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| Rugrats in Paris: The Movie | |
|---|---|
Nintendo 64 cover art for North America | |
| Developer(s) | Avalanche Software (PS1 & N64) Software Creations (GBC) KnowWonder (PC) |
| Publisher(s) | THQ Mattel Interactive (PC) |
| Composer(s) | Suddi Raval (GBC) Martin Goodall (GBC) |
| Platform(s) | PlayStation Game Boy Color Nintendo 64 Microsoft Windows |
| Release | PlayStation, Nintendo 64 & Game Boy Color Microsoft Windows |
| Genre(s) | Action-adventure |
| Mode(s) | Single-player, multiplayer |
Rugrats in Paris: The Movie is a video game based on the 2000 animated movie of the same name (in turn based on the Nickelodeon animated series Rugrats). The game follows the adventures of the Rugrats in a European theme park. A console version of the game was released in 2000, for the PlayStation, Nintendo 64, and a handheld version for Game Boy Color. A version for Microsoft Windows was later released in 2001. The console version's gameplay is similar to Rugrats, but Paris’ attractions sometimes have minigames too. The handheld gameplay is a side-scrolling platformer. The Windows version's gameplay is an adventure game in which the player must find Chuckie's Wawa Bear.
Tommy Pickles' father has been sent to Europe to fix a broken robot at EuroReptarLand, and has decided to bring his family and friends with him. The player can choose between six playable characters throughout the game: Tommy, Chuckie, Phil, Lil, Angelica, or Kimi.[2] There are approximately 16 levels, as well as hidden bonus levels, in both single and multi-player mini-games. The object of the game is to collect enough gold Reptar tickets to buy the Reptar Helmet that controls a Giant Robot Reptar. Tickets are earned during mini-games, and can also be collected throughout the park. During most mini-games, the player plays against ninjas; aside from mini-games, the theme park is otherwise devoid of other people.[2][3]
This version features eight side-scrolling levels and seven mini-games, while the plot involves Chuckie and the other Rugrats searching the theme park for a princess to become his new mother. The game includes Dil as an additional character, unlike the home console versions. Each mini-game is played with a different character. Many mini-games include a time limit during which the player must complete the game. Tickets, earned by playing mini-games, allow the player to advance to new levels, which are accessed via an overhead map of the park. A password is provided after the completion of each level, allowing the player to resume the game at a later point.[4]
This version includes six mini-games, and involves the Rugrats searching for Chuckie's "wawa" bear at the theme park.[5]
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The game was met with mixed reception upon release. GameRankings and Metacritic gave it a score of 62.67% for the PlayStation version;[8] 69.50% and 64 out of 100 for the Nintendo 64 version;[7][9] and 49.50% for the Game Boy Color version.[6] In their first weeks of sale in North America, the Nintendo 64 version was the ninth highest-selling game of the week, the Game Boy Color version the fifth highest-selling.[18]
Joe Rybicki of Official U.S. PlayStation Magazine wrote that the PlayStation version was not "the most impressive kid game" he had ever seen, but noted that it had some positive elements. Rybicki wrote that while none of the mini-games were "mind-blowing," they "are entertaining for kids of various ages. However, the touchy controls and poor collision detection may make trouble for really young kids."[17] Tom Zjaba of AllGame, who reviewed the PlayStation version, praised its two-player mode and wrote that the game's theme park "features a nice amount of detail and loads of variety between the different areas. There are some clipping problems and a few bland environments, but this platformer is for the most part visually pleasing. As is the case with most 3D platform titles, there are also some camera problems and control quirks, neither of which is bad enough to hamper the fun factor." Zjaba concluded that while it was not "groundbreaking," it was still "a good game for children new to the PlayStation."[10]
Marc Nix of IGN felt that the PlayStation version would be too difficult for young children, and criticized its non-simultaneous two-player mode, as well as its repetitive loading times. Nix praised the game's frame rate and music, but criticized the poor quality of its sound effects and voice overs, and wrote, "The graphics are beautifully colorful and brimming with details, but the engine has shaky textures, break-up, and all other manner of polygon errors. Still, most kids won't care when there's ninjas to battle." Nix also noted, "Unfortunately, there are no people in Reptarland besides the babies themselves – a very eerie phenomenon that would scare most kids if it happened for real – so there's nobody to interact with or have fun with outside the games themselves."[3] Nix criticized the Game Boy Color version for its "stiff" controls, its password feature, and its poor graphics. Nix also criticized the gameplay for being slow, tedious, and difficult, particularly for young children.[12]
Cory D. Lewis of IGN criticized the Nintendo 64 version for its slow-moving characters, although he called the game "simple, yet fun on a very basic level," noting that it was more likely to appeal to younger children. Lewis offered particular praise for the game's miniature golf mini-game, as well as the game's sound, music, and graphics, although he criticized its frame rate.[2] Sallie Sarrel of PC Magazine rated the Windows version 3 out of 5 and praised its "wonderful" animation, but criticized its difficult navigation.[5]
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]
Wikidata has the property:
|
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]
Wikidata has the property:
|
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]
Wikidata has the property:
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Warning: Default sort key "Rugrats in Paris: The Movie (video game)" overrides earlier default sort key "Mobygames".