Software:Automobili Lamborghini

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Automobili Lamborghini
North American cover art
Developer(s)Titus France
Publisher(s)
Platform(s)Nintendo 64
Release
  • NA: November 30, 1997
  • EU: December 1, 1997
  • JP: May 29, 1998
Genre(s)Racing
Mode(s)Single player, multiplayer

Automobili Lamborghini is a 1997 racing video game developed and published by Titus Software for the Nintendo 64. It is a successor to Lamborghini American Challenge.[1]

In 1998, an improved version subtitled Super Speed Race 64 (スーパースピードレース64) was released in Japan only. This version was distributed by Taito, presented as a successor to the company's Speed Race series from the late 1970s and early 1980s. Improvements include a new difficulty level, the ability to freely customize controls, the introduction of weather, and actual pictures of various models of Lamborghini with their names displayed before the demo screen.

Gameplay

A screenshot of Automobili Lamborghini gameplay on Nintendo 64

Automobili Lamborghini is an arcade-style racing game similar to the Ridge Racer or the early Need for Speed series. There are 4 modes of play: Arcade, Championship, Single Race, and Time Trials. Arcade and Championship consist of a series of races and the ability to unlock various cars; Single Race is a practice mode in normal racing conditions, and Time Trials is a single player race against the player's best times.

To challenge these modes, the game features eight vehicles resembling real supercars: the two default cars, representing the Lamborghini Diablo and the Lamborghini Countach; and six unlockable cars won by beating the six configurations of championships, representing the Porsche 959, the Ferrari F50, the Ferrari Testarossa, the Dodge Viper, the McLaren F1, and the Bugatti EB110.

Reception

Reception
Review scores
PublicationScore
EGM7.75/10[2]
GameSpot7.7/10[3]
IGN7/10[4]
N64 Magazine67%[5]
Next GenerationStarStar[6]
The Electric Playground7/10[7]

Reviews for Automobili Lamborghini ranged from mixed to positive. Critics overwhelmingly lauded its graphics[2][3][4][6][7][8] and high frame rate even in four-player, split-screen races.[4][6][7] Next Generation called it "one of the more beautiful racers in what is hands-down the most filled-out genre for the system"[6] and GameSpot commented that "The roads and scenery are beautifully rendered and blur by so fast. It's quite an assault to your equilibrium. The illusion of g-forces is undeniable, as is the sensation of just soaring over the track."[3]

The controls were a far more divisive issue. Though Next Generation, GameSpot, and Electronic Gaming Monthly all praised the handling as realistic, tight, and easy to learn,[2][3][6] GamePro, IGN's Peer Schneider, and The Electric Playground's Victor Lucas contended that the controls are overly touchy and difficult to master.[4][7][8] Some also criticized the lack of an option to change the control configuration[2][8] and the lack of visible damage from collisions.[4][7][8]

Critics highly praised the game's multiplayer mode, especially the then-rare ability to have human and A.I. opponents at the same time.[2][3][4][6] John Ricciardi of Electronic Gaming Monthly said this feature made Automobili Lamborghini his "favorite N64 racer so far".[2] By contrast, Lucas criticized the "relatively paper thin gameplay", bland colors, and "intolerably stupid" computer opponent. He said that the game should have included more cars and tracks, and criticized the sound effects: "These are sports cars of magnitude. The hums, whines and purrs of these particular 'mobiles should not be taken lightly. However, there are times when it sounds like this is a race of turbo-charged hand blenders."[7] GamePro complained at the lack of a reverse gear but found the ability to use both the Rumble Pak and Controller Pak innovative. The reviewer concluded the game to be flawed and lacking in originality, and recommended players instead get San Francisco Rush.[8] Though praising almost every aspect of the game, Next Generation concluded that "It really needs a better sense of speed and more tension, or at least some unique element besides its dream-car license to set it apart. AL64 makes a decent rental, but even at Nintendo's recently lowered prices, it's no steal."[6] However, a majority of reviewers praised the game's sense of speed.[3][4][7] Schneider assessed that "although there are a few obvious faults in the game, this sequel to the Euro-hit Lamborghini American Challenge for the Super NES does a decent job at bringing street racing home."[4]

The game sold more than 500,000 units.[9]

References

  1. "Inside Scoop". GamePro (IDG) (100): 33. January 1997. 
  2. 2.0 2.1 2.2 2.3 2.4 2.5 "Review Crew: Automobili Lamborghini". Electronic Gaming Monthly (Ziff Davis) (102): 153. January 1998. 
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Smith, Josh. "Automobili Lamborghini Review". https://www.gamespot.com/reviews/automobili-lamborghini-review/1900-2544084/. 
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Schneider, Peer (December 3, 1997). "Automobili Lamborghini". IGN. http://uk.ign64.ign.com/articles/152/152002p1.html. 
  5. Weaver, Tim (Christmas 1997). "Automobili Lamborghini". N64 Magazine (Future Publishing) (10): 54–57. 
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 "Finals". Next Generation (Imagine Media) (37): 142. January 1998. 
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Lucas, Victor (January 7, 1998). "Automobili Lamborghini review". The Electric Playground. http://elecplay.com/nintendo/autolamborghini.html. 
  8. 8.0 8.1 8.2 8.3 8.4 Dan Elektro (January 1998). "Nintendo 64 ProReview: Automobili Lamborhini". GamePro (IDG) (112): 76. 
  9. "Titus Software Corporation". 1998. Archived from the original on June 30, 1998. https://web.archive.org/web/19980630021424fw_/http://www.titusgames.com/profile.htm. Retrieved July 21, 2022. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

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.

History

Logo used until March 2014

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]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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