From HandWiki - Reading time: 5 min
| Championship Manager 2 | |
|---|---|
| Developer(s) | Sports Interactive (PC) Sterling Games (Amiga) |
| Publisher(s) | Domark (PC) Eidos Interactive (Amiga) |
| Designer(s) | Paul Collyer Oliver Collyer |
| Series | Championship Manager |
| Platform(s) | PC, Amiga |
| Release | 22 September 1995 (PC)[1] 1997 (Amiga) |
| Genre(s) | Sports |
| Mode(s) | Single player, hotseat-multiplayer |
Championship Manager 2 is a football management computer game in the Sports Interactive's Championship Manager series. It was released in September 1995 for PC. An Amiga version was released in 1997.
Championship Manager 2 introduced a far better quality of graphics compared to previous versions. The game included SVGA graphics and photorealistic background pictures. Possibly the most notable new feature was the audio commentary engine. As well as the traditional text-based match commentary, there was also optional voice commentary on CD ROM, provided by famous United Kingdom football commentator Clive Tyldesley. The game greatly expanded the number of stats and tactical possibilities, and made transfers and contract negotiations more realistic, with the Bosman ruling included in future updates.
Another milestone was the inclusion of playable Scottish leagues, albeit only in the PC version. For the first time in the series there was a selection of leagues to choose from at the start of the game - only one could be run at a time, however.
In terms of the underlying gameplay, not a great deal had been changed since the original Championship Manager. The look and feel had been improved but it was still very much a text-based, menu-driven game and the user interface was almost identical to previous games, albeit at a much higher resolution.
Two new versions of Championship Manager 2 were later released allowing users to play leagues from across Europe. One version contained the Spanish, Belgian and Dutch leagues, the other contained French, German and Italian, leagues. Only one league could be run at a time but this was still a big milestone for the series and signalled the intent of Sports Interactive to expand the Championship Manager universe across the globe.
The Amiga port was developed by Sterling Games. The Amiga version did not include all the features of the PC version, including the Scottish League, international management, player histories and backgrounds). Furthermore, it could not be installed to a hard drive.
The new game brought critical reviews including 49% from PC Gamer who urged the series to "stop plastering its face with make-up" and "allow itself to be led quietly off to the old people's home, where it will be remembered kindly".[2]
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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