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| Wargames | |
|---|---|
Flyer for the ColecoVision version | |
| Developer(s) | Coleco |
| Publisher(s) | Coleco |
| Platform(s) | Colecovision, Atari 8-bit, Commodore 64 |
| Release | May 1984 (North America) |
| Genre(s) | Strategy |
WarGames is a 1984 video game developed by Coleco for the ColecoVision, and later ported to the Atari 8-bit family and Commodore 64. The game's goal is to defend the United States against nuclear attack, much in the style of a less frantic Missile Command. The principal designer was Coleco staffer Joseph Angiolillo.[1][2][3]
Joseph Angiolillo presented a one-hour seminar on the creation of WarGames at the August 2011 Board Game Players Convention in Lancaster, PA where he showed a DVD of his creation process and memos and lists from Coleco showing the designers of each Coleco product.
The game was directly inspired by MGM's 1983 film WarGames, but instead of depicting the film's events, it adapts its iconic NORAD scene into playable form.

As the game begins, the iconic line "Greetings Professor Falken:" appears on the screen, quickly followed by, in a box: "Select a Challenge Level from 1 to 8 for Global Thermonuclear War". After the skill level has been chosen, the main game screen appears.
The continental United States is divided into six sectors, each with its own bases and major cities. ICBMs and bombers rain over the North Pole, while submarines inch toward coasts. Defenses consist of ABMs, interceptor aircraft, submarines and an experimental particle beam satellite that trumps everything else but weaves in and out of sectors on a fixed orbit. US units are individually far superior, but vulnerable to the destruction of interceptor and missile bases. Events proceed in real time in all sectors as defenses gradually crumble.
Enemy presence and the destruction of bases and cities lower a sector's Defense Condition (DEFCON) status. The DEFCON level for each sector is factored into the total DEFCON status. If it stays at 1 for 60 successive seconds, or if at any time all cities and bases have been destroyed, an automated counterstrike triggers global thermonuclear war and loses the game. The game is won by preventing a counterstrike long enough for a cease-fire to be reached. With eight difficulty levels, one game takes approximately four to eight minutes.
The game is visually stark and technical by 1984 standards. As in the original movie, the manual hints that the attack is an imagined result of a computer glitch; the counterstrike is not.
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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