From HandWiki - Reading time: 8 min
| Attack of the Movies 3D | |
|---|---|
Cover art for the Wii version | |
| Developer(s) | Panic Button |
| Publisher(s) | Majesco Entertainment |
| Platform(s) | Wii, Xbox 360 |
| Release |
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| Genre(s) | Rail shooter |
| Mode(s) | Single-player, multiplayer |
Attack of the Movies 3D is a rail shooter video game developed by Panic Button and published by Majesco Entertainment for the Wii and Xbox 360. It is one of the first games developed by Panic Button. The game transports players into six movie-themed worlds where they battle large alien space cruisers, shoot underwater monsters and more, only to discover the reason these movies come to life.[1][2]
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The game received "generally unfavorable reviews" on both platforms according to the review aggregation website Metacritic.[9][10] Justin Cheng of Nintendo Power criticized the short length of the levels throughout the six environments, the enemy creatures and a lack of variety amongst similar weapons, calling it "a lackluster 3-D light-gun shooter."[7] Game Informer senior editor Jeff Cork felt the different levels played identically with undistinguished targets, showed a lack of "branching paths or variations in the gameplay", and called out the 3D elements for being "a mixed blessing – the game is so offensively ugly that I didn’t want it getting any closer to me than necessary." He concluded that: "The dubious benefit of the game's 3D effects is offset by its one-dimensional gameplay. Rail shooters don't get much more tedious, lifeless, or ugly than Attack of the Movies 3-D."[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 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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