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| Corridor 7: Alien Invasion | |
|---|---|
![]() CD cover art | |
| Developer(s) | Capstone Software |
| Publisher(s) | IntraCorp GameTek |
| Engine | Modified Wolfenstein 3D engine |
| Platform(s) | MS-DOS |
| Release | March 1994 |
| Genre(s) | First-person shooter |
| Mode(s) | Single-player, Multiplayer |
Corridor 7: Alien Invasion is a first-person shooter video game developed by Capstone Software and published by IntraCorp and GameTek. The game received poor reception, largely due to its use of the outdated Wolfenstein 3D engine. A sequel, Corridor 8: Galactic Wars, was announced but later canceled.
The staff of a top-secret research laboratory, Corridor 7, inadvertently opens an interdimensional portal known as the Vortex while experimenting on an alien artifact recovered from Mars. Shortly after, hostile aliens emerge from the Vortex and kill all of the staff. The player, as a lone Special Forces soldier, enters the base to fight the aliens and destroy the source of their power.

Corridor 7 consists of 30 floors (with 40 floors in the CD version) and 6 bonus floors. The player is tasked with killing a certain number of enemies before the exit to the next floor is accessible. There are four difficulty settings, which modify the number of enemies that need to be eliminated and how much damage the player will take from enemy attacks and traps. In the CD version, there is a fifth setting, which randomly scatters items and enemies throughout the game.
The player can activate the proximity map in one corner of the screen, showing a small section of the current level with active aliens marked in yellow. The map can be expanded by finding the floor plan. The player is equipped with a visor capable of both infrared and night vision. Infrared is employed to detect invisible traps, while night vision enhances the player's vision in dark areas of the game. Ammunition and health are not scattered around the levels as objects to pick up, but rather as dispenser bays encased in the level walls. Health is also available in rooms called "health chambers", where the player can obtain up to 100 hit points. There are two ammo types for human firearms and alien firearms.
Locked areas require a color-coded (blue or red) pass card to be opened, which are granted by interacting with computer terminals.
The success of the multiplayer modes in Doom is believed to be the reason behind the addition of LAN and modem game play modes in the CD release of Corridor 7. The only multiplayer mode featured is deathmatch, with 8 multiplayer maps included. Players can play as either the Special Forces soldiers from the single-player mode or as one of the aliens; playing as an alien results in possessing the distinctive abilities of the creature chosen (e.g. speed or endurance).
Corridor 7 received mixed reviews at launch. Chris Anderson of PC Zone stated that the game offered "nothing new and what is there isn't very exciting", and largely criticized its use of the Wolfenstein 3D engine.[1]
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Corridor 8: Galactic Wars was the planned sequel to Corridor 7. The game was in development and used the Build engine, though it was never finished because the developer, Capstone Software, went bankrupt along with their parent company, IntraCorp, in 1996. The game only made it to prototype stage. In 2005, Les Bird sent the Corridor 8 prototype source code to a Corridor 7 fan, who put it onto his website as a free download.
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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