Software:Wipeout 2097
| Wipeout 2097 | |
|---|---|
European PlayStation cover art | |
| Developer(s) | Psygnosis[lower-alpha 1] |
| Publisher(s) | Psygnosis[lower-alpha 2] |
| Programmer(s) | Stewart Sockett, Chris Roberts, Nick Kimberley[1] |
| Artist(s) | Pol Sigerson, Ashley Sanders, Nicky Westcott[1] |
| Composer(s) | Tim Wright[1] |
| Series | Wipeout |
| Platform(s) | |
| Release | |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Wipeout 2097 (released as Wipeout XL in North America and Japan) is a 1996 racing video game developed and published by Psygnosis for the PlayStation. It is the second installment of the Wipeout series and a sequel to the original game, released the previous year. It was ported the following year to Microsoft Windows and the Sega Saturn, and later also to Amiga and Macintosh.
Whereas the original game introduced the F3600 anti-gravity racing league in 2052, Wipeout 2097 is set over four decades later and introduces the player to the much faster, more competitive, and more dangerous F5000 AG racing league. The game introduced a new damage interface and new weapons and tracks. The Sega Saturn version supported analogue control by using its 3D Control Pad, whereas the PlayStation version supported analogue control only through using the optional NeGcon twist controller.
Wipeout 2097 received critical acclaim upon release; reviewers praised the game for its dramatic improvements to the controls, graphics, and gameplay of the original Wipeout. The game featured a licensed electronic soundtrack featuring artists such as The Chemical Brothers and The Prodigy, an early example of modern licensed music being used in video games. Wipeout 2097 alongside its predecessor has since appeared on lists of the greatest games of all time by multiple publications.
Gameplay

Gameplay in Wipeout 2097 expands upon its predecessor, introducing new circuits and weapons while retaining fundamental aspects. Players race against computer-controlled artificial opponents or other pilots, aiming to finish in the highest position possible. The game features futuristic hover vehicles that handle differently from traditional racing cars. The craft move at high speeds, with air-brakes used for cornering.[12]
Wipeout 2097 introduces a weapons system, allowing players to eliminate opponents during races. Each vehicle has a shield energy quota, and when this reaches zero from weapon attacks or impacts, the craft is destroyed.[12][13] However, the ship can be "recharged" to health at the pit stop in exchange for a precious few seconds of the race.[14][15] The Quake Disruptor is a notable new weapon, causing a wave effect on the track that launches opponent vehicles into the air.[12]
The game offers multiple difficulty levels, called classes: Vector, Venom, and Rapier. Each class increases in challenge, with higher speeds and more complex tracks.[12] Wipeout 2097 features a progression system where players can unlock additional content. Winning gold medals across all tracks in the first three classes unlocks a full season mode. Completing this season reveals additional hidden options, including new tracks.[12] Challenge mode takes a very single player-centric approach by only allowing progress to the next track by coming in first on the current track. Players can lose the mode by losing all three lives, which are lost by finishing a race in worse than third position.[15][16]
The game includes multiple racing teams, each with vehicles that handle differently. FEISAR, the European team, offers a balanced vehicle with good turning and strong shields, suitable for beginners learning the tracks. Auricom, the American team, provides faster vehicles than FEISAR and AG Systems, designed for more experienced racers. AG Systems, the Japanese team, features a vehicle with higher speed than FEISAR's but less cornering ability. Qirex, the Russian team, offers the fastest vehicles in the game, but with reduced steering capabilities. Each team's vehicle has its own strengths and weaknesses, allowing players to choose based on their preferred driving style and skill level.[12]
Development
