From HandWiki - Reading time: 6 min
| Off-Road Redneck Racing | |
|---|---|
| Developer(s) | Rage Software |
| Publisher(s) |
|
| Platform(s) | Microsoft Windows |
| Release | |
| Genre(s) | Racing video game |
| Mode(s) | Single-player video game, multiplayer video game |
Offroad, known in North America as Off-Road Redneck Racing, is a video game developed by Rage Software for Windows in 2001. It is a spinoff of the Redneck Rampage series in North America.
The game features a variety of off-road vehicles, ranging from buggies to pickup trucks. The tracks are set in off-road environments, such as a swamp or farm land. The main single player aspect consists of a championship mode, in which the player can gain upgrades and join teams as they progress.[2] Other single player modes are the challenge races against computer opponents, or time trials to beat a set record. Various in-game options can be adjusted, such as the season and weather. Network play was also supported against other human players.[3]
As shown on the box art and title, the game is technically a spin-off of the Redneck Rampage series of video games. The original Redneck Rampage games were a first-person shooter based on the Build engine, also for the PC. The game featured two rednecks (shown on the box art for Off-Road Redneck Racing) using a variety of weapons to battle aliens and brainwashed townsfolk in backwoods locations. The original 1997 game had strong sales, and also spawned another spinoff, titled Redneck Deer Huntin'; however, Off-Road Redneck Racing is the only game in the series not to use the aforementioned Build engine.
The relations to Redneck Rampage are low. Besides the title and box art, a few textures from the original games (such as the in-game font) are used. In addition, sound clips from the main character of Redneck Rampage are used as a voice-over during races; however, these were recorded for the original game, and got recycled for the game.
| Reception | ||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||
The game received "mixed" reviews according to the review aggregation website Metacritic.[4] Emmett Schkloven of NextGen wrote (in a southern accent) that the game was "Not bad fer gettin' back to yer white-trash roots, but it certainly doesn't have the staying power of a great racer."[3] Tom Price of Computer Gaming World said that the game was "far from being the best unpaved racer out there, but it's a lot better than the name would suggest. Everything about it is polished, from the graphics and interface to the bluegrass soundtrack. Most importantly, the driving action is fast and furious, and offers more challenges than just following the quickest line around a track. The only thing missing is the cultured, sophisticated humor of that other infamous redneck game—and that's hardly missed at all."[2]
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:
|