From Handwiki | Hacker II: The Doomsday Papers | |
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| Developer(s) | Activision |
| Publisher(s) | Activision |
| Designer(s) | Steve Cartwright[1] |
| Platform(s) | Amiga, Amstrad CPC, Apple II, Apple IIGS, Atari ST, C64, IBM PC, Macintosh, ZX Spectrum |
| Release | 1986 |
| Genre(s) | Puzzle/Strategy |
| Mode(s) | Single player |
Hacker II: The Doomsday Papers is computer game written by Steve Cartwright and published by Activision in 1986.[1] It is the sequel to the 1985 game Hacker. Hacker II was released for the Amiga, Apple II, Apple IIGS, Amstrad CPC, Atari ST, Commodore 64, IBM PC, Macintosh, and ZX Spectrum.
Hacker II is more difficult and involved than the first game. In Hacker II, the player is actually recruited based upon their (assumed) success with the activities in the original game. Once again, they are tasked with controlling a robot, this time to infiltrate a secure facility in order to retrieve documents known only as "The Doomsday Papers" from a well guarded vault to ensure the security of the United States .
Eventually, as they escape with the papers, the player is confronted by agents of the United States who reveal that they have actually been working for a former Magma employee, who wanted the papers in revenge for what had happened to the company the player had presumably exposed in the first game. The building that the player had unwittingly broken into was a government facility. The player then has to go back into the facility as part of a gambit to expose the Magma agent, avoiding the same security that had threatened the player before.

Gameplay is considerably changed from the previous game, and the packaging notably includes a "manual" describing the function of a four-way monitor system provided to the player. It is hooked into the camera security network of the facility the player is asked to infiltrate. A handful of robots are available, hidden in the facility, in case some are lost. By using the camera system and in-game map that helps track guard patrols and the location of the robots, the player must explore the one floor facility and find the codes needed to open the vault and escape with the papers. To aid the player there is also a pre-recorded security tape of a typical day for every camera in the facility, which the player can bypass the actual camera feed with when they need to be in an area for an extended time although care is needed to ensure the time stamp matches with the actual time of the game.
Discovery by the guards must be avoided at all costs because once alerted, they will call in a huge machine that resembles a large plate hung from what looks like a metal frame on wheels. This machine pursues the player's defenseless robot and attempt to crush it with the plate. The player can try to avoid the drone, although it is relentless in its pursuit and is much faster than the player's robot. If all the player's robots are destroyed, the game is over. Things that can set off the alarms include being seen by the patrolling guard who has constant line of sight in the corridors, having one of the cameras see the robot, incorrectly disabling the vault security or failing to sync a bypassed camera feed with actual time giving evidence there is tampering going on.
The game also featured escalating problems as part of the player's interface begins to fail, the in-game map starts to lose progress of the player's robot, monitored security cameras, the guard and eventually the map itself as the player defeated the system, eventually to get into the vault the player may well be forced to control the robot blindly relying on maps that should have been made by the player.
There are no saves available in the game, as in the first title.
Compute! described Hacker II as not having an original plot and criticized the inability to save, but favorably reported on the game's graphics, detail, and user interface. The magazine stated that it had "some of the most exciting and harrowing scenarios you'll find in a computer game" and advised, "I do not recommend it to anyone with a weak heart".[2] Computer Gaming World praised Hacker II's graphics and design on the Atari ST, and stated that the game more accurately depicted system cracking than Hacker, but cautioned that its difficulty and scale would not appeal to everyone.[3] Info gave the Commodore 64 version four stars out of five, describing it as "a superior sequel to the original ... An engrossing and challenging espionage game".[4]
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.

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]
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Categories: [Puzzle video games] [Video game sequels]