Software:Quazatron
Quazatron is an action game developed by Graftgold, and released in 1986 by Hewson Consultants. It was designed by Steve Turner for the ZX Spectrum, and draws inspiration from the Commodore 64 game Paradroid.[1][2]
Plot
In Quazatron, the player-controlled droid (KLP-2 "Klepto", from the Classical Greek κλεπτω, steal) attempts to destroy all the other robots in the underground citadel of Quazatron and subsequent locations on the planet Quartech. The droid has been sent to deactivate the hostile alien droids there which can be done by shooting them, pushing them off their programmed routes to destruction, ramming them, or taking control of them via the sub-game.[3]
Gameplay

Klepto is maneuvered across individual levels of Quazatron, which can be navigated between via a system of lifts. Levels may include floors at different heights, ramps, information points, recharge points and patrolling robots. It is Klepto's aim to destroy all the other robots, whereupon the lighting on that level is deactivated. This can be done by damaging them with a ranged weapon, by ramming into them and/or causing them to fall from a height, or by a successful grapple attempt.
Each robot has a two-character identifier which provides information about its parts and role.[4] "X" denotes a menial robot, "U" for utility, "R" for repair, "B" for battle, "L" for logic, "S" for security and "C" for command. The number is a ranking system, with lower numbers denoting better parts. "9" is a device, "8" or "7" for a drone, "6" or "5" for a robot, "4" or "3" for a droid, "2" or "1" for a cyborg. This ranking also determines the robot"s security rating from Epsilon to Alpha. Security rating determines the level of access from information points. In addition are several special identifiers: "OO Medic Droid", "A1 Automaton", "ST Programmer" and "AB Andrewoid" (the last two being plays on Steve Turner and Andrew Braybrook's names).

To grapple another robot, Klepto must make contact with it with the grapple activated. This initiates a sub-game in which both parties must light sections at the centre of a circuit board using a limited number of power supplies. Should Klepto win, the player may attempt to salvage parts from the destroyed enemy, with a more dominating victory providing less damaged equipment.

