Johnny Mnemonic (video game)

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Johnny Mnemonic
Developer(s)Propaganda Code
Publisher(s)Sony Imagesoft
Director(s)Douglas Gayeton
Producer(s)
  • Mary Ann Norris
  • Connie Booth
Writer(s)
  • Douglas Gayeton
  • John Platten
Composer(s)Josh Mancell
EngineCineactive
Platform(s)Macintosh, Microsoft Windows
ReleaseMay 26, 1995
Genre(s)Interactive movie
Mode(s)Single-player

Johnny Mnemonic: The Interactive Action Movie is a point-and-click adventure science fiction video game directed by Douglas Gayeton for Macintosh, Microsoft Windows and released by Sony Imagesoft on May 26, 1995. Based on the 1981 short story of the same name by William Gibson, the game has the player take the role of the title character.

Development for the game was done by American studio Propaganda Code, the gaming division of Propaganda Films. The budget for the game was $3 million. Filming took place at the Ambassador Hotel in Los Angeles , California for fifteen days.

Johnny Mnemonic received polarized reviews from video game critics. After its release, Sony Imagesoft was folded into Sony Computer Entertainment of America and Propaganda Code closed down, having only made one game.

Gameplay

Johnny Mnemonic: The Interactive Action Movie is a point-and-click adventure video game. The game has no user interface displayed, instead changing the aspect ratios on the screen to show when to do any action commands.[1]

Plot

Development

Julie Strain
Julie Strain
Isaac Hayes
Isaac Hayes
Kurt Rambis
Kurt Rambis
Casting for the game included Penthouse model Julie Strain (left), singer and actor Issac Hayes (center), and basketball player Kurt Rambis (right).

Johnny Mnemonic was developed by Sony Imagesoft. The interactive movie was shot by the production company Propaganda Films, known for filming commercials for AT&T and Coca-Cola and filmed 1990's Wild at Heart. Along with shooting the footage for the game, they also developed the game under their unit Propaganda Code.[2] The story was based on a 1981 short story by William Gibson, who had coined the term "cyberspace" and who served as scriptwriter for the film.[3] Around the same time as the video games production, Sony Pictures was making a movie adaption, starring Keanu Reeves.[4] Production costs for filming and tech development reached $3 million.[5]

The script was written by Douglas Gayeton and John Platten. The script numbered roughly 145 pages when completed.[2] It took four weeks to write a script, and Gayeton took into account that he knew he'd be unable to ask for more money for reshoots.[6] The original concept for the game was to use the same sets as the movie but were unable to due to multiple issues, including contractional issues and the movie being behind schedule.[5] Filming for the game took place in the Ambassador Hotel in Los Angeles , California .[2] The design for the hotel was done by Jean-Philippe Carp, previously the designer for the French black comedy Delicatessen. Carp used adornments like aquarium table lamps and neon video screens to give the hotel a futuristic look.[2] Filming lasted fifteen days. Seventy camera set-ups were done for each day of shooting. Propaganda Code executive producer Jonathan Wiedeman noted the potential for continuity issues between scenes due to the multiple branches, which was addressed by having actors tone down any extreme emotional reads.[2][7] The game saw the first use of the interactive movie engine Cineactive, developed by Evolutionary Publishing, which Sony licensed for use in the title.[8][9]

Christopher Gartin was cast in the role of Johnny Mnemonic. His previous work included an appearance on the soap opera Melrose Place. Other cast members included singer and actor Issac Hayes, former Los Angeles Lakers player Kurt Rambis, Doug Llewelyn from The People's Court, and Penthouse model and 1993's Pet of the Year Julie Strain.[10]

Josh Mancell was the composer for the game.[11] The soundtrack to the game did not feature any of the music used in the soundtrack for the movie. Columbia Records vice president of soundtracks Maureen Crowe said that they tried to incorporate the music used in the movie, but the game was too far ahead. She also explained the two works were thematically different and the same music might not have worked for both.[12] The band Devo was brought on to do the music instead.[5]

Interactive movies such as Johnny Mnemonic were often created out of necessity, due to CD-ROMs being forced to compress long movie sequences into low quality files, which developers would combine with graphics, sound and text in what Techtsy describes as "the collage technique".[13]

Steven Yee, director of marketing for Sony New Technologies commented that the film, the CD-ROM and an Internet game entitled Nethunt (where players answered traversed websites to answer questions) "amount to three different views of the Internet and Gibson's short story".[14]

Release

Original story author William Gibson helped promote Johnny Mnemonic.

