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| The Land Before Time | |
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Cover art | |
| Developer(s) | Eclipse Entertainment Ltd |
| Publisher(s) | Swing Entertainment Media AG |
| Series | The Land Before Time |
| Platform(s) | Game Boy Color |
| Release | 14 July 2001 |
| Genre(s) | Platformer |
| Mode(s) | Single-player |
The Land Before Time is a 2001 Game Boy Color platform game developed by Eclipse Entertainment Ltd and published by Swing Entertainment Media, based upon the 1988 film of the same name.[1] A non-ported title of the same name for the Game Boy Advance was released by Full Fat in 2002.[citation needed]

The Land Before Time is a 2D platformer where players alternate between a range of selectable characters: Ducky, Littlefoot, Cera, and Spike, from the original film, as they find themselves separated from a rock fall and need to reunite with their friends.[2] Each character performs specific functions, such as squeezing into small spaces, crushing rocks, or defeating enemies, requiring the player to alternate between them as they navigate the levels of the game.[3] The game uses a password system instead of a battery save system to return the player to levels of the game.[4] The game features 20 levels across five environments, ranging from volcanoes, deserts, and swamps.[2]
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The Land Before Time received mixed reviews. Writing for Game Boy Xtreme, John Hagerty stated the game was "above average" with "decent gameplay", but found frustration with the lack of a restart position and the "complicated attack movements", noting "there's nothing to collect or bad guys to beat in the areas you've already explored".[2] TJ Deci for Allgame wrote that whilst the concept of switching playable characters was "(executed) fairly well", the "gameplay alone isn't enough to overcome the numerous frustrations with the title", including "not being able to save during levels", "the unwieldy password system".[3] Total Game Boy found the game to be "tricky" with "poor collision", making it inappropriate for its target audience of younger players, stating the gameplay was "dull and uninteresting, with no background story".[4]
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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Template:Atari Warning: Default sort key "Mobygames" overrides earlier default sort key "Land Before Time (video game), The".