From HandWiki - Reading time: 8 min
| Manhunter 2: San Francisco | |
|---|---|
| Developer(s) | Evryware |
| Publisher(s) | Sierra On-Line |
| Producer(s) | Ken Williams |
| Designer(s) | Barry Murry Dave Murry |
| Programmer(s) | Barry Murry Dave Murry |
| Artist(s) | Barry Murry Dee Dee Murry |
| Composer(s) | Barry Murry |
| Engine | Adventure Game Interpreter |
| Platform(s) | MS-DOS, Amiga, Atari ST, Mac OS |
| Release | Mid 1989[1] |
| Genre(s) | Adventure game |
| Mode(s) | Single-player |
Manhunter 2: San Francisco is a post-apocalyptic adventure game designed by Barry Murry, Dave Murry, and Dee Dee Murry of Evryware and published in 1989 by Sierra On-Line. It is the sequel to Software:Manhunter: New York, developed by the same authors.
The rights to Manhunter are currently held by Activision following their acquisition of Sierra's intellectual property in 2008, but the series is currently considered abandoned, with no plans for resumption.
The game continues the story depicted in Manhunter: New York. The game begins with the player, piloting an Orb ship in pursuit of the antagonist Phil Cook, crash-landing in San Francisco. Another Manhunter on the ground is killed in the crash, so the player assumes his identity. As the gameplay progresses, the player learns of an organized resistance, experiments that have created mutant slaves, and the goal of the malevolent Orbs. The player is able to turn the mutant slaves back into humans, who go on to kill numerous Orbs in San Francisco. The game reaches its climax when the player is on the verge of catching Phil Cook. Phil narrowly escapes in an Orb ship with the player hanging on to the outside, flying off towards London.
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Computer and Video Games (UK) gave the game a score of 61%, criticizing the game's unorthodox mixture of adventure and arcade elements (compared to most other Sierra games of the era).[2] Scorpia at Computer Gaming World gave the game a positive review, calling it an "excellent" followup to the previous game.[4]
The game sold more than 100,000 copies.[5]
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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