From HandWiki - Reading time: 8 min
| Conquest of the Crystal Palace | |
|---|---|
North American cover art | |
| Developer(s) | Quest |
| Publisher(s) | |
| Designer(s) | Takaharu Mita Yasumi Matsuno |
| Programmer(s) | N. Nagase |
| Artist(s) | Ginga Teiou Masanori Hara Naoto Nakazawa |
| Composer(s) | Mitsuyasu Tomohisa[1] |
| Platform(s) | Nintendo Entertainment System |
| Release | |
| Genre(s) | Platform |
| Mode(s) | Single-player |
Conquest of the Crystal Palace, known in Japan as Matendōji (
Years prior to the events of the game, the Kingdom of the Crystal Palace was conquered by an evil being named Zaras, who crowned himself king. Only Zap, a dog who served as a Keeper of the Crystal Palace, and Farron, the kingdom's infant prince, managed to escape. As the game begins, Zap explains to a now-teenage Farron that the time has come to retake the Crystal Palace, giving the prince one of three magical crystals that grant special powers to their user.[2]
Farron's quest takes him through five perilous realms filled with bizarre enemies, with aid for the prince coming only through Zap, a shopkeeper named Kim who doubles as a hint-dropping news reporter, and the kidnapped Crystal Princess who bestows the Moon Mirror upon Farron if he manages to free her.
Conquest of the Crystal Palace is an 2D action platform game. At the beginning of the game the player is given a choice between three crystals: a "Flight" crystal that increases Farron's jump height, a "Life" crystal that increases Farron's health, and a "Spirit" crystal that gives Farron unlimited use of a fireball attack. All of the crystal's effects can be temporarily replicated by power-ups that are dropped by defeated enemies or purchased through Kim's store. Farron's primary method of attack is his sword, though scrolls can be found or purchased to give Farron long-range abilities, and Zap can be summoned to damage enemies.[2]
Conquest of the Crystal Palace was developed and published by Quest in Japan, and published by Asmik in the United States. It marked the first collaboration between the game's planner Yasumi Matsuno and composer Masaharu Iwata, who went on to work together on titles such as Ogre Battle: The March of the Black Queen, Software:Tactics Ogre: Let Us Cling Together, Final Fantasy Tactics, and Final Fantasy XII.[2]
As was the case with many NES games, Conquest of the Crystal Palace was subject to significant alteration for its US release. Enemies and stage components that resembled ghostly children were altered to insects and generic rocky terrain.[2] The game's difficulty was generally reduced, and a cheat code was added that allowed the player to restore their health to full, make themselves invincible, or give themselves extra lives at any time.[2][3]
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 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]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
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