From HandWiki - Reading time: 5 min
| Connections | |
|---|---|
Cover art for the game. | |
| Developer(s) | Discovery Channel Multimedia |
| Publisher(s) | Discovery Channel Multimedia, The Learning Channel, Some Interactive |
| Platform(s) | Windows 3.x, Windows, Macintosh |
| Release | 1995 |
| Genre(s) | Adventure game |
| Mode(s) | Single-player |
Connections is a 1995 educational adventure video game.
Based on the show Connections on The Learning Channel, the game revolves around a plot of the player aiming to fix a computer program, by finding a series of connections that glue the world together.
Players progress through a series of graphic screens, and FMV video to find a series of connections. Items can be manipulated using hotspots. The game is narrated by James Burke.[1] Players can toggle a hints system, adjust volume, save the game, and choose their gender.[2]
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Lisa Karen Savignano of Allgame wrote that the game was "exceptional" but that it had the potential to leave players endlessly frustrated.[3] GameZone's Craig Majaski thought the game would appeal to players who had enjoyed Myst or Return to Zork.[5] Meanwhile, The AV Club contributor Brian Clair said the game succeeded as a learning tool.[6] MacWorld's George and Ben Beekman thought the game was well below the industry standard for the genre.[7] Entertainment Weekly thought the game was a missed opportunity; instead of being interesting and unique it was merely "Myst with a twist".[8]
The November 1996 edition of Computer Gaming World deemed the video game the #13 Top Sleeper Of All Time.
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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