From HandWiki - Reading time: 5 min
| Command and Destroy | |
|---|---|
| Developer(s) | Cypron Studios |
| Publisher(s) | Destination Software, Zoo Digital Publishing |
| Platform(s) | Nintendo DS |
| Release | |
| Genre(s) | Real time strategy |
| Mode(s) | Single-player, Multiplayer |
Command and Destroy is a real-time strategy video game developed by Cypron Studios and published by Destination Software Inc. and Zoo Digital Publishing for the Nintendo DS.
Command and Destroy follows a number of the genre's conventions established by a more famous real time strategy series, Command and Conquer.[1] The game's plot follows an alien invasion of Earth.[2] The player completes a series of missions to progress through the game's single player mode, and can choose to play as the humans or the invaders.[2] The player uses soldiers to create a base and gather resources to create more troops.[1] Each mission has specific main and secondary goals to achieve.[2]
The player can control units using the Nintendo DS stylus to either select larger groups of troops or to select individual soldiers.[1] The game uses the stylus to place buildings and other control inputs.[1] The Nintendo DS d-pad can be used to move the camera and the game's cursor, but it requires the use of the stylus to control properly.[2] Command and Destroy does not feature battery save, and requires a password system to continue progress.[1][2] The game used the Nintendo DS wireless connectivity to allow for multiplayer games.[3]
Command and Destroy began development as a Game Boy Advance game.[1] In 2004, IGN previewed a development build of the game as Cypron Studios tried to sell the game to publishers.[3] A vestige of the game's time as a Game Boy Advance title is the password save system, which was kept even after it was ported during development to the Nintendo DS.[1]
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The game received "generally unfavorable reviews" according to the review aggregation website Metacritic.[4] IGN's Craig Harris felt that the "awful controls and the even worse save system kill the fun."[1] GameSpot's Austin Light noted that the game's controls were "a vicious cycle of annoyance" and encouraged prospective players to "do something more exciting, like shred documents or watch a screensaver."[2] GameZone's Louis Bedigian noted that the game was a "Command and Conquer clone" that didn't "live up to the legacy of the game it mimics."[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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