From HandWiki - Reading time: 6 min
| Tangled: The Video Game | |
|---|---|
North American cover art for Wii | |
| Developer(s) | Planet Moon Studios[lower-alpha 1] |
| Publisher(s) | Disney Interactive Studios |
| Composer(s) | Olivier Deriviere |
| Platform(s) | Wii, Nintendo DS, Microsoft Windows |
| Release | Windows |
| Genre(s) | Action-adventure |
| Mode(s) | Single-player, multiplayer |
Tangled: The Video Game is an action-adventure game based on the film of the same name for the Wii and Nintendo DS, as well as for Microsoft Windows. The game was developed by Planet Moon Studios and published by Disney Interactive Studios, and was released in November 2010.
Tangled's gameplay consists of a mix of platforming and puzzle elements and is designed with a heavy emphasis on two-player cooperative gameplay. The player controls Rapunzel, a princess with magical hair abducted by Mother Gothel since childhood, and a second player can control Flynn Rider, a fugitive thief who seeks refuge in Rapunzel's tower after stealing a crown. If a player plays alone, they can switch between Rapunzel and Flynn when needed, with the other character controlled by the game's artificial intelligence. Rapunzel's room acts as a central hub with which main story missions, challenges and a coloring activity can be accessed.
Each character has their own special abilities, in keeping with the film's overarching story–Rapunzel can heal the environment and grow flowers using her magical hair, while Flynn can cut through shrubbery and other obstacles using his saber. In addition, Rapunzel can also use her hair as a makeshift rope to hoist Flynn onto higher ground or swing her way through certain tree branches. Both characters have their own respective meter which fills up upon performing certain actions such as collecting orbs and coins scattered across the level, healing flowers or engaging in melee combat, with Flynn being able to perform a special attack once the meter is full. Both players are armed with their own weapons–a frying pan for Rapunzel and a saber for Flynn; Flynn can fully incapacitate enemies while Rapunzel can only repel them.
The story follows that of the film very closely, with Mandy Moore and Zachary Levi reprising their roles as Rapunzel and Flynn. In a faraway kingdom, a king sought a cure for his wife's life-threatening ailment. After hearing of a magical flower that could cure everything, he ordered a broth made of the flower, and his wife was immediately cured. The trade-off was that their newborn daughter had long, flowing blonde hair that possessed its own healing powers. Hearing of this discovery, an evil witch kidnapped the infant princess, locked her away in a tower, raised her as her own child and warned her of the horrors of the outside world. Years later, a bandit by the name of Flynn Rider came upon the tower and found himself knocked out by the now-teenage princess named Rapunzel. After agreeing to hide his stolen stash, she made a deal with the bandit: The stash would be returned only if he agreed to show her the kingdom where flying lanterns were released every night on her birthday.
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The DS and Wii versions received "mixed or average reviews" according to video game review aggregator Metacritic.[2][3]
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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