS2 version of the game, citing the car selection, level design of the cities, graphics and "fun" gameplay in single and multiplayer.[1] Jeff Gerstmann of GameSpot called it a "fun" arcade-style racer.[24] Shawn Sanders of GameRevolution however was less positive to the game and cited the graphics as "bland".[18] Kevin Rice of NextGen called it an "addictive" arcade racer with "excellent" graphics and a "rock-solid" framerate.[20] Lamchop of GamePro concluded in one review, "If you're looking for some new nightlife on your PlayStation 2, you should definitely join the Club."[25][lower-alpha 3] In another GamePro review, The Freshman called it "a good game that could have been great with a little more attention paid to really pushing the PS2. It's still one of the better launch titles, and a shoe-in for anyone who wants something different in their driving games library."[26][lower-alpha 4]

For the GBA version, Nintendo Power called it a "decent" if not "repetitive" drive.[21] Skyler Miller of AllGame felt that Midnight Club's GBA version was "a slow, confusing" version of Grand Theft Auto, but without the crime and the fun.[11] IGN's Craig Harris noted that the top-down perspective, while efficient use of the GameBoy Advance's limited resources, made gameplay difficult, and that due to this perspective players will never know where the track is going.[19] He felt this design choice forced trial-and-error gameplay and was very frustrating for players. Harris gave poor marks for the very basic AI drivers. Lastly, he criticized the password save system, with particular emphasis on the fact that if a player does not write down the password while on screen there is no way to recover that password, effectively causing players to lose progress.[19]

In December 2000, the PlayStation 2 version ranked fifth in total PlayStation 2 game sales.[27] In February 2001 the game placed ninth in overall sales.[28] By July 2006, the PlayStation 2 version sold 1.5 million units and earned $43 million in the U.S. NextGen ranked it as the 32nd highest-selling game launched for the PlayStation 2, Xbox or GameCube between October 2000 and July 2006 in that country. Combined sales of Midnight Club console releases reached 2.5 million units in the U.S. by the latter date.[29] The PS2 version was a runner-up for the "Best Driving Game" and "Best Game No One Played" awards at GameSpot's Best and Worst of 2000 Awards, which went to Test Drive Le Mans and Samba de Amigo.[30][31] The game won the award for "Racing Game of 2000" in both Editors' Choice and Readers' Choice at IGN's Best of 2000 Awards for PS2.[32]

Notes

  1. Three critics of Electronic Gaming Monthly gave the PlayStation 2 version each a score of 9/10, 8.5/10, and 7/10.
  2. In GameFan's viewpoint of the PlayStation 2 version, three critics gave it each a score of 74, 55, and 47.
  3. GamePro gave the PlayStation 2 version three 4.5/5 scores for graphics, control, and fun factor, and 3.5/5 for sound in one review.
  4. GamePro gave the PlayStation 2 version three 4/5 scores for graphics, sound, and fun factor, and 4.5/5 for control in another review.

