- Release Year: 2004
- Platforms: Windows
- Publisher: The Codemasters Software Company Limited
- Developer: Hoodoo Studios, Kuju Sheffield
- Genre: Sports
- Perspective: Diagonal-down / Text-based / Spreadsheet
- Game Mode: Single-player
- Gameplay: Business simulation, Managerial
- Setting: Football (European), Soccer
- Average Score: 84/100

Description
LMA Professional Manager 2005 is an in-depth football management simulation set during the 2004/2005 season. Players take on the role of a manager, responsible for scouting talent, managing team tactics, making game-day decisions, and building a dream team. The game includes licensed leagues from England, Scotland, France, Germany, Italy, Spain, Netherlands, and Portugal, with accurate club details and player data. Matches are rendered in real-time 3D, allowing on-the-fly tactic changes, and features commentary by Barry Davies and summaries by Gary Lineker and Alan Hansen. Additional modes like Fantasy Team and Quickmatch provide varied gameplay experiences.
Gameplay Videos
Where to Buy LMA Professional Manager 2005
PC
LMA Professional Manager 2005 Cracks & Fixes
LMA Professional Manager 2005 Serial Keys
LMA Professional Manager 2005 Patches & Updates
LMA Professional Manager 2005 Guides & Walkthroughs
LMA Professional Manager 2005 Reviews & Reception
gamefaqs.gamespot.com : Stick with 2004’s edition and pray for a host of changes with 2006, unless you have £40 that you just have to spend.
gamefabrique.com (84/100): Codemasters’ reluctance would appear to have been well-placed, as it’s a cumbersome affair hampered by an interface that is aesthetically and ergonomically bankrupt.
LMA Professional Manager 2005 Cheats & Codes
PC
Enter codes at the main menu.
| Code | Effect |
|---|---|
| LMA2005A | Players never age |
| LMA2005B | Players run fast |
PlayStation 2
Enter codes as manager name when starting a new game. Toggle codes in the bonus codes section.
| Code | Effect |
|---|---|
| LMA2005A | Heal all injuries in one day |
| LMA2005B | Get £500,000,000 starting cash |
| LMA2005MA | Moon ball |
| LMA2005MB | Helium shouts |
| LMA2005MC | Bass shouts |
LMA Professional Manager 2005: Review
Introduction
In the mid-2000s, the football management genre was dominated by the PC-centric Football Manager series (formerly Championship Manager), a behemoth revered for its statistical depth and simulationist rigor. Against this backdrop, Codemasters’ LMA Manager series had carved out a successful niche on consoles, offering a more visually engaging experience with its 3D match engine and personality-driven gameplay. LMA Professional Manager 2005, released in late 2004, marked a pivotal moment: the first entry in the series to grace PC screens. Developed externally by Hoodoo Studios and Kuju Sheffield under Codemasters’ banner, it promised to merge the console series’ accessible dynamism with the scope and depth demanded by PC purists. Yet, while it boasted an impressive roster of leagues, a star-studded commentary team, and ambitious features, it ultimately proved to be a troubled transplant—one that failed to dethrone its rivals and is now remembered more for its failures than its innovations. This review deconstructs LMA Professional Manager 2005 as a cultural artifact and a flawed product, examining its design philosophy, execution, and place in the evolution of sports gaming.
Development History & Context
LMA Professional Manager 2005 emerged from a unique confluence of ambition and constraint. Codemasters, renowned for console-centric titles like Colin McRae Rally and TOCA Race Driver, had maintained LMA Manager as a flagship console property since 1999. The decision to expand to PCs was a strategic gamble, acknowledging the genre’s audience on the platform but requiring a fundamental redesign. The development task fell to Hoodoo Studios and Kuju Sheffield, not Codemasters’ internal team, highlighting the perceived risk. The vision was to create a “PC-exclusive” title that transcended a simple port, as Codemasters’ press materials emphasized: “way beyond a console conversion,” designed to offer “the scope only possible on PC” (GameIndustry.biz).
