From HandWiki - Reading time: 7 min
| Universal Studios Theme Parks Adventure | |
|---|---|
North American cover art | |
| Developer(s) | Nai'a Digital Works |
| Publisher(s) | Kemco |
| Director(s) | Mikio Ueyama |
| Composer(s) |
|
| Platform(s) | GameCube |
| Release | |
| Genre(s) | Party |
| Mode(s) | Single-player, multiplayer |
Universal Studios Theme Parks Adventure, known in Japan as Universal Studios Japan Adventure (ユニバーサル・スタジオ・ジャパン・アドベンチャー Yunibāsaru Sutajio Japan Adobenchā), is a 2001 party video game developed by Nai'a Digital Works and published by Kemco for the GameCube. Set at the Universal Studios Japan park, the object of the game is to complete several mini-games loosely based on the real-life attractions Back to the Future: The Ride, Jaws, Jurassic Park River Adventure, E.T. Adventure, Backdraft, Wild, Wild, Wild West Stunt Show, and Waterworld. The player is encouraged to collect trash located in the park, wear merchandise based on the respective franchises, and complete movie quizzes, in which the player must answer trivia questions about the Universal Studios films. The game was released in Japan on December 7, 2001, North America on December 18, 2001, and in PAL regions on May 3, 2002, and was panned by critics for its tedious gameplay, poor graphics and anomalous concept, and is frequently cited as one of the worst video games ever made.
| Reception | ||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||
The game was panned by critics. Matt Casamassina of IGN criticized the game's graphics, comparing it to a "bad N64 game", and noted that the game still suffered frame-rate issues.[7] UGO rated the game #78 on their list of "The Worst Video Games of All Time."[citation needed] Brad Shoemaker of GameSpot panned it in his review, saying: "The game is too frustrating and convoluted for kids to have any fun with it, and all but the most desperate adult GameCube fans will find it tedious and unentertaining as well."[8] Matt Casamassina of IGN also panned it, calling it "a jumbled mess of disorganized goals, sloppy navigation and boring destinations topped off with incredibly dated graphics and an overall adventure that can fairly easily be beaten, if one has the stomach for it" and concluded: "Not recommended for young or adult gamers."[9] It remained NGC Magazine UK's lowest-rated GameCube game until surpassed by Software:Batman: Dark Tomorrow.
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:
|
Template:Jaws movies Template:Bttf