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| Odell Down Under | |
|---|---|
| Developer(s) | MECC |
| Publisher(s) | SoftKey |
| Platform(s) | Classic Mac OS, Windows |
| Release | 1994 |
| Genre(s) | Educational |
| Mode(s) | Single-player |
Odell Down Under is a 1994 game for Microsoft Windows and Classic Mac OS that takes place in the Great Barrier Reef of Australia . Released by MECC, it is the sequel to Odell Lake.[1]
Odell Down Under was released alongside a re-release of its companion game, Odell Lake.[2] The game was recommended for ages 9 to adult.[3]
The game was generally praised; School Library Journal cited the "realistic and beautiful" graphics and detailed field guide as strengths,[4] while Booklist called it a "marvelous introduction to life in a thriving underwater community."[5] The game was a finalist for MacUser's 1994 Editor's Choice Award for Children's Software.[6]
The player takes on the role of a fish who in turn must eat, stay clean and avoid being eaten by predators to survive. There are several modes of gameplay. In Tournament mode, the player plays every fish in the game, starting as the tiny silver sprat and eventually reaching the great white shark. A shorter Challenge mode picks four random fish (from smallest to largest) instead. The player can choose to play any fish in Practice Mode.[4]
Finally, in Create-A-Fish the player creates their own species based on various parameters such as size and agility, which also affect the appearance of the fish. The color, special ability, and nocturnal or diurnal habits are also selected.[7] Special moves, also present for some 'real' fish, include the stingray's sting and the cuttlefish's ink squirt.
Each fish has different preferences for food, as described in the educational summary before the game starts. The game consists of nine screens, arranged in three levels from the sandy bottom to the reef's top, that various fish, including the player, move through looking for food. To survive, or to gain enough points to reach the next fish, the player's fish has to find enough food (which can include plants, crustaceans or coral as well as fish) to prevent its constantly decreasing energy bar from reaching 0 and death. The other main concern, besides avoiding predators, is health, which can only be repaired by finding a bluestreak cleaner wrasse while playing as a diurnal fish, or a banded coral shrimp while playing as a nocturnal fish, and moving next to it. Health takes a serious drop if the fish eats something poisonous to it, often a sea slug or sponge.
The game also includes a field guide with information about the tropical fish featured in the game.[1] Some versions included a teacher management system, allowing teachers to track students' scores and change preferences such as sound and music.[7]
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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