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| Baku Baku Animal | |
|---|---|
| Developer(s) | Sega |
| Publisher(s) | Sega |
| Platform(s) | Arcade, Saturn, Game Gear, Windows, Master System, mobile phones |
| Release | 1995 (Arcade) April 1996 (Sega Saturn) 1996 (Sega Game Gear) 1996 (Windows 95) 1996 (Sega Master System) 2002 (mobile phone) |
| Genre(s) | Puzzle |
| Mode(s) | Single-player, multiplayer |
| Arcade system | Sega Titan Video (ST-V)[1] |
Baku Baku,[2] released in Japan as Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a 1995 falling block puzzle video game developed and published by Sega for arcades. It is Sega's first network compatible PC game.[3] A Sega NetLink compatible version of the game was also announced,[4] but never released. The Japanese onomatopoeia "Baku Baku" roughly translates to "Chomp Chomp".[5]
The King is hosting a competition to hire a royal zoo keeper for his daughter's numerous pets. The main character, Polly, must fight her way through other applicants to earn the position. Each opponent has an intro dialogue with different responses based on if you win or lose.
Bug: "How lucky, my opponent is only a little girl!" Polly: "Hmph! How rude! I'll show you who's the weak one!"—Sega, Baku Baku Animal

The player lines up falling animal and food tiles. When an animal is adjacently aligned to a tile of its favored food (e.g. Monkey and Banana), the animal eats the food. The number of connected food tiles eaten in one bite from an animal tile determines the point amount—more connected tiles means more points for the player.
When animals eat food tiles they also make random blocks fall in the opponent's area, right after the opponent's currently falling blocks. The object of the game is to make one's opponent unable to place more blocks.
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In Japan, Game Machine listed Baku Baku Animal on their June 1, 1995 issue as being the eleventh most-successful arcade game of the month.[12]
The Saturn version was met with critical acclaim upon release, with Maximum calling it "the best 'next generation' puzzle game we've seen to date",[8] Sega Saturn Magazine "some of the most addictive puzzle play since Tetris",[10] GameSpot "a must own" for "Saturn owners who have even a remote interest in puzzle games",[7] and GamePro "undeniably the best puzzle game in the world so far."[5] Critics lauded the addictive gameplay, especially in two-player competitive mode,[7][8][9][10][5][11] but the cute graphics and sounds were met with general approval as well.[7][8][10]
Reviewing the Game Gear version, the four reviewers of Electronic Gaming Monthly commented that the gameplay concept of Baku Baku Animal is simple and accessible, yet has enough strategic possibilities to engage even veteran players. Andrew Baran summarized it as "non-threatening fun anyone can enjoy".[6]
Baku Baku won Computer Gaming World's 1996 "Classic/Puzzle Game of the Year" award. The editors wrote, "The beauty of this game [...] lies in its ability to suck you in and keep you coming back for more and more. If you haven't already tried it, beware: Baku Baku will eat up your time."[13] It was a finalist for the Computer Game Developers Conference's 1996 "Best Trivia or Puzzle Game" Spotlight Award,[14] but lost the prize to You Don't Know Jack XL.[15] Electronic Gaming Monthly named the Game Gear version a runner up for "Hand-Held Game of the Year" and the Saturn version a runner up for "Puzzle Game of the Year" (beaten in both cases by Tetris Attack).[16] Rome News Tribune also listed Tetris Attack as better than Baku Baku Animal.[11]
Baku Baku Animal was named the 72nd best computer game ever by PC Gamer UK in 1997.[17]

A white label 12 inch EP consisting entirely of dance tracks using sound effects from Baku Baku Animal, recorded by The Dream Team and Timebase for the Suburban Base label, was circulated to disc jockeys in 1996.[18]
Additional evidence for the popularity of Baku Baku Animal is its use as an example of a falling-block puzzle game (a sub-genre of the tile-matching video game). A 1997 The Psychologist article about video game violence used it to describe puzzle games along with Tetris.[11] In a Figure 3 article from 2007, its legacy is noted within the history of tile-matching video games. Author Jesper Juul states that Baku Baku Animal has "special objects to match". This new gameplay rule distinguishes it from previous titles.[19]
Super Puzzle Fighter II Turbo was compared to Baku Baku Animal in Sega Saturn Magazine, "The bottom line is that Super Puzzle Fighter II X is a brain-rending game of skill and cunning, which is effectively a remake of Baku Baku Animal, albeit one with some of the best presentation ever seen in the hotly contested field of Sega Saturn puzzle games."[20]
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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