Software:X: Beyond the Frontier
| X: Beyond The Frontier | |
|---|---|
| Developer(s) | Egosoft |
| Publisher(s) | THQ |
| Director(s) | Darren Melbourne Jürgen Goeldner |
| Producer(s) | Ole Mogensen |
| Programmer(s) | Martin Brenner Bernd Lehahn |
| Artist(s) | Alexander Preuss |
| Composer(s) | Thomas Egeskov Petersen |
| Series | X |
| Engine | X TECH 1 |
| Platform(s) | Windows |
| Release | |
| Genre(s) | Simulation |
| Mode(s) | Single-player |
X: Beyond the Frontier is a video game created by Egosoft for Windows. The first of the X series, it is a space trading and combat simulator game, mostly set in the fictional X-Universe. Upon release, it was frequently compared to the older Elite.[3][4]
An expansion, X-Tension, was released in 2000. Four full sequels have since followed: Software:X2: The Threat in 2003, Software:X3: Reunion in 2005, Software:X3: Terran Conflict in 2008, and Organization:X4: Foundations in 2018. X: Beyond the Frontier and X-Tension were released together as X-Gold in 2000. A novel, Farnham's Legend, is based on the plot of X: Beyond the Frontier.
Background
Set in the year 2912 AD, the player takes the role of Kyle Brennan, an Earth test pilot for the X-Shuttle, better known as the X-Perimental Shuttle, which has the ability to jump from one part of the universe to another via a wormhole without requiring a jumpgate.
During the test jump, something goes drastically wrong and Brennan ends up in an unknown part of space. He encounters an alien race, the Teladi, a highly capitalist, profit-focused culture. Finding Kyle helpless, they repair his ship and loan him some money. They also give hints on trading in the X Universe, and may tell him (if he asks) about the Argon and other alien races in the X-Universe. The X Universe is a network of sectors linked by jumpgates. With his jumpdrive destroyed, and no idea how to return to Earth, Brennan finds himself stranded, alone and indebted to an alien race.
The player is free to choose how to continue the game, and if or when to pursue the main plot.
Main plot
Through trade and exploration, Brennan eventually encounters the Argon, a race who appear human. However, it quickly becomes clear that the Argon have no knowledge of Earth, and most dismiss Brennan as a crank when he claims to be from Earth.
He is subsequently led to a group of scientists and scholars known as the Goner, which is an organisation dedicated to preserving information about Earth. He works with them to discover the forgotten history of the Argon - that they are descended from humans who were cut off from Earth centuries ago in a war with rogue machines known as the Terraformers. After convincing the Argon that Earth is real, Brennan works with them - specifically, with Ban Danna, Head of the Argon Secret service - to prevent the Terraformers, now known as the Xenon, from developing a super-weapon.
Depending on his status with the different X-Universe races, Brennan finally forms an alliance to attack the Xenon forces and destroy their super-weapon, thus completing the game, but Kyle is stranded in the new sector of the Galaxy and is unable to return to Earth. The Argon federation welcome him into their ranks and offer him the means to make himself comfortable in his new home.
Gameplay
There are fifty-four star systems in the X Universe, and within each one there are numerous installations. There is at least one space station in each system, and they range from ordinary factories like solar power plants to shipyards. By trading with them the player makes a profit, which allows one to upgrade the X-Perimental Shuttle with new weapons, better shields, and increased cargo space.
It is possible to trade within a single system, but the player can earn credits much quicker by exploring other systems via the jump gates. Eventually, the player will be able to buy factories and thus earn much greater income.[5]
Although each system has at least one planet, it is not possible to land on any of them. Factories, space stations, and other installations are located far from the planets and stars.
