- Release Year: 1999
- Platforms: Windows
- Publisher: Microsoft Corporation
- Developer: Rage Games Ltd.
- Genre: Sports
- Game Mode: Single-player
- Gameplay: Action
- Setting: Football (European), Soccer
- Average Score: 77/100

Description
Microsoft International Soccer 2000 is a football simulation game developed by Rage Software and published by Microsoft Corporation in 1999. The game features 73 international teams, each with unique kits and customizable player names and appearances. Players can compete in various competitions, including continental cups and customized leagues, with the ability to choose from different stadiums and weather conditions. The gameplay is action-oriented, with modifier keys for high and low balls, and a detailed player rating system that includes attributes like defense, attack, midfield, fitness, and injury.
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Microsoft International Soccer 2000 Reviews & Reception
gamegenie.com : The worst graphics blunder I’ve seen in a while concerns ball control.
ign.com (76/100): Microsoft and Rage Software show that EA’s FIFA isn’t the only soccer game worth playing.
Microsoft International Soccer 2000: A Comprehensive Retrospective Review
Introduction
In the shadow of EA’s FIFA empire, Microsoft International Soccer 2000 (MIS2000) emerged in 1999 as an ambitious underdog. Developed by Rage Software and published by Microsoft, this title sought to redeem the publisher’s reputation after the disastrous Microsoft Soccer (1996). While it never dethroned EA’s juggernaut, MIS2000 carved a niche as a fast-paced, tactically nuanced soccer sim with surprising depth. This review dissects its legacy, exploring how its blend of arcade flair and strategic customization made it a cult favorite—and why it