Software:Space Manbow
| Space Manbow | |
|---|---|
| Developer(s) | Konami |
| Publisher(s) | Konami |
| Programmer(s) | Ritsushi Sagisaka |
| Artist(s) | Tomiharu Kinoshita |
| Composer(s) |
|
| Platform(s) | MSX2, Mobile phone |
| Release | MSX2
|
| Genre(s) | Scrolling shooter |
| Mode(s) | Single-player |
Script error: The function "nihongo_foot" does not exist. is a 1989 scrolling shooter video game developed and published by Konami for the MSX2 home computer. It was later ported to mobile phones, followed by digital re-releases for the Virtual Console and Microsoft Windows via Project EGG. The plot follows Kliever Mu, an archaeologist and former pilot, who takes on the mission of preventing the Manbow space battleship from destroying the solar system. The player controls the Manbow-J, fighting enemies and avoiding obstacles, while collecting power-ups to enhance the ship's firepower.
Konami's MSX division initially decided to adapt the arcade game Thunder Cross for the MSX, but the final product was deemed uninteresting. Konami would halt production if the game was not enjoyable, so the team remade it several times, but it still failed to get approval. Around that time, Osaka Gas began incorporating manbow fish into its advertising, and Akihiko Nagata, general manager of Konami's PC department, decided to capitalize on the idea. The game was redesigned from scratch, with input from other teams within the MSX division, resulting in Space Manbow. The soundtrack was composed by Tsuyoshi Sekito and Yuji Takenouchi using a sound chip that expanded the audio capabilities of the MSX.
Space Manbow earned critical acclaim, with praise for its audiovisual presentation, balanced difficulty, and smooth multidirectional scrolling. Retrospective commentary in the years following its release have hailed it as one of the best titles for the MSX.
Gameplay

Space Manbow is a scrolling shooter game.[1] The premise takes place in the year 189 of the stellar calendar, where humanity has begun to expand into space.[2][3] An archaeological research team discovers the ruins of an ancient civilization on a mechanized planet. As the research delves deeper into the subterranean depths, weapons installed across the planet begin to activate, as the ancient civilization's automated defense system was still active.[1][3][4] Perceiving the team as an enemy and the research as an invasion, the planet's defense system deploys a colossal space battleship called the Manbow to attack the solar system.[1][5][6] Archaeologist and former pilot Kliever Mu decides to use the Manbow-J, a fighter craft built from blueprints unearthed in the ruins, and take on the mission of preventing the Manbow from destroying the solar system.[2][3][5]
The player controls the Manbow-J, fighting enemies and avoiding obstacles. The ship is equipped with a main front-firing weapon that can be switched between two types: a needle shot (N) and a wide shot (S).[3][7][8] Weapons are obtained from items capsules dropped by defeated enemies.[5][6] Firepower can be increased up to four levels by collecting red capsules, but the ship's power indicator will gradually decrease unless the player collects additional capsules.[4][5][7][8] The ship can also be equipped with two option (O) units, which fly in a fixed top-down formation. These units only fire needle shots, but the player can freely adjust the firing direction forward, backward, or up and down.[5][7][8] Enemies can also drop blue bomb capsules upon defeat, which the player can store and deploy to destroy all enemies. Other power-up items include a ground missile (M) and speed (S) boosts.[5][6][7][8]
There are a total of seven stages, each with a boss. Each stage scrolls in different directions: upwards, forwards, downwards, backwards, or diagonally.[3][4][9] Being hit by an enemy, enemy fire, or colliding with obstacles results in the loss of a life. The player starts with three lives and can gain more by reaching certain score thresholds. The game is over once all lives are lost, although the player can start again or continue from the beginning of the last stage reached, but with the loss of collected items and a decrease in the power gauge.[2][4]
Development
