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| Action Force | |
|---|---|
| Developer(s) | The Gang of Five |
| Publisher(s) | Virgin Games |
| Designer(s) | Martin Wheeler Link Tomlin |
| Platform(s) | ZX Spectrum, Commodore 64, Amstrad CPC |
| Release | 1987 |
| Genre(s) | Puzzle, shoot 'em up |
| Mode(s) | Single-player |
Action Force: International Heroes is a video game released by Virgin Games in 1987 for the ZX Spectrum and Commodore 64, and in 1988 for the Amstrad CPC. The game is set in the world of the Action Force (G.I. Joe) toys by Hasbro. The ZX Spectrum version of the game differs notably from the Commodore and Amstrad versions.
Cobra have launched a surprise attack on the island of Botsneda. In the panic of the evacuation, classified information has been left behind in the eastern sector. An Action Force team must cross to the eastern side of the island in a modified A.W.E. Striker to retrieve the data. Their path must be safely cleared of enemies and obstacles.
The player controls a helicopter which must clear the path for the Striker and its occupants across a dangerous landscape. Rivers may be crossed by picking up pontoon sections and moving them to create pontoon bridges.
The Striker contains Flint, Lady Jaye and Quick Kick, while the player controls Snake Eyes, who is equipped with a helipack and an automatic rifle.[1] The Striker will automatically stop when it meets an obstacle, and will begin moving again when the path is cleared. There are no enemy aircraft but missiles and aerial mines must be avoided or destroyed.
The Striker contains Lady Jaye and Crankcase, while the player controls Wild Bill and Flint in an XH-1 helicopter. The XH-1 is equipped with missiles and bombs.[2] The Striker will not stop when it meets an obstacle and will crash if the path is not cleared. The player must fight off hostile Cobra aircraft.
| Action Force II | |
|---|---|
| Developer(s) | The Gang of Five |
| Publisher(s) | Virgin Games |
| Designer(s) | Martin Wheeler, Andy Green |
| Platform(s) | ZX Spectrum |
| Release | 1988 |
| Genre(s) | Puzzle, shoot 'em up |
| Mode(s) | Single-player |
A sequel, Action Force II: International Heroes was released by Virgin Games in 1988 for the ZX Spectrum home computer.
Cobra has taken a number of innocent citizens hostage and it is up to Action Force to rescue them. They are being held in separate groups atop various urban buildings. Each block must be scaled by Quick Kick while Airtight covers him from the helicopter.
As with Action Force, the player must shepherd a character across a dangerous environment, however the game is otherwise completely different.
The player controls the crosshairs of Airtight's weapon, and must shoot enemies that appear before they injure Quick Kick as he ascends the side of the building. Quick Kick also loses energy as the level progresses; it can be replenished by shooting the U.S. flags on the walls of some screens. When Quick Kick reaches the roof the hostages are released and make their way to the rescue helicopter.
At the end of each level Airtight may switch weapons; he can choose between a machine-gun, bazooka or bio-gun, each of which has different advantages and drawbacks.
Every two levels the player must defeat a tank by shooting it a certain number of times within a time-limit.
Martin Wheeler, one of the developers
I think Action Force 2 was the game I was happiest with. We wrote it with instant arcade appeal in mind, deliberately playing on the tastes of the games reviewers who slated DD2. They gave it the 'Smash' we thought Dan Dare 2 had deserved.[3]
The programming was done by the same people who did Rebel for Virgin, and it shows. Rebel looked big, bold and sharp, and so does Action Force. It's one hell of a good game.[4]
Hey! This game is brilliant... After a bad patch Virgin seems to have regained its former glory. Dan Dare was brill, Dan Dare 2 was exceptional and Action Force 2, well it's transcended!"[5]
Action Force 2 is full of wonderful little touches: bullet-holes appear in the brickwork, torches on the walls burn, your gunsight judders as you hold down the trigger. Quick-Kick expires convincingly if the enemy manages to shoot him or drop weights on his head. If you remember to shoot the dustbins, keep blasting the flags to restore energy, and keep your cool against the tank, the early levels are fairly straightforward. But as it gets harder and harder, Action Force 2 just gets better and better.[6]
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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