From HandWiki - Reading time: 6 min
| Escape from Hell | |
|---|---|
| Error creating thumbnail: Unable to save thumbnail to destination | |
| Developer(s) | Electronic Arts |
| Publisher(s) | Electronic Arts |
| Producer(s) | Dave Albert and Chris Wilson |
| Designer(s) | Richard L. Seaborne |
| Programmer(s) | Richard L. Seaborne |
| Artist(s) | Alan J. Murphy |
| Platform(s) | MS-DOS |
| Release | 1990 |
| Genre(s) | Role-playing |
| Mode(s) | Single-player |
Escape from Hell is an open world role-playing video game developed and published by Electronic Arts in 1990 for MS-DOS.[1][2]

The game is played from a top-down perspective. The player controls the protagonist Richard and can recruit up to two party members and gain a variety of items in the inventory. Combat is turn-based. Various tridents can be found that change the landscape of Hell, such as modifying the terrain or reducing the technology level so that firearms are ineffective.[3]
The game is available in CGA, EGA, and VGA graphics modes.[2]
After a long day, Richard is with his girlfriend Alison who asks him about his meeting with Alan (both Richard and Alan are named after the game creators). Richard says that he couldn't find Alan and just found a strange note. When he reads it aloud, Alison is sent to Hell. He then receives a phone call from the "Divine Phone Company" reprimanding him for casting a powerful incantation. Richard accidentally repeats what he said and is sent to Hell himself.[3]
Richard's goal is to search Hell for Alison and return to Earth. During the journey, he finds allies among powerful rogue demons, historical figures such as Josef Stalin and Genghis Khan, and fictional characters such as Prince Hamlet.[1]
Following the release of Prophecy, Richard L. Seaborne pitched the concept of Escape from Hell to Electronic Arts. During development, the game shifted from being a serious traditional roleplaying game to a contemporary black comedy roleplaying game. Insipirations included the epic poem Inferno by Dante Alighieri, the novel Inferno by Larry Niven and Jerry Pournelle, the comic Stig's Inferno, and the films Beetlejuice and Bill & Ted’s Excellent Adventure.[4]
The game was refined with the aid of EA leadership Trip Hawkins, Bing Gordon, and Dave Albert. The first six months of the total 12-month development cycle was in pre-production with developing an engine. While the gameplay and art style was similar to Wasteland, the engine code was written from the ground up and did not share any code from that game.[4]
Because Electronic Arts wanted to ship the game on both 5¼” and 3½” floppy disks, the planned scope of the game was reduced. Nine levels of Hell were originally planned (following the description of Hell in Dante's Inferno), but were reduced to three. Additional planned character and monster art was removed as well as ways for the world to change over time and based on character actions. Multiple endings were planned, such as Richard choosing to rescue a woman he met in Hell rather than Alison. [4]
The The Games Machine rated the game 78% saying "although Escape from Hell is nothing to shout about, it can still be recommended as it exhibits a fair sprinkling of puzzles and some nice design touches wilh an interesting scenario."[5] PC Leisure (June 1990) rated the game 80%[citation needed]. The New Straits Times wrote "This ageing game is considered to be one of the best in its genre, and the solution given by [the contributor] proves that there are people out there who appreciate the quality of games like this."[6]
The box art included the text "WARNING: Contains nudity, violence and controversial images." This was added to avoid potential consumer backlash and to encourage curiosity in the game. However, a number of retailers and international regions chose not to sell the game and the game was not a commercial success.[4]
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]
Wikidata has the property:
|