From HandWiki - Reading time: 7 min
| League of Pain | |
|---|---|
North American PlayStation box art | |
| Developer(s) | Beyond Reality |
| Publisher(s) | Psygnosis |
| Designer(s) | Lee Doyle Graham McCormick Craig Lawson Dale Thomson |
| Programmer(s) | Andrew Bond Graeme Love Tim Swan |
| Composer(s) | David Lowe |
| Platform(s) | PlayStation, MS-DOS, Windows |
| Release | PlayStation MS-DOS, Windows
|
| Genre(s) | Sports |
| Mode(s) | Single-player, multiplayer |
League of Pain, also known as Professional Underground League of Pain, and known as Riot in the UK,[2] is a 1997 sports video game developed by British studio Beyond Reality and published by Psygnosis for the PlayStation, MS-DOS, and Windows.
National sports games are under threat by a new sport, Riot. Sponsors are pulling the plug on funding of traditional sports and moving to this new hybrid sport.[3][4]
League of Pain combines elements of rugby, soccer/football and basketball in a futuristic sport that is violent and without rules.[2] The objective of the game is to charge up the plasma ball, and to then launch it through the ring that floats above the centre of the play area.[5] The points earned from a goal are determined by the distance from the ring.[6] The ball is charged by reaching the charger in the opponents side of the arena. In the PlayStation version, once charged, the ball will glow purple to indicate the home team charged it, or yellow to indicate the away team charged it.[7] For the Windows/DOS version, the ball will glow blue to indicate a home team charge and green to indicate an away team charge.[4] If the player scores while the ball is charged with the opposing team's color, it will count as an own goal.[4][7] Despite the futuristic set-up, the game plays in much the same way as standard sports games with the ability to tackle, slide and shoot but also allows the player to fight with their opponents.
There are 5 types of power-up available that are randomly thrown into the arena by the crowd. The power-ups are "Speed Up" which makes the player move 3 times faster than usual, "Power Punch" which makes the player's punching power 3 times stronger, "Power Shot" which makes the player throw the ball faster and harder, enabling the ball to be used as a weapon against opponents, "Health" which restores the player's health to maximum and "Hawkeye" which increases the accuracy of passes and shooting.[4]
There are 16 international teams to choose from and an option that allows for customisation and trading of players.[5]
Friendly: A single exhibition game. This mode allows for team selections and team editing.
League: A season of 30 games where you play each of the teams twice.
Exhibition: A knockout competition with 2, 3 or 4 rounds.
Network: Only available on the Windows/DOS version. Allows for network play between 8 players but only allows for a "Friendly" game to be played.[4]
There are also in-game options to perform substitutions to alter the player line-up, and the ability to view a replay of the in-game action.[7]
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The PlayStation version received mixed reviews. Next Generation said that the game "offers an interesting alternative to the standard 'real' sports games. And you have to love a game with violence and no rules."[5] GamePro said, "League of Pain is fun at times, especially with 2 players, but the camera angles and sometimes frustrating control doom it to rental status."[6]
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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