From HandWiki - Reading time: 5 min
| Reach for the Skies | |
|---|---|
| Developer(s) | Rowan Software[1] |
| Publisher(s) | Virgin Games[1] |
| Platform(s) | Amiga, Atari ST, MS-DOS |
| Release | 1993 |
| Genre(s) | Combat flight simulation |
| Mode(s) | Single-player |
Reach for the Skies is a 1993 combat flight simulation video game developed by Rowan Software and published by Virgin Games for the Amiga, Atari ST, and MS-DOS.
The game is set on the southeast coast of England during the Battle of Britain. Players have the option to fight for either the Royal Air Force (RAF) or the Luftwaffe. After that is the choice of playing as either the pilot or the controller. Pilots fly in missions and take out enemy aircraft. Controllers make strategic decisions for the battle. The game offers two control options: simple or easy. Simple mode uses basic joystick directions and a fire button. Help systems like autogun and autopilot are offered. Autogun fires the gun automatically when an enemy is over the gunsights. Autopilot flies the plane automatically between predesignated points.[2]
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Amiga Format compared the game to Their Finest Hour and said Reach for the Skies is "much more playable on a low-end Amiga" and has "the edge in speed and lasting playability". In conclusion it was called "an excellent flight simulator".[3] The One gave a positive review but recommended to try Knights of the Sky first.[1] CU Amiga summarized: "Excellent ideas poorly implemented. A waste."[2] Atari ST User concluded "It's not exactly original stuff, but it's damn exciting and damn realistic."[6]
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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