Software:Virtual Pool (video game)

From HandWiki
Virtual Pool
DOS/Windows cover art
Developer(s)Celeris
Publisher(s)Interplay Productions
Platform(s)DOS, Macintosh, PlayStation, Windows
ReleaseDOS and Windows
1995
Macintosh
  • NA: March 1997
PlayStation
  • EU: May 1997
  • NA: November 17, 1997
Genre(s)Sports simulation – pool
Mode(s)Single-player, two-player

Virtual Pool (assigned the retronym Virtual Pool 1 after the release of sequels)[1] is a 3D, first-person sports simulation video game released by Interplay Productions in 1995. It is the first of the Virtual Pool franchise of computer simulations of pool games developed by Celeris.

Overview

Virtual Pool is an accurate simulation of straight pool, eight-ball, nine-ball, and rotation pool.[2] The game is viewed in first-person 3D perspective, in contrast to most earlier pool games which featured a fixed overhead view.[3] The game's publishers, Interplay, offered a full refund for buyers of the game who did not see an improvement in their pool abilities within 45 days of purchase and returned the CD-ROM to the company.[4]

Virtual Pool has revolutionary features that allow players to actually 'walk' around the table to check out their next shot, take a closer look, back away, look left or right and then line-up the shot like they would in a real game with a real table. This title also allows players to take an overhead view from above, something unavailable in a real pool game. Taking game tips from World Champion pool player "Machine Gun" Lou Butera is guaranteed to improve the player's game. Butera will teach players over 30 famous trick shots the player can practice on their computer screen and then implement on a real table.[5]

Gameplay

A game of 9-Ball pool from Virtual Pool

As with later games in the Virtual Pool series, the game is played with keyboard, and mouse, with shots being played by moving the mouse forwards, to simulate moving the cue. The control scheme devised for the game would be the same one that would be continued through the Virtual Pool series.

The game features four different pool modes, with Eight-Ball, 9-ball, rotation and straight pool.[6] There are also a choice of 9 different AI opponents to face off against, as well as local competitive multiplayer, or online via a modem.[6] The player has the ability to alter the amount of pace, side and angle of playing shots, as well as accurately mimic the effect of raising the butt of the cue to play a swerve shot.

Also featured is a licensed soundtrack, music ranging from rock to country, with regular sounds effects for striking the balls, and hitting rails.[6]

Release

Pre-release versions of the 1995 PC version of Virtual Pool were leaked. The authorized production version of the game a different code named than that of the leaked copies. According to IPC the stolen version was "being offered for sale at some swap meets, computer fairs and small retail shops" and "contain a defective software program which will not operate properly."[5]

The game was released successfully for DOS and Windows in 1995, with plans to port the game to the Sega Saturn, PlayStation and Mac.[7] The game was successfully released worldwide for PlayStation and Mac in 1997, after the release of Virtual Snooker. However, the planned Saturn release was eventually cancelled, for unknown reasons.[8] Before cancellation, the release was scheduled for May 1997, around the time of release of the PlayStation release in Europe.[9] Some time after the release of the sequel Virtual Pool 2, both games were re-packaged as a two-in-one CD-ROM jewel case edition (i.e., a bargain bin version without a box), called the "Virtual Pool 1 / Virtual Pool 2 Bundle"[1] Before the release of Virtual Pool 2, the game sold over 2 million copies.[10]

Reception

PC version

Reception
Review scores
PublicationScore
PCPS
EGMN/A7.25/10[16]
GameSpot7.5/10[12]7.4/10[17]
IGNN/A7/10[6]
Next GenerationStarStarStarStarStar[18]StarStarStar[19]
Entertainment Weekly100%[13]N/A
MacUserStarStarStarStarHalf star[14]N/A
Aggregate score
GameRankings75%[11]74%[15]

PC Gamer US named Virtual Pool the "Best Sports Game" of 1995. The editors wrote, "For weeks after its release, the sounds of pool balls clacking together and dropping into the pockets was about all we heard in the PC Gamer office, and Virtual Pool is still a big hit around here."[20] Entertainment Weekly gave the game a perfect score, stating "with its first-person perspective and true-to-life physics, Virtual Pool is one of the rare simulations that may actually improve your real game."[13] GameSpot said the interface was "elegant and responsive", and that the player can "almost feel the contact with the ball."[12]

Next Generation reviewed the PC version of the game, and stated that "Interplay has dressed Virtual Pool up with some multimedia chrome - videos on the history and theory of the game - but it could just as easily have left it out The core of Virtual Pool, the game itself, is as close to perfect as a PC game can get."[18]

Virtual Pool was named the 57th best computer game ever by PC Gamer UK in 1997.[21] Virtual Pool was also voted the Game of the year by Games magazine in 1995.[22] The game was also awarded best simulation of 1995 from the Academy of Interactive Arts & Sciences, best Sports Game of 1995 from PC Gamer magazine and Best VR Game of 1995 from Computer Player magazine.[23]

