Software:NCAA March Madness 98
| NCAA March Madness 98 | |
|---|---|
| File:250px | |
| Developer(s) | Electronic Arts |
| Publisher(s) | Electronic Arts Sports |
| Series | NCAA March Madness |
| Platform(s) | PlayStation |
| Release |
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| Genre(s) | Sports, Basketball |
| Mode(s) | Single-player, multiplayer |
NCAA March Madness 98 is the first installment in the NCAA March Madness series. It was released on February 25, 1998 for the PlayStation. It is the sequel to Coach K College Basketball. Former Wake Forest player Tim Duncan is featured on the cover.
Gameplay
NCAA March Madness 98 uses the crowds as a gameplay mechanic. A "Momentum Meter" responds to a team scoring consecutive baskets or making a big play, upon which the crowd roars and the players of the momentum-gaining team receive a temporary boost to their abilities.[1]
Development
NCAA March Madness 98 was built with a revamped version of the NBA Live 97 game engine, utilizing that game's animation data with the addition of a few new motion captured moves from Tim Duncan and others.[1] Developer Electronic Arts consulted with collegiate coach Lou Carnesecca in designing the game's artificial intelligence.[2]
Beta versions of the game featured a Conference Tournament Mode and a Dynasty Mode which let players manage and play using a team over a number of years, requiring them to replace graduating seniors with freshmen players.[1] Both of these modes were left out of the completed game due to time constraints.[3]
A PC version of the game was in development but was cancelled.[4]
Reception
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Most reviews for NCAA March Madness 98 were mixed. Critics widely agreed that the game succeeded in capturing the fundamental differences of college basketball, with more evenly-matched players than standard basketball video games and all-around more team-oriented play.[3][7][11][12][13] GameSpot said that the game "lets college basketball fans who understand the college game apply what they know, like running a good half-court offense and changing up defenses to keep teams off their rhythm."[11] IGN applauded, "March Madness is built on the premise that if you absolutely love the crazy high created in the post-season games of college basketball, and you love real team ball and all of the strategies that come with it, you should go head-over heels for this game. A full court press, hand-baskets of fast passing, recognizable offensive formations, and evenly distributed talent in each of the players are characteristics that make this game great."[12]
However, critics also concurred that the use of the NBA Live 97 engine resulted in a game which is graphically outdated, particularly against its contemporary NBA Live 98.[3][7][8][11][12][13] Next Generation added that the enhanced animation of NCAA March Madness 98, when run through the aging NBA Live 97 engine, results in a lower frame rate that makes the game feel slow and choppy.[13] IGN described the graphics as "surprisingly blurry, fuzzy, and as muddy as any Nintendo 64 game."[12] GamePro was more forgiving, saying that though the graphics are not as polished as NBA Live 98, they do not detract from the excitement and gameplay.[3]
Most reviewers described the A.I. as being challenging and in particular resistant to the strategies which normally work in pro basketball video games,[3][8][12][13] but Electronic Gaming Monthly (EGM) and GameSpot both found the defensive A.I. is too weak.[7][11] EGM and GameSpot both also complained that the crowd noise is underwhelming and unrealistically quiets down shortly after a dunk.[7][11] Multiple critics praised the innovation of the momentum meter[3][7][11][13] and the inclusion of women's teams,[3][7][12] though IGN added that the impact of having women's teams is blunted by the fact that they play the same as the men's teams.[12]
GamePro gave the game 4 out of 5 in graphics, 4.5 for both sound and control, and a perfect 5 for fun factor, summing up, "To win consistently in MM, you need to learn the intricacies of the game, from executing successful give-and-gos to calling the correct offensive and defensive sets. The end result is unparalleled depth, realism, and, more importantly, fun."[3] By contrast, Next Generation called it "an overwhelmingly mediocre game in which what was done well is overshadowed by shortcomings."[13] EGM were more in the middle, saying that the game could have been much better in more than one area but was still a worthy effort at recreating college basketball which was worth buying.[7] Game Informer similarly said that it was not a top end basketball game but would satisfy fans of college basketball.[8] The game held a 76% on the review aggregation website GameRankings based on four reviews.[5]
See also
Notes
- ↑ Three critics of Electronic Gaming Monthly gave the game each a score of 7/10, and the other game it 7.5/10.