Reception
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X: Beyond the Frontier received "average" reviews according to the review aggregation website Metacritic.[6] Computer Games Strategy Plus gave it a mixed review over a month before it was released Stateside.[8]
The game was praised for its open-ended gameplay and the large number of systems to explore.[4] The economy in the X Universe is dynamic, with the price of goods varying with supply and demand. For example, selling a large amount of one particular product to a single station will result in the price for further consignments dropping in proportion to their demand.[3][18]
The atmospheric musical score of the game was also praised,[19] as was the varied dialogue one can have with many different aliens, although several reviews complained that the voice acting, while atmospheric, was hard to understand and could make it difficult to follow the plot.[3][19] The game was also praised highly for its "spectacular background graphics",[3] such as "gorgeous colored lighting effects and the highly detailed rotating planets".[4]
However, the game received criticism from some for giving the player so little equipment to start with. For example, the X-Perimental loses its weapons in the accident that brings it to the X Universe. These can be purchased once the player acquires sufficient credits to do so. Until then, the player is defenseless. The ship is also quite slow, and traveling between installations at first takes a long time. A time-accelerator device reduces the transit time, but it needs to be found and purchased, which means the game moves at a frustrating "snail's pace [for] the first 10-20 minutes".[4] Still, "[a]fter as little as an hour of gameplay, with some shrewd trading... you should be able to outfit your X ship with a pair of lasers ... and the time-accelerating 'singularity time distortion engine'", said one review.[4]
The combat system was lightly criticized as "being more of a goal to be overcome than a challenge to be relished", especially given the "suicidal as hell"[3] "kamikaze"[4] nature of enemy pilots, who appear constantly to wish to ram the player. A final criticism was the game's "skimpy manual",[4] which leaves the player to work out most things for themselves. Others felt "the documentation was extremely well done" and that "the game actually uses your complete ignorance of what's going on around you to add a sense of adventure and mystery to the tale".[3]
X-Tension
| X-Tension | |
|---|---|
![]() | |
| Developer(s) | Egosoft |
| Publisher(s) | THQ SouthPeak Games (EUR) |
| Director(s) | Bernd Lehahn Darren Melbourne |
| Producer(s) | Ole Mogensen |
| Programmer(s) | Martin Brenner Bernd Lehahn Thomas Maier Marco Nowara |
| Artist(s) | Alexander Preuss |
| Composer(s) | Thomas Egeskov Petersen |
| Series | X |
| Engine | X TECH 1 |
| Platform(s) | Windows |
| Release |
|
| Genre(s) | Simulation |
| Mode(s) | Single-player |
X-Tension (2000) was released as an expansion to Beyond the Frontier, but many gamers and reviewers consider it more a "sequel" than an "add-on".[20][21] It follows on after the story in Beyond the Frontier, with "the evil Xenon vanquished" and the player "still stranded light years from home".[20] The player once again takes on the role of Kyle Brennan, who now has "time to kill" as his X-perimental ship is reverse-engineered.[20] The player is given a ship, some credits, and left to make his own way in the X Universe. In a canon aspect, the events of this game would be assumed to see the player start a business empire, which would become Terracorp in the sequel.
Gameplay
There is no overarching plot in X-Tension. It is an open-ended, sandbox game, filled with "microquests".[22] The player is free to choose "to be a trader with an unarmed Argon Lifter... or a bounty-hunter ... armed to the teeth with plasma throwers";[21] free to choose "where [they] want to go, what to trade in and who to pick on".[20] Egosoft's managing director, Bernd Lehahn, described X-Tension as a space game that allows the players to live freely in a virtual universe and do whatever they want to do.[22]
Changes
The graphics were improved for X-Tension, adding new effects and scenery, and removing "visible seams which blighted many of these backdrops in the original game".[21] The musical score was also extended, and the X Universe was expanded to a total of ninety systems.
X-Tension addressed many criticisms of the original game. The player's craft is pre-equipped with some upgrades - weapons and a time-accelerator[23] - so that players can defend themselves from the beginning, although the weapons that the players start out with are useless against most of enemy ships. The player can leave the ship and space walk in a space suit,[20] purchase new ships from shipyards, and even capture enemy ships that can be flown by the player.[21][22]
The in-game interface was expanded to include new features, including an automatic navigation system that allows the player "to easily access information about any sectors" visited, and includes a full map of the galaxy showing everywhere the players have been.[21] When combined with some upgrades and equipment, this system allows the player to monitor the X-Universe's economy, traffic and prices remotely, a new feature which makes trading less difficult than it was in the original game.[21] The interface also allows the players to control many of their assets - factories and ship tasks - remotely. They no longer need to land at a factory to adjust it, nor even to be in same region of space.[21][22]
One criticism shared by both games was the combat system; while improved in X-Tension, it could still be summed up as "unremarkable".[21] Notably, Egosoft's managing director, Bernd Lehahn, mentioned appealing to the Wing Commander audience as a high priority in the design of 2005 sequel X3: Reunion. He defined this as "people who... expect a story and cool fighting missions" but who may be won over to "the freeform gameplay and the advantages that a realistic economy adds to such a game".[24]
Reception
| X-Tension | ||||||||
|---|---|---|---|---|---|---|---|---|
| ||||||||
The extension pack received "favorable" reviews, although no aggregate score exists.
See also
- List of PC games
References
- ↑ Fudge, James (January 31, 2000). "X: Beyond The Frontier Ships". Strategy Plus, Inc.. http://www.cdmag.com/articles/025/197/x.html.
