From HandWiki - Reading time: 6 min
| Physicus | |
|---|---|
| Developer(s) | Ruske & Pühretmaier |
| Publisher(s) | Heureka-Klett, Tivola Publishing |
| Platform(s) | Windows, Macintosh |
| Release | 1999 |
| Genre(s) | Adventure, Educational |
| Mode(s) | Single-player |
Physicus: Save the World with Science! is a 1999 educational adventure video game developed by Ruske & Pühretmaier Edutainment and published by Heureka-Klett-Softwareverlag and Tivola Entertainment. It aims to teach players about physics concepts. It is part of a series that includes the chemistry-themed Chemicus and biology-themed sequel[1] Bioscopia.[2] It was the second learning adventure game by Ruske & Pühretmaier after the music-based Opera Fatal. The game's website had a minigame called "PHYSICO DriveIn" that players could download and complete in to get the highscore, which would win them a free copy of a game by the studio.[3] A sequel entitled Physicus: The Return was later released,[4] and was remade for the iOS.[5]
Gameplay is similar to Myst, in which players traverse through a series of computer generated static screens. Players can investigate physical locations, manipulate items, and complete puzzles to progress through the game.
The educational content covered four areas: Optics, Mechanics, Acoustics, and Electricity.[6]
When a meteorite collides with Earth, its planetary rotation ceases causing one hemisphere to be plunged into heat and the other into coldness. The player is tasked with using science to save the planet.
Tap Repeatedly thought the game was made in the same vein as Myst, and complimented its "charming... lighthearted" design philosophy that effectively taught players in an engaging manner.[7] Allgame noted that the game's use of the metric system and British accent of the narrator could act as barriers to North American players.[8][9] Adventure Spiele wrote that the game would be able to teach some physics concepts to even the uninitiated.[10] Quandaryland thought it would be a shame if the game's educational nature turned people off an experience as enjoyable as many non-educational titles.[11] Adventure Gamers noted the game's potential application within schools.[12]
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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