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| Conflict: Europe | |
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| Developer(s) | Personal Software Services[1] Ariolasoft (DOS)[2] |
| Publisher(s) | PSS/Mirrorsoft[3] |
| Platform(s) | Amiga, Atari ST, MS-DOS |
| Release | 1989 |
| Genre(s) | Turn-based strategy |
| Mode(s) | Single-player |
Conflict: Europe is a 1989 turn-based strategy video game developed and published by Personal Software Services (PSS) for the Amiga and Atari ST.[1][3] An MS-DOS port was released later.[2] The game is considered a follow-up to PSS' 8-bit game from 1985, Theatre Europe.[3][4]
The game presents several scenarios where Anglo-Soviet relationships have deteriorated to the point of open warfare. The player can choose to lead either NATO or the Warsaw Pact in a thirty-day period of hostilities. The main screen displays a map and small monitors for communication and information. The player can choose from options such as nuclear aggression, troop movement, chemical attacks, negotiation, and air control.[5]
Each option has a different screen with specific actions. For example, the nuclear terminal requires an authorisation code and offers choices such as launch fire mission or reflex strike. The diplomatic terminal allows for communication with other countries and presenting peace terms or threats to the enemy. The supply readout helps determine if a weak unit can survive until supplies arrive. The vidiprinter provides reports from army and navy sub divisions. Unit orders are given through the main map screen, which covers Europe and operates on a grid system. Moving the command cursor over a unit and clicking on its destination allows for movement and attacking. Units can move one square per turn, depending on the terrain. The report shows the results of battles, with units either untouched, retreated, or erased from the map. The game ends with a percentage command assessment and the number of civilian casualties.[5]
| Reception | ||||||||
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Computer and Video Games called the game "[a]n exciting, atmospheric and easy-to-operate war game that will appeal to all computer users."[4] ACE noted the game as "an excellent wargame which should appeal to beginners as well as experienced players".[5] ST Format said the game is "extremely addictive even for players who aren't wargame fanatics".[3] The Games Machine said the game "becomes boring after a while due to repetitive play".[6]
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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