Space Manbow was developed by the MSX division at Konami's PC development department, under the general management of Akihiko Nagata.[10][11][12][13] Initially, the team decided to adapt the arcade game Thunder Cross for the MSX. The final product was deemed excellent from a programming standpoint, but uninteresting and was not expected to sell well in its current state.[12][13] Konami would order production to cease if the game was not entertaining, so the team repeatedly remade it under the working titles Alphard[lower-alpha 1] and Egzart[lower-alpha 2], leading to constant delays, but it still failed to gain approval.[14][15][16] Around that time, Osaka Gas began including the manbow[lower-alpha 3], a popular fish back then, in its advertisements, and Nagata thought of taking advantage of the idea.[12][13] Hideo Kojima and Konami composer Yasuhiko "Mansan" Manno recalled that one day, Nagata said aloud, "Manbow sounds good, right?" and everyone exclaimed, "Huh?".[13][14] Deciding that the game would not work as it was, Nagata ordered the name changed, resulting in Space Manbow.[12][14][17]
The MSX division consisted of four teams, each led by a different planner, who evaluated each other's games. If one team's game was deemed uninteresting, the others would halt their work and help rebuild it into a successful one.[12][13] Since no member of the staff had prior experience in developing shoot 'em ups, Ryouhei "Ryokun" Shogaki, one of the developers responsible for The Maze of Galious (1987), and graphic designer Naoki Matsui stepped in to assist.[16][17][18] Shogaki provided sketches for the player character and bosses, while Matsui advised on map layout and enemy obstacles. The team used this advice to redesign the game and replace all the sprites from scratch, a process that took a month, but culminated in Space Manbow being approved by Konami's top management.[13][17][19] The game employs a sprite driver written by Konami, which doubles the maximum number of sprites the MSX2 can display to 64.[2][3]
Tomiharu Kinoshita, who worked on MSX titles such as F-1 Spirit: The Way to Formula-1 (1987) and Snatcher (1988), created the ending sequence along with programmer Ritsushi Sagisaka.[20][21][22] Kinoshita drew the storyboards and sprites, and provided the data to Sagisaka. He also offered his input on details such as screen timing, as he wanted the sequence to have the feel of a cinematic ending.[19][22][23] Kinoshita did not have any music in mind, but after the ending theme was finished, he adjusted the timing and made modifications to the sequence until he managed to synchronize it and was satisfied.[19][23] He recalled that the team felt unable to develop the game due to their inexperience with shoot 'em ups, as Gradius 2, Salamander, and Parodius were popular with fans and within Konami on the MSX.[24] Kojima stated that Space Manbow turned out to be a good game thanks to the developers' dedication.[15]
Music
The music for Space Manbow was composed by Tsuyoshi Sekito as his first title, and Yuji Takenouchi, with Michiru Yamane providing compositional support.[14][25][26][27] Sekito joined Konami in 1986 and initially worked on Gradius 2 for the MSX; all of the compositions he submitted were rejected, but he developed a friendship with other composers during the project.[25] Takenouchi joined Konami in 1989 while studying at a technical school when a job opportunity arose.[28][29] He was assigned to compose music for the MSX division, collaborating with Manno on his first title, Gekitotsu Pennant Race 2.[14][26][29] The game utilized the Sound Creative Chip (SCC), conceived by sound designer Kazuhiko "Piston" Uehara and developed by Konami in collaboration with Toshiba, which expanded the MSX's audio capabilities by providing five channels of wavetable sound.[3][13][30]
Sekito composed most of the game's soundtrack.[31] His music emphasizes upbeat melodies and, occasionally, a darker soundscape.[25] He found it difficult to achieve a sound distinct from that of the Gradius series.[31] Sekito was also in charge of the game's sound effects, with the collaboration of Manno and Uehara.[13][14][20][31] Originally, a boss emitted a cry-like sound effect using a programming error in the SCC that interpreted waveform changes, but it was ultimately scrapped. Sekito and Uehara stated that the game had many discarded elements, music, and sound effects that the team could use to create another title.[13][14] Takenouchi handled the ending theme, "Memoire," among other tracks.[28][29][31] He considered the ending theme the most challenging of all the songs he had composed, but expressed pride in his work. Takenouchi regarded Space Manbow as his favorite MSX project and the starting point of his career.[26][28][31]
