Software:Phantom Crash
| Phantom Crash | |
|---|---|
| Developer(s) | Genki |
| Publisher(s) |
|
| Director(s) | Ichiro Kojima |
| Producer(s) | Kenji Ōta |
| Platform(s) | Xbox |
| Release | |
| Genre(s) | Vehicular combat |
| Mode(s) | Single-player, multiplayer |
Phantom Crash is a 2002 video game developed by the Japanese game studio Genki and published by Phantagram exclusively for the Xbox. The game is a vehicular combat game in which players enter competitive combat using mecha named Scoot Vehicles, using the winnings of events to customise and upgrade the capabilities of their vehicles. Upon release, Phantom Crash received average reviews, with praise directed to the game's level of detail in its vehicles and customisation features, whilst critiquing the large levels of dialogue and lack of stages and multiplayer options. In 2005, Genki released a sequel exclusively for the PlayStation 2, titled Software:S.L.A.I.: Steel Lancer Arena International.
Plot
Set in the year 2031, Phantom Crash takes place in Old Tokyo, a deserted ruin used for Rumbling, a new form of televised combat sport involving mecha known as Scoot Vehicles, or SVs. Players assume the role of a recent, nameless arrival intent on climbing the ranks of Rumbling and confront and defeat its First Ranker, and meets many characters involved in the sport along the way.
Gameplay

Phantom Crash is a mecha vehicular combat game with two main modes, a single-player 'Quest Mode' and multiplayer 'Versus Mode'. In the 'Quest Mode', players progress through a story whilst engaging in a leaderboard of competitive events, called 'rumbling', to rise in rank across four difficulty classes three different arenas. In these events, players compete in arena deathmatches to defeat as many competitors as possible with the weapons on their SV, and earn money for each competitor defeated, with damage to the player's SV incurring costs for repairs.[1] Once the player has defeated enough competitors in an arena, they are able to face a 'class captain' for a larger reward. The Quest Mode features a day-to-day system in which players compete in one event per day, with matches, shop contents and story events navigated using a map interface.[2]
Using winnings from events, players in Phantom Crash are able to purchase new SVs or repair and upgrade them with a large variety of customisation options. Individual components of SVs are interchangeable, such as melee and ranged weapons on arms and shoulders, and upgrades to the legs and body of the SV.[2] Events have weight limitations, requiring players to balance options between weapons and defences, or upgrade carrying capacity with leg modules. are SVs also can feature optic camouflage, making their SVs invisibile for a limited time, and a rocket-assisted jump. SVs can be further customised with paint jobs and a CHIP, an artificial intelligence interface that affects the range of lock on and attack capabilities.[1]
Development and release
Phantom Crash was developed by a team of 20 developers in Genki over the course of two years.[3] Sales and distribution of Phantom Crash in North America was undertaken by Encore following a distribution deal with Phantagram in September 2002.[4] Plans existed for Phantagram to publish a computer port of Phantom Crash in 2003 with planned network support for 32 players,[5][6] however, this port remained unreleased. Genki handled publishing duties in Japan, releasing the title on 20 June.[7] In North America, the game was released on 6 November 2002.[8] In the United Kingdom, Phantagram alone published the title, releasing it on 22 November.[9]
Reception
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Phantom Crash received "mixed or average" reviews from review aggregator Metacritic, with an average score of 72%.[10] Reviewers praised the extent of detail and customisation available in the game. Describing the game as "wonderfully deep", Hyper praised the "astounding selection" of upgrades "in consideration of the fact that it's possible to configure the performance of individual components".[14] IGN highlighted the "interesting twists" to the game's upgrades and customisation system, with a "nice range of accessible and hardcore".[15] Xbox Magazine highlighted the "strangely addictive" appeal of customising SVs and fine-tuning their performance between battles, although noting "the depth of the customisation...can be a little confusing and occasionally awkward".[16] GameSpot wrote "the level of customization in Phantom Crash is just amazing, and it lends the game a real role-playing feel".[1]
Critics were also impressed with the visual presentation of the game. IGN praised the SVs as "extremely detailed and animated beautifully".[15] Hyper described the game's graphics as "quite impressive", writing that "animations are fluid, explosions are meaty, and the tremendous variation in the sizes, styles and colours of the SVs certainly keeps things interesting".[14] Electronic Gaming Monthly described the game as the "best-looking" mech shooter on consoles.[11] Describing the presentation as "a look that oscillates between retro and cutting edge", GameSpot praised the game's "great amount of detail" and "quasi-mechanical touches" on its SVs, but faulted the game's "low-res and blocky" character images and "minor slowdown".[1]
Reviewers of Phantom Crash were mixed on the game's localisation and narrative. Eurogamer cited the game's "unnecessary storyline", faulting the game's "unskippable cutscenes" and dialog "in a form of broken Japlish", finding "little escape from the story" throughout the gameplay.[12] GameSpot described the story as "inconsequential", but noted "the fun banter between the characters does a good job of setting the mood".[1] Electronic Gaming Monthly critiqued the game's writing, citing its "bizarre storyline" and "nonsensical dialogue".[11] Xbox Nation similarly faulted the "nonsensical dialogue to wade through".[17] GamePro described the storyline as "genuinely weird".[13]
Critics expressed disappointment in the multiplayer mode of the game. Eurogamer cited the lack of Xbox Live support as a "fundamental flaw" of the game.[12] GameZone described the multiplayer elements as "hardly worth mentioning", citing the desire for matches with team play or variable conditions and the lack of arenas.[2] Xbox Magazine critiqued the lack of "different game modes" and "variety on the battlefield", observing the absence of team games such as a capture the flag, domination or tag game.[16] Electronic Gaming Monthly noted the multiplayer had "limited customisation", writing that the mode "ain't all it could have been".[11] Xbox Nation similarly noted the "glaring shortcoming" of the "lack of variety" in the multiplayer mode.[17] GameSpot also stated that "the game could have benefited from a greater number of arenas, more diverse variety of SVs, and more gameplay modes".[1]
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Davis, Ryan (15 November 2002). "Phantom Crash Review". GameSpot. https://www.gamespot.com/reviews/phantom-crash-review/1900-2897748/. Retrieved 26 April 2019.
