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| Wild West Guns | |
|---|---|
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| Developer(s) | Gameloft Bucharest |
| Publisher(s) | Gameloft |
| Producer(s) | Philip Bouchet |
| Designer(s) | Stephane Varrault |
| Programmer(s) | Daniel Nay |
| Artist(s) | Arthur Hugot |
| Composer(s) | Arnaud Galand |
| Platform(s) | Mobile phone Wii (WiiWare) iOS |
| Release | Wii iOS February 5, 2009 |
| Genre(s) | Action-adventure Shooting |
| Mode(s) | Single-player, multiplayer |
Wild West Guns is an action-adventure shooting video game developed by Gameloft Bucharest and published by Gameloft. It was released in 2011 for button-operated/keypad-based mobile phones, in August 2008 in Japan for the Wii and on February 5, 2009 worldwide for iOS devices via the Apple App Store.
This article needs a plot summary. (September 2020) |
The 2011 Java-based mobile version of Wild West Guns is a side-scrolling top-down open-world action-adventure video game. The game world may be traversed on foot or by horse. Missions involve fistfights, shooting, tailing or chasing, horse-riding, and/or setting off explosives. The player can buy weapons at shops and kill non-player characters (NPCs), and it is possible to call Jack Barnes's acquired horse to give a ride. If the player commits a crime within the line of sight of a Sheriff, they will gain a wanted level that will cause Sheriffs to turn hostile towards them. They may either hide or pay money at churches in order to decrease the wanted level.
An American Old West-themed light gun shooter, the game sees the player shooting at targets ranging from vultures, balloons and flying sombreros to armed robbers, angry gold diggers and renegade soldiers across a number of environments such as saloons, cemeteries and a speeding steam locomotive. The game features 6 levels across two difficulties, with 3 challenges in each.[1]
The game also supports the Wii Zapper peripheral on the Wii, but does not feature aim calibration.
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The Wii version of Wild West Guns received "mixed" reviews according to the review aggregation website Metacritic.[13]
Official Nintendo Magazine praised the variety in settings and the interactive environments, and the simple point and shoot gameplay, though they felt genre experts might find it too easy.[10] Nintendo Life felt the game was "addictive and attractive" and "very well executed", and highlighted the depth in gameplay that requires players to carefully choose their shots to score the most points. However, they felt the relatively small range of objectives, settings and enemies was "somewhat disappointing", and that the omission of scoreboards affected replay value.[9]
In contrast, Eurogamer was less impressed with the Wii version, calling it "a rather limited and repetitive experience".[3] 1UP.com believed said console version was "a little pricey" at 1000 Wii Points.[2] IGN also had issues with the price and the shallow nature of the same console version, but otherwise felt it was "fun", praising the tight controls and polished presentation.[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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