A CD album was released in Japan by King Records on April 5, 1990, containing the original soundtrack for Space Manbow, as well as two arrangements by Konami Kukeiha Club.[32][33] The game's ending theme appeared as part of Konami Ending Collection (1991), a two-CD album released by King Records that included ending themes from fifty Konami titles.[34] An arrangement of the ending theme appeared on Konami All Stars ~The Senryo-Bako Heisei 4 Nen Ban~ (1992), a three-CD album released by King Records featuring live performances and arrangements by Konami Kukeiha Club.[35] In 1998, King Records re-released the original album on Konami MSX Super Best Antiques, a two-CD set containing the soundtracks for Software:Metal Gear 2: Solid Snake and Gofer no Yabō Episode II.[36] The game's soundtrack has also been included on the albums Legend Of Game Music Premium Box (2005) and Konami Shooting Collection (2011).[37][38]
Release
Space Manbow was published by Konami for the MSX2 in Japan on December 22, 1989.[39][40] The Japanese publication MSX Fan wrote that it was released on December 21, 1989.[41] Konami first ported the game through its online service Konami Net DX[lower-alpha 4] for i-mode compatible mobile phones on September 1, 2006, then for Yahoo! Keitai compatible phones on March 1, 2007, and later for EZweb compatible phones on August 7, 2008.[42][43][44] The game was re-released two times on the Japanese Virtual Console; first for the Wii on November 24, 2009, and later for the Wii U on February 19, 2014.[45][46] It was also re-released for Microsoft Windows through D4 Enterprise's Project EGG service on July 28, 2015.[47]
Reception
| Reception | ||||||||
|---|---|---|---|---|---|---|---|---|
| ||||||||
Space Manbow received acclaim from critics.[49][50] The Japanese magazine LOGiN highlighted the game's smooth scrolling, the lack of flickering, the variety of enemies, and the music, but noted its low level of difficulty.[51] Micom BASIC Magazine's Kazuhiko Nishijō felt that the game surpassed the Gradius series, citing its gameplay and power-up system.[5] The Japanese MSX Magazine praised the game for its audiovisual presentation, excellent difficulty balance, and smooth scrolling.[50] MSX Club's Pere Baño lauded the game's visuals for its remarkable use of color and scrolling backgrounds, as well as the sound design for being up to par.[52] Software Gids' Dennis Lardenoye applauded the game's graphical department for its large bosses and multidirectional scrolling.[49] MSX Computer Magazine proclaimed that "With Space Manbow, Konami once again proves to be among the absolute top MSX developers".[53]
In retrospectives, Space Manbow has been listed among the best MSX games by Retro Gamer, HobbyConsolas, and Time Extension.[10][54][55] Rafael Lima of SHMUPS! (a part of the GameSpy network) lauded the game's colorful sprite designs, audio, balanced difficulty, smooth scrolling, and overall technical performance.[56] GamesTM highlighted the game's impressive visuals, arcade-quality soundtrack, and gameplay.[57] Nintendo Life's Sean Aaron praised the quality of the game's audiovisual presentation and its great sense of balance.[48] MeriStation's Francisco Alberto Serrano stated that the game demonstrated how the MSX2 had more technical potential than most 8-bit systems on the market.[58] PC Gamer's Bill Loguidice commended its smooth scrolling, detailed graphics, and well-designed gameplay.[59] Hardcore Gaming 101's Kurt Kalata assessed that "Space Manbow is the most beautiful 8-bit shooter in existence".[7]
Legacy
The Mambo and Samba sunfish in Gokujō Parodius are based on the Manbow-J ship from Space Manbow. Planner and programmer Tsukasa "Chichibinta" Tokuda wanted the game's character roster to focus on living creatures rather than ships. Animator Shūjirō "Shuzilow.Ha!" Hamakawa (credited as character designer under the pseudonym Shuzilow.Ha!) stated that the character concept arose spontaneously.[60][61][62] The first stage of Space Manbow appears as an unlockable in Ganbare Goemon: Tōkai Dōchū Ōedo Tengu ri Kaeshi no Maki if the Kessaku-sen! Ganbare Goemon 1・2: Yuki-hime to Magginesu collection for Game Boy Advance is inserted into the bottom cartridge slot of the Nintendo DS.[7][57] In 2007, Stichting Sunrise published a fan sequel titled Manbow 2, developed by RenovatiO, for the MSX2 at an MSX fair in Bussum.[63][64][65][66]
Notes
References
- ↑ 1.0 1.1 1.2 "Sakidori Osusume Gēmu: Supēsu Manbō" (in ja). Technopolis (magazine) (ja) (Tokuma Shoten) 9 (1): 14–15. January 1990. https://archive.org/details/technopolis-1990-01/01_journal_1990-01/page/14/mode/2up.
