From HandWiki - Reading time: 5 min
| Dragons of Flame | |
|---|---|
NES cover art by Jeff Easley | |
| Developer(s) | U.S. Gold Atelier Double (Famicom) |
| Publisher(s) | Strategic Simulations U.S. Gold |
| Composer(s) | Hitoshi Sakimoto, Takeshi Yasuda (FM Towns/Famicom/PC-9801) |
| Series | Dragonlance |
| Platform(s) | Amiga, Amstrad CPC, Atari ST, Commodore 64, FM Towns, Famicom, MS-DOS, PC-9801, ZX Spectrum |
| Release | 1989 |
| Genre(s) | Action adventure |
| Mode(s) | Single-player |
Dragons of Flame (ドラゴン・オブ・フレイム Doragon obu Fureimu) is a video game released in 1989 for various home computer systems and consoles. It is a sequel to Heroes of the Lance.[1]
Like Heroes of the Lance it is arcade oriented, with few RPG elements.[1] The style of the game is very much like its predecessor, horizontally scrolling fighting controlling one character at a time.
It is based on the second Dragonlance campaign module, Dragons of Flame, and the second half of the first Dragonlance novel Dragons of Autumn Twilight. The plot is a faithful representation of the books it is based on.
Dragons of Flame was adapted from the Dragons of Flame printed adventure module.[2][3] The game Shadow Sorcerer is a sequel to this game's storyline, but has quite different gameplay.
Dragons of Flame was successful for SSI, selling 55,711 copies.[4] According to GameSpy, "while the number of characters was increased to 10, the gameplay remained the same moderately competent, hack-'n-slash, side-scrolling action, marking this as another less than stellar entry on SSI's resume".[5]
ST Action magazine reviewed the Atari ST version, giving it an overall score of 73%: "When U.S. Gold announced they were going to produce an Advanced Dungeons and Dragons range I thought we were going to be in for the usual graphic-lacking role-playing games. ... I've been proven very wrong. This latest game seems to offer more of a challenge than its predecessor, Heroes of the Lance. ... The thing I noticed about Dragons of Flame was the playability. Although the game uses complex menus, they have all been set out in a friendly, easy-to-use manner". ST Action also praised the variety of monsters, graphics, and "well implemented" gameplay.[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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