From HandWiki - Reading time: 9 min
| Asphalt: Urban GT 2 | |
|---|---|
Cover art featuring the Mercedes-Benz SLK 55 AMG and the Lamborghini Murcielago (as it was previously featured in Asphalt Urban GT), being chased down by a police helicopter | |
| Developer(s) | Gameloft Montreal[lower-alpha 1] |
| Publisher(s) | Gameloft |
| Series | Asphalt |
| Platform(s) | J2ME, N-Gage (Symbian), Nintendo DS, PlayStation Portable |
| Release | N-Gage J2ME
PlayStation Portable
|
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Asphalt: Urban GT 2 is a racing video game developed by Gameloft Montreal and published by Gameloft for the Nintendo DS, N-Gage and PlayStation Portable. A 2.5D J2ME version for mobile phones was also released on November 30, 2005.[3][4] It is a sequel of Software:Asphalt: Urban GT (2004) and the second major game of the Asphalt series.
The game features a special appearance from The Pussycat Dolls, and a sample of Moby's single "Lift Me Up".[5] The Nintendo DS version was released a year after the N-Gage version, with improved graphics, sound, and dual screen compatibility. A version for the PSP was also released in March 2007 which features the track "Apply Some Pressure" by Maxïmo Park and adds an exclusive "Time Ride" Mode for the Arcade mode.[6][7] The next title in the series was Software:Asphalt 3: Street Rules which would only be released for mobile phones; the next console release would be the Nintendo DSi version of Software:Asphalt 4: Elite Racing in 2009.

The gameplay of Urban GT 2 is often compared to Burnout, Need for Speed and other titles as players can eliminate other opponents or police cars[8] by performing takedowns. This is done by either forcing them into the wall or ramming them while using a nitrous oxide boost which temporarily increases the vehicle's acceleration and top speed for a short duration.
The game uses a "wanted" meter governing law enforcement response to players while street racing, especially if nitrous is used, if the player commits property destruction[lower-alpha 2] or disables other competitors and law enforcement vehicles by ramming them off the road.[7][4]
As with the previous entry in the series, Urban GT 2 takes place in tracks modelled after real-world locations; many of the tracks from the previous game return such as Paris, New York City, Miami, Las Vegas, Cuba, the Chernobyl exclusion zone and Hong Kong, though new tracks such as San Francisco, Rio de Janeiro and Dubai have also been added.
The game features 57 vehicles, 45 of which are licensed from 23 real-world manufacturers such as Aston Martin, Lamborghini, Hummer, Volkswagen, Nissan, and several others. Unlike the previous game whose sole motorcycle is the fictional "Gamelati 1000 SS", Urban GT 2 adds several new licensed motorcycle models in its roster, notably those from Confederate Motors, Ducati and Triumph.

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Urban GT 2 was met with mixed reception. GameRankings and Metacritic gave it a score of 65% for the DS version;[9] 62% for the Mobile version;[10] and 30% and 42 out of 100 for the PSP version.[11][12]
Frank Provo of GameSpot praised the game's improvements over the original and its selection of licensed vehicles and respective upgrades,[8] but noted the game's poor AI. Andrew Hayward of Worthplaying however, was more critical of the game, calling it a "mundane exercise in repetition". Besides citing easy difficulty and AI problems, the use of the Pussycat Dolls was also criticised as being a "marketing gimmick".[14]
In a more positive review, Levi Buchanan of IGN praised the mobile version's selection of vehicles and graphics, though Buchanan attributed most of the game's criticism to mobile device limitations.[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 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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