- ↑ 2.0 2.1 2.2 2.3 Supēsu Manbou (ユーザーズマニュアル [User's Manual]) (Japanese ed.). Konami. December 1989. https://archive.org/details/SpaceManbow1989KonamiJPRC768.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 "New Soft: Supēsu Manbou" (in ja). MSX Magazine (ja) (ASCII Corporation) 7 (12): 14—15. December 1989. https://archive.org/details/MSX_Magazine_1989-12_ASCII_JP/page/n13/mode/2up.
- ↑ 4.0 4.1 4.2 4.3 "Fan Scoop: Space Manbow" (in ja). MSX Fan (ja) (Tokuma Shoten Intermedia) 3 (12): 6–7. December 1989. https://archive.org/details/MSXFAN198912/page/n5/mode/2up.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Nishijō, Kazuhiko (January 1990). "Pasocom Soft: Supēsu Manbō" (in ja). Micom BASIC Magazine (ja) (The Dempa Shimbunsha Corporation (ja)) (91): 273–275. https://archive.org/details/micomBASIC_1990-01/page/n228/mode/1up.
- ↑ 6.0 6.1 6.2 "Soft Express: Supēsu Manbou" (in ja). Comptiq (Kadokawa Shoten) 8 (2): 65. February 1990. https://archive.org/details/comptiq-vol.-63-february-1990/Comptiq%20-%20Vol.%2063%20February%201990/page/n64/mode/1up.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Kalata, Kurt (September 11, 2017). "Space Manbow". Hardcore Gaming 101. http://www.hardcoregaming101.net/space-manbow/.
- ↑ 8.0 8.1 8.2 8.3 "MSX Gēmu Tettei Bunseki: Space Manbow" (in ja). MSX Magazine (ja) (ASCII Corporation) 8 (1): 64—67. January 1990. https://archive.org/details/MSX_Magazine_1990-01_ASCII_JP/page/n63/mode/2up.
- ↑ "MSX Gēmu Tettei Bunseki: Space Manbow" (in ja). MSX Magazine (ja) (ASCII Corporation) 8 (2): 60—61. February 1990. https://archive.org/details/MSX_Magazine_1990-02_ASCII_JP/page/n59/mode/2up.
- ↑ 10.0 10.1 "Perfect 10: MSX - Perfect Ten Games". Retro Gamer (Imagine Publishing) (60): 38–39. February 2, 2009. (Transcription ).
- ↑ "Fan Fan Box: MSX Sakai o Rīdo Suru Konami ni Chokugeki Shite Kita Zo" (in ja). MSX Fan (ja) (Tokuma Shoten Intermedia) 2 (2): 35. February 1988. https://archive.org/details/msxfan-198802/page/35/mode/1up. (Translation by Arc Hound. ).
- ↑ 12.0 12.1 12.2 12.3 12.4 "Gēmu no Shokunin Dai 13-Kai: Konami-hen" (in ja). MSX Fan (ja) (Tokuma Shoten Intermedia) 9 (3): 22–23. June 1995. https://archive.org/details/MSXFAN199506/page/n21/mode/2up. (Translation by Arc Hound. ).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 "We Love Konami: Kojima Hideo Intabyū" (in ja). MSX Magazine (ja) (ASCII Corporation) (3): 152–155. May 12, 2005. https://archive.org/details/MSXMAGAZINE3_201808/page/n153/mode/2up. (Translation by Arc Hound. ).
"We Love Konami: SCC Uehara Kazuhiko-shi Intabyū" (in ja). MSX Magazine (ja) (ASCII Corporation) (3): 154–157. May 12, 2005. https://archive.org/details/MSXMAGAZINE3_201808/page/n155/mode/2up. (Translation by Arc Hound. ). - ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 "SCC Memoriaru Rainānōtsu" (in ja). SCC Memorial Series Snatcher -Joint Disk-. King Records. November 21, 1992. pp. 5–13. (Translation by Junker HQ. ).
