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| Jack the Ripper | |
|---|---|
| Publisher(s) | CRL Group |
| Designer(s) | St. Bride's School, Jared Derrett |
| Platform(s) | Amstrad CPC, Commodore 64, ZX Spectrum |
| Release | 1987 |
| Genre(s) | Text adventure |
| Mode(s) | Single-player |
Jack the Ripper is a text adventure computer game designed by St. Bride's School and released by CRL in 1987 for the Commodore 64, Amstrad CPC and ZX Spectrum home computers. The game is based on the notorious "Jack the Ripper" murders in 1880s London.
A murderer is roaming the East End of London and the police suspect you of being responsible. The player must clear their name by exposing the real culprit.[1]
The game is a standard text adventure with animated graphics in some locations to set the scene.[2] The game accepts the input of full sentences including the use of adverbs. The game is played in real time; time passes when the player does not take action and events can take place in the game world during this time. As well as saving and loading the game state the program also allows players to store and restore their position during play.[3]
As with the earlier CRL adventures Dracula and Frankenstein, the game was classified by the British Board of Film Classification, receiving an '18' certificate for its gory graphics.[4] Because of this W. H. Smith refused to stock the game.[5]
Sinclair User:
The first game ever to receive an "18" certificate. Very literate effort from St. Brides, with 'gore' added by CRL.[6]
Zzap!64's reviewer said the game was similar in style to Rod Pike's work. They thought some of the graphics were unnecessary but the stylish text, atmosphere and excitement created made it "a must for the adventurers collection." It was given a 78% overall rating.[7]
The Games Machine also compared the game to titles by Rod Pike. The reviewer admitted that none of the previous games by St Brides had impressed them very much, with this one being "the first of their games which has actually held my interest for more than 20 minutes." Overall it was said to be "professionally implemented and quite exciting to play" with the 3 parts of the game making it value for money. They also gave a rating of 78%.[8]
Computer & Video games compared the game to Sherlock, with both games set in London in the same era and featuring 'real time' gameplay. They considered Jack the Ripper to be the superior game, as it lacked bugs. The reviewer said it was "certainly St Brides' best to date" and rated it 9/10.[9]
The game was produced using the Gilsoft Professional Adventure Writer.[10]
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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