References

  1. 1.0 1.1 1.2 1.3 1.4 Perry, Douglass C. (October 24, 2000). "Midnight Club: Street Racing (PS2)". Ziff Davis. Archived from the original on December 8, 2023. https://web.archive.org/web/20231208094334/https://www.ign.com/articles/2000/10/25/midnight-club-street-racing-2. Retrieved March 16, 2024. 
  2. IGN staff (January 27, 2000). "Rockstar Reveals Two New PS2 Games". Ziff Davis. Archived from the original on December 20, 2022. https://web.archive.org/web/20221220171656/https://www.ign.com/articles/2000/01/28/rockstar-reveals-two-new-ps2-games. Retrieved March 16, 2024. 
  3. Metts, Jonathan (November 8, 2001). "Destination Software Announces TONS of Games". https://nintendoworldreport.com/news/6705/destination-software-announces-tons-of-games. 
  4. IGN staff (October 27, 2000). "The PS2 Lanuch Titles". Ziff Davis. Archived from the original on October 14, 2023. https://web.archive.org/web/20231014185048/https://www.ign.com/articles/2000/10/28/the-ps2-launch-titles. Retrieved March 16, 2024. 
  5. "Midnight Club Street Racing (GBA)". http://gameboy.gamezone.com/gamesell/p16615_GBA.htm. 
  6. IGN staff (October 18, 2000). "Rockstar Shuts Down New York". Ziff Davis. Archived from the original on October 16, 2023. https://web.archive.org/web/20231016222148/https://www.ign.com/articles/2000/10/19/rockstar-shuts-down-new-york. Retrieved March 16, 2024. 
  7. Ahmed, Shahed (October 11, 2000). "Midnight Club Soundtrack Set". Fandom. Archived from the original on December 10, 2000. https://web.archive.org/web/20001210085000/http://www.zdnet.com/gamespot/stories/news/0,10870,2639449,00.html. 
  8. IGN staff (September 27, 2000). "Midnight Club: Street Racing (Preview)". Ziff Davis. Archived from the original on December 20, 2022. https://web.archive.org/web/20221220171701/https://www.ign.com/articles/2000/09/28/midnight-club-street-racing-4. Retrieved March 16, 2024. 
  9. 9.0 9.1 "Midnight Club: Street Racing critic reviews (GBA)". Fandom. Archived from the original on December 11, 2022. https://web.archive.org/web/20221211045626/https://www.metacritic.com/game/game-boy-advance/midnight-club-street-racing. Retrieved March 16, 2024. 
  10. 10.0 10.1 "Midnight Club: Street Racing critic reviews (PS2)". Fandom. Archived from the original on May 28, 2023. https://web.archive.org/web/20230528111325/https://www.metacritic.com/game/playstation-2/midnight-club-street-racing. Retrieved March 16, 2024. 
  11. 11.0 11.1 Miller, Skyler. "Midnight Club: Street Racing (GBA) - Review". All Media Network. Archived from the original on November 17, 2014. https://web.archive.org/web/20141117030033/http://www.allgame.com/game.php?id=36221&tab=review. Retrieved November 23, 2014. 
  12. Hicks, Cliff (December 18, 2000). "Midnight Club: Street Racing - PlayStation 2 Review". CNET. Archived from the original on January 24, 2001. https://web.archive.org/web/20010124045400/http://www.gamecenter.com/Ps2/Reviews/Midnight/. Retrieved June 7, 2022. 
  13. Edge staff (December 2000). "Midnight Club [Street Racing"]. Edge (Future Publishing) (91): 106. Archived from the original on June 12, 2023. https://web.archive.org/web/20230612225635/https://retrocdn.net/images/f/f6/Edge_UK_091.pdf. Retrieved March 16, 2024. 
  14. Sewart, Greg; Dudlak, Jonathan; Funk, Joe (December 2000). "Midnight Club [Street Racing (PS2)"]. Electronic Gaming Monthly (Ziff Davis) (137): 231. Archived from the original on September 26, 2022. https://web.archive.org/web/20220926162507/https://retrocdn.net/images/6/62/EGM_US_137.pdf. Retrieved March 16, 2024. 
  15. Pavlacka, Adam (October 25, 2000). "Midnight Club: Street Racing (PS2)". Greedy Productions Ltd.. Archived from the original on June 22, 2002. https://web.archive.org/web/20020622182813/http://www.elecplay.com/review.html?article=4256&full=1#mr_toppy. Retrieved March 16, 2024. 
  16. Reiner, Andrew (December 2000). "Midnight Club Street Racing (PS2)". Game Informer (FuncoLand) (92): 89. http://www.gameinformer.com/Games/Review/200012/R03.0806.1620.15821.htm. Retrieved September 5, 2014. 