- ↑ 15.0 15.1 "MSX ni Okuru Tegami" (in ja). MSX Fan (ja) (Tokuma Shoten Intermedia) 9 (4): 6–9. August 1995. https://archive.org/details/MSXFAN199508/page/n8/mode/1up. (Translation by Arc Hound. ).
- ↑ 16.0 16.1 Kinoshita, Tomiharu [@PortIsland1987] (February 13, 2024). "Omoshiroku naranai to hatsubai shinai (kaihatsu chūshi) to kaisha kara meize rare nandomonandomo tsukurinaoshita. Soredemo OK wa denakatta. Sutaffu ichi dō shūtingu no kaihatsu wa mikeiken. Jisha kanban taitorudearu gurashirīzu, sara manda, parodiusu no hādoru wa takakatta." (in ja). https://twitter.com/PortIsland1987/status/1757362417544368632.
- ↑ 17.0 17.1 17.2 Kinoshita, Tomiharu [@PortIsland1987] (February 13, 2024). "Kekkyoku, kaihatsu toppu kara kono ma made wa dameda to handan sa re, 2-ri no rejendo senpai ga tekoire suru koto ni naru. Parodiusu no Shōgaki-shi wa pureiyā-ki to bosu no rafudeza, gura no Matsui-shi wa mappu kōsei, teki shikake nado no adobaisu. Ima omou to zeitakuna hanashi de, sore o sankō ni sutaffu ga arata ni tsukurinaoshita wake." (in ja). https://twitter.com/PortIsland1987/status/1757363448554602587.
- ↑ "Software House Hot Information: Konami News Station" (in ja). Micom BASIC Magazine (ja) (The Dempa Shimbunsha Corporation (ja)) (60): 296. June 1987. https://archive.org/details/micomBASIC_1987-06/page/n295/mode/1up. (Translation by Arc Hound. ).
- ↑ 19.0 19.1 19.2 Kinoshita, Tomiharu [@PortIsland1987] (February 13, 2024). "Saishūtekini-jō wa shibushibu OK o dashi, watashi wa endingu no demo sakusei ni chakushu. Konte o kaki kyara sakusei o tanoshinde yari ED-kyoku ga shiagatte kara taimingu awasete enshutsu no bi chōsei o nattoku iku made yatta. Sore made no ikisatsu mo atte ano ED demo wa kojin-teki ni omoiire no aru monodesu." (in ja). https://twitter.com/PortIsland1987/status/1757363736715898884.
- ↑ 20.0 20.1 Konami (December 21, 1989). Space Manbow. MSX2/MSX2+. Konami. Level/area: Staff. (Ending screens by VGMuseum [The Video Games Museum]. )
- ↑ Kinoshita, Tomiharu [@PortIsland1987] (February 6, 2022). "Tōji, watashi ga nanrakano katachi de kakawatta MSX no taitoru wa Kazumotodesu. `Sharomu'`sara manda'`F 1 supiritto'`sunatchā'`SD sunatchā'`supēsumanbou' tatta kore dakedesu. MSX fan no gazō o haiken shi, sore made no rekishi o tsukutta senpai katagata ya dōryō ni kokorokara keii o arawashimasu." (in ja). https://twitter.com/PortIsland1987/status/1490282517064462341.
- ↑ 22.0 22.1 Kinoshita, Tomiharu [@PortIsland1987] (February 14, 2024). "ED demo wa sagichan to issho ni tsukurimashita. Dēta o watashi rōdo gamen o minagara hyōji no taimingu nado nando mo chūmon o tsukemashitaga konki tsuyoku tsukiatte kureta. Dekita demo o nagamete `kono demo yoidesu yo' to itte kureta no ga ureshikatta no o omoidashimasu 😂" (in ja). https://twitter.com/PortIsland1987/status/1757607261189624144.
- ↑ 23.0 23.1 Kinoshita, Tomiharu [@PortIsland1987] (February 13, 2024). "Kochira koso, arigatōgozaimasu 😊 tōji wa shūtingugēmu no demo nanka iran! Yōryō tsukau na-tekina fūchō ga arimashita ne. Kedo, yarunara eiga no endingu mitaina enshutsu shitakatta ndesu. Kyoku mo imēji shi teta monode wa nakattaga nantoka shinkuro sa semashita." (in ja). https://twitter.com/PortIsland1987/status/1757394159110127956.
