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| Sengoku 2 | |
|---|---|
| File:Sengoku 2 cover.jpg Neo Geo AES art cover | |
| Developer(s) | SNK |
| Publisher(s) | SNK |
| Platform(s) | Arcade, Neo Geo, Neo Geo CD |
| Release | |
| Genre(s) | Beat 'em up |
| Mode(s) | Single-player, multiplayer |
| Cabinet | Upright |
| Display | Horizontal, raster (standard resolution) |
Sengoku 2, fully titled Sengoku Denshō 2 in Japan, is a beat 'em up arcade game. It is the second game of the Sengoku series by SNK. It was ported to the Neo Geo and Neo Geo CD consoles. In 2009 the series was compiled on a CD titled Sengoku Anthology for the PlayStation 2 and Windows. The Neo Geo version was re-released on the Japanese Virtual Console in November 8, 2012 and for the PAL region on February 7, 2013.
An evil warlord is intent on conquering the world, this time by the use of time travel to conquer every known important event in history. The two protagonists from the previous game are sent by a priestess from the past to battle the warlord's forces to restore the world's ages and ensure the warlord's conquest never succeeds.
The gameplay is similar to Sengoku 3, except that the playable character is constantly armed with a sword for which can initiate wide plane attacks and vertical slashes. Pressing both attack buttons together allows the character to block or dodge attacks. Another button combo gets the character to perform a special trick attack. The character can also jump and do jump attacks. Occasionally the character will be mounted on horseback and have to carefully hack and slash enemies during a canter.
The player can transform the character into three different forms including, the armour clad wolf, the shuriken throwing ninja and the staff-wielding Tengu warrior for a limited time. Various collectable orbs heal the character's health or enhance the character's attack abilities and that of the different forms' capabilities.
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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