From HandWiki - Reading time: 5 min
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| Publisher(s) | Virtual Toys |
|---|---|
| Platform(s) | Wii (WiiWare) iOS Nintendo DSi (DSiWare) PlayStation Portable |
| Release | WiiWare iOS March 31, 2009 DSiWare PSP |
| Genre(s) | Action |
| Mode(s) | Single-player, Multiplayer |
Yummy Yummy Cooking Jam is a video game by Spanish developer Virtual Toys. It is available for WiiWare, DSiWare, PSP minis, iPhone, and iPod Touch. The game won a Pulga award for Best Art at the Videogame Industry in Spain Awards in 2009, held at the Gamelab Interactive Leisure International Trade Fair.[2]
The player takes on the role of being a chef in a restaurant. The goal of the game is to serve food to customers before they get angry and leave. Players prepare the food by performing a variety of different tasks to create each stage of the dish. In each round they are given a time limit with the goal being to collect a certain amount of tips within the time allotted by getting the orders right and out on time.
The overall goal of the game's main career mode is for players to become the best chef in the city. This is achieved by working their way up to the top by passing through the game's four restaurants: The Hot Dog, Hamburger, Pizza and Mexican Restaurant. The game also features a quick-play arcade mode which also supports two player competitive play that sees players racing against each other to see who can accumulate the most tips within the time limit.
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The DS version received mixed reviews, while the Wii version received unfavorable reviews, according to the review aggregation website Metacritic.[3][4] Nintendo Life commented that the latter console version does have some enjoyable elements that will appeal to some gamers but said that the "streaky play control", "sharp difficulty curve" and "fairly short length" make it hard to recommend.[8] IGN believed the gameplay to be tedious, overly simplistic and repetitive, and likened it to a "freeware Flash game".[6]
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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