PlayStation version

The PlayStation version was not as enthusiastically received. Most critics found that the graphics, being largely identical to those of the PC version, were outdated by the time the game was released on PlayStation.[16][17][6][19] The heavy slowdown was also criticized,[16][17][19] and some critics recommended players buy the PlayStation Mouse for the game, saying that the control is unacceptably imprecise with the standard gamepad.[16][19] However, critics still applauded the game's accurate physics[17][6][19][24] and found the instructional videos still helpful in improving one's skills.[16][17][6] Josh Smith of GameSpot concluded that these elements, and the wide range of possible viewpoints, are enough to make the game enjoyable.[17] GamePro's review also found the game solid overall, and appealing to players of all skill levels.[24] A reviewer for Next Generation described it as "slow and ugly", and recommended only due to the lack of better competition.[19] The two sports reviewers of Electronic Gaming Monthly made similar remarks, with Kraig Kujawa summarizing, "Virtual Pool delivers, but it could be better."[16] IGN liked the gameplay, and concluded that "Aside from the bland, flat shaded graphics, Virtual Pool is an awesome pool sim."[6]

Sales

According to Interplay, global sales of Virtual Pool surpassed 250,000 copies by June 1998.[23]

References

  1. 1.0 1.1 "Virtual Pool 1 / Virtual Pool 2 Bundle (Jewel Case)". Amazon.com. Seattle, Washington: Amazon.com Inc.. https://www.amazon.com/Virtual-Pool-Bundle-Jewel-Case-Pc/dp/B000058AL9. 
  2. Desjardins, Dawn (1998). CD-ROMs in Print 1998. Farmington Hills, Michigan: Gale. p. 940. ISBN 0-7876-1059-3. 
  3. Newman, Jeff (December 1995). "Bosses Bound and Gagged, Now Let the Games Begin". Network Computing 6 (16): 32. 
  4. "Bits & Bytes: The Enter*Active File". Billboard: 66. July 1995. 
  5. 5.0 5.1 "Virtual Pool for DOS (1995)". MobyGames. http://www.mobygames.com/game/virtual-pool. 
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 "Virtual Pool Review". IGN. February 10, 1997. http://uk.ign.com/articles/1997/02/11/virtual-pool. 
  7. "Virtual Pool Sega Saturn US Print Advert". Sega Retro. May 8, 2015. https://segaretro.org/File:VirtualPool_Saturn_US_PrintAdvert.jpg. 
  8. "Virtual Pool". Sega Retro. https://segaretro.org/Virtual_Pool. 
  9. "Electronic Gaming Monthly May 1997 (issue 94)". Electronic Gaming Monthly (94): 29. May 1997. https://segaretro.org/index.php?title=File:EGM_US_094.pdf&page=29. 
  10. "Amazon.com:Virtual Pool 2 - Dupe". Amazon. https://www.amazon.com/Virtual-Pool-dupe-refer-B00001QEQF-PC/dp/B00001QEQN. 
  11. "Virtual Pool for PC". GameRankings. http://www.gamerankings.com/pc/199216-virtual-pool/index.html. 
  12. 12.0 12.1 Varner, Jim. "Virtual Pool Review - GameSpot". GameSpot. https://www.gamespot.com/reviews/virtual-pool-review/1900-2531778/. 
  13. 13.0 13.1 "Virtual Pool Review". Entertainment Weekly. June 2, 1995. http://www.ew.com/ew/article/0,,297449,00.html. 
  14. Loyola, Roman (February 1997). "The Game Room". MacUser. http://macuser.zdnet.com:80/mu_0297/personal/gameroom.html. 
  15. "Virtual Pool for PlayStation". GameRankings. http://www.gamerankings.com/ps/199217-virtual-pool/index.html. 
  16. 16.0 16.1 16.2 16.3 16.4 16.5 "Team EGM Box Scores: Virtual Pool". Electronic Gaming Monthly (Ziff Davis) (91): 150. February 1997. 
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Smith, Josh (January 3, 1997). "Virtual Pool Review". https://www.gamespot.com/reviews/virtual-pool-review/1900-2550118/. 
  18. 18.0 18.1 "Finals". Next Generation (Imagine Media) (9): 97. September 1995. 
  19. 19.0 19.1 19.2 19.3 19.4 19.5 "Virtual Pool". Next Generation (Imagine Media) (27): 90. March 1997. 
  20. ((Editors of PC Gamer )) (March 1996). "The Year's Best Games". PC Gamer US 3 (3): 64, 65, 67, 68, 71, 73–75. 
  21. Flynn, James; Owen, Steve; Pierce, Matthew; Davis, Jonathan; Longhurst, Richard (July 1997). "The PC Gamer Top 100". PC Gamer UK (45): 51–83. 
  22. "GAMES Game Awards – 1991–2004 Games of the Year". Kappa Publishing Group. http://www.gamesmagazine-online.com/gameslinks/archives.html#previousawards. 
  23. 23.0 23.1 Interplay Entertainment Final Prospectus (Report). Irvine, California. June 22, 1998. p. 37. https://www.sec.gov/Archives/edgar/data/1057232/0001017062-98-001416.txt. 
  24. 24.0 24.1 Gideon (May 1997). "PlayStation ProReview: Blast Corps". GamePro (IDG) (104): 88. 
  • 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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