From HandWiki - Reading time: 6 min
| Sega Worldwide Soccer 97 | |
|---|---|
| Developer(s) | Sega |
| Publisher(s) | Sega |
| Director(s) | Toshinori Asai |
| Producer(s) | Akira Kozu |
| Composer(s) | Jun Senoue Seirou Okamoto |
| Series | Sega Worldwide Soccer |
| Platform(s) | Sega Saturn, Microsoft Windows |
| Release | Sega Saturn Windows |
| Genre(s) | Sports |
| Mode(s) | Single-player, multiplayer |
Sega Worldwide Soccer 97 (known as both Sega Worldwide Soccer PC and Victory Goal Worldwide Edition in Japan) is a football video game by Sega released for the Sega Saturn in 1996. It was followed by three more titles: Sega Worldwide Soccer '98 still on the Saturn and two editions of Sega Worldwide Soccer 2000, the second being Sega Worldwide Soccer 2000 Euro Edition for the Dreamcast.
Sega Worldwide Soccer 97, produced by Sega themselves, was one of the Saturn's killer apps in the peak of popularity for the console. It was the sequel to Victory Goal, one of the debut titles of the console, which had a poor performance critically and commercially.[4] However, there was little overlap in the development staff of the two games.[4]
The game featured international teams and league, play-off and tournament modes. Although it used fictional player names (due to the lack of a license), the non-volatile memory of the Saturn allowed editing of names. The team kits were as close to the official 1996 kits as possible. The gameplay was also highly praised, and was the top-rated football game until International Superstar Soccer 64 was released one year later. The game was ported to Microsoft Windows, with this version being released in Japan only on September 25, 1997.
In exhibition mode, the player(s) compete in a single match. In tournament mode, they go through an entire tournament, and in championship mode, they battle for the title of league champions.[4]
The game includes a create-a-player feature.[5]
| Reception | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||
The original Saturn release was met with critical acclaim. Tom Hall of GameSpot said it "may be the best soccer game ever released";[7] GamePro called it "a completely fresh, must-play gaming experience";[10] Rob Alsetter wrote in Sega Saturn Magazine that it was "perhaps the best soccer sim yet";[9] and Next Generation's review concluded, "Quite simply, WWS '97 is the best recreation of any sport, ever."[8] Common subjects of praise were the smoothness of the player animations,[7][8][10] the easy-to-learn controls,[8][10] the realistic soccer elements,[7][8][9] and the way the game encourages players to be spontaneous and creative.[7][8][9][10]
Though Electronic Gaming Monthly never reviewed the game, less than a year after its release they rated the Saturn version the 74th best console video game of all time, saying that it "set the standard for all other soccer games to follow. As such, it is considered to be the 'Madden' or 'NHL' of soccer." They cited the player animations, intelligent AI, realistic passing, and graphics.[11]
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]
Wikidata has the property:
|