From HandWiki - Reading time: 9 min
| Rapid Racer | |
|---|---|
| Developer(s) | Sony Computer Entertainment Europe |
| Publisher(s) | Sony Computer Entertainment |
| Producer(s) | Pascal Jarry Richard Skews Daniel Boutros |
| Composer(s) | Apollo 440 |
| Platform(s) | PlayStation |
| Release | |
| Genre(s) | Racing |
| Mode(s) | Single-player, Multiplayer |
Rapid Racer, known as Turbo Prop Racing in North America, is a racing video game developed and published by Sony Computer Entertainment for the PlayStation. In the game, the player takes control of a motorboat and races around six different tracks. Eventually, all six tracks can be raced in mirrored mode, as well as at night.
By winning championships and completing bonus rounds (unlocked by collecting five yellow icons during a race on the first two-day tracks), players can unlock rewards, which they can use either to upgrade their boat or to unlock a higher-powered one.
Rapid Racer was one of the first PlayStation games to take full advantage of the DualShock controller; the game allows steering with the analog sticks, and the gamepad vibrates during gameplay.[2] The intensity of the vibrations depends on the type of water the player is in; calm rapids produce low vibrations, while heavier rapids produce high vibrations.
After reaching a certain point in the game, players can unlock the Fractal Generator. This feature allows the player to select from a large number of tracks beyond the normal six. Players can either allow the generator to select a track at random or manually input their own.
Work on Rapid Racer began in 1995 at Sony Computer Entertainment Europe.[3] Six months were spent modelling the physics and behaviour of the water.[3] The European version of the game runs at 50 frames per second, while the North American version runs at 60 frames per second.[4]
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Rapid Racer received above-average reviews according to the review aggregation website GameRankings.[5] In Japan, where the game was released on 16 July 1998, Famitsu gave it a score of 27 out of 40.[10]
GameSpot criticised the courses for being very narrow and limited, but praised the game's "hip-hop/techno" music, comparing it favourably to that of Wipeout.[2] Edge highlighted the fluid graphics and frame rate, but criticised the unoriginal gameplay and unrealistic boat handling, which can frustrate players. The magazine concluded: "As a technological showcase, Rapid Racer is a truly impressive achievement. As a game in its own right, however, it falls disappointingly short of the expectations aroused by its glorious visuals."[4] GamePro said of the game, "The sounds never rise above average and the controls are way too sensitive (even with the analog controller), which makes racing in the already arduous turns a difficult task and adds to [the] game's general frustration level. With such severe visual and control maladies, Turbo Prop doesn't even come close to crossing the finish line."[18][lower-alpha 2] However, Next Generation said, "Anyone who thinks that PlayStation is finished should check this game out."[15]
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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