From HandWiki - Reading time: 5 min
| Shadow Knights | |
|---|---|
Cover art | |
| Developer(s) | id Software |
| Publisher(s) | Softdisk |
| Designer(s) |
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| Programmer(s) |
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| Platform(s) | DOS |
| Release | 1991 |
| Genre(s) | Platform |
| Mode(s) | Single player |
Shadow Knights - The Shogun of Death, also known as Budo - The Art of Ninja Combat, is a platform game created by id Software and published by Softdisk in 1991. Shadow Knights was the first game created for Softdisk, who paid $5000 for it as part of id Software's contractual obligation to them.[1] Shadow Knights was marketed by Softdisk as part of The Lost Game Collection of ID Software.[2]
The prospering land of Naipusan falls under siege by warriors from the North led by the evil shogun Sashika. For many years Sashika grew in power and began learning dark magic. Some said that Sashika was possessed by the demon Kuskuro. In the wake of the never-ending reign of terror, a ninja born in the east whose arrival foretold by sages comes to remove Sashika from his seat of power and rule Naipusan fairly.[3]
Shadow Knights is a platform game. The player goes through nine levels, slaying enemies with both sword and magic stars and collecting powerups. The player has limited vitality and magic power to survive. The player can accumulate power by collecting magic orbs. The ninja has healing and weapon powers. Some level areas require the player to defeat a boss monster to progress.
Development for Shadow Knights was being done in conjunction with Slordax around 1990. At the time Commander Keen in Invasion of the Vorticons was in development outside working hours with Softdisk.[4] Tom Hall designed a few of the levels.[5] The level maps were designed using a custom-made program called Tile Editor (TEd), which was first created for Dangerous Dave.[6] The game engine that was built would soon be reused for Dangerous Dave in the Haunted Mansion.
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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