As with the first installment, Wipeout 2097 was developed by Liverpudlian developer Psygnosis and the promotional art was designed by Sheffield-based The Designers Republic.[17] The development cycle ran for seven months.[14] To cater for the increase in Wipeout players, an easier learning curve was introduced whilst keeping the difficulty at the top end for the experienced gamers.[18] The game was originally intended as a tracks add-on for the original Wipeout. No sequel had been planned, but Andy Satterthwaite (who worked on the MS-DOS version of the original) was asked by Psygnosis to apply for the role "internal producer". He did, and during the interview, asked to do a sequel to Wipeout, but instead ended up developing extra tracks. The add-on was titled Wipeout 2097 because Psygnosis did not want to give the impression that it was a full sequel. In the United States, it went by the name of Wipeout XL because it was felt that American players would not understand the concept of the game being set a century in the future, and might confuse it for an installment number. The American title was originally to be Wipeout XS (for "Excess"), but it was pointed out that XS could also stand for "extra small". Satterthwaite ended up with a team of three coders (two of whom were new), six artists, and Nick Burcombe.[19]
The game's look was influenced by Japanese culture because the team had worked with The Designers Republic. Nicky Westcott was the lead artist, and her team built on the original vehicle designs. She also worked with the designers and coders on the tracks. Custom tools were created in Softimage to develop the tracks, which were tweaked and the team played each other's tracks to obtain feedback. During the process, Satterthwaite realised that he could do more than the tracks add-on he was tasked with producing. Work on the tracks began in January 1996, and the plan was to select eight tracks out of twenty designed and built in a month. Their "skinning" was expected to be complete by June, with the game anticipated for release in October. Despite the work involved, Satterthwaite had three uninvolved coders.[19] The collision code from the original Wipeout was also completely overhauled to make cornering easier by making wall grinding not bring the player to such a halt.[18]
Burcombe wanted to improve on the original's ship handling and introduce a new weapon, which led to new power-up ideas. Westcott said that it was a collaboration between the areas because of the strict deadline. The gameplay change that had the most interest was what happened to ships that hit track edges. That ships stopped immediately in the original game was considered too harsh. It was desired that ships scraped the edges instead, and this took longer than expected to develop. Ghost vehicles were only featured in the European version because Atari had a patent on them from Hard Drivin' in the United States. The team wanted to make it possible to win races in any ship, and a challenge was to make them all feel different and to still have their worth. Months of work rebalancing the artificial intelligence was undertaken to ensure all vehicle and track settings were a challenge. Sony wanted a link-up feature, which proved difficult due to syncing issues and the frame rate differences between PAL and NTSC. Much extra content, such as more difficult tracks and a prototype ship, was added because, according to Westcott, the team were both enthusiastic and stressed, and described their development as "a period of great energy and immense exhaustion at the same time".[19]
An entire United Kingdom nightclub tour was initiated in conjunction with the Red Bull energy drink, which was featured prominently throughout the game before the drink actually gained popularity in the American market.[20]
The game was first unveiled in the form of a pre-alpha demo at the May 1996 Electronic Entertainment Expo.[21] Wipeout 2097 was released in 1996 and sold around a million copies. Ports for the Sega Saturn, and Windows PC were released in 1997. Later it was also ported to Amiga by Digital Images in 1999 and to Mac OS by Coderus in 2002.[19]
Music
The original Wipeout game was one of the first racing titles to prominently feature electronic music, including tracks by artists such as Leftfield, The Chemical Brothers, and Orbital. This use of licensed music was unconventional for the time and helped establish the series’ identity. The game and its soundtrack drew heavily on the 'future UK' aesthetic of the 1990s—a style defined by techno-inspired visuals and the rise of electronic music and rave culture.[22] Its marketing campaign, aimed at a young, club-going audience, further emphasised the connection between the game and the rave culture of the 1990s.[22]
Wipeout 2097, released as Wipeout XL in North America, expanded upon this foundation with a soundtrack that featured a wider array of high-profile electronic music artists. Tracks by The Prodigy, Fluke, Underworld, and Photek were included, alongside returning contributors Leftfield and The Chemical Brothers. The game’s music played a key role in defining its high-energy, futuristic atmosphere, with the soundtrack often being associated with the mid-90s rise of big beat and techno music.[23] Fluke contributed the track Atom Bomb, which was created specifically for the game and accompanied by a music video set in the Wipeout universe.