- ↑ Kinoshita, Tomiharu [@PortIsland1987] (February 17, 2024). "MSX no guradiusu Ⅱ, sara manda, parodiusu toieba, fan wa mochiron no koto shanai demo kessaku to ninshiki sa retemashitakara ne. Shūtingu mikeiken no sutaffude wa muriyaro? Mitaina kūki wa atta to omoimasu yo." (in ja). https://twitter.com/PortIsland1987/status/1758820729179767005.
- ↑ 25.0 25.1 25.2 Greening, Chris (September 2007). "Tsuyoshi Sekito". Square Enix Music Online. https://www.squareenixmusic.com/composers/sekito/index.shtml. (Transcription by Video Game Music Online. ).
- ↑ 26.0 26.1 26.2 Greening, Chris (October 2009). "Interview with Yuji Takenouchi". Square Enix Music Online. https://www.squareenixmusic.com/features/interviews/yujitakenouchi.shtml. (Transcription by Video Game Music Online. ).
- ↑ Yamane, Michiru (2017). "Works" (in ja). http://www.yamanemichiru.com/works.
- ↑ 28.0 28.1 28.2 Sorlie, Audun (December 3, 2009). "A Talk With G.O.D.: Yuji TECHNOuchi Interview". Original Sound Version. http://www.originalsoundversion.com/a-talk-with-god-yuji-technouchi-interview/.
- ↑ 29.0 29.1 29.2 Greening, Chris (December 30, 2012). "Yuji Takenouchi Profile". Video Game Music Online. http://www.vgmonline.net/yujitakenouchi/.
- ↑ Fuentes, Edgar Sánchez (February 3, 2021). "Vandal Game Music: SCC. La magia sonora de Konami en MSX" (in es). Vandal. El Español. https://vandal.elespanol.com/vandalgamemusic/scc-la-magia-sonora-de-konami-en-msx.
- ↑ 31.0 31.1 31.2 31.3 31.4 Sasaki, Yoshinori (April 5, 1990). "Rainā Nōtsu: ~Kukeiha Kurabu ni Yoru Komento~" (in ja). From MSX Space Manbow. King Records. pp. 3–5.
- ↑ "Spirits Label: New Disk Information" (in ja). Comptiq (Kadokawa Shoten) 8 (4): 226. April 1990. https://archive.org/details/comptiq-vol.-65-april-1990/Comptiq%20-%20Vol.%2065%20April%201990/page/n225/mode/1up.
- ↑ "Super Soft Hot Information: Game Music Shinsaku Sofuto Data Base" (in ja). Micom BASIC Magazine (ja) (The Dempa Shimbunsha Corporation (ja)) (95): 245–246. May 1990. https://archive.org/details/micomBASIC_1990-05/page/n243/mode/1up.
- ↑ Kōun Watashi Maya; Kyou (November 1991). "Super Soft Hot Information: Game Music - Shinsaku Sofuto Data Base" (in ja). Micom BASIC Magazine (ja) (The Dempa Shimbunsha Corporation (ja)) (113): 265–266. https://archive.org/details/micomBASIC_1991-11/page/n256/mode/1up.
- ↑ Kōun Watashi Maya; Kyou (January 1992). "Super Soft Hot Information: Game Music Shinsaku Sofuto Data Base" (in ja). Micom BASIC Magazine (ja) (The Dempa Shimbunsha Corporation (ja)) (115): 256–258. https://archive.org/details/micomBASIC_1992-01/page/n257/mode/1up.
- ↑ Kitano, Satoshi (October 1998). "Game Music Encyclopedia; Kongetsu no GM Shūroku Kyokumoku Risuto" (in ja). Micom BASIC Magazine (ja) (The Dempa Shimbunsha Corporation (ja)) (196): 206–210, 211–214.
- ↑ "Legend of Game Music ~Premium Box~ | SCDC-00410~7". VGMdb. https://vgmdb.net/album/8087.
- ↑ Kalata, Kurt (February 21, 2024). "Konami Soundtrack CD Compilations". Hardcore Gaming 101. http://www.hardcoregaming101.net/konami-soundtrack-cd-compilations/.
