From HandWiki - Reading time: 6 min
| Oscar | |
|---|---|
Amiga cover art | |
| Developer(s) | Flair Software |
| Publisher(s) | Flair Software Titus (SNES)[1] |
| Designer(s) | Philip Scott Michael Hedley Philip Nixon Mark Sample |
| Programmer(s) | Michael Hedley |
| Artist(s) | Philip Nixon Mark Sample |
| Composer(s) | Philip Nixon |
| Platform(s) | Amiga, CD32, MS-DOS, Super NES |
| Release | MS-DOS SNES |
| Genre(s) | Platform |
| Mode(s) | Single-player |
Oscar is a platform game that was released on Amiga, Amiga CD32, and MS-DOS in 1993, and the Super Nintendo Entertainment System in 1996. It was developed and published by Flair Software. The CD32 version was bundled with the CD32 console on the same disc as the puzzle game Diggers. A Sega Genesis version planned but never released.[2][3]
The player controls a character named Oscar through seven Hollywood-themed levels collecting Oscars.
Computer Gaming World in April 1994 said that the PC version of Oscar was "another very average platformy, arcadey, bounce-'em-around" with "confusing" graphics. The magazine predicted that it "will only appeal to total platform addicts who will likely find something better to waggle their joysticks at anyway".[5]
In September 2009, the first sequel was released, Oscar in Toyland, and is themed around toys. The second sequel was released in February 2010, called Oscar in Movieland, and is themed around various movie genres. The third sequel was released in February 2011., Oscar in Toyland 2, and is a sequel to Oscar in Toyland. About 5 months later, on July 28, the fourth and final sequel was released, Oscar's World Tour, and the theme is going around the world. All of these sequels were only released on DSiWare.
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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