From HandWiki - Reading time: 10 min
| Looney Tunes Racing | |
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European Game Boy Color cover art | |
| Developer(s) |
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| Publisher(s) | Infogrames |
| Producer(s) | Caroline Esmurdoc (PS1) |
| Designer(s) |
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| Programmer(s) |
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| Platform(s) |
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| Release | PlayStation Game Boy Color |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Looney Tunes Racing is a kart racing video game released for the PlayStation and Game Boy Color and published by Infogrames. It was released in 2000 in North America and in 2001 in Europe.
Looney Tunes Racing features different power-ups that are slightly unusual for the genre—instead of random pickups as in most racing games, racers collect tokens of various colors which are used to charge various power-ups. Six power-ups are available, and only the current level power-up may be activated. Also available are environmental hazards, triggered by driving through an 'ACME gag-activation arch', generally aimed further ahead on the track. Looney Tunes Racing features nineteen characters (six default characters and thirteen unlockable characters).
Looney Tunes Racing also features a unique soundtrack where the in-game music is randomly arranged using separate, randomized parts of each song in a three-segment pattern: A-A-B (segment A played twice and segment B played once, although some tracks like Desert Dash play the A segment once). Special segments are also played whenever the player goes uphill or downhill, runs over a boost pad, takes or loses the lead, and wins or loses a race.
The game features a season ('Championship') mode with three different levels, each with four (Rascal), five (Stinker), or six (Despicable) races. All tracks are unique. Each race features six racers, and awards ten points for finishing in first place, six points for second place, and four points for third place. Finishing in fourth place or lower requires the player to use a continue (of which they have three) to retry the race. Winning a championship unlocks a bonus level and a character. Winning the Despicable championship also leads to either a specific ending movie (for one of the starting characters) or a generic showing of the trophy (for the hidden ones). The ending movie shows the results of your character's wish, awarded by Smokey the genie (although he always congratulates them for winning 'the race', not the series).
One can race on individual tracks, unlocked once they are won in 'Championship' mode. Also found here are three bonus levels won in 'Championship' mode.
These are fifteen special races divided into three 'floors' of five events each. The last event for each floor is a race on a short track against a secret character (Porky Pig, Elmer Fudd, or Gossamer). The other four events range from collecting icons (gather a certain number of icons around an arena) to racing with specific conditions (no brakes, for example) to time trials. Winning each event recovers an artifact from the museum. Each event can end with failure or a medal for success: bronze (minimum win), silver (slightly tougher), or gold (toughest). Winning a medal on each event unlocks the next floor; winning a medal on all events on the third floor unlocks the 'Challenge' ending movie, where the Acme museum is (temporarily) reopened.
Two players can race, battle, or try 'Wacky', which brings up random events for the players. Note that in battle mode, the two most powerful power-ups are deactivated for battle events. For race events, the bonus levels are replaced by the short speedways used in the challenge events.
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The PlayStation version received "average" reviews according to video game review aggregator Metacritic.[16]
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]
Wikidata has the property:
|
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]
Wikidata has the property:
|