Software:Plane Crazy (video game)

From HandWiki
Plane Crazy
Developer(s)Inner Workings
Publisher(s)SegaSoft (PC)
Europress
Platform(s)Microsoft Windows, PlayStation
ReleaseWindows
  • EU: April 1998[1]
  • NA: September 30, 1998
PlayStation
  • EU: September 15, 1999[2]
Genre(s)Plane racing
Mode(s)Single player, multiplayer

Plane Crazy is an airplane combat/racing video game for Microsoft Windows and Sony PlayStation in which contesting pilots race planes through 3D courses. Plane Crazy was based around arcade racers rather than flight simulation, focusing on action rather than realism. It was originally planned for release in arcades as one of the first games to use Microsoft and Intel's Windows-based arcade system.[3] The game supported the Heat.net (Windows) and Multiplay (PlayStation) multiplayer gaming system, with up to eight players allowed in one race.

Gameplay

The starting line of the level "Border Dash".

Plane Crazy had three game modes for PC:

  • "Quick Race" - Allowed you to play a single level against seven AI opponents.
  • "Ghost Race" - Time trial mode.
  • "Championship" - Expanded below.

Plane Crazy had four game modes for PS1:

  • "Championship"
  • "Extreme Championship"
  • "Single Race"
  • "Best Times"

In Plane Crazy the player pilots a fast, cartoon-like plane, built for speed across a variety of levels. The objective of each level is to reach the end as fast as possible. Planes either bounce or explode when they come into contact with other structures, terrain, or even other planes. They then respawn, invincible for a short amount of time.

There are three types of planes: the light and fast plane that cannot take much damage, the evenly balanced plane and the heavy plane which is slower but can take more punishment. Each of these planes can be upgraded and customized.

Throughout each map there are blue vortexes dotted at given locations, that give a random upgrade/weapons to the plane. These power-ups give players an advantage over the other opponents, making game play more hectic. "Black Cat" grants invincibility for a short amount of time. "Rocket Boosts" increases the planes speed dramatically for a few seconds, depending on the rocket's level (small, large, large*3). Sometimes a player may be given a weapon which could fire a random homing missile at a random opponent in front of the plane. That player will than be sent an "Incoming!" message where the player can try to dodge the projectile. If the missile should hit, that player's plane could be temporarily disabled or plummet to the ground. Each plane is also given three blue torpedoes, which can be used to trigger environmental hazards for other players or open short-cuts.[4]

Plane Crazy featured online play, using the Heat.net multiplayer gaming system, it allowed eight players on one server at one time.

Championship Mode

Against seven other opponents, the objective of each level is to make it to the finish before the other players do. Throughout the course there are checkpoints that give you additional time. If the player should run out of time their engine would cut out leading their plane to veer and descend. If the plane were to touch anything they would crash leading to a game over. The only way to avoid this is to reach a checkpoint before hitting an obstacle. Upon completing a level the player will be rewarded with a cash pay out for upgrading their plane, the cash reward is increased the further into the championship with the highest value being $1000.

Sometimes a bonus reward may be available, giving the player an extra cash pay out; the highest bonus pay out is $1000.

When the last race is complete the player may be given a trophy based on their position.

Level Design

All maps in Plane Crazy are linear in design and would feature shortcuts that were either already exposed or could be exposed by player interaction by using rockets, of which each player would start with 3 per map. Rockets could also be used to activate hazards that would allow the player to catch up with players ahead of them, if used effectively.

Players could also pick up blue orb that would give them items ranging from boosts and player-targeted rockets to stealth.

Levels

Border Dash - a canyon map that features short sections over water and in a town.

Dockland Dive - a map that takes place in an industrial area with sections flying through a cooling tower, through sewers and over water.

Monument Rush - a canyon map that features a couple of water sections and caves.

Volcano Rapids - a map that takes place high up in a volcano with sections flying through a jungle, over lava and water, in ancient ruins and, notably, through a waterfall.

Sin City Run - a map that takes place entirely in a neon lit city at night.

Drain Stormin (PS1 Exclusive) - a map that takes place in a series of storm drains.

