From HandWiki - Reading time: 5 min
| Lion | |
|---|---|
| Developer(s) | Manley & Associates |
| Publisher(s) | Sanctuary Woods |
| Platform(s) | MS-DOS |
| Release |
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| Genre(s) | Life simulation |
| Mode(s) | Single-player |
Lion is an animal simulation video game for MS-DOS where the player takes the role of a lion. It was published by Sanctuary Woods in 1995 as a follow-up to Wolf.
The gameplay is divided into two parts. The first is a sandbox simulation mode, where the player has no predetermined goal. The second is a scenario mode, where the player has to complete specific actions; this is comparable to quests given in RPGs.
As in the original, the player takes on the role of a lion chosen from a pool of 20 different animals, with varying attributes, in existing prides or handpicked groups made by the player. The player can control a single animal or all members of a pride.
Unlike Wolf, which takes place in three different locales, Lion is played only on the savannas and plains of the Serengeti National Park in Tanzania (though in four different seasons).
Also includes a "Lion Safari", an interactive tour of the leonine life on the Serengeti.
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A Next Generation critic commented, "Sanctuary Woods hit a home run with its predator simulation Wolf. Its next title in the series, Lion, continues the trend by demonstrating in a very entertaining way what life can be like for large, aggressive creatures living in today's wilds." While remarking that the controls take considerable time to get used to, he found the game to ultimately be both educational and entertaining, and scored it four out of five stars.[1]
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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