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| Abracadabra | |
|---|---|
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| Developer(s) | Odisea Software |
| Publisher(s) | Proein Soft Line |
| Designer(s) | Jorge Blecua |
| Engine | Professional Adventure Writer |
| Platform(s) | Amstrad CPC, MSX, ZX Spectrum |
| Release | 1988 |
| Genre(s) | Interactive fiction |
| Mode(s) | Single-player |
Abracadabra is a text adventure developed by Odisea Software and published by Proein Soft Line only in Spanish for the Amstrad CPC, MSX and ZX Spectrum in 1988.
Abracadabra is a text adventure. The game depicts the game world and events in textual form. As in a tabletop role-playing game the game is played move by move. The player enters a move in form of a command in natural language, referring to the game world, non-player character or items in his possession. The game's parser then evaluates the move much like a tabletop RPG's gamemaster, remodeling the game world if necessary and telling the player the outcome of his move. This way the player can explore the game world, solve puzzles and advance the plot. Solving certain puzzles grants access to further parts of the game world.
In addition the game shows hand-drawn pictures that depict the current location in the game world. The location pictures take up about two thirds of the screen with the lower third reserverd for text input and output.
In the year 1209, a knight named Clus d'Eledorf was bewitched by the jealous Queen Saligia, enamored with him, to become a ghost haunting the Castle Burgenfels until he would confess his love to her. The game is divided into two parts. In part one, Clus has to find a way to rid of the witch, break the curse and escape his prison. In the second part, Clus needs to seek out and rescue his beloved Princess Violeta from the Greenwald forest.
The game was well received by Spanish video game press. MicroHobby called it an "excellent game with a high level of graphic quality and more importantly a stunning setting and realization" and a "fantasy adventure game that provides all the elements necessary to satisfy even the most demanding fans of this genre."[1] Micromania gave it a score of 8/10[2] and CAAD opined that "among the adventures existing on the Spanish market, this one is definitely the best."[3]
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.

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]
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