In addition to licensed tracks, Tim Wright, known as CoLD SToRAGE, contributed original compositions to the game. Wright wanted his music to emphasise slower tempos while still maintaining a driving sense of energy to match the fast-paced visuals of Wipeout 2097. To achieve this, he leaned heavily into the big beat sound, inspired by artists like The Chemical Brothers and Fatboy Slim.[23][24] The style’s heavy basslines, prominent drops, and use of samples allowed Wright to maintain an adrenaline-pumping atmosphere despite the slower tempo. Wright noted that it was difficult to get his tracks into the game due to the larger number of high-profile artists featured on the soundtrack.[23]
Sony promoted Wipeout 2097 by showcasing PlayStation consoles running the game in nightclub settings.[25] They also released a line of branded clubwear inspired by the game.[25] Additionally, the Wipeout 2097 game disc doubled as an audio CD, allowing players to listen to the soundtrack directly, and a separate album with a different tracklist was also released.[25]Script error: No such module "Track listing".
Script error: No such module "Track listing".
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Reception
| Reception | ||||||||||||||||||||||||||
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PlayStation
In the United Kingdom, it was among the nineteen best-selling PlayStation games of 1996, according to HMV.[36]
Air Hendrix scored the PlayStation version a perfect 5 out of 5 in every category (FunFactor, control, sound, and graphics) in GamePro, citing "across-the-board innovations" over the already excellent original WipeOut. He particularly remarked that the controls are much more refined, fairer, and easier to master, and that the frame rate and graphical effects are much more impressive.[37] Tom Ham of GameSpot also commented on the control improvements and approved of the new ability to destroy opponents. Additionally praising the elaborate backgrounds, detailed sound effects, and more aggressive A.I., he deemed it "a must buy."[29] IGN said that it had topped the original in terms of music, number of simultaneous racers, A.I., weapons, and graphics, and concluded, "It's games like this that make you proud to be a PlayStation owner."[15] In 1996, Next Generation ranked Wipeout 2097 as the 32nd top game of all time for how "playing linked Wipeout comes close to gaming at its very best", noting that the game could have been a technology demonstration for PlayStation.[38] Edge gave both the PlayStation and Sega Saturn versions a score of 8 out of 10, with similar remarks of its improved graphics and its gameplay.[28][14]
Electronic Gaming Monthly editors awarded Wipeout 2097 Best Music of 1996 and a runner-up (behind Super Mario 64) for Best Graphics.[39] In 1997, The Official PlayStation Magazine named it the fifth top PlayStation game yet,[40] and Electronic Gaming Monthly named the PlayStation version the 96th best game of all time, calling it "the first game of the cyberpunk-esque 'electronic age,' before the electronic age was just a hype-filled buzzword."[41] In IGN's top 25 PlayStation games of all-time list it ranked 13th, noted for being often considered the PlayStation's best racing game of its time and was chosen ahead of others in the series because Wipeout 2097 was "the one they preferred to keep coming back to".[42] In 2003, Wipeout 2097 was inducted into GameSpot's list of the greatest games of all time.[43] It ranks as the third-best PlayStation game at GameRankings with an average review score of 94.75% from ten different sources.[26]
Ports
Rich Leadbetter of Sega Saturn Magazine commented that the Saturn version, while not as good as the PlayStation original, is a much closer conversion than the Saturn port of the first Wipeout, particularly in terms of the fluidity, control, and sense of speed. He deemed it the second best racing game on the Saturn, exceeded only by Sega Rally Championship.[33]
Jeff Gerstmann reviewed the PC version in GameSpot, assessing that "The PC version's Direct3D support gives this new release a nice face-lift, while still keeping intact the fast action and stylized graphics that console players have come to know and love." He said that the new soundtrack, while good, is a disappointment compared to the PlayStation version's techno tracks, but gave the game a strong recommendation.[30] Next Generation stated that "If you have a 3D accelerator of any sort, you owe it to yourself to pick up this game. Its nearly flawless gameplay, pumping soundtrack, and visual excellence mark it as a showcase title and all around good time."[31]
Notes
- ↑ Ported to Sega Saturn by Tantalus Entertainment and Perfect Entertainment. Ported to Amiga by Digital Images and by Coderus for Mac.
