From HandWiki - Reading time: 14 min
| Thexder | |
|---|---|
| Developer(s) |
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| Publisher(s) | Game Arts
|
| Designer(s) | Hibiki Godai Satoshi Uesaka |
| Composer(s) | Hibiki Godai |
| Platform(s) |
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| Release | April 1985
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| Genre(s) | Run and gun |
| Mode(s) | Single-player |
Thexder (テグザー Teguzā) is a run and gun video game from Game Arts, originally released for the NEC PC-8801 in 1985. It was ported to many systems, including the Famicom.
In Thexder, the player controls a fighter robot that is able to transform into a jet and shoot lasers.
The game was originally released in 1985 for the NEC PC-8801 platform in Japan. Game Arts licensed Thexder to Square in order to develop a conversion for the Nintendo Entertainment System (NES) game console. In 1987, Game Arts also developed a Thexder conversion for the MSX platform. The game was licensed to Sierra Entertainment for release in the United States. Sierra ported the game to multiple platforms, including the IBM PC, Tandy Color Computer 3, Apple II, Apple IIGS, Apple Macintosh, and Tandy 1000. In 1988, Activision released the game in Europe on the Commodore Amiga.[1] D4 Enterprise was re-released for the Nintendo Switch on October 26, 2023 in Japan as part of the EGG Console.
Thexder quickly became a best-selling hit, selling over 500,000 copies in Japan by 1987.[2][3] The PC-8801 platform was only popular in Japan and, despite home market success, Thexder garnered little attention abroad initially. With the conversion for the MSX (the best-selling platform in Brazil and many Eastern European countries), it became an international hit. It became the company's best-selling title of 1987. By 1990, the game had sold over one million copies worldwide.[4]
Compute! praised the Apple IIGS version of Thexder as the computer's "first true arcade game" with "excellent play value for your dollar".[5] In 1988, The Games Machine gave the Amiga version a 74% score.[1] In 1991, Dragon gave the Macintosh and PC/MS-DOS versions of the game each 4 out of 5 stars.[6] The game went on to sell over one million copies worldwide, becoming Game Arts' biggest-selling title of 1987.[4] Thexder is considered an important breakthrough title for the run-and-gun shooter game genre, paving the way for titles such as Contra and Metal Slug.[7]
| Title | Details |
|---|---|
Thexder 2 Original release dates:
1990-12-30 (DOS)
|
Release years by system: 1989 – MSX/PC-8801 |
| Notes:
Thexder 2, also known as Fire Hawk and Fire Hawk: Thexder – The Second Contact, was released in 1989 on MSX2 and 1990 on DOS. It retained the same concept as the original Thexder but added many improvements. The Fire Hawk robot had the same design as the Thexder: the main laser, shield, and ability to transform into a jet. It also had upgrades to allow it to launch guided missiles, and use special weapons found throughout the game. Obtaining special weapons caused a weapon carrier droid to be deployed, and if positioned correctly, would act as a shield against enemies. Graphics were improved from the original game, and gameplay was divided into sub-levels, with the fourth sub-level containing a "boss" enemy. It was also possible to restart later games at the beginning of a level previously visited.
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Thexder 95 Original release date(s): 1995 |
Release years by system: 1995 – Windows 95 |
| Notes:
Thexder 95 (also called Thexder for Windows 95) is a Windows 95 remake of the original Thexder game, which was built with Microsoft's Game SDK (precursor of DirectX). In this game, Thexder can become a tank and jet, and has a large number of new weapons, from grenades to thermal bombs. The game runs in multiple windows: the main view, and several smaller windows each having a different function, e.g., ammo count, map, and actual game, that the gamer could open, close, and resize at will during play.[8] It was also one of Sierra's showcase games at the launch of Windows 95.[citation needed]
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Thexder & Fire Hawk Original release date(s):
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Release years by system: July 15, 2005 – PC-8801 |
| Notes:
Thexder & Fire Hawk is a compilation that includes the MSX versions of Thexder and Thexder 2. The compilation was designed by Hibiki Godai and Satoshi Uesaka, and was released in 2005 for the PC–8801.
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Thexder Neo Original release dates: October 1, 2009 (PSP)[9] January 28, 2010 (PS3) |
Release years by system: October 1, 2009 – PlayStation Portable (PSP)[9] January 28, 2010 – PlayStation 3 |
| Notes:
Thexder Neo is a complete rework of the original PC game from 1985, released by Square Enix.[10] In early 2009, Square Enix sent an application to the ESRB to receive a rating for a game titled "Thexder Neo".[11] Later that year, the game's existence was confirmed by Square Enix at the Tokyo Game Show.[12] It was released worldwide on the PlayStation Network on October 1, 2009 as a download for the PlayStation Portable and on January 28, 2010 for the PlayStation 3.[9]
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Now you can experience the excitement of the original, complete with revamped graphics, a novice mode, six-player online races, and a host of other all-new features in Thexder NEO.
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]
Wikidata has the property:
|
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]
Wikidata has the property:
|
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]
Wikidata has the property:
|