From HandWiki - Reading time: 9 min
| Road Rash 64 | |
|---|---|
| Developer(s) | Pacific Coast Power and Light |
| Publisher(s) | THQ[lower-alpha 1] |
| Director(s) | Cory Ondrejka |
| Producer(s) | Gabriel Jones |
| Designer(s) | Richard McGovern |
| Programmer(s) | John Grigsby Leif Terry |
| Artist(s) | Chris Adams Ben Ridgway Dane Shears Brian Walker |
| Composer(s) | Steve Kirk |
| Series | Road Rash |
| Platform(s) | Nintendo 64 |
| Release | |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Road Rash 64 is a racing video game developed by Pacific Coast Power and Light and published by THQ for the Nintendo 64.[3] The game is the fifth of six entries in the Road Rash series of video games, the only entry to be published by THQ and the only to be released for the Nintendo 64 platform.
The game plays similarly to previous games developed in the Road Rash series, which involves the player racing their motorcycle against other motorcyclists.[4] While racing, the player has the option of punching, or using weapons to attack other racers, to slow down their progress.[4] The ultimate goal is to place first in the race, and do damage to others, in order to gain more money to upgrade the player's motorcycle. Conversely, the worst scenario is to be "busted" by police officers, who intervene when situations get too hectic or racers damage them, which costs the player money. If the player was unable to afford the fine, that game is over. In a similar situation, it was also possible to lose without getting busted; should a player's damages become sufficiently acute the motorcycle would be sent to a mechanic who would charge for parts and labor in order to get back into the game. Being unable to afford the mechanic's bill had the same consequences as being busted and unable to pay.
Unlike past games in the series, which used a single long road in independent locales, the game took place on routes laid out through an interconnected road system. The race routes were pieced together from branching road segments. Another new feature is the Cop Mode, which lets players switch roles as a police officer trying to "bust" the other racers.[5]
The game featured licensed music from bands such as Sugar Ray, CIV, The Mermen, and Full on the Mouth.[3] Sugar Ray contributed two songs, one of which was "Mean Machine", from their debut album Lemonade and Brownies.
Unlike most games in the series, it was not developed or published by Electronic Arts, but rather by Pacific Coast Power and Light and published by THQ respectively.[4] The game was originally thought to be a straight port of the game Road Rash 3D for the PlayStation.[6] However, that game ended up emphasizing the racing aspect much more so, where as this game was considered a "complete rethinking" of the game, with much greater emphasis on combat, similar to past games, such as Road Rash II.[6]
The game was designed to use very low polygon models, low resolution textures, and few special effects in order to support the abundance of action onscreen, while being able to keep a high frame rate. With the addition of the Expansion Pak in the Nintendo 64 system, alternate graphics options, wide screen, letterboxed, and high resolution settings, were available to choose from in addition to the default graphics setting.
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The game received "average" reviews according to the review aggregation website GameRankings.[7] GameSpot praised the game for ultimately being fun, especially with multiplayer, but criticized the blurry graphics and repetitive sound and music.[6] IGN was more positive about the sound and music, and praised the game for its fun combat, and the way in which the game tallies the player's combat accomplishments at the end of the race.[3] They too complained about the game's graphics, and that the game was far less entertaining when being played single-player.[3] Similarly, AllGame criticized the graphics, namely the courses and character models, as dull and repetitive, but ultimately found that the game was fun in the same ways that the trilogy of Road Rash games were on the Sega Genesis.[8]
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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