From HandWiki - Reading time: 5 min
| Mojib-Ribbon | |
|---|---|
| Developer(s) | NanaOn-Sha, Ltd. |
| Publisher(s) | SCEI |
| Producer(s) | Masaya Matsuura |
| Designer(s) | Masaya Matsuura |
| Artist(s) | Kiri Matsuura |
| Writer(s) | Seiko Ito |
| Composer(s) |
|
| Platform(s) | PlayStation 2 |
| Release |
|
| Genre(s) | Music |
| Mode(s) | Single-player, multiplayer |
Mojib-Ribbon (モジブリボン Mojiburibon) is a 2003 music video game created by Masaya Matsuura as a spin-off[1] of his 1999 music game, Vib-Ribbon, which was released for PlayStation. A direct sequel called Vib-Ripple was released in 2004. The releases are comparable to the releases of the earlier PaRappa series (also a Matsuura series) where the original was followed by a pseudo-sequel and then a direct sequel a few years later.
Whereas in Vib-Ribbon the gameplay centered on the player's interaction with the melody of the song being played, in Mojib-Ribbon the gameplay centers on the player's interaction with the lyrics. As such, the music employed in the game is heavily lyrics-oriented rap music. The game's art-style is centered on traditional sumi-e and Japanese kana calligraphy.[2] This has led to claims that the game is incomprehensible to non-Japanese audiences, however the simplicity of gameplay have allowed numerous import gamers (typically also fans of Masaya Matsuura's works) to enjoy the game as well,[3] and guides exist online regarding menu navigation instructions for non-Japanese speakers.
In Mojib-Ribbon, the player plays the part of Mojibri (モジブリ Mojiburi) (a name similar to that of Vibri from Vib-Ribbon), a character drawn in the sumi-e style who wishes to become a famous rapper (similar to PaRappa the Rapper) and to find the truest rap of them all.[4] In each level, Mojibri walks around a circle of clouds as rap lyrics written in kana pass underneath. The player must press up on the joystick to get Mojibri to dip his fude in the suzuri and then down to get Mojibri to write the kana as he sings it. The songs are heavily rhythm-based raps, and the player must time the application of the fude to the washi during lyrics and to the suzuri during breaks.
Later in the game Mojibri is joined by a female friend named Mojiko (モジコ) and a huge robot called Osorezan 1999 (オソレザン一九九九 Osorezan ichikyūkyūkyū). These characters have individual calligraphy styles.
Mojib-Ribbon was initially teased as Vib-Ribbon 2 before being revealed at the 2002 Game Developers Conference.[5] Masaya Matsuura and J-pop band Laugh and Peace returned from Vib-Ribbon to compose Mojib-Ribbon's music, with the lyrics written by Japanese rap pioneer Seiko Ito.[6][7][8] Mojib-Ribbon was originally planned to be released in Europe, with Matsuura also working to get it published in America.[9][10]
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:
|