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| Casino Games | |
|---|---|
Box art | |
| Developer(s) | Compile |
| Publisher(s) | Sega |
| Platform(s) | Master System |
| Release | |
| Genre(s) | Casino, Pinball |
| Mode(s) | Single-player |
Casino Games is a video game compilation developed by Compile, published by Sega and released in 1989 for the Master System. The game is a compilation of five games in one cartridge, mainly gambling games.
The compilation contains three card games (including Poker, Blackjack and Baccarat) and two arcade games (including Slot Machine and Pinball), designed to simulate casino games in Las Vegas. The player takes the role of a male/female character with a custom name and starts off with $500 in the casino "Club Sega". The player is able to choose how much to bet in the card games and slot machine and in the case of pinball choose the type of slope for difficulty level. If the player wins a game, a password is outputted to continue progress. If the player runs out of money[2] , the game is over. The player wins if they are able earn $1,000,000.[3]
| Reception | ||||||||
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Scores for the game were mediocre, with Allgame calling it a "Nice collection of games for those who like cards and gambling"[6] and The Games Machine regarding it as well worth the money, while lacking grab and attention.[5]
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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