- ↑ 2.0 2.1 2.2 2.3 "Phantom Crash". 5 November 2002. http://xbox.gamezone.com/gzreviews/r19698.htm.
- ↑ "Q&A; With 'Phantom Crash' (Xbox) Producer". 22 November 2002. http://www.worthplaying.com/article.php?sid=7204.
- ↑ "Encore Signs Phantagram Interactive's Phantom Crash". 10 September 2002. https://worthplaying.com/article/2002/9/10/news/5682-encore-signs-phantagram-interactives-phantom-crash/.
- ↑ "Feature: Phantom Crash". PC Zone (118): 26. August 2002. https://archive.org/details/PC_Zone_118_August_2002/page/26.
- ↑ "Phantom Mechas". PC Zone (113): 20. March 2002. https://archive.org/details/PC_Zone_113_March_2002/page/20/mode/2up?q=%22Phantom+Crash%22.
- ↑ "PHANTOM CRASH(ファントムクラッシュ)". http://www.genki.co.jp/gkwp/product/2002/06/phantom-crash%EF%BC%88%E3%83%95%E3%82%A1%E3%83%B3%E3%83%88%E3%83%A0%E3%82%AF%E3%83%A9%E3%83%83%E3%82%B7%E3%83%A5%EF%BC%89/.
- ↑ "Phantom Crash Ships Exclusively for Xbox". November 6, 2002. http://xbox.gamezone.com/news/11_06_02_12_41PM.htm.
- ↑ Thomas (November 14, 2002). "Phantom Crash (Xbox) Gone Gold!". https://worthplaying.com/article/2002/11/14/news/6835-phantom-crash-xbox-gone-gold/.
- ↑ 10.0 10.1 "Phantom Crash for Xbox Reviews". Metacritic. https://www.metacritic.com/game/phantom-crash/critic-reviews/?platform=xbox. Retrieved 26 April 2019.
- ↑ 11.0 11.1 11.2 11.3 "Phantom Crash". Electronic Gaming Monthly (160). November 2002. https://archive.org/details/electronic-gaming-monthly-issue-160-november-2002/page/300.
- ↑ 12.0 12.1 12.2 Bramwell, Tom (2 December 2002). "Phantom Crash: Blue Sky Brings Tears". https://www.eurogamer.net/r-phantomcrash-x.
- ↑ 13.0 13.1 "Review: Phantom Crash". GamePro. 4 December 2002. http://www.gamepro.com/microsoft/xbox/games/reviews/27327.shtml. Retrieved 18 July 2023.
- ↑ 14.0 14.1 14.2 Robinson, Brett (March 2003). "Phantom Crash". Hyper (113): 70–71. https://archive.org/details/hyper-113/page/70/mode/2up?q=%22Phantom+Crash%22.
- ↑ 15.0 15.1 15.2 Boulding, Aaron (4 November 2002). "Phantom Crash Review". IGN. https://www.ign.com/articles/2002/11/04/phantom-crash-review. Retrieved 26 April 2019.
- ↑ 16.0 16.1 16.2 Richardson, Mike (November 2002). "Phantom Crash". Xbox Magazine (12): 72–74. https://archive.org/details/xbm-13/page/n73/mode/2up?q=%22Phantom+Crash%22.
- ↑ 17.0 17.1 17.2 Kipnis, Anna (Winter 2002). "Phantom Crash". Xbox Nation (5): 96–97. https://archive.org/details/xbox-nation-xbn-issue-5-winter-2002/page/96/mode/2up?q=%22Phantom+Crash%22.
External links
- 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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