Grand Slam was met with mixed reviews, and any possibility of a sequel was eliminated when Virgin reconfigured to publish only PC games early in 1998.[1]
Grand Slam received mostly mixed reviews. Critics agreed that the pitching and batting controls, while obviously derived from golf video games, are innovative and add a new depth of control to the baseball genre.[11][2][14] However, they lambasted the graphics and animation, often describing them as reminiscent of the 16-bit era.[11][2][14]Next Generation concluded that "Grand Slam has all the features and options in place, but ultimately can't make up for substandard graphics and slow pace."[2] Other reactions to the selection of features and options were mixed; Darren Lerhman of GameSpot and GamePro both found that though they were generally ample, the absence of create-a-player and team licenses stood out, since most of the game's competitors included these features.[11][14] Lerhman nonetheless judged that "It may not have the team licenses, fifty years worth of statistics, or incredible graphics, but it is indeed fun (and it does have real MLB players). Suffice to say baseball fanatics will be disappointed by this title, but casual sports fans looking for an enjoyable baseball sim may find themselves willing to overlook these shortcomings."[11]GamePro's assessment was similar but more dismal: "... if you can overlook the game's faults, you'll have a pretty good time playing. But with an extraordinary game like Triple Play 98 on the market, why settle for anything less?"[14][lower-alpha 2]
Notes
↑Two critics of Electronic Gaming Monthly gave the PlayStation version each a score of 7.5/10 and 8/10.
↑GamePro gave the PlayStation version 3.0/5 for graphics, 2.5/5 for sound, 4.5/5 for control, and 3.5/5 for fun factor.
References
↑Air Hendrix (April 1998). "Scouting Report". GamePro (IDG) (115): 86. "Finally, Virgin's decided to publish only PC games, so Grand Slam 2 isn't even a possibility.".
MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
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.
History
Logo used until March 2014
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]
See also
IGDB – game database used by Twitch for its search and discovery functions