Software:Red Alarm

From HandWiki
Short description: 1995 video game
Red Alarm
Red Alarm
Developer(s)T&E Soft
Publisher(s)
Director(s)Takeshi Kono
Producer(s)Eiji Yokoyama
Programmer(s)Mitsuto Nagashima
Artist(s)Michiaki Takahashi
Shinji Hasegawa
Yoshikazu Hiraki
Composer(s)Ken Kojima
Platform(s)Virtual Boy
Release
  • JP: July 21, 1995
  • NA: August 14, 1995
Genre(s)Shoot 'em up
Mode(s)Single-player

Red Alarm[lower-alpha 1] is a 1995 shoot 'em up video game developed by T&E Soft and published by Nintendo. Released as a Virtual Boy launch game, it requires the player to pilot a space fighter and defeat the army of a malevolent artificial intelligence called KAOS. The game takes inspiration from the 1993 title Star Fox, and it is one of the few third-party titles for the Virtual Boy. Unlike most of the console's games, Red Alarm features three-dimensional (3D) polygonal graphics. However, hardware constraints limited the visuals to bare wire-frame models, similar to those of the 1980 arcade game Battlezone. Reviewers characterized Red Alarm's graphics as confusing, but certain publications praised it as one of the most enjoyable Virtual Boy titles.

Gameplay and plot

The player engages enemies. Shield and speed meters appear in the bottom corners of the screen. Red Alarm uses a red-and-black color scheme standard to the Virtual Boy.

Red Alarm is a shoot 'em up that takes place in a three-dimensional (3D) graphical environment.[1] As a Virtual Boy game, it features a red-and-black color palette and stereoscopic 3D visuals,[1][2] the depth of which may be adjusted by the player.[3] The game is set during the 21st century, in the aftermath of a 70-year world war that led to the establishment of a utopian society without weapons. An artificial intelligence defense system called KAOS, which had been used to end the war, becomes sentient and builds an army to wipe out humanity.[4]

Assuming control of a "Tech-Wing" space fighter, the player seeks to destroy KAOS's forces and finally its mainframe.[4] The game is broken up into six levels,[5] each of which culminates in a boss fight.[4][6] The player uses the Tech-Wing's laser cannons to attack, and its guided missiles to destroy armored enemies. Shields on the craft offer limited protection from enemy fire; evasion is critical.[4] The Tech-Wing may be maneuvered in any direction,[1] and certain levels contain branching corridors and dead ends that force players to retrace their paths. Four camera angles—three third-person viewpoints and the first-person "cockpit view"—are available.[6] When a level is completed, the player may watch a replay of their performance from multiple perspectives.[4]

Development and release

Red Alarm uses wire-frame models (pictured left) rather than solid 3D graphics (right) because of the Virtual Boy's technical limitations.

Red Alarm was published by Nintendo and developed by T&E Soft,[7] one of the few third-party companies approached to develop for the Virtual Boy. According to the console's creator, Gunpei Yokoi, Nintendo tried to "maintain as much control as possible" over Virtual Boy game development so that low-quality releases by outside companies could be avoided.[8] Although T&E Soft was known for golf video games,[5] the design of Red Alarm was inspired by that of Star Fox,[7] a rail shooter for the Super Nintendo Entertainment System. This decision was considered by Patrick Kolan of IGN to be "a departure for the team".[5] Unlike many Virtual Boy games, Red Alarm features an engine that displays 3D graphics:[2][9] the game world is rendered in wire-frame polygonal visuals similar to those of the 1980 arcade game Battlezone.[5] Because of the console's limited technology, solid 3D graphics were not viable.[9]

Red Alarm debuted in North America at the 1995 Winter Consumer Electronics Show,[10] and it was confirmed as a launch game for the Virtual Boy at that year's Electronic Entertainment Expo.[11] Later that year, Red Alarm and several other titles were released alongside the console,[12] which debuted on July 21 in Japan and August 14 in the United States.[9][13]