Technologically, the game operated under significant limitations. The mid-2000s PC landscape was transitioning to DirectX 9.0c and 64-bit graphics, but LMA Professional Manager 2005 required only a DirectX 9.0c-compatible GPU (e.g., GeForce 3 or Radeon 8xxx) and a Pentium 4/Athlon 2 GHz processor, reflecting its origins as a budget-tier title (PCGamingWiki). Its reliance on StarForce DRM—a notoriously invasive and buggy copy-protection scheme—further marred the technical experience, often causing stability issues on modern systems. The gaming climate was dominated by Football Manager 2005 (Sports Interactive) and Total Club Manager 2005 (EA Sports), both offering unparalleled depth on PC. LMA aimed to compete by emphasizing presentation—the 3D match engine, licensed commentators, and personality systems—but faced an uphill battle against entrenched competitors with decades of refinement. The release date, October 2004, was also ill-advised, as it coincided with the launch of industry titans like Grand Theft Auto: San Andreas, ensuring minimal market attention.
Narrative & Thematic Deep Dive
While sports management games rarely feature traditional narratives, LMA Professional Manager 2005 weaves a compelling albeit abstract “story” of managerial ascendancy. The core narrative arc follows the player’s journey from an obscure start to elite status, framed by the pressures of board expectations, fan loyalty, and financial pragmatism. The game’s “Fantasy Team” mode amplifies this, allowing players to build a club from scratch—selecting a kit, stadium, and identity—creating a blank-slate narrative of creation and ambition.
Characters are drawn from real-world football, with a focus on player personalities that drive micro-dramas. As detailed in Codemasters’ promotional materials, players exhibit temperaments and moods influenced by managerial decisions: “stroppy” players might throw “tantrums” if tactics are abruptly changed or if they feel outgrown by the club. Loneliness affects foreign players without compatriots, while overtraining leads to burnout. These mechanics transform abstract stats into human stories, fostering emotional investment. Dialogue is minimal but impactful, conveyed through text-based news snippets and player feedback—”he’s not happy with his contract” or “he needs a rest.” Underlying themes revolve around the tension between short-term wins and long-term development, the ethics of player commodification, and the isolation of leadership. The inclusion of real-world icons like Barry Davies (commentary) and Gary Lineker/Alan Hansen (post-match analysis) grounds the experience in authenticity, blurring the line between game and reality. Yet, the narrative depth is ultimately shallow; players’ stories feel scripted rather than emergent, lacking the organic drama of Football Manager‘s simulated sagas.
Gameplay Mechanics & Systems
The heart of *LMA Professional Manager 2005 lies in its management systems, a blend of console-inspired immediacy and PC-centric ambition. Core gameplay loops revolve around four pillars: scouting, transfers, tactics, and player development. The scouting system is robust, featuring a “comprehensive, easy-to-use player search” that allows managers to filter talents by nationality, age, and potential, even targeting “teenage superstars” from non-playable leagues to bolster the transfer market (Games Xtreme). Transfers involve negotiation over fees and wages, with options for player swaps and instalments—though critics noted unrealistic valuations, e.g., a £10,000 real-world transfer inflating to £1.8m in-game (GameFabrique). Tactics are highly granular, enabling “individual tactics and style” for each player, including secondary positions and on-the-fly adjustments during matches. This emphasis on real-time decision-making is highlighted as a key innovation: “smart, on-the-fly decisions can turn a game around” (MobyGames).*
However, these systems are undermined by critical flaws. The match engine, presented as a “stunning 3D experience,” is technically primitive. Animations are “stilted and over-long,” with players often drifting “unaware to the surrounding chaos” (GameFabrique). Goalkeepers exhibit illogical behavior, diving and reappearing with the ball, while wingers frequently cross the touchline. The UI, redesigned for mouse/keyboard, is arguably the game’s greatest failing. Each screen opens in a new, separate window, creating “unnecessary tree structures” and making navigation “awkward” and “ergonomically bankrupt” (4Players.de). This contrasts poorly with the streamlined console versions. The database, while expansive covering 50 countries and eight licensed leagues (including England’s Conference League), suffers from inaccuracies. Player progression is erratic, with wages spiking nonsensically after contract renewals, destabilizing budgets for smaller clubs (Football Wiki). Match-day feedback is minimal, leaving managers “blind” to tactical efficacy. Despite the inclusion of “Quickmatch” and “highlights-only” options for time-pressed players, the core experience feels sluggish and unresponsive—a “cumbersome affair” that prioritizes window dressing over systemic depth.
