From HandWiki - Reading time: 8 min
| WWF WrestleMania | |
|---|---|
North American cover art featuring Hulk Hogan | |
| Developer(s) | Rare |
| Publisher(s) | Acclaim Entertainment |
| Designer(s) | Jools Jameson Tim Stamper |
| Artist(s) | Kevin Bayliss |
| Composer(s) | David Wise |
| Platform(s) | Nintendo Entertainment System |
| Release | |
| Genre(s) | Wrestling |
| Mode(s) | Single-player, multiplayer (up to six players) |
| Reception | ||||||||
|---|---|---|---|---|---|---|---|---|
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WWF WrestleMania (named after the annual pay-per-view event) is a Nintendo Entertainment System (NES) video game created by Rare and published by Acclaim Entertainment in 1989. It was the first WWF licensed NES game and the second WWF game overall, the first being MicroLeague Wrestling. WrestleMania also marked the beginning of a long relationship between Acclaim and the WWF which lasted ten years. Released just months prior to WrestleMania V, it was intended to help build up to that event. The game's title screen features the tagline for WrestleMania III: "Bigger. Better. Badder".
A Game Boy version started development in 1990 but was cancelled. It was developed by Zippo Games and designed by John Pickford.[5] Rare later developed a follow-up game, WWF WrestleMania Challenge. A contemporary VCR board game version, designed by Interactive VCR Games was also released around the same time, as well as a handheld version.[6]
The game features six wrestlers: Hulk Hogan, André the Giant, "Macho Man" Randy Savage, "The Million Dollar Man" Ted DiBiase, Bam Bam Bigelow and The Honky Tonk Man. All wrestlers possess a limited number of moves, which consist of basic standing punches and kicks, headbutts, a running attack, a move off the turnbuckle (which André the Giant and Bam Bam Bigelow cannot perform), and a bodyslam (which Bam Bam Bigelow and Honky Tonk Man cannot perform). All wrestlers also possess a "back attack" that they can use on an opponent standing behind them (usually a backwards punch). The moves themselves are somewhat tailored to each wrestler (Randy Savage, for example, uses elbow smashes instead of punches, while Bam Bam Bigelow has two running attacks instead of one, and Ted Dibiase uses eye gauges instead of kicks). It is also worth noting that only Hulk Hogan is able to bodyslam the massive André the Giant. The wrestlers cannot leave the ring and can only execute turnbuckle attacks from the bottom two corners. Sometimes, while a wrestler is taking punishment, he will turn red, indicating anger. An "angry" wrestler can inflict more damage than normal while in this state. Occasionally, during a match, an icon will come on screen that a wrestler can pick up to gain health. The icons are unique to each wrestler (for example, Honky Tonk Man's looks like a guitar, André's looks like a massive foot, while Hulk Hogan's looks like a crucifix) and cannot be used interchangeably (wrestlers can only pick up their own icons).
Players can either play a single exhibition match (one player versus the computer or two players head-to-head) or a tournament. In a single player tournament, the player chooses one wrestler and must defeat the other five in a series of matches to win the championship. In a tournament with two or more player-controlled wrestlers (up to six can play), each wrestler faces every other wrestler once (fifteen total matches). At the end of the tournament, the wrestler with the best record wins the championship. In the event of a tie, the wrestler in the tie who achieved the single fastest victory during the tournament will be declared the winner.
A scene in the 2008 film The Wrestler features a fictional NES game entitled Wrestle Jam '88. The fully functioning demo features a style inspired by WWF WrestleMania.[7]
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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