In 2026, Red Alarm will be added to the Nintendo Classics service. The game requires the use of an additional accessory for play, which is used to recreate the stereoscopic 3D effect of the original system. The accessory will be available in two formats: a plastic mount based on the original system, and a cardboard sleeve.[14][15][16]

Reception

Reception
Review scores
PublicationScore
AllGame2.5/5[17]
EGM7.5/10, 6/10, 7.5/10, 6/10[18]
Famitsu8/10, 5/10, 7/10, 6/10[19]
GameFan90/100, 95/100[20]
GamePro4/5[21]
Next Generation1/5[22]
Total!67%[23]

Writing for Weekly Famicom Tsūshin, Isabella Nagano called Red Alarm's stereoscopic visuals "amazing", and Sawada Noda recommended the game to all owners of the Virtual Boy. In a more negative review, the publication's Mizu Pin characterized the wire-frame graphics as confusing and frustrating,[19] a criticism echoed by the four reviewers of Electronic Gaming Monthly.[18] A GamePro writer under the pseudonym "Slo Mo" found the visuals confusing as well, but felt that players could adjust to them.[21] Slo Mo and Electronic Gaming Monthly's Danyon Carpenter and Al Manuel praised the title's control scheme, and the latter magazine's Andrew Baran summarized Red Alarm as "a nifty show-off game".[18]

The reviewer for Next Generation saw significant promise in Red Alarm, and believed that its elements should add up to "a fantastic game"; but the writer panned the final product as a wasted opportunity.[22] Similarly, Danny Wallace of Total! wrote, "On the one hand, it's a pretty impressive 3D spacey shoot-em-up, with a real grip on the Virtual world and all those fancy techniques, and on the other it's an often visually confusing, headache-inducing attempt at being something it's quite obviously not."[23] However, Dave Halverson of DieHard GameFan called Red Alarm "a great shooter" with excellent graphics. Co-reviewer Nicholas Barres hailed it as a "masterpiece", and he considered it to be "the one and only reason to buy a Virtual Boy".[20]

A retrospective feature by Australian video game talk show Good Game highlighted Red Alarm as one of the Virtual Boy's most visually impressive games due to its polygonal graphics. The outlet praised it as one of the most entertaining titles on the console.[2] Video game database AllGame said that the graphics made it difficult to play, making it too difficult to navigate your ship between the empty polygonal lines while avoiding enemies.[17] The review concluded that the developers "have created a very detailed setting for which to fight in. Walls have faces stretching out of them like a scene from The Abyss, there are several interesting bosses to combat, and you'll even hear some speech. Deep down there is a fine shooter that is simply hard to enjoy due to the limitations of the hardware ... and that is truly a shame."[17] In 2008, Kolan called it "a really competent shooter" with strong visuals and gameplay.[5] The following year, Damien McFerran of Retro Gamer summarized Red Alarm as "pretty good fun to play", although inferior to Star Fox.[9] Wired's Chris Kohler later opined that the game "kind of sucked".[13]