Parts include:[4]
- Power (ranging from the initial Chemifax Mk1 to the Cybonic Mk2), which provides power to all components, but more powerful units weigh more.
- Drive (ranging from Linear Mk1 to Ultragrav), which consumes power but determines a robots speed. Overall speed is also reduced by the weight of all the parts.
- Chassis (ranging from Duralite to Coralloy Mk2) which determines a robots ability to take damage, but may consume power and has weight.
- Weapon (ranging from a Pulse Laser to a Disruptor) which consumes power and has weight.
- Devices have extra weight and may consume power.
- Detector displays active levels on the map screen.
- Overdrive provides extra drive, whilst Powerboost provides extra power.
- Laser Shields and Disruptor Shields provide extra defence against certain weapons.
- Ram Thruster causes extra damage when ramming.
If Klepto is sufficiently damaged, it will lose all acquired parts and be left with its default loadout and low power. The player must then seek immediate repairs or risk losing the game completely. Klepto's damage level is denoted by the expression on his face, rather than an energy bar. These facial expressions, including eye blinks and looks, were inspired by Andrew Braybrook's animation techniques for Gribbly's Day Out.[1]
When the first location, Quazatron, has been completely cleared, Klepto proceeds to the next citadel, Beebatron (a reference to a rival microcomputer, the BBC Model B or "Beeb"). Subsequent citadels, Commodo and Amstrados, are also named after microcomputers of the era.[5]
History
Quazatron was a Spectrum version of Paradroid, which was written by Graftgold partner Andrew Braybrook in 1985. Although a direct conversion was considered, it was felt that the Spectrum could not handle screen-scrolling as smoothly as the Commodore 64. However, Steve Turner had been working on an isometric landscape engine for the Spectrum called Ziggurat and decided to use this with the Paradroid game mechanics, control system and patrol paths.[1]
This new isometric perspective (drawing visual comparisons with Marble Madness[6]) also provided an additional gameplay aspect – opposing droids could be pushed off edges in order to damage them.
Reception
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Your Sinclair reviewed the game in issue 6, awarding 9 out of 10,[7] with reviewer Phil South highlighting the original scenario and combination of strategy and action. CRASH was similarly impressed, awarding 94% in issue 29[8] and highlighting the graphics, sound effects, playability and addictiveness. Sinclair User awarded the game a 'Sinclair User Classic' award in their May 1986 issue.[6] In their issue 51 retrospective, CRASH concluded that Quazatron was a successful fusion of arcade action and strategy, superior to the original Paradroid.[9]
One common criticism was with the game's "slow and jerky" screen scrolling, despite Hewson claiming that problem would be fixed by the game's release.[6]
The ZX Spectrum version was voted number 19 in the Your Sinclair Readers' Top 100 Games of All Time.[10]
Legacy
Quazatron was followed by a 1988 sequel, Magnetron.[11]
A similar power-up game mechanic was used in Ranarama (1987), a game from the same author that appeared between Quazatron and Magnetron.[12]
Quazatron has also provided inspiration for several PC remakes.[13]
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.[14] 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".[15] This lengthy approval process after submission can range from minutes to days or months.[16] 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.[17] A ranking system allows users to earn points for contributing accurate information.[18]
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.[19][20] 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.[18] 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.[18]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[21] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[20] 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).[22] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[23] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[20]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[24] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[25][26][27] 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.[14] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[28]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[29] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[30]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 1.2 Turner, Steve. "Games". Graftgold. Archived from the original on December 15, 2006. https://web.archive.org/web/20061215010300/http://www.graftgold.com/.
- ↑ "Magnetron". Spectrum Computing. https://spectrumcomputing.co.uk/entry/2986/ZX-Spectrum/Magnetron.
- ↑ "The Spectrum Games Database: Quazatron". https://worldofspectrum.org/pub/sinclair/games-info/q/Quazatron.txt.
- ↑ 4.0 4.1 Steve Turner & Hitman. "Quazatron Droid Chart". https://spectrumcomputing.co.uk/pub/sinclair/games-extras/Quazatron_DroidChart.png.
- ↑ Hawken, Kieren (16 November 2020). The A-Z of Sinclair ZX Spectrum Games: Volume 4. Andrews UK Limited. ISBN 9781789824506. https://books.google.com/books?id=E6saEAAAQBAJ&q=Quazatron+beebatron&pg=PT122.
- ↑ 6.0 6.1 6.2 Chris Bourne (May 1986). "Quazatron review". Sinclair User (50). http://www.sincuser.f9.co.uk/050/quaztrn.htm. Retrieved 5 June 2007.
- ↑ Phil South (June 1986). "Quazatron review". Your Sinclair (6). http://www.ysrnry.co.uk/articles/quazatron.htm. Retrieved 2 June 2007.
- ↑ "Quazatron review". CRASH (29). June 1986. http://www.crashonline.org.uk/29/quazatron.htm.
- ↑ Will Brooker (April 1988). "Looking for an Old Angle". CRASH (51). http://www.crashonline.org.uk/51/runagain.htm.
- ↑ "Readers' Top 100 Games of All Time". Your Sinclair. September 1993.
- ↑ "Magnetron". World of Spectrum. http://www.worldofspectrum.org/infoseekid.cgi?id=0002986.
- ↑ Stone, Ben; Sumner, Paul; Dunn, Mike (March 1987). "Ranarama". Crash (Newsfield) (38): 108–109. ISSN 0954-8661. https://archive.org/details/Crash_No._38_1987-03_Newsfield_GB/page/n107/mode/2up.
- ↑ "Quazatron remakes". Retrospec. http://retrospec.sgn.net/game-overview.php?link=quaz.
- ↑ 14.0 14.1 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.
- ↑ 18.0 18.1 18.2 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/.
- ↑ 20.0 20.1 20.2 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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