Software:Street Rod 2

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Short description: Video game published by California Dreams in 1991


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Street Rod 2
European cover art
Developer(s)P.Z.Karen Co. Development Group
Logical Design Works
Publisher(s)California Dreams
Platform(s)Amiga, MS-DOS
Release1991
Genre(s)Racing
Mode(s)Single player

Street Rod 2 is a video game developed by P.Z. Karen Co. Development Group and Logical Design Works as a sequel to Street Rod, based on an original concept by Magic Partners and published by California Dreams for Amiga and MS-DOS. Street Rod 2 exclusively features American muscle cars, specifically those from GM, Ford, and Chrysler. In December 2012, MK Consultancy, a Dutch company, acquired the copyright ownership of the Street Rod games and re-released Street Rod 2, as well as the original game and an updated version, as freeware in 2014.[1]

Changes from Street Rod

  • The game is set in the summer of 1969, beginning on June 14, the first day of summer vacation. (Street Rod was set in 1963).
  • A largely different set of cars is available, most of them dating from the 1960s.
  • There are now two variants of each car available to buy - an abused one (cheaper, with worn parts) and one in good condition. All cars can only be bought once during the game.
  • The differential, muffler and exhaust manifold can be replaced.
  • The engine is shown in the engine bay and tuning takes place on the same screen.
  • Car stickers are unavailable.
  • Races are arranged outside of "Burgers Bungalow" instead of "Bob's Drive-In".
  • There are two road tracks: Mulholland Drive, largely based on the Road race from Street Rod, and a completely new track, the Aqueduct, which resembles the aqueduct in the movie Grease.
  • A car crash can result from hitting rocks, drains, barriers and bridge supports at any speed, or from passing through roadworks on the Mulholland Drive track at speeds greater than 50 mph. Travelling too far up a sloped wall on the Aqueduct at high speed results in the car flipping over.
  • The King drives a 1967 Shelby GT500 (erroneously labeled as a 1969 one,[2][3][4]), with a unique supercharger that is unavailable as an upgrade within the game.
  • Every Wednesday night, the player can compete in a bracket racing drag competition called "Grudge Night". For a small entrance fee, the player is required to set a "breakout time" down the drag strip, after which the player must defeat all opponents without running faster than that time.

Sequels

Street Rod 3 was an unfinished, unofficial sequel to the series. It was being developed for Windows and Linux with the aim of recreating a game similar to Street Rod 2. It aimed to add more cars and parts and also to transition the series from 2D to 3D graphics. The latest alpha release, version 0.4.4.1, is available under the GNU General Public License. Development of this version seems to have ceased.

Reception

Mike Weksler reviewed the game for Computer Gaming World, and stated that "after several hours of reliving 'hot rod' memories, the player may end up cruisin' down to his old hangouts on a Wednesday night. He'll most likely see a new generation of cars lined up at the local burger joint with hoods open, chrome glistening and terms like 'four bolt main' and 'camelback heads' floating in the air. The player may also be surprised to see fresh rubber streaking the pavement at the old drag strip, but if he doesn't, he can always come home and fire up Street Rod II: The Next Generation!"[5]

Other reviews

  • 576 KByte[6]
  • Compute![7]
  • Amazing Computer Magazine[8]
  • Game Player's PC Strategy Guide[9]

References

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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