- ↑ Mac port published by Virtual Programming.
References
- ↑ 1.0 1.1 1.2 Wipeout 2097 manual. Psygnosis. 1997. p. 18.
- ↑ Cohen, Peter. "Wipeout 2097 goes Carbon". Macworld. https://www.macworld.com/article/153661/wipeout-3.html.
- ↑ "Release List (Framed )". http://www.psygnosis.com/release/release.html.
- ↑ "Checkpoint: Events and Software Releases". Computer and Video Games (United Kingdom: EMAP) (180): 49. November 1996. https://archive.org/stream/Computer_and_Video_Games_Issue_180_1996-11_EMAP_Images_GB#page/n47/mode/2up. Retrieved May 5, 2017.
- ↑ "Hull Daily Mail 16 Oct 1996, page 11" (in en). https://www.newspapers.com/image/900679219/. ""Wipeout 2097 and Actua Golf on the PlayStation are out on Friday and are expected to do well.""
- ↑ "Psygnosis Publishes Ports". 26 June 1997. http://www.pcgamer.com/news/news-1997-06-23.html.
- ↑ "Psygnosis Games Index". 1997-06-19. http://www.psygnosis.com/gameidx.html.
- ↑ I. G. N. Staff (1997-06-17). "Real Life Wipeout XL" (in en). https://www.ign.com/articles/1997/06/17/real-life-wipeout-xl.
- ↑ "sega-europe.online". 1998-12-02. http://www.sega-europe.com/saturn/satinfo.html.
- ↑ "Freeverse makes Wipeout 2097 available in US" (in en). https://www.macworld.com/article/155075/wipeout-4.html.
- ↑ "Wipeout 2097 comes to Mac" (in en). https://www.macworld.com/article/152541/wipeout.html.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Cutlack, Gary (August 1997). "I Feel the Need, the Need for Speed... Again!". Sega Saturn Magazine (Emap International Limited) (22): 52–57. https://archive.org/stream/Official_Sega_Saturn_Magazine_022/Official_Sega_Saturn_Magazine_022_-_august_1997_UK#page/n52/mode/2up. Retrieved 25 November 2018.
- ↑ "NG Alphas: Wipeout XL". Next Generation (Imagine Media) (20): 77. August 1996.
- ↑ 14.0 14.1 14.2 Edge staff writers (24 February 2013). "The Making Of: Wipeout". Edge. Future plc. http://www.edge-online.com/features/making-wipeout/.
- ↑ 15.0 15.1 15.2 15.3 IGN staff writers (26 November 1996). "Wipeout XL". IGN. Ziff Davis. http://www.ign.com/articles/1996/11/27/wipeout-xl.
- ↑ Wipeout 2097 Instruction Manual. 1996. pp. 7.
- ↑ Yin-Poole, Wesley (30 November 2014). "WipEout: The rise and fall of Sony Studio Liverpool". http://www.eurogamer.net/articles/2013-03-22-wipeout-the-rise-and-fall-of-sony-studio-liverpool.
- ↑ 18.0 18.1 "Wipeout 2". Next Generation (Imagine Media) (17): 55. May 1996.
- ↑ 19.0 19.1 19.2 19.3 "The Making Of: Wipeout 2097". Retro Gamer Annual Volume 3. Future plc. 2016. pp. 136–143. ISBN 978-1785-464-690.
- ↑ "The Future Sound of Game Music". Next Generation (Imagine Media) (24): 86, 88. December 1996.
- ↑ "Psygnosis Own E3...". Maximum: The Video Game Magazine (Emap International Limited) (7): 78–80. June 1996.
- ↑ 22.0 22.1 Dylan Wray, Daniel (2024-04-02). "Wipeout: The Story of the World's First Rave-Inspired Video Game". https://mixmag.net/feature/wipeout-first-rave-inspired-video-game-dance-music-soundtrack-designers-republic-psygnosis.
