From HandWiki - Reading time: 9 min
| Stunt GP | |
|---|---|
| Developer(s) | Team17 |
| Publisher(s) | Eon Digital Entertainment (PC and Dreamcast) Titus Interactive (PlayStation 2) |
| Designer(s) | Pete Opdam Karl Morton Danny Burke |
| Composer(s) | Bjørn Lynne Marc Pattison |
| Engine | RenderWare |
| Platform(s) | Windows, Dreamcast, PlayStation 2 |
| Release | |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Stunt GP is a radio-controlled car racing video game developed by the UK-based studio Team17, released in 2001. It was published by Eon Digital Entertainment for Windows and Dreamcast, and by Titus Software for PlayStation 2. Stunt GP uses the RenderWare engine. It has both single-player and offline multiplayer game modes using the split-screen method, and various game controllers are supported.
The game features five game modes named Arcade, Exhibition, Time Trial, Stunt Challenge and Championship.
Arcade mode allows the player to unlock new content for the game, such as cars and tracks. In Exhibition mode, the player can choose its car, track, the number of AI as well as other settings. Time Trial mode allows the player to beat records on a restricted list of tracks. Stunt Challenge mode lets the player score a maximum number of aerials in a stunt arena. Finally Championship mode consists of a full season of 20 races in which the player will be able to gradually improve the car and its components.
The radio-controlled car is played in third-person using the arrow keys. The cars are powered with a battery which slowly loses energy over time. Once the battery has run out of energy, the car goes slower and thus the player is severely handicapped. Several game mechanics interacts with the battery level. Near the finish line of each track lies a pit-stop, in which the player can refill the batteries. A speed boost is available by pressing the Control key but it depletes the battery much faster than usual. Stunts are performed while the player is in the air by pressing the Shift key and one of the arrow key. If the stunt is successful, some amount of energy will be restored.
There are 20 cars in the game, upon which only 6 are initially available.[3] The others can be unlock by playing modes like Arcade, Time Trial and Championship. They are divided into 4 categories:
Wild Wheels are cars with a solid grip to the road. They are represented by heavy vehicles such as trucks or 4x4. Aero Blasters are vehicles with amazing agility. They spin the fastest while attempting aerials. Their design is futuristic. Speed Demons are cars with the strongest accelerations and top speed. Their lines are sharp and aerodynamic. Team Specials is a special category regrouping eccentric vehicles such as an open-wheel car or a forklift.
In Championship mode, every car can be tweaked extensively, from tyres to engines, suspensions, brakes, batteries, etc.
The game was announced by Team17 and Hasbro Interactive in November 1999 for a March 2000 release[4] and would be released under Hasbro's Atari Interactive brand.[5] In 2000, Infogrames North America secured North American publishing rights to the title in March with a Fall release window,[6] while Titus Interactive secured worldwide publishing rights to the PlayStation 2 version of the game in July, with Virgin Interactive handling distribution.[7]
Following the purchase of Hasbro Interactive by Infogrames in January 2001, the company dropped out of publishing the title due to the game's numerous delays and that the current release window no longer fit in the publisher's existing releases for the beginning of the year.[8][9] In March, EON Digital Entertainment picked up the publishing rights to the PC and Dreamcast versions.[10]
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The PlayStation 2 version received "generally unfavorable reviews" according to the review aggregation website Metacritic.[23] In Japan, where the same console version was ported for release on 11 April 2002, Famitsu gave it a score of 29 out of 40.[13]
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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