  17. Van Stone, Matt "Kodomo"; Weitzner, Jason "Fury"; Ngo, George "Eggo" (December 2000). "Midnight Club [Street Racing (PS2)"]. GameFan (BPA International) 8 (12): 24. https://archive.org/details/Gamefan_Vol_8_Issue_12/page/n25/mode/2up. Retrieved June 7, 2022. 
  18. 18.0 18.1 Sanders, Shawn (November 2000). "Midnight Club [Street Racing Review (PS2)"]. CraveOnline. Archived from the original on September 24, 2015. https://web.archive.org/web/20150924022048/http://www.gamerevolution.com/review/midnight-club. Retrieved June 7, 2022. 
  19. 19.0 19.1 19.2 Harris, Craig (November 20, 2001). "Midnight Club: Street Racing (GBA)". Ziff Davis. Archived from the original on May 13, 2023. https://web.archive.org/web/20230513034729/https://www.ign.com/articles/2001/11/21/midnight-club-street-racing. Retrieved March 16, 2024. 
  20. 20.0 20.1 Rice, Kevin (January 2001). "Midnight Club Street Racing (PS2)". NextGen (Imagine Media) (73): 83. https://archive.org/details/NextGen73Jan2001/page/n83/mode/2up. Retrieved June 7, 2022. 
  21. 21.0 21.1 "Midnight Club: Street Racing". Nintendo Power (Nintendo of America) 154: 137. March 2002. 
  22. Rybicki, Joe (December 2000). "Midnight Club [Street Racing"]. Official U.S. PlayStation Magazine (Ziff Davis) (39): 160. https://archive.org/details/official-u.-s.-playstation-magazine-issue-39-december-2000/page/160/mode/2up. Retrieved March 16, 2024. 
  23. Kent, Steve (October 27, 2000). "Game stars light up PlayStation 2 rollout: Of the 26 launch titles, chosen few impress with style, graphics, humor". USA Today (Gannett Company). ProQuest 408837885. https://www.proquest.com/docview/408837885. 
  24. Cite error: Invalid <ref> tag; no text was provided for refs named gamespot1
  25. Lamchop (December 2000). "Midnight Club: Street Racing (PS2)". GamePro (IDG) (147): 122. Archived from the original on June 30, 2023. https://web.archive.org/web/20230630183607/https://retrocdn.net/images/6/61/GamePro_US_147.pdf. Retrieved March 16, 2024. 
  26. The Freshman (October 21, 2000). "Midnight Club: Street Racing Review for PS2 on GamePro.com". GamePro (IDG). Archived from the original on March 9, 2005. https://web.archive.org/web/20050309194420/http://gamepro.com/sony/ps2/games/reviews/7077.shtml. Retrieved September 5, 2014. 
  27. IGN staff (December 22, 2000). "Take-Two Sees Strong PS2 Sales". Ziff Davis. Archived from the original on December 20, 2022. https://web.archive.org/web/20221220163907/https://www.ign.com/articles/2000/12/23/take-two-sees-strong-ps2-sales. Retrieved March 16, 2024. 
  28. IGN staff (February 28, 2001). "Take-Two Bodes Well With Gamers". Ziff Davis. Archived from the original on December 20, 2022. https://web.archive.org/web/20221220163907/https://www.ign.com/articles/2001/03/01/take-two-bodes-well-with-gamers. Retrieved March 16, 2024. 
  29. Campbell, Colin; Keiser, Joe (July 29, 2006). "The Top 100 Games of the 21st Century". NextGen (Future US). Archived from the original on October 28, 2007. https://web.archive.org/web/20071028115051/http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3537&Itemid=2&pop=1&page=1. 
  30. GameSpot staff (January 5, 2001). "Best and Worst of 2000 (Best Driving Game Runners-Up)". Ziff Davis. Archived from the original on February 7, 2001. https://web.archive.org/web/20010207192904/http://www.zdnet.com/gamespot/features/video/bestof_2000/p4_04.html. Retrieved June 7, 2022. 
  31. GameSpot staff (January 5, 2001). "Best and Worst of 2000 (Best Game No One Played Runners-Up)". Ziff Davis. Archived from the original on February 11, 2001. https://web.archive.org/web/20010211005640/http://www.zdnet.com/gamespot/features/video/bestof_2000/p5_06.html. Retrieved June 7, 2022. 
  32. IGN staff (January 29, 2001). "Best of 2000 Awards (PS2: Racing Game of 2000)". Snowball.com. Archived from the original on February 8, 2001. https://web.archive.org/web/20010208100728/http://ps2.ign.com/news/30687.html. Retrieved June 7, 2022. 
  • Midnight Club official website
  • 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. 
  • No URL found. Please specify a URL here or add one to Wikidata.

Template:Atari



  • 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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