Software:Spectre (1991 video game)

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Short description: 1991 video game
Spectre
Developer(s)Peninsula Gameworks
Publisher(s)Velocity Development
Designer(s)Sam Schillace
Steve Newman
Craig Fryar
Celia Fryar
Platform(s)Macintosh, MS-DOS, Windows, SNES, iOS
Release1991 (Mac OS)
1992 (DOS)
1993 (Win)
1994 (SNES)
2010 (iOS)
Genre(s)Vehicular combat, first-person shooter
Mode(s)Single-player, multiplayer

Spectre is a video game for the Macintosh, developed in 1990 by Peninsula Gameworks and published in 1991 by Velocity Development. It is a 3D vector graphics tank battle reminiscent of the arcade game Battlezone. One sequel, Spectre VR, appeared on a number of lists[which?] of best video games.[1]

Gameplay

The goal of the game is to drive the tank around the playfield, collecting ten flags by driving over them, while avoiding obstacles (including rotating windmills) and the shots of computer-generated enemy tanks.

In single player mode, the player can choose four types of tanks, each one having different stats for shields, speed and ammo: Balance, Speedy, Strong and Custom. Each stage passed increases the game's difficulty (quantity and speed of enemy tanks). Furthermore, from level 6 appear orange cone-shaped tanks (which are faster and more resistant than normal enemy red tanks) and every 10 levels the shields of all enemy tanks are increased by 1. After level 9 is passed, the player can throw grenades, which cost 10 ammo and damage all enemy tanks in explosive range.

The game supported multiplayer operation over an AppleTalk network. Each player used a single Mac, and the other players were depicted as enemy tanks.

Reception

Reception
Review scores
PublicationScore
AllGameStarStarHalf star (Mac)[2]
DragonStarStarStarStarStar[3]
EGM28/50[4]
GamePro18.5/20[5]
M! Games61%[6]
ONM84/100[7]
Total!81%[8]
Super Action88%[10]

Spectre was reviewed in 1992 in Dragon #184 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 5 out of 5 stars.[3] It was nominated for an award at the 1993 Game Developers Conference.[11]

Computer Gaming World in May 1994 stated that "despite the ... pretensions of cyberspace spread throughout the documentation", Spectre VR "is distilled essence of video game ... The action is pure and uncluttered by anything like plot, depth or even realism". The reviewer approved of the new enemies and playfield features, but reported that the game "was released too soon" without IPX compatibility, level editor, and other features.[12]

In 1996 Next Generation listed the Macintosh version of Spectre VR as the 44th best game of all time, citing the "minimalist, hi-res, flat-shaded polys", excellent control even with a keyboard, hundreds of one-player mode levels, and the "fast and furious multiplayer combat".[13]

In a retrospective review AllGame editor Lisa Karen Savignano criticized the graphics, noting that the game was "due for a remake" and that the game "is not a game you would want to spend money on".[14]

Sequels

A sequel, Spectre Supreme, was released in 1993. A Japan-exclusive sequel, Mega Spectre, was released for the FM Towns in 1993.[15]

The 1994 release of Spectre for the SNES

The 1994 Spectre VR is an enhanced network-oriented version of the game. It and Spectre Supreme were also available for IBM PC compatibles.

The original Spectre was released as Spectre Classic in the late 1990s.

Brilliant Bytes Software released Spectre 3D (also known as Spectre: Cybertank Wars) for the Apple iPhone, iPod Touch, and iPad in May 2010. This version includes levels from Spectre Classic and Spectre VR, four multiplayer games including Arena, Capture the Flag, Flag Rally and Base Raid, adds 3D visuals, and Bluetooth, Internet and WiFi multiplayer support for up to 16 players. Dedicated hosted servers are also available for online play.

A browser game titled Spectre WEB was later released by the developers of Spectre 3D. As of June 2022, it was in alpha test status.[16]

References

  1. "Top 100 Games of All Time". Next Generation (Imagine Media) (21): 55. September 1996. 
  2. Savignano, Lisa Karen. "Spectre VR (Macintosh) - Review". AllGame. http://www.allgame.com/game.php?id=22807&tab=review. 
  3. 3.0 3.1 Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (August 1992). "The Role of Computers". Dragon (184): 57–64. 
  4. Weigand, Mike (May 1994). "Spectre". Electronic Gaming Monthly (58): 31. https://archive.org/details/Electronic_Gaming_Monthly_58/page/n31/mode/2up. Retrieved January 2, 2022. 
  5. LaMancha, Manny (May 1994). "Spectre". GamePro (58): 66. https://archive.org/details/GamePro_Issue_058_May_1994/page/n67/mode/2up?q=spectre+snes. Retrieved January 2, 2022. 
  6. "Spectre" (in de). MANiAC (5): 63. July 1994. https://archive.org/details/MANIAC.N009.1994.07-DURiAN/page/n61/mode/2up. Retrieved January 2, 2022. 
  7. Andy; Paul (June 1994). "Spectre". Nintendo Magazine System (21): 92–93. https://archive.org/details/nms-21/page/92/mode/2up. Retrieved January 2, 2022. 
  8. Frank (June 1994). "Spectre". Total! (30): 44–45. https://archive.org/details/total-30/page/n43/mode/2up. Retrieved January 2, 2022. 
  9. Hallock, Betty (June 1994). "Spectre". VideoGames - The Ultimate Gaming Magazine (65): 66. https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_65_June_1994/page/n63/mode/2up. Retrieved January 2, 2022. 
  10. Alex (July 1994). "Spectre". Super Action (23): 30–31. https://archive.org/details/super-action-23/page/30/mode/2up. Retrieved January 2, 2022. 
  11. "The 7th International Computer Game Developers Conference". Computer Gaming World: pp. 34. July 1993. http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=108. Retrieved 12 July 2014. 
  12. Cirulis, Martin E. (May 1994). "Shoot-out At The VR Corral". Computer Gaming World: 28, 30. http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=118. 
  13. "Top 100 Games of All Time". Next Generation (Imagine Media) (21): 55. September 1996. 
  14. Savignano, Lisa Karen. "Spectre VR (Macintosh) - Review". AllGame. http://www.allgame.com/game.php?id=22807&tab=review. 
  15. "FM Towns ROM Archive". https://archive.org/details/Neo_Kobe_Fujitsu_FM_Towns_2016-02-25.  Mega Spectre FM Towns ROM.
  16. @spectre3d (20 June 2022). "The multiplayer should be working again on the web version (this is still considered to be an alpha test)" (in en). https://twitter.com/spectre3d/status/1538897547930087427. 

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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