Reception

Reception
Aggregate score
AggregatorScore
GameRankings62%[5]
Review scores
PublicationScore
CGSPStarStar[6]
CGWStarStarHalf star[7]
Edge5/10[1]
Game Informer7.75/10[8]
GameProStarStarStarStar[9][lower-alpha 1]
GameRevolutionB[10]
GameSpot5.5/10[11]
Hyper86%[12]
IGN8.5/10[13]
Next GenerationStarStar[14]
OPM (UK)(PS) 4/10[4]
PC Gamer (US)35%[15]

The PC version received mixed reviews according to the review aggregation website GameRankings.[5] Next Generation said, "Every now and then, a game comes along that promises to be something grand, but in reality, it stinks more than a huge pile of pig... well, you get the idea. Plane Crazy is one of those games."[14]

See also

  • SkyDrift (a similar game released in 2011)

Notes

  1. GamePro gave the game three 4/5 scores for graphics, control, and overall fun factor, and 5/5 for sound.

References

  1. 1.0 1.1 Edge staff (April 1998). "Plane Crazy (PC)". Edge (Future Publishing) (57): 99. https://archive.org/details/edgeuk057/page/n83/mode/2up. Retrieved January 24, 2021. 
  2. "Plane Crazy". http://psxdatacenter.com/games/P/P/SLES-02087.html. 
  3. Webb, Marcus (August 1997). "Microsoft, Intel, & Allies Plan Fall Arcade Debut". Next Generation (Imagine Media) (32): 28. https://archive.org/details/NEXT_Generation_32/page/n29. 
  4. 4.0 4.1 Bickham, Jes (August 1999). "Plane Crazy". Official UK PlayStation Magazine (Future Publishing) (48): 102. https://archive.org/details/Official_UK_Playstation_Magazine_Issue_048_1999-08_Future_Publishing_GB/page/n101/mode/2up. Retrieved January 24, 2021. 
  5. 5.0 5.1 "Plane Crazy for PC". CBS Interactive. Archived from the original on May 27, 2019. https://web.archive.org/web/20190527102735/https://www.gamerankings.com/pc/138328-plane-crazy/index.html. Retrieved January 24, 2021. 
  6. Hunter, Scott (November 27, 1998). "Plane Crazy". Strategy Plus, Inc.. Archived from the original on February 28, 2003. https://web.archive.org/web/20030228112557/http://www.cdmag.com/articles/015/162/plane_crazy_review.html. Retrieved January 24, 2021. 
  7. May, Scott A. (February 1999). "Plane Crazy". Computer Gaming World (Ziff Davis) (175): 192. http://www.cgwmuseum.org/galleries/issues/cgw_175.pdf. Retrieved January 24, 2021. 
  8. Bergren, Paul (January 1999). "Plane Crazy". Game Informer (FuncoLand) (69): 62. 
  9. Dan Elektro (December 1998). "Plane Crazy". GamePro (IDG Entertainment) (123): 113. https://archive.org/details/GamePro_Issue_113_December_1998/page/n115/mode/2up. Retrieved April 4, 2021. 
  10. Johnny B. (November 1998). "Planecrazy [sic Review"]. CraveOnline. Archived from the original on September 8, 2015. https://web.archive.org/web/20150908014606/http://www.gamerevolution.com/review/planecrazy. Retrieved January 24, 2021. 
  11. Ryan, Michael E. (December 10, 1998). "Plane Crazy Review [date mislabeled as "May 2, 2000""]. CBS Interactive. Archived from the original on January 4, 2005. https://web.archive.org/web/20050104070733/http://www.gamespot.com/pc/action/planecrazy/review.html. Retrieved January 24, 2021. 
  12. "Plane Crazy (PC)". Hyper (Next Media Pty Ltd) (57): 72. July 1998. https://archive.org/details/hyper-057/page/72/mode/2up. Retrieved January 24, 2021. 
  13. Baggatta, Patrick (December 11, 1998). "Plane Crazy". Ziff Davis. https://www.ign.com/articles/1998/12/12/plane-crazy. Retrieved January 24, 2021. 
  14. 14.0 14.1 "Plane Crazy". Next Generation (Imagine Media) (48): 138. December 1998. https://archive.org/details/NEXT_Generation_48/page/n139/mode/2up. Retrieved January 24, 2021. 
  15. Vaughn, Todd (November 1998). "Plane Crazy! [sic"]. PC Gamer (Imagine Media) 5 (11). Archived from the original on March 5, 2000. https://web.archive.org/web/20000305234750/http://www.pcgamer.com/reviews/58.html. Retrieved January 24, 2021. 

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 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]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

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. 
  18. "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628. 
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