- Release Year: 2003
- Platforms: Windows
- Publisher: MDickie Limited
- Developer: MDickie Limited
- Genre: Simulation, Sports
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Business simulation, Managerial
- Average Score: 100/100

Description
In Federation Booker, you take on the role of the owner and head booker of a new professional wrestling promotion called ‘Federation Online’. Your goal is to achieve success by managing all aspects of the business, including trading talent, developing wrestlers’ skills, dealing with their personalities and tantrums, producing arena improvements, and booking exciting match cards to win television ratings. The game combines a deep managerial simulation with the ability to step into the ring and act out the matches yourself using 2D side-scrolling gameplay.
Gameplay Videos
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
gamefaqs.gamespot.com (100/100): Fire Pro Wrestling’s ONLY Competiton! This game is a wrestling management game similar to that of Final Fire Pro Wrestling for Gameboy Advance.
mdickie.com : Over at GameFaqs.com, Federation Booker chalked up some near perfect reviews! You can find a 10/10 analysis here, and a 9/10 analysis here…
thesmackdownhotel.com : Ever Wanted To Run Your Own Wrestling Show? The Book Stops Here! Following on from Federation Online, Federation Booker, MDickie’s 3rd overall wrestling game allows players to book their own shows and matches, whilst still retaining many of the previous game’s features.
mobygames.com : Step backstage and experience the REAL world of professional wrestling! Having won control of the hot new “Federation Online” promotion, it’s your job to make it a success.
Federation Booker: The Ultimate Backstage Pass to Wrestling’s Digital Heart
In the pantheon of professional wrestling video games, a genre dominated by flashy AAA titles from giants like WWE 2K, there exists a shadowy, passionate, and deeply influential underworld of independent creations. Among these cult classics, few titles have dared to peel back the curtain quite like Federation Booker, a 2003 management-simulation hybrid from the one-man development powerhouse, Mat Dickie. It is a game that is less a polished product and more a raw, unfiltered love letter to the art of sports entertainment, a title whose ambition and depth far outstripped its technical limitations to become a foundational text for a dedicated niche of fans.
Development History & Context
The Auteur of the Arena
To understand Federation Booker is to understand its creator, Mat Dickie. Operating as MDickie Limited, Dickie was the quintessential indie developer of the early 2000s—a one-man band responsible for concept, design, programming, graphics, narrative, and even much of the music. His body of work, including titles like Federation Wrestling (2002) and the later Wrestling MPire series, is defined by a singular, idiosyncratic vision: to simulate the business of wrestling, not just its in-ring spectacle.
Released in 2003, the game arrived during a transitional period for wrestling games. The WWF had become WWE, and titles like SmackDown! Here Comes the Pain were setting the standard for arcade-style action. Meanwhile, the management sim genre was kept alive by text-based experiences like Extreme Warfare Revenge. Dickie’s vision was a synthesis: a deep, menu-driven management sim married to a functional, if rudimentary, 2D wrestling engine. The technological constraints were significant; requiring only DirectX 7 and an 800mHz processor, it was designed for the everyman’s PC, its visuals eschewing 3D polygons for a distinctive, hand-drawn 2D aesthetic that echoed the spirit of Japanese classics like Fire Pro Wrestling but with a uniquely rough-hewn charm.
Narrative & Thematic Deep Dive
The Fantasy of Control
Federation Booker casts the player not as a superstar, but as the newly anointed owner of “Federation Online,” a startup promotion with a lucrative TV deal but no identity. The narrative is emergent, generated through gameplay rather than a scripted story. Your journey is one of entrepreneurial ambition, navigating the cutthroat politics of a wrestling world populated by four distinct promotions: your own Federation Online, All American Wrestling, United Kingdom of Wrestling, and Rising Sun Puroresu.
The characters, with their thinly veiled parody names (Whack Oz, Cody Savage, Brock Lazer), are not deep literary figures but archetypal cogs in a narrative machine. The drama unfolds in memos and news alerts: a star wrestler demanding a raise, a backstage fight disrupting morale, a rival promotion poaching your talent. The underlying themes are starkly realistic: the struggle between artistic vision and commercial necessity, the management of massive egos, and the sheer grind of weekly television production. It’s a story about the price of success, making the player feel the weight of every decision, every contract signed, and every main event booked.