- ↑ "Soft Flash: Supēsu Manbō" (in ja). Technopolis (magazine) (ja) (Tokuma Shoten) 8 (12): 35. December 1989. https://archive.org/details/technopolis-1989-12/01_journal-1989-12/page/n36/mode/1up.
- ↑ "MSX's Soft (1987~1990)" (in ja). Konami. 1996. http://www.konami.co.jp/cs/msx2.html.
- ↑ "Hatsubai-chū no sofuto o sai chekku! On Sale (kikan/ 12 tsuki 13-nichi kara 1 tsuki 14-nichi made)" (in ja). MSX Fan (ja) (Tokuma Shoten Intermedia) 4 (3): 126. March 1990. https://archive.org/details/MSXFAN199003/page/n131/mode/1up.
- ↑ "I mōdo-muke ni Shūtingu Gēmu 'Supēsu Manbou' o Haishin" (in ja). ITmedia Mobile. ITmedia (ja). September 1, 2006. https://www.itmedia.co.jp/mobile/articles/0609/01/news117.html.
"Daijesuto Nyūsu ~2006-nen 9 Tsuki~" (in ja). Game Watch (website) (ja). Impress Corporation (ja). September 2006. https://game.watch.impress.co.jp/docs/digest/200609.htm. - ↑ "Supēsumanbou Konami meisaku shirīzu dai 6-dan! MSX kōki o daihyō suru maboroshi no taisaku shūtingu ga tsuini tōjō! (3/1)" (in ja). Konami Net DX (ja). Konami. March 1, 2007. http://www.konami.jp/mobile/ykeitai/dx/index.html.
"Daijesuto Nyūsu ~2007-nen 3 Tsuki~" (in ja). Game Watch (website) (ja). Impress Corporation (ja). March 2007. https://game.watch.impress.co.jp/docs/digest/200703.htm. - ↑ "EZweb-ban Apuri Haishin! 'Esupā Dorīmu' 'Djigoku Shōjo Pazuru Dama' 'Ai Senshi Nikoru' 'Supēsu Manbou' o EZweb-ban de Haishin!" (in ja). Konami Net DX (ja). Konami. August 7, 2008. http://www.konami.jp/mobile/ezweb/dx/index.html.
- ↑ "MSX no "Yume Tairiku Adobenchā" Nado 3 Taitoru ga VC ni Tōjō!" (in ja). Dengeki Online. ASCII Media Works. November 17, 2009. https://dengekionline.com/elem/000/000/212/212974/.
Masato (November 17, 2009). "Konami, Bācharukonsōru-muke MSX Gēmu 3 Taitoru 11 Tsuki 24-nichi Haishin!" (in ja). Inside Games (ja). IID, Inc. (ja). https://www.inside-games.jp/article/2009/11/17/38846.html. - ↑ Katsuhito, Tsukui (February 12, 2014). "U~ī U Bācharukonsōru 2 Tsuki 19-nichi Haishin Taitoru ― "Fainaru Fantajī IV" "ELEVATOR Akushon" "Supēsu Manbou" no 3-pon" (in ja). Inside Games (ja). IID, Inc. (ja). https://www.inside-games.jp/article/2014/02/12/74260.htmll.
- ↑ "'Purojekuto EGG', STG 'Supēsu Manbou' (MSX 2-ban) o Haishin Kaishi" (in ja). 4Gamer.net. Aetas Inc.. July 28, 2015. https://www.4gamer.net/games/008/G000896/20150728008/.
- ↑ 48.0 48.1 Aaron, Sean (December 21, 2009). "Space Manbow (Virtual Console / MSX) Review". Nintendo Life. Nlife Ltd. https://www.nintendolife.com/reviews/2009/12/space_manbow_virtual_console.
- ↑ 49.0 49.1 49.2 "MSX Software: Spacemanbow" (in nl). Software Gids (Uitgeverij Herps) (3): 48. September–October 1990. https://archive.org/details/software-gids-nr.-03/page/48/mode/1up.
- ↑ 50.0 50.1 "MSX Software Review: Supēsu Manbō" (in ja). MSX Magazine (ja) (ASCII Corporation) 8 (5): 20–21. May 1990. https://archive.org/details/MSX_Magazine_1990-05_ASCII_JP/page/n19/mode/2up.
