Software:Formula 1 (video game)
| Formula 1 | |
|---|---|
| Developer(s) | Bizarre Creations |
| Publisher(s) | Psygnosis |
| Series | Formula One |
| Platform(s) | PlayStation, Microsoft Windows |
| Release | PlayStationMicrosoft Windows |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Formula 1 is a racing video game developed by Bizarre Creations and published by Psygnosis for PlayStation and Microsoft Windows. It is the first installment in Sony's Formula One series.
Formula 1 is based on the 1995 Formula One World Championship. It is distinct from its sequels because it was made at the end of the season, meaning that it features driver substitutes. The game also allows two players to compete against each other either head-to-head or with other computer cars via the PlayStation Link Cable. Both players may then compete over a 17-race Championship season, or in a single race of the player's choice.
Gameplay
Formula 1 contains 17 tracks, 13 teams and 35 drivers.[2] If a player is to complete a season after winning every race, and leading the Constructor's Championship, a special hidden circuit is unlocked. The track is a fictional lower-level city circuit called Frameout City, which when viewed at the Race Preview page is in the shape of a Formula One car. The only way to keep the track available is to save just after having completed the season, then loading the data at the next turning on of the console.
Later tracks have 24 competitors on them instead of 26 because Simtek pulled out of the actual championship after the Monaco Grand Prix. It is still possible to drive a Simtek on any course after Monaco, creating a field of 25 drivers. If two players are playing the game via the link cable setup (where players would connect two PlayStation consoles together with two copies of the game), it is possible to play as both Simtek cars, thus creating a field of 26 drivers on any course after Monaco. Every starting grid (in dry races) is the same as the real 1995 Grand Prix, timing included.
Development
The track models in Formula 1 were modelled from surveyors' track data.[3] The designers started with wire-frame models of the track data, then exported these from their Silicon Graphics workstations to a custom Windows 95 track editor.[4] The track editor was used to reformat the tracks so that they could be used in-game, before exporting them back to the SGI workstations where scenery and other details were added in.[4] To create the in-car sound, a Digital Audio Tape was strapped to a driver.[3]
Car models were created based on a combination of information provided by FOCA and real life photographs of the cars. The result was that all car models were unique rather than just a single model with different coloured "skins".[5]
Though Psygnosis was the game's publisher, development team Bizarre Creations opted to create their own 3D engine for the game rather than utilizing the one from the Psygnosis hits Wipeout and Destruction Derby.[2] To reduce demand on the PlayStation's processor without significantly reducing the game's visuals, the developers programmed a level of detail method so that when a car reaches a certain distance away, it switches from its normal high-detail model (composed of 440 to 450 polygons, depending on the car) to a low-detail model composed of only 90 to 100 polygons.[3]
The game's original release date was pushed back to allow the developers time to make last-minute tweaks, fix bugs, and make the complex graphical changes needed to remove cigarette and alcohol advertising, which is illegal in video games in some parts of the United States.[6]
Probe Software started work on a port of the game for the Sega Saturn in 1997. Psygnosis's Formula One license had expired by this time, presenting a potential obstacle to this conversion being released.[7] It was cancelled by June 1997.[8]
Commentary
This game saw the introduction of in-game commentary, which was done in the English version of the game by Murray Walker,[9] the German version by Jochen Mass, the French version by Philippe Alliot, the Spanish version by Carlos Riera and the Italian version by Luigi Chiappini.
Soundtrack
The in-game music – credited to "Overdrive" – was composed by Mike Clarke, who worked in-house at Psygnosis at the time, and Stuart Ellis, a session guitarist from Liverpool and owner of Curly Music, an independent music retailer.[10] The soundtrack also features the songs "Juice" by Steve Vai (from Alien Love Secrets), as well as "Summer Song" and "Back to Shalla-Bal" by Joe Satriani (from The Extremist and Flying in a Blue Dream, respectively).
