From HandWiki - Reading time: 9 min
| Time Stalkers | |
|---|---|
North American Dreamcast cover art | |
| Developer(s) | Climax Entertainment |
| Publisher(s) | Sega |
| Platform(s) | Dreamcast |
| Release | |
| Genre(s) | Roguelike, role-playing |
| Mode(s) | Single-player |
Time Stalkers, also known as Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). in Japan, is a role-playing video game for the Dreamcast featuring appearances of worlds (and playable characters) from several of Climax Entertainment's earlier games in crossover fashion. The player initially takes the role of Sword, a character caught in a world made of many worlds. As he goes along, similar heroes show up for the player to control. The player may do things such as enter dungeons, take special assignments, and upgrade/buy/sell items.
Time Stalkers is a role-playing video game with party members consisting of Climax characters as well as in-game enemies that can be collected and trained. The battle system combines RTS and turned based out of phase situational combat. The enemies appear on screen and transition to individual arrangements for RTS style combat. The game takes between 30–60 hours to complete and features multiple endings.
While going to investigate a clock tower that is said to be the source of a curse, Sword is attacked by an armored figure. He manages to fight it off, and it flees into the clock tower. Sword gives chase, and while searching for the armored figure, finds a strange book. When he opens it, a bright light flashes, and Sword loses consciousness. When he awakens, he finds the Clock Tower has changed, and after exiting, he finds himself in a world that seems to be made up of various disparate locations mashed together.
He meets an old man who simply says to call him "Master." He tells Sword that the world is threatened by a terrible darkness, and he must protect it. As Sword tries to figure out a way out of the world, the world expands, with more and more pieces added to it, such as a prehistoric mountain, old ruins, a modern-day city, and many more. Sword also meets and teams up with other heroes, such as Nigel from Landstalker. And Lady from Ladystalker.
They eventually discover that "Master" is the one responsible for the creation of the world, and is basically using all the people he has brought into the world as characters in a living story of his own creation. Sword furiously refuses to play any longer, even going so far as to distract Master from watching his precious story unfold. Master retaliates by punishing everyone with unending hunger and thirst.
Sword finally challenges Master to a showdown, with the stakes that if they lose, they'll remain in Master's story, but if they win, Master lets them go. Master accepts the challenge and creates a final dungeon for their showdown. Sword and his party are victorious, and Master reveals the book that is the source of the world. Sword (or one of the other heroes) closes the book, and all the people of the different worlds who had begun to intermingle with each other return to their respective homes, which are then returned to their worlds.
The ending that follows varies depending on which hero is used to close the book.
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Time Stalkers received mixed reviews according to the review aggregation website GameRankings.[3] Pete Bartholow of GameSpot gave the Japanese import a mixed review, criticizing its "traditional" story, randomized dungeon layouts, ugly graphics, and most particularly the resetting of experience points at the beginning of each dungeon. He concluded by advising gamers to instead get the "vastly superior" Software:Evolution: The World of Sacred Device (the Dreamcast's only other RPG at that time).[11] Anoop Gantayat of IGN praised the unique overworld and the monster capture mechanic. However, like GameSpot, he took issue with the resetting of experience points and also complained of the game's concise dialogue and short length.[13] PlanetDreamcast gave it a negative review, over a month and a half before its U.S. release date.[12] Jeff Lundrigan of NextGen said of the game, "It ain't bad, but the Dreamcast RPG audience needs more than this generic fix."[14] In Japan, Famitsu gave it a score of 27 out of 40.[7] GamePro summed up the review of the game by saying, "RPG aficionados looking for that great adventure for the Dreamcast will have to wait—Time Stalkers isn't it. While it'll probably satisfy dungeon crawlers, it will barely get a real adventurer's attention."[17][lower-alpha 2]
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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