- ↑ "Roguin ga Eranda Oshōgatsu ni Osusume Suru Gēmunfuto 99-pon!! - Akushon" (in ja). LOGiN (ASCII Corporation) 10 (1–2): 10–16. January 5–19, 1990. https://archive.org/details/login-99-special/page/n12/mode/1up.
- ↑ Baño, Pere (June 1990). "Coleccionable: Space Mambow" (in es). MSX Club (Manhattan Transfer) (64): 24–30. https://archive.org/details/MSXClub/MSX%20Club%2064/page/n23/mode/2up.
- ↑ "Computerspellen: Space Manbow" (in nl). MSX Computer Magazine (MBI Publications) (43): 26–27. December 1990. https://archive.org/details/msx_computer_magazine/msx_computer_magazine_43_dec_1990/page/26/mode/2up.
- ↑ Alonso, Álvaro (April 9, 2014). "Los 20 mejores juegos de MSX" (in es). HobbyConsolas. Axel Springer SE. https://www.hobbyconsolas.com/reportajes/20-mejores-juegos-msx-67820.
- ↑ Day, Ashley (November 20, 2023). "Best MSX Games Of All Time". Time Extension. Hookshot Media. https://www.timeextension.com/guides/best-msx-games-of-all-time.
- ↑ Lima, Rafael (2004). "Review Archive: Space Manbow". SHMUPS!. GameSpy. http://www.classicgaming.com/shmups/reviews/spacemanbow/index.html.
- ↑ 57.0 57.1 "Retro - Rising Sun Retro: Space Manbow". GamesTM (Imagine Publishing) (59): 148–149. July 2007.
- ↑ Serrano, Francisco Alberto (July 6, 2013). "Regreso al Pasado: 30 Años, 30 juegos de MSX" (in es). MeriStation. PRISA. https://as.com/meristation/2013/07/06/reportajes/1373094000_119424.html.
- ↑ Loguidice, Bill (April 14, 2017). "The bright life of the MSX, Japan's underdog PC". PC Gamer. Future US. https://www.pcgamer.com/the-bright-life-of-the-msx-japans-underdog-pc/.
- ↑ "Kyarakutā Shōkai: Manbō/Samba" (in ja). Gamest (Shinseisha) (125): 18–19. September 15, 1994. https://archive.org/details/Gamest125Gokujuparodiusspecialissue/page/n19/mode/2up.
Ōno, Junji (September 15, 1994). "Making of Gokujō Parodiusu (Kaihatsu-sha Intabyū): Gokujō Parodiusu Kaihatsu Hiwa Kōkai!!" (in ja). Gamest (Shinseisha) (125): 97–100. https://archive.org/details/Gamest125Gokujuparodiusspecialissue/page/n99/mode/2up. (Translation by It's Fantastic!. ). - ↑ "Gokujō Parodiusu Kaihatsu-sha Intabyū" (in ja). Game Hisshou Guide (ja) (Byakuya Shobo (ja)) 6: 98–104. September 30, 1994. (Translation by Shmuplations. ).
- ↑ Hamakawa, Shūjirō (2010). "-WORKS-" (in ja). http://www.aya.or.jp/~shuzilow/HA/DATA/WORK_S.html.
- ↑ "Actualidad: Secuelas de Konami" (in es). Call MSX (Call MSX Team) (5): 4. December 2005. https://archive.org/details/call-msx-5/page/4/mode/1up.
- ↑ "En breve: Manbow 2" (in es). Call MSX (Call MSX Team) (7): 12–13. December 2006. https://archive.org/details/call-msx-7/page/12/mode/2up.
- ↑ "Software: Manbow 2 - Game Spel" (in nl). MSX World Wide (V.C.L.) (5): 13. December 2007. https://archive.org/details/msx-world-wide-magazine-5/page/n12/mode/1up.
- ↑ "Ya disponible: Manbow 2" (in es). Call MSX (Call MSX Team) (8): 18–20. June 2008. https://archive.org/details/call-msx-8/page/18/mode/1up.
External links
- Space Manbow at GameFAQs
- 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 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]
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
- ↑ 1.0 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.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
Wikidata has the property:
|
External links
- No URL found. Please specify a URL here or add one to Wikidata.
Warning: Default sort key "Space Manbow" overrides earlier default sort key "Mobygames".
