From Handwiki - Reading time: 8 min| Moto Racer 2 | |
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| Developer(s) | Delphine Software International |
| Publisher(s) | Electronic Arts |
| Platform(s) | PlayStation, Microsoft Windows |
| Release | PlayStation Windows |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Moto Racer 2 is a motocross racing game developed by Delphine and published by Electronic Arts for PlayStation and Microsoft Windows. It is part of the Moto Racer series, and is the sequel to Moto Racer.
Moto Racer 2 has more courses than its predecessor, and added a level editor. Moto Racer 2 garnered positive reviews from critics, praising its graphics and variety of gameplay.

In Moto Racer 2, the player controls a motorcyclist on various terrain; the game offers motocross races and superbike street races.[3] The game contains 32 race tracks and 16 motorcycles split evenly between motocross and superbike, and allows for the player to edit any track in the game using the level editor.[4] It contains many of the same features as the previous game, including a split screen mode for the PlayStation version, and the player is allowed to choose between terrain set-ups prior to games.[5] The game allows players to change between simulation mode and arcade mode to choose between a more realistic or playful experience.[5]
Moto Racer 2 runs on a modified version of the original Moto Racer's engine, giving the game detailed textures and a faster frame rate. The player can move into a cockpit view during the game, allowing the player to see the entire environment as they drive.[6]
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The PlayStation version of Moto Racer 2 received favourable reviews, while the PC version received above-average reviews, according to the review aggregation website GameRankings.[7][8] Next Generation said of the former version, "There is enough here to make it all worthwhile – just don't expect an entirely new game."[16] In Japan, where the same console version was ported and published by Electronic Arts Square on 4 May 1999, Famitsu gave it a score of 26 out of 40.[13]
IGN's Douglass C. Perry said that Moto Racer 2 was the best motorcycle racer seen on the PlayStation.[6] He praised the game's accessibility to newcomers and variety in course collection; however, he criticized the game's mediocre graphics.[6] GameSpot's Ryan MacDonald felt that the game wasn't as ground-breaking as the first in the series, but praised the DualShock control scheme and liked the improved visuals.[5]
GameSpot's Michael E. Ryan noted that the game disappointed when compared to Motocross Madness, but praised the game for fast-paced arcade action.[4] IGN's Tal Blevins disagreed with Ryan's assessment, feeling that the game appealed to hardcore gamers and casual gamers alike, and praised the game's realistic physics engine.[3]
The PC version was nominated for the "Best Racing Game of the Year" award at IGN's Best of 1998 Awards, which went to Powerslide.[20]
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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