- ↑ "The Games Of 1999 ~ Europe". http://www.gonegold.com/golden/eurogold99.shtml.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Ward, Trent C. (March 6, 2000). "X: Beyond the Frontier". Ziff Davis. https://www.ign.com/articles/2000/03/07/x-beyond-the-frontier.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Ryan, Michael E. (February 9, 2000). "X: Beyond the Frontier Review". CBS Interactive. https://www.gamespot.com/reviews/x-beyond-the-frontier-review/1900-2531906/.
- ↑ X-Tension instruction manual, p. 52.
- ↑ 6.0 6.1 "X: Beyond the Frontier for PC Reviews". CBS Interactive. https://www.metacritic.com/game/x-beyond-the-frontier/critic-reviews/?platform=pc.
- ↑ Werner, Nash (February 29, 2000). "X: Beyond the Frontier". CNET. http://gamecenter.com/Reviews/Item/0,6,0-3808,00.html.
- ↑ 8.0 8.1 Markell, Dave (December 21, 1999). "X: Beyond the Frontier". Strategy Plus, Inc.. http://www.cdmag.com/articles/025/031/xfrontier_review.html.
- ↑ Nguyen, Thierry (June 2000). "X-treme Tedium (X: Beyond the Frontier Review)". Computer Gaming World (Ziff Davis) (191): 104. http://www.cgwmuseum.org/galleries/issues/cgw_191.pdf. Retrieved July 31, 2017.
- ↑ Bye, John "Gestalt" (October 21, 1999). "X : Beyond the Frontier". Gamer Network. https://www.eurogamer.net/articles/x.
- ↑ "X: Beyond the Frontier". Game Informer (FuncoLand) (85). May 2000.
- ↑ Olafson, Peter (April 18, 2000). "X: Beyond the Frontier Review for PC on GamePro.com". GamePro (IDG Entertainment). http://www.gamepro.com/computer/pc/games/reviews/5287.shtml. Retrieved July 31, 2017.
- ↑ Johnny B. (February 2000). "X-Beyond the Frontier Review [date mislabeled as "February 1999""]. CraveOnline. https://www.gamerevolution.com/review/32871-if-the-wall-street-journal-had-written-star-wars-review.
- ↑ Buecheler, Christopher (March 17, 2000). "X - Beyond the Frontier". IGN Entertainment. http://www.gamespy.com/legacy/reviews/xbeyond_a.shtm.
- ↑ Reed, Aaron (February 7, 2000). "X-Beyond the Frontier Review". http://pc.gamezone.com/gzreviews/r12360.htm.
- ↑ Brenesal, Barry (May 2000). "X: Beyond the Frontier". PC Accelerator (Imagine Media) (21): 70. https://archive.org/details/PCXL21May2000/page/n71/mode/2up. Retrieved June 20, 2021.
- ↑ McDonald, T. Liam (June 2000). "X: Beyond the Frontier". PC Gamer (Imagine Media) 7 (6): 112. https://archive.org/details/pcgamer200006/page/n113/mode/2up. Retrieved June 29, 2021.
- ↑ X-Tension instruction manual, pp. 48-49.
- ↑ 19.0 19.1 Jojic, Uros "2Lions" (March 10, 2000). "X: Beyond the Frontier Review". CraveOnline. http://www.actiontrip.com/reviews/x-beyond-the-frontier.phtml.
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Shoemaker, Ritchie (December 2000). "X-tension". PC Zone (Dennis Publishing) (96): 93. https://archive.org/details/PC_Zone_Issue_096_2000-12_Dennis_Publishing_GB/page/n91/mode/2up. Retrieved June 20, 2021.
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 Bye, John "Gestalt" (November 11, 2000). "X-Tension". Gamer Network. https://www.eurogamer.net/articles/r_xtension.
- ↑ 22.0 22.1 22.2 22.3 Neary, Harry (April 7, 2000). "X-Tension Interview". Ziff Davis. https://www.ign.com/articles/2000/04/08/x-tension-interview.
- ↑ X-Tension instruction manual, p. 21.
- ↑ Blyth, Jon (January 25, 2007). "Looking Back... X3: Reunion". Future plc. http://www.computerandvideogames.com/article.php?id=156252.
External links
- Official website
- 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.
Wikidata has the property:
|
External links
- No URL found. Please specify a URL here or add one to Wikidata.
- 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.
Wikidata has the property:
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External links
- No URL found. Please specify a URL here or add one to Wikidata.
Template:X computer game series
Warning: Default sort key "X: Beyond The Frontier" overrides earlier default sort key "Mobygames".

