From HandWiki - Reading time: 5 min
| Darkman: The Video Game | |
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Front box art (NES) | |
| Developer(s) | Ocean Software Painting by Numbers (NES) |
| Publisher(s) | Ocean Software, Hit Squad (Budget re-release) |
| Series | Darkman |
| Platform(s) | NES, Commodore 64, Amstrad CPC, Amiga, Game Boy, ZX Spectrum, Atari ST |
| Release |
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| Genre(s) | Action |
| Mode(s) | Single-player |
Darkman is a video game that was developed by Ocean Software (Painting By Numbers on the NES version, Twilight on the Commodore 64 and ZX Spectrum versions) and published by Ocean Software in 1991. It was released for the Amiga, ZX Spectrum, Amstrad CPC, Commodore 64 and Atari ST. Darkman had two different games of the same name, one for the Nintendo Entertainment System and the other for Game Boy. The game's plot is loosely based on the film of the same name.
In this side-scrolling platformer, the player controls Darkman, a superhero who can jump, kick and punch, as well as swing from a rope during action sequences between levels. In most levels, Darkman's goal is to defeat the boss of the level before the time limit runs out. Tying into the plot of the film, Darkman can use masks to impersonate the various gangsters who are responsible for his disfigurement, but each disguise dissolves after being exposed to sunlight for too long. While in disguise, Darkman gains both a different appearance as well as the special ability of whoever he is impersonating.
Between levels, Darkman must photograph a different gangster before he can make a mask of them. These scenes involve moving the cursor to take a picture of the gangster. The better the photo accuracy, the more time Darkman is granted to complete the subsequent level. The final level is similar to the ending of the film, and takes place on a skyscraper under construction as Darkman fights for his life.
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The Spectrum version of the game was well received critically, with Crash magazine awarding 82%,[3] and Sinclair User 78%.[4] In a 1991 review, Your Sinclair gave the Spectrum version 85%,[1] while a 1993 review by another Your Sinclair critic gave Darkman's budget re-release 22%.[2]
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".[6] This lengthy approval process after submission can range from minutes to days or months.[7] 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.[8] A ranking system allows users to earn points for contributing accurate information.[9]
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.[10][11] 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.[9] 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.[9]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[12] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[11] 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).[13] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[14] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[11]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[15] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[16][17][18] 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.[5] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[19]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[20] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[21]
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