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| Shuttle | |
|---|---|
| Developer(s) | Vektor Grafix |
| Publisher(s) | Virgin Games |
| Platform(s) | IBM PC, Amiga, Atari ST |
| Release | 1992 |
| Genre(s) | Flight simulator |
| Mode(s) | Single-player |
Shuttle is a space flight simulator game developed by Vektor Grafix and published by Virgin Games. It was released in 1992 on the IBM PC, Amiga and Atari ST.
Template:More references needed|section=y}} Players control a Space Shuttle that departs from the Vehicle Assembly Building and returns to Earth at the Shuttle Landing Facility.
The gameplay mechanics are organized into missions that emulate the experience of Space Shuttle missions, including launching the Hubble Space Telescope and using the Manned Maneuvering Unit to repair satellites.[1] Players are able to receive optional guidance for completing missions if they are struggling.
Instructions are passed to the player through a teleprinter, and when those instructions require the player to use the shuttle controls, a flashing box indicates the appropriate switch or knob to use.

The game supports multiple different camera angles, rather than the standard control panel and external view found in most simulators of the time. The player can also look out of any of the cockpit windows, including back into the payload bay when retrieving or releasing satellites, and some of the CCTV cameras on the Remote Manipulator System. The developers also provide in-game information and diagrams on each of the major Space Shuttle systems. The publishers also supplied a game manual and a large poster showing the control panels.
The game was released with numerous bugs and issues, particularly with the autopilot often getting confused and leading to peculiar re-entry trajectories. In earlier versions, the final mission was impossible to complete.[citation needed]
Stanley Trevena from Computer Gaming World applauded the level of detail accomplished in Shuttle,[2] and stated that "Players with an interest in space and hard-core simulation fans alike will blast off into orbit with this new simulation from Virgin."[3] The magazine ran it in their 1992 "Simulation of the year", which ultimately went to Falcon 3.0 by Spectrum Holobyte.[4]
In 1996, Computer Gaming World declared Shuttle the 50th-worst computer game ever released.[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]
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