The game was first announced in a pre-launch on March 15, 1995 at the New Media Expo at the Writers Guild booth.[15][16] It was later shown at the first E3 in May the same year.[17] Sean McGowan, an analyst for research boutique Gerard Klauer Mattison & Co. estimated that the game needed to sell 100,000 copies to break even.[18]

William Gibson helped promote the game by making an on-line appearance on CompuServe and ZiffNet on May 18, 1995.[19] The game was shipped on May 26, 1995.[20] Shortly after its release, Douglas Gayeton left Propaganda Films to work on other projects. The developer Propaganada Code also closed, with Johnny Mnemonic as their only game.[5] In July 1995, Sony Imagesoft was folded into Sony Computer Entertainment of America due to Sony Corporation of America restructuring their video games operations to prepare for the release of the PlayStation.[21] The game was planned as a launch title for the PlayStation but was never released.[22] A version for the Sega CD was also announced but was also unreleased.[23]

Reception

Reception
Review scores
PublicationScore
AllGameStarStar[24]
CGWStarStar[25]
Edge3/10[26]
PC Gamer (US)80%[27]
Electronic EntertainmentC−[28]
Entertainment WeeklyB[10]
MacUser1/5[29]

Johnny Mnemonic received polarized reviews from video game critics. Christopher Allen from Allgame described the game as "a painful example of why FMV so often fails to achieve significant interactive gameplay."[24] The Los Angeles Times felt the game found ways to make the generally "deadly" genre of interactive movies interesting and exciting.[4] The Seattle Times felt it was a "breakthrough" as the first electronic game to be considered a true interactive movie with Hollywood standards.[30] Andy Grieser from The Chicago Tribune was so engrossed in the "addictive" title that he began shouting out loud during the fight sequences.[31]

Charles Ardai for Computer Gaming World remarked that the game suffered from "Dragon's Lair syndrome", noting that the player is only given one chance of success or else clicking the mouse too early or too late causes a game over.[25]

Hardcore Gamer considered the game to be one of the lowest points for publisher Sony Imagesoft.[32]

