From HandWiki - Reading time: 6 min
| World Driver Championship | |
|---|---|
North American box art | |
| Developer(s) | Boss Game Studios |
| Publisher(s) | Midway |
| Producer(s) | Kevin Potter |
| Designer(s) | Brian McNeely |
| Programmer(s) | Brian Fehdrau Rob Povey |
| Artist(s) | Todd Keller Martin Sawkins |
| Composer(s) | Zack Ohren |
| Platform(s) | Nintendo 64 |
| Release | |
| Genre(s) | Racing game |
| Mode(s) | Single-player, multiplayer |
World Driver Championship is an automobile racing video game. It was developed by Boss Game Studios and published for the Nintendo 64 by Midway Games. It is notable for having especially high quality graphics.
World Driver Championship is a racing game that features ten locations. Most locations feature six tracks (marked "A", "B", and "C"), three of which are in reverse (marked "R" next to "A", "B", and "C"). The exception is Black Forest, which has only four tracks, two of them being in reverse. These are the ten locations: Hawaii, United States; Les Gets, France; Las Vegas, United States; Auckland, New Zealand; Lisbon, Portugal; Rome, Italy; Sydney, Australia; Zürich, Switzerland; Kyoto, Japan ; and the Black Forest in Germany.
The game was showcased at E3 1999.[2] One of the last racing simulations to be released for Nintendo 64, this graphically intensive title uses custom microcode optimization and high polygon count modelling. The development team was able to optimize the usage of the various processors within the N64 to allow a great draw distance (reducing the need for fog or pop-up), highly detailed texturing and models, Doppler effect MP3 audio, and advanced lighting and fog effects for realistic weather conditions. Increasingly prevalent toward the latter years of the N64's commercial lifetime, the game has a high resolution 640x480 mode that does not require the add-on N64 RAM Expansion Pak. Additionally, unlike many other games of its type on the platform, the game runs high resolution at a smooth pace.
The soundtrack, consisting of original rock and heavy metal tunes, was composed by musician Zack Ohren.
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Although World Driver Championship received generally positive reviews from critics,[3] it suffered from intense competition at the time. While the game was an improvement in nearly every way compared to Boss's similar earlier effort, Top Gear Rally, it was up against the impressive new Gran Turismo series and other new racers. Complaints included a somewhat unconvincing driving physics model, non-licensed cars, and poor sound effects and music quality. The dislike for the physics model often stems from the beginning cars being difficult to drive and offering a "sloppy" feeling of control. Next Generation praised the graphics, gameplay, cars, and tracks, but noted that due to its driving physics model the game will be difficult to master for arcade racing fans.[10]
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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