Reception
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|---|---|---|---|---|---|---|---|---|---|---|---|---|
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The game was a best-seller in the UK.[16] Worldwide sales across all computer and console versions of Formula 1 surpassed 1.7 million units by August 1997.[17] In August 1998, the game's PlayStation version received a "Platinum" sales award from the Verband der Unterhaltungssoftware Deutschland (VUD),[18] indicating sales of at least 200,000 units across Germany, Austria and Switzerland.[19]
The PlayStation version was reasonably well-received, with critics generally commenting that the realistic handling and real-world Formula One elements make it an ideal game for the hardcore racing fan.[11][12][15][20] Some reviewers added that the game was too complicated and difficult to appeal to those looking for arcade-style racing[11] or multiplayer gaming,[20] though most praised the selection of modes as opening up the game to both novices and experts.[12][15][20] Critics were more divided about the graphics. Todd Mowatt wrote in Electronic Gaming Monthly that "the fluidity of the animations were not that realistic in terms of the way a real race car would handle",[11] GamePro's Air Hendrix praised the detailed cars and sense of speed but complained of break-up problems,[20] and Next Generation hailed the graphics as a major leap over the first wave of PlayStation games.[15] GameSpot called the game "a high-octane masterpiece",[12] while Next Generation summarised: "With its exquisite graphics, wide range of challenges, and startling amount of depth, Formula 1 is the game that changes everything".[15] PSM gave the game 9/10, praising the AI, before concluding: "Psygnosis' finest game to date, it relegates every other racing game to the back of the grid. This is the game that will sell the PlayStation to Grand Prix fans and unconverted gamers alike. An envelope-pushing killer-application. F1 is one of the essential purchases of 1996".[21]
Reviewing the PC version in GameSpot, Tim Soete praised the graphics and audio commentary but found the lack of depth and realism in the driving made the game become dull after a short while.[13]
Review aggregation website GameRankings provides an average rating for the PlayStation version of 87.75% based on 4 reviews.[22] The PC version received an average rating of 56.40% based on 10 reviews.[23]
References
- ↑ "Psygnosis Publishes Ports". 27 June 1997. http://www.pcgamer.com/news/news-1997-06-23.html.
- ↑ 2.0 2.1 "Formula One". Next Generation (Imagine Media) (17): 50–52. May 1996.
- ↑ 3.0 3.1 3.2 "The Ultimate Formula". Maximum: The Video Game Magazine (Emap International Limited) (5): 140–3. April 1996.
- ↑ 4.0 4.1 "The Waiting Is Almost Over". Maximum: The Video Game Magazine (Emap International Limited) (7): 102–5. June 1996.
- ↑ "The driving force behind F1". Edge (31): 33. April 1996. https://archive.org/details/EDGE.N031.1996.04/page/n31/mode/2up. Retrieved 2020-03-31.
- ↑ "In the Studio". Next Generation (Imagine Media) (21): 17. September 1996.
- ↑ Leadbetter, Rich (July 1997). "Formula One Is Coming to Saturn!". Sega Saturn Magazine (Emap International Limited) (21): 15.
- ↑ "First the Bad News". Sega Saturn Magazine (Emap International Limited) (22): 11. August 1997.
- ↑ "Nothing Can Stop Him Now". Next Generation (Imagine Media) (17): 51. May 1996.
- ↑ "Formula 1 Soundtrack - Review". 10 September 2015. https://www.bestwesterngamesoundtracks.com/soundtracks/formula-1-soundtrack/.
- ↑ 11.0 11.1 11.2 11.3 "Team EGM Box Scores: F1 Racing". Electronic Gaming Monthly (Ziff Davis) (89): 330. December 1996.
- ↑ 12.0 12.1 12.2 12.3 "Formula 1 Review". 1 December 1996. https://www.gamespot.com/reviews/formula-1-review/1900-2545955/.
- ↑ 13.0 13.1 Soete, Tim (22 August 1997). "Formula 1 PC Review". CBS Interactive. https://www.gamespot.com/reviews/formula-1-review/1900-2536086/.
- ↑ "FORMULA 1". Ziff Davis. 25 November 1996. http://www.ign.com/articles/1996/11/26/formula-1.
- ↑ 15.0 15.1 15.2 15.3 15.4 "Formula 1". Next Generation (Imagine Media) (24): 254, 256. December 1996.
- ↑ Gallup UK PlayStation sales chart, December 1996, published in Official UK PlayStation Magazine issue 13
- ↑ Staff (5 August 1997). "Formula 1, Part 2". PC Gamer US. http://www.pcgamer.com:80/news/news080497.html.
- ↑ "Uhr TCM Hannover – ein glänzender Event auf der CebitHome" (Press release) (in Deutsch). Verband der Unterhaltungssoftware Deutschland. 26 August 1998. Archived from the original on 13 July 2000. Retrieved 19 December 2019.
- ↑ "VUD Sales Awards: November 2002" (Press release) (in Deutsch). Verband der Unterhaltungssoftware Deutschland. Archived from the original on 10 January 2003. Retrieved 19 December 2019.
- ↑ 20.0 20.1 20.2 20.3 "Formula 1". GamePro (IDG) (99): 184. December 1996.
- ↑ F1 review, Official UK PlayStation Magazine, Future Publishing, October 1996, issue 11, page 62
- ↑ "Formula 1 for PlayStation - GameRankings". http://www.gamerankings.com/ps/366655-formula-1/index.html.
- ↑ "Formula 1 for PC - GameRankings". http://www.gamerankings.com/pc/197369-formula-1/index.html.
External links
- 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

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
- ↑ 1.0 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/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 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.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ 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.
- ↑ 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.
- ↑ "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.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "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/.
- ↑ "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/.
- ↑ 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/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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