References

  1. Caruso, Denise (May 22, 1995). "TECHNOLOGY: DIGITAL COMMERCE; Innovation appears to be a scarce commodity. How will multimedia's new talent emerge from the interactive ooze?". The New York Times. https://www.nytimes.com/1995/05/22/business/technology-digital-commerce-innovation-appears-be-scarce-commodity-will.html. 
  2. 2.0 2.1 2.2 2.3 2.4 Wilson, Johnny L.; Brown, Ken (February 1995). "Johnny Mnemonic". Computer Gaming World (127): 34–36. https://archive.org/details/Computer_Gaming_World_Issue_127/page/n35. 
  3. RICLEYVA (June 2, 1995). "First interactive movie game is now available". The Kokomo Tribune. https://www.newspapers.com/newspage/2723017/. 
  4. 4.0 4.1 Colker, David (May 26, 1995). "CD-ROM Review : CD-ROM of 'Mnemonic' in the Stores". https://www.latimes.com/archives/la-xpm-1995-05-26-ca-6144-story.html. 
  5. 5.0 5.1 5.2 5.3 Carless, Simon (October 23, 2007). "Q&A: Douglas Gayeton On Johnny Mnemonic's CD-ROM Wetware". GameSetWatch. http://www.gamesetwatch.com/2007/10/qa_douglas_gayeton_on_johnny_m.php. 
  6. Evenson, Laura (1995-05-23). "'Mnemonic' in Power Drive / Creator of ground-breaking CD-ROM rides the fast lane". https://www.sfgate.com/entertainment/article/Mnemonic-in-Power-Drive-Creator-of-3032284.php. 
  7. Staff (July 1995). "Masters of the Game". http://justinsmallbridge.com/clips/19950701CBvideogame.html. 
  8. "CineACTIVE". http://old.siggraph.org/s95/S95_V1/ENTRTAIN/CINEACTV/CACTIVE.HTL. 
  9. "Corrections" (in en-US). The New York Times. May 29, 1995. ISSN 0362-4331. https://www.nytimes.com/1995/05/29/nyregion/c-corrections-162695.html. 
  10. 10.0 10.1 Nashawaty, Chris (June 2, 1995). "Johnny Mnemonic". Entertainment Weekly. https://ew.com/article/1995/06/02/johnny-mnemonic/. Retrieved April 14, 2019. 
  11. Mancell, Josh (May 2003). "Scoring the Unknown". Game Developer: 22. https://archive.org/details/GDM_May_2003/page/n9. 
  12. Atwood, Brett (May 13, 1995). "Sony Arms Link In Soundtrack Push Online Promo For 'Johnny Mnemonic'". Billboard: 12, 123. 
  13. Pisarski. "Technika kolażu w hipertekście i nowych mediach" (in pl). http://techsty.art.pl/hipertekst/awangarda/collage.htm. 
  14. Jensen, Jeff (May 29, 1995). "'JOHNNY MNEMONIC' TURNS CYBERFEARS INTO CYBERMARKETING". https://adage.com/article/news/johnny-mnemonic-turns-cyberfears-cybermarketing/81748. 
  15. Variety Staff (March 19, 1995). "Vidgamers Wont Play By Hollywood's Rules". Variety. https://variety.com/1995/more/news/vidgamers-wont-play-by-hollywood-s-rules-99124030/. 
  16. ERCILIA, MARIA (March 21, 1995). "San Francisco urgente". https://www1.folha.uol.com.br/fsp/1995/3/21/ilustrada/11.html. 
  17. Evenson, Steve (May 8, 1995). "E3 Multimedia Show Clicks With the Little Guys / A preview of first-ever show in Los Angeles". San Francisco Chronicle. https://www.sfgate.com/entertainment/article/E3-Multimedia-Show-Clicks-With-the-Little-Guys-3034863.php. 
  18. Van Bakel, Rogier (June 1, 1995). "Remembering Johnny". Wired. https://www.wired.com/1995/06/gibson-4/. Retrieved April 16, 2019. 
  19. "Cyberpunk Author William Gibson To Discuss Johnny Mnemonic On-Line". Computer Gaming World: 26. https://archive.org/details/Computer_Gaming_World_Issue_130/page/n27. 
  20. Rigdon, Joan (June 18, 1995). "THE FUTURE IS LATE IN HIGH-TECH GAMES". Deseret News. https://www.deseretnews.com/article/423049/THE-FUTURE-IS-LATE-IN-HIGH-TECH-GAMES.html. 
  21. "Sony in Disarray on Eve of PlayStation Debut". Television Digest with Consumer Electronics: 9. August 14, 1995. ISSN 0497-1515. 
  22. The Whizz; Bruised Lee (June 1995). "The PlayStation Powers Up". GamePro: 30–31. https://archive.org/details/GamePro_Issue_071_June_1995/page/n31. 
  23. "Preview". Video Games: The Ultimate Gaming Magazine (76): 58. May 1995. 
  24. 24.0 24.1 Allen, Christopher. "Johnny Mnemonic: The Interactive Action Movie". Allgame. http://www.allgame.com/game.php?id=5701&tab=review. 
  25. 25.0 25.1 Ardai, Charles (August 1995). "Don't Let It Go To Your Head". Computer Gaming World (133): 84–86. https://archive.org/details/Computer_Gaming_World_Issue_133/page/n87. 
  26. "Test Screen". Edge (23): 70–71. August 1995. https://archive.org/details/EDGE.N023.1995.08/page/n69. 
  27. Wolfe, Scott (September 1995). "Johnny Mnemonic". PC Gamer 2 (9): 112. https://archive.org/stream/UneditedPCGamer_marktrade/PC_Gamer_016u#page/n113/mode/2up/. 
  28. Klett, Steve (August 1995). "Johnny Mnemonic". Electronic Entertainment. http://www.pcgamesmag.com/games/Aug95/johnny895.html. 
  29. Levitus, Bob (January 1996). "The Game Room". MacUser 12 (1): 134. https://archive.org/details/MacUser9601January1996/page/n139. 
  30. Gelmis, Joseph (June 4, 1995). "Johnny Mnemonic Is True Interactive CD-Rom Movie". http://community.seattletimes.nwsource.com/archive/?date=19950604&slug=2124660. 
  31. Grieser, Andy (June 16, 1995). "JOHNNY MNEMONIC CD-ROM IS AS MIND-BLOWING AS THE MOVIE". The Chicago Tribune. https://www.chicagotribune.com/news/ct-xpm-1995-06-16-9506160102-story.html. 
  32. Kent, Steven (December 2006). "Zero to 60 In One Generation". Hardcore Gamer 2 (6): 44–48. https://archive.org/details/hardcore-gamer-magazine-v2i6/page/n21. 
  • 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

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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