Gameplay Mechanics & Systems
The Dual Loop of Dream and Reality
The genius of Federation Booker lies in its two interconnected gameplay loops: the cerebral management sim and the chaotic wrestling engine.
The Booker’s Desk: Here, the game shines. The management interface is a labyrinth of menus governing every aspect of your promotion:
* Talent Management: A constant juggling act of buying, selling, and renewing contracts for a roster of over 250 wrestlers, each with stats for skill, attitude, and popularity.
* Production & Development: You invest earnings into arena improvements—better lighting, video screens, ring technicians—which directly impact show quality. You can train wrestlers to improve their skills and manage their gimmicks.
* Booking & Logistics: This is the core. You book entire cards, selecting match types (16 variants, from Normal to Royal Brawls and 24/7 Challenges), stipulations, and even pre-match promos. You must balance fan expectations, wrestler morale, and the bottom line.
The Squared Circle: After booking the show, you can jump into the ring to play out the matches yourself. The 2D side-scrolling combat is simplistic and janky, reminiscent of early Fire Pro titles but with a distinct, clunky physics system. Yet, its sheer flexibility is astounding. Matches can host up to 20 wrestlers and 5 referees, with fully customizable rules governing falls, weapon use, cage parameters, and victory conditions (from standard pins to fighting for a literal million-dollar prize). It’s a system that prioritizes possibility over polish, allowing the player’s imagination to fill in the gaps left by the rudimentary animations.
The Editor: Perhaps the game’s most celebrated feature is its exhaustive editor. Every visual element—wrestlers, arenas, weapons, menus, even move animations—is stored as editable BMP image files. With 180 heads, 91 bodies, and 80 leg styles, the creation suite was a sandbox for a pre-social media generation of e-fedders, allowing them to craft their perfect digital wrestling universe.
World-Building, Art & Sound
A Grungy, DIY Universe
The world of Federation Booker is not a glamorous one. Its visual direction is pure, utilitarian early-2000s PC: muted colors, stark menu interfaces, and wrestler sprites that are functional rather than beautiful. The art, all hand-drawn by Dickie, has a charmingly amateurish quality that perfectly complements the game’s “backstage” ethos. This isn’t the bright lights of Monday Night Raw; it’s the gritty, drafty arena of a local indie show.
The sound design is equally sparse, relying on a limited library of grunts, impact noises, and crowd reactions. The music, credited to Dickie and Andrew Wilson, consists of simple, looping MIDI-style tracks that serve as generic themes for created wrestlers. The atmosphere is not built through cinematic flair but through sheer immersion in the mechanics. The world feels alive because you are constantly reacting to its demands—a news alert about falling ratings or a wrestler’s tantrum is more effective than any orchestral score.
Reception & Legacy
A Cult Classic is Born
Upon release, Federation Booker existed almost entirely outside the mainstream gaming press. IGN noted it as “arguably the first pro game EVER to take you behind the scenes,” but it garnered no major critic reviews. Its reception was a grassroots phenomenon. On GameFAQs, user reviews were rapturous, with one famously awarding it a 10/10 and declaring it “Fire Pro Wrestling’s ONLY Competiton!” The reviewer praised its unparalleled customization and management depth, noting it “cuts out all the boring stuff seen in games such as Extreme Warfare Revenge and focuses on what matters.”
Its legacy is profound yet niche. It directly influenced Dickie’s own subsequent work, solidifying his reputation as the go-to developer for wrestling management sims. More importantly, it became a cornerstone for a dedicated community. The game’s extensive modding support, exemplified by official patches like the “WWF Patch” that transformed the game into a simulator of the 1998 Monday Night Wars, ensured its longevity for years. It proved there was a hungry audience for complex, hands-on wrestling management, a legacy that can be seen in the continued popularity of text-based sims and the management modes of larger titles.
Conclusion
Federation Booker is not a “good” game in the conventional sense. It is janky, visually dated, and often impenetrable. Yet, it is an important game. It represents a pure, uncompromising vision from a developer who understood that for a certain type of fan, the real drama of wrestling happens not at the top of the Hell in a Cell, but in the booker’s office, negotiating a contract by the dim light of a computer monitor. It is a masterpiece of DIY game design, a title whose depth, customization, and sheer heart completely overshadow its technical shortcomings. For those willing to meet it on its own terms, Federation Booker remains the ultimate digital backstage pass, a flawed but unforgettable simulation of the chaos and passion behind the glory of the wrestling business.