From HandWiki - Reading time: 9 min
| F1 Manager | |
|---|---|
| Developer(s) | Intelligent Games |
| Publisher(s) | EA Sports |
| Series | F1 |
| Platform(s) | Microsoft Windows |
| Release |
|
| Genre(s) | Sports |
| Mode(s) | Single-player |
F1 Manager is a sports video game developed by Intelligent Games and published by EA Sports exclusively for Microsoft Windows. It was the last officially licensed F1 Management game until F1 Manager 2022 by Frontier Developments.[1]
The game takes place from the 1999 Formula One World Championship on. The player assumes the role as the team principal of a Formula One constructor managing and negotiating various aspects of the team. Critical reviews of the game were mixed.
The player takes control of the management of a Formula One motor racing team from the 1999 Formula One World Championship over a period of ten years.[2][3] They have the ability to select from a range of eleven teams composed of two racing drivers each and one test driver. There is also a chief designer, technical director and a commercial director to assist the player in managing a team.[4][5] They are hired through contract negotiation and remain at the team until the conclusion of the season.[5][6] Contracts are done on a first come, first served basis.[7]
Throughout the game, the performance of the player is assessed by the chairperson of the board of directors, who provides them with objectives such as to win both the World Drivers' Championship and the World Constructors' Championship or to finish in a certain position in the latter championship that they are required to meet by the conclusion of a season.[3][5] They can hire support staff to help assist in the functions of the team.[8] Designers can be employed to construct components for the cars, engineers assist in the maintenance and creation of spare parts and commercial assistants work alongside sponsors to maintain their interest in the team.[9] Players have the option to opt in or out of scheduled test day sessions to develop a car.[5]
A news screen is included in the game to allow the player to read on developments concerning Formula One teams. During a race weekend, the player has the ability to order a driver how to drive during a Grand Prix and can change their pit stop strategies.[5] They can be instructed to increase their overall speed, be asked to slow or maintain their position.[3] Drivers also provide the player with feedback about the performance of their vehicle, which can be altered it to suit a particular racing circuit,[5] and can report mechanical problems to the player.[10]
The player may also elect to observe a race on a television screen platform that allows them to select their preferred camera angle,[4] and provides information such as fuel loads and tyre wear to them.[10] They are given the option to accelerate time to lessen the amount of real-world time it takes to complete a session.[5] Rain is not featured in the game.[7]
F1 Manager was developed by Intelligent Games in the United Kingdom,[3] and was released worldwide on Microsoft Windows by the game's license holder EA Sports in October 2000.[4][10][11] Commentary is provided by the ITV commentator Jim Rosenthal in English,[2] and Kai Ebel in German.[10]
Jeuxvideo.com was complimentary towards the game's graphics and was critical of its soundtrack of which the reviewer deemed had no originality. They also said that the level of difficulty is not adjustable according to player's skill in management.[4] Paul Presley of PC Zone felt that the most problematic aspect of the game was not making a difference in it and noted the races continue for a short while after the first car has completed a race. He however concluded that F1 Manager was better in terms of playability than Grand Prix Manager.[6] A reviewer for the French magazine Joystick felt the user-friendliness and aesthetics of the game would make it more endearing to the public than Grand Prix Manager, and was less complimentary on its graphical and sound bugs.[3] Nathan Quinn of The Race wrote that the game "killed off" the racing subgenre of management games for a long time.[7]
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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