See also

  • List of Virtual Boy games

Notes

  1. Japanese: レッドアラーム

References

  1. 1.0 1.1 1.2 Mott, Tony (October 1995). "The Games; Red Alarm". Super Play (36): 11. https://archive.org/details/Superplay_Issue_36_1995-10_Future_Publishing_GB/page/n9/mode/2up. 
  2. 2.0 2.1 2.2 "Backwards Compatible: The Virtual Boy". Good Game. 2009-06-01. http://www.abc.net.au/tv/goodgame/stories/s2585841.htm. 
  3. Kolan, Patrick (December 14, 2008). "IGN Retro: Virtual Boy Revisited". IGN. http://www.ign.com/articles/2008/01/14/ign-retro-virtual-boy-revisited. 
  4. 4.0 4.1 4.2 4.3 4.4 Red Alarm Instruction Booklet. Nintendo. August 14, 1995. pp. 8, 9, 13, 20, 21, 24, 30. https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_Virtual_Boy/Manual/formated/Red_Alarm_-_1995_-_Nintendo.pdf. 
  5. 5.0 5.1 5.2 5.3 5.4 Kolan, Patrick (January 14, 2008). "Virtual Boy's Best Games". IGN. http://www.ign.com/articles/2008/01/15/ign-retro-virtual-boys-best-games. 
  6. 6.0 6.1 "Red Alarm". Nintendo Power (76): 35–39. September 1995. https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20076%20%28September%201995%29/page/n35/mode/2up. 
  7. 7.0 7.1 "Virtual Boy: Nintendo Names the Day". Next Generation (8): 18. August 1995. https://archive.org/details/nextgen-issue-008/page/n19/mode/2up. 
  8. "Which Game System is the Best?; Virtual Boy". Next Generation (12): 69–71. December 1995. https://archive.org/details/nextgen-issue-012/page/n69/mode/2up. 
  9. 9.0 9.1 9.2 9.3 McFerran, Damien (May 2009). "Retroinspection: Virtual Boy". Retro Gamer (64): 57–61. https://archive.org/details/retro_gamer/RetroGamer_064/page/56/mode/2up. 
  10. "Several Virtual Boy Games Confirmed for U.S. Release". Electronic Gaming Monthly (68): 94, 95. March 1995. https://archive.org/details/ElectronicGamingMonthly_68/page/n93/mode/2up. 
  11. "Virtual News; Virtual August". Total! (43): 16, 17. July 1995. https://archive.org/details/total-43/page/n15/mode/2up. 
  12. Ryan, Jeff (September 2012). Super Mario: How Nintendo Conquered America. Penguin Books. ISBN 978-1-59184-563-8. 
  13. 13.0 13.1 Kohler, Chris (August 13, 2010). "Virtual Boy, Nintendo's Big 3-D Flop, Turns 15". Wired. https://www.wired.com/2010/08/virtual-boy/. 
  14. "バーチャルボーイ ニンテンドークラシックスのタイトルが2026年2月17日に配信決定。Nintendo Switch Online+追加パック加入者限定。別売の専用ハードが必要で、全15タイトルが順次配信【Nintendo Direct】" (in ja). Famitsu. Kadokawa Game Linkage. September 12, 2025. https://www.famitsu.com/article/202509/52283. 
  15. Romano, Sal (September 12, 2025). "Virtual Boy – Nintendo Classics announced for Nintendo Switch Online + Expansion Pack". Gematsu. https://www.gematsu.com/2025/09/virtual-boy-nintendo-classics-announced-for-nintendo-switch-online-expansion-pack. 
  16. Walker, John (September 12, 2025). "Virtual Boy Is Coming To Nintendo Switch Online! There’s A Whole Peripheral!". Kotaku. Keleops. https://kotaku.com/gate-of-thunder-had-a-weird-duran-duran-connection-1844980190. 
  17. 17.0 17.1 17.2 Marriott, Scott Alan. "Red Alarm - Review". AllGame. http://www.allgame.com/game.php?id=2713&tab=review. 
  18. 18.0 18.1 18.2 Carpenter, Danyon; Manuel, Al; Baran, Andrew; Sushi-X (October 1995). "Red Alarm". Electronic Gaming Monthly (75): 38. https://retrocdn.net/images/8/83/EGM_US_075.pdf. 
  19. 19.0 19.1 Noda, Sawada; Pin, Mizu; Nagano, Isabella; Masuda, Ninja (August 1995). "New Games Cross Review: レッドアラーム". Weekly Famicom Tsūshin (347): 30. 
  20. 20.0 20.1 Halverson, Dave; Barres, Nicholas (November 1995). "Virtual Boy Viewpoints". GameFan 3 (11): 99. 
  21. 21.0 21.1 Slo Mo (November 1995). "ProReview: Red Alarm". GamePro (86): 130. https://archive.org/details/GamePro_Issue_076_November_1995/page/n131/mode/2up. 
  22. 22.0 22.1 "Red Alarm". Next Generation (9): 93. September 1995. https://archive.org/details/nextgen-issue-009/page/n93/mode/2up. 
  23. 23.0 23.1 Wallace, Danny (October 1995). "Virtually Here!". Total! (46). 
  • 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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