- ↑ 23.0 23.1 23.2 "Wipeout 2097: The Making of an Iconic PlayStation Soundtrack" (in en). NoClip. 2024-11-06. https://sonicstate.com/news/2024/06/11/wipeout-2097-the-making-of-an-iconic-playstation-soundtrack/.
- ↑ Quillfeldt, Thomas (2023-12-09). "Wipeout's Original Composer Revisits a Stylish Masterpiece". https://www.lacedrecords.co/blogs/news/wipeout-s-original-composer-revisits-a-stylish-masterpiece.
- ↑ 25.0 25.1 25.2 Langshaw, Mark (2014-12-07). "20 years of PlayStation: Wipeout revisited" (in en-GB). https://www.digitalspy.com/videogames/retro-gaming/a614645/20-years-of-playstation-launch-game-wipeout-revisited/.
- ↑ 26.0 26.1 "Wipeout 2097". GameRankings. CBS Interactive. http://www.gamerankings.com/ps/199318-wipeout-xl/index.html.
- ↑ "Wipeout XL" (in en). https://www.metacritic.com/game/wipeout-xl/critic-reviews/?platform=playstation.
- ↑ 28.0 28.1 Edge staff (24 August 1995). "Wipeout Review". Edge. Future plc. http://www.edge-online.com/review/wipeout-review/.
- ↑ 29.0 29.1 Ham, Tom (1 December 1996). "Wipeout XL Review". https://www.gamespot.com/reviews/wipeout-xl-review/1900-2550221/.
- ↑ 30.0 30.1 Gerstmann, Jeff (26 August 1997). "Wipeout XL Review". GameSpot. CBS Interactive. http://www.gamespot.com/reviews/wipeout-xl-review/1900-2531856/.
- ↑ 31.0 31.1 "Finals". Next Generation (Imagine Media) (33): 143–144. September 1997.
- ↑ Lawrence, Jere (July 1997). "Wipeout 2097". PC PowerPlay (14): 56–57. https://archive.org/details/PCPowerplay-014-1997-07/page/n71/mode/2up.
- ↑ 33.0 33.1 Leadbetter, Rich (August 1997). "Review: Wipeout 2097". Sega Saturn Magazine (Emap International Limited) (22): 72–73. https://archive.org/stream/Official_Sega_Saturn_Magazine_022/Official_Sega_Saturn_Magazine_022_-_august_1997_UK#page/n72/mode/2up. Retrieved 25 November 2018.
- ↑ "Wipeout XL (Playstation) Review". http://www.allgame.com/game.php?id=2360&tab=review.
- ↑ "Wipeout XL (PC) Review". http://www.allgame.com/game.php?id=13063&tab=review.
- ↑ "Editorial". Computer and Video Games (United Kingdom: EMAP) (183 (February 1997)): 6–7. 10 January 1997. https://archive.org/details/Computer_and_Video_Games_Issue_183_1997-02_EMAP_Images_GB/page/n5/mode/2up.
- ↑ "ProReview: Wipeout XL". GamePro (IDG) (98): 102–3. November 1996.
- ↑ "Top 100 Games of All-Time". Next Generation (21): 59. September 1996.
- ↑ "The Best of '96". Electronic Gaming Monthly (Ziff Davis) (92): 90. March 1997.
- ↑ Staff writers (September 1997). "Top 25 PlayStation Games of All Time". PlayStation: The Official Magazine (Future plc) 1 (1): 34.
- ↑ "100 Best Games of All Time". Electronic Gaming Monthly (Ziff Davis) (100): 102. November 1997. Note: Contrary to the title, the intro to the article explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.
- ↑ IGN staff writers (22 January 2002). "Top 25 Games of All Time: Complete List". IGN. Ziff Davis. http://www.ign.com/articles/2002/01/23/top-25-games-of-all-time-complete-list.
- ↑ "The Greatest Games of All Time: Wipeout XL". http://www.gamespot.com/gamespot/features/all/greatestgames/p-18.html.
External links
- 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

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
- ↑ 1.0 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.
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