References
- ↑ 1.0 1.1 1.2 EGM staff (January 1998). "March Madness 98: EA Finally Makes a 32-Bit College Basketball Game". Electronic Gaming Monthly (Ziff Davis) (102): 90. https://retrocdn.net/images/8/8a/EGM_US_102.pdf. Retrieved July 3, 2023.
- ↑ The Rookie (January 1998). "NCAA March Madness '98 (Preview)". GamePro (IDG) (112): 111. https://archive.org/details/GamePro_Issue_102_January_1998/page/n109/mode/2up. Retrieved July 3, 2023.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 The Rookie (April 1998). "College Hoops Madness Is Finally Here". GamePro (IDG) (115): 88.
- ↑ Kaiafas, Tasos (February 18, 1998). "No Madness for the PC". Fandom. Archived from the original on December 5, 2000. https://web.archive.org/web/20001205195700/http://headline.gamespot.com/news/98_02/18_madness/index.html. Retrieved July 3, 2023.
- ↑ 5.0 5.1 "NCAA March Madness '98 for PlayStation Reviews". CBS Interactive. Archived from the original on May 21, 2019. https://web.archive.org/web/20190521135033/https://www.gamerankings.com/ps/197857-ncaa-march-madness-98/index.html. Retrieved September 8, 2020.
- ↑ Marriott, Scott Alan. "NCAA March Madness '98 - Review". All Media Network. Archived from the original on November 16, 2014. https://web.archive.org/web/20141116032159/http://www.allgame.com/game.php?id=7887&tab=review. Retrieved September 8, 2020.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Kujawa, Kraig; Hager, Dean; Rickards, Kelly; Hsu, Dan (April 1998). "[NCAA March Madness 98"]. Electronic Gaming Monthly (Ziff Davis) (105): 100. https://retrocdn.net/images/9/9c/EGM_US_105.pdf. Retrieved July 3, 2023.
- ↑ 8.0 8.1 8.2 8.3 "March Madness 98". Game Informer (FuncoLand) (60). April 1998. http://www.gameinformer.com/cgi-bin/review.cgi?sys=psx&path=apr98&doc=mm98. Retrieved September 8, 2020.
- ↑ Justice, Brandon "Big Bubba" (April 30, 1998). "REVIEW for March Madness 98". GameFan (Metropolis Media). Archived from the original on June 5, 2000. https://web.archive.org/web/20000605153439/http://gamefan.com/repre.asp?g=285%26t=r. Retrieved September 9, 2020.
- ↑ Zimring, Jason (March 1998). "[NCAA March Madness '98 Review"]. CraveOnline. Archived from the original on June 13, 1998. https://web.archive.org/web/19980613222133/http://www.game-revolution.com/games/sony/marchmadness.htm. Retrieved September 9, 2020.
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Kaiafas, Tasos (March 11, 1998). "NCAA March Madness '98 Review [date mislabeled as "May 2, 2000""]. Fandom. Archived from the original on January 4, 2005. https://web.archive.org/web/20050104072240/http://www.gamespot.com/ps/sports/marchmadness98/review.html. Retrieved July 3, 2023.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Perry, Douglass C. (February 25, 1998). "NCAA March Madness '98". Ziff Davis. Archived from the original on April 4, 2023. https://web.archive.org/web/20230404195126/https://www.ign.com/articles/1998/02/26/ncaa-march-madness-98. Retrieved July 3, 2023.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 "[NCAA March Madness '98"]. Next Generation (Imagine Media) (42): 136. June 1998. https://archive.org/details/NEXT_Generation_42/page/n139/mode/2up. Retrieved September 8, 2020.
- ↑ Maruyama, Wataru (April 1998). "[NCAA March Madness 98"]. Official U.S. PlayStation Magazine (Ziff Davis) (7): 82. https://archive.org/details/official-u.-s.-play-station-magazine-volume-1-issue-07-april-1998/page/n83/mode/2up. Retrieved July 3, 2023.
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 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]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
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.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
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