World-Building, Art & Sound
The world of *LMA Professional Manager 2005 is a meticulously recreated slice of European football, leveraging licenses to deliver authenticity. The game covers the 2004/2005 season across top divisions in England, Scotland, France, Germany, Italy, Spain, the Netherlands, and Portugal, including all real clubs, players, badges, and trophies (MobyGames). This licensed landscape grounds the player in tangible sporting reality, from the roar of Old Trafford to the tactical nuances of Serie A. The setting is further enriched by non-playable countries, expanding the transfer market’s global scope and enhancing the sense of a living football ecosystem.*
Artistically, the game is a study in contrasts. The 3D match engine, fluid and detailed by console standards, appears visually dated on PC, with “technically veraltet” animations failing to capture tactical nuances (PC Games Germany). Kits are faithfully rendered, but stadiums are static backdrops—crowds are “cardboard cutouts” with repeating seat patterns, and dynamic stadium views are limited to pre-match rotations. The UI adopts a “plastic” aesthetic reminiscent of Windows XP, with clear icons and color-coded menus but lacking personality. This sterility, noted by German critics as “schrecklich sterile Menüdesign,” undermines the game’s immersion. Sound design is a highlight, driven by Barry Davies’ iconic commentary, which injects matches with authenticity. Gary Lineker and Alan Hansen’s post-match summaries add analytical depth, mirroring real BBC broadcasts. While audio cues for crowd reactions are basic, the trio’s voices provide an emotional anchor, making victories feel earned and defeats poignant. Yet, the overall soundscape lacks the dynamism of contemporaries, with little variation in match ambience.
Reception & Legacy
Upon release, *LMA Professional Manager 2005 received a lukewarm reception, averaging 61% from critics (MobyGames). Praise was directed at its database, presentation, and accessibility. Fragland.net noted, “more official football content” and “more countries” made it the “most extensive edition” in the series. However, flaws dominated discourse. GameStar Germany lamented the “hampelige Grafik” (clunky graphics) and “unübersichtliche Steuerung” (unintuitive controls), while Jeuxvideo.com criticized its “sterile” atmosphere and “perfectible” interface. PC Action Germany dismissed it outright, urging players to “Hände weg!” (Keep away!). Player reviews were even harsher, with a lone MobyGames rating of 2.7/5 reflecting frustration over DRM bugs and a “boring” experience.*
Commercially, the game was overshadowed by *Football Manager 2005 and Total Club Manager 2005. Its legacy is one of cautionary tale. It failed to establish the LMA series on PC, leading Codemasters to revert to consoles until the troubled LMA Manager 2007 (which also suffered from StarForce DRM issues). Its influence is negligible; subsequent management sims prioritized depth over presentation. Yet, it holds historical significance as an early example of a console franchise attempting a PC pivot—a challenge later navigated more successfully by titles like FIFA Manager. Its inclusion of real-world personalities and 3D matches prefigured trends in sports gaming, even if its execution was flawed. Decades later, it endures as a niche curiosity for retro gamers, preserved on sites like PCGamingWiki as a “stub” documenting a failed experiment.*
Conclusion
LMA Professional Manager 2005 stands as a microcosm of ambition meeting adversity in game development. It embodied Codemasters’ vision to bridge console accessibility with PC depth, offering a compelling blend of licensed content, personality systems, and star-powered presentation. Yet, its execution was fatally undermined by a clunky UI, a primitive match engine, and the overshadowing of industry titans. While the game’s database and commentary remain testaments to its design intentions, its legacy is defined by its missteps: a caution against superficial porting and the perils of competing against entrenched behemoths.
In the pantheon of football management games, LMA Professional Manager 2005 is neither a classic nor a disaster, but a fascinating historical footnote. It reminds us that innovation is not merely about adding features but about harmonizing vision with execution. For modern players, it offers a glimpse into the genre’s evolution—a flawed but earnest attempt to capture the beautiful game’s complexity, ultimately remembered less for what it achieved and more for what it promised but failed to deliver.