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| Gemstone Warrior | |
|---|---|
| Developer(s) | Paradigm Creators |
| Publisher(s) | Strategic Simulations |
| Designer(s) | Peter William Lount Trouba (Paul) Gossen |
| Platform(s) | Apple II, Atari 8-bit, Commodore 64, Macintosh |
| Release | 1984: Apple II 1985: Atari 8-bit,[1] C64 1986: Macintosh |
| Genre(s) | Action-adventure |
| Mode(s) | Single player |
Gemstone Warrior is a video game written by Canadian developer Paradigm Creators for the Apple II and published by Strategic Simulations in 1984.[2][3] It is a 2D action-adventure game where the player controls an armored figure searching for treasure and the pieces of the stolen Gemstone. Gemstone Warrior was SSI's first game to sell over 50,000 copies in North America.[4]
The game was ported to the Commodore 64, Atari 8-bit family, and Macintosh. It was followed by a 1986 sequel, Gemstone Healer, also created by Paradigm.
The player has to recover the Gemstone, a relic of incredible power forged by the gods and focusing the natural magic of the world. This, they entrusted to Man alone and for a time, there was great prosperity and peace. But the Demons, led by Nicodemius, had managed to boil to the surface and take the Gemstone. Unable to destroy it, Nicodemius fragments it into five pieces and hides them in the Labyrinth, buried deep within the Netherworld. Going into the Netherworld, the protagonist must find and return with the Gemstone.

There are three difficulty levels, determining various factors such as the rate at which magic items change their effects and the rate at which more dangerous monsters start appearing.
The game is viewed in a 2D screen displaying the playing area, health, and inventory. The player controls an armored figure that wields a crossbow with a limited supply of bolts that can be replenished by finding more within the dungeon areas. Special "fireballs" can also be launched against foes, although these are limited and are not as common. There are also magical tools and other items that can be collected to provide a variety of benefits such as goblets that can restore health to crystal balls that can annihilate everything on the screen.
The dungeons are filled with a variety of dangers and secret doors. Many brutal monsters fill the caverns ranging from skeletal warriors, exploding gas plants, to nearly invulnerable demons. The player is also able to search the corpses of monsters that remain behind, chests, and coffins for supplies. Monsters do not always respawn in zones, leaving behind only their corpse as a reminder that the player had been there, although some do return to life, such as the skeletons and ghosts.
The goal is to traverse the maze to locate the Labyrinth, find the five pieces of Gemstone within its randomly generated layout, and return to the entrance cavern to escape.
The title screen in the Atari 8-bit and Commodore C64 versions uses a variation of J.S. Bach's The Well-Tempered Clavier, Prelude 6 in D Minor BWV 851.
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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