From HandWiki - Reading time: 7 min
| Publisher(s) | Electronic Arts |
|---|---|
| Designer(s) | Evan Robinson Nicky Robinson Paul Reiche III |
| Platform(s) | Commodore 64, Amiga, Apple IIGS, DOS |
| Release | 1986 |
| Genre(s) | Sports |
| Mode(s) | Single-player |
World Tour Golf is a 1986 video game by Evan and Nicky Robinson, Paul Reiche III and published by Electronic Arts for Commodore 64, Amiga, Apple IIGS, and DOS.
After completing Mail Order Monsters in 1985, developers and producers at EA were playing Nintendo Golf, and the Robinsons decided to create a golf game for DOS including a golf course editor.
Evan Robinson worked on the game and graphics code (which was adapted from code written by Dan Silva for an internal EA editor named Prism, which eventually became Deluxe Paint) for World Tour Golf, while Nicky Robinson created the editor and Paul Reiche acted as game designer and artist. In 1986 it was unusual for a game to have more than one programmer, and this gave them an easy way to neatly subdivide the work. It also allowed World Tour Golf to be a significantly larger game in scope than many contemporary titles. The editor supported the accurate (for its day) re-creation of real golf courses, as well as comical courses that were made up of a series of islands, 270-degree doglegs, etc. This followed in the spirit of Racing Destruction Set, which had been developed at EA the year before.[citation needed]
COMPUTE! called World Tour Golf "a great game for the novice and the expert".[1] The game was reviewed in 1988 in Dragon #132 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4½ out of 5 stars.[2]
David M. Wilson and Johnny L. Wilson reviewed the game for Computer Gaming World, and stated that "IBM owners with CGA used to have to play with magenta trees and blue fairways, but a revision has corrected that aesthetic problem and supports EGA, as well. The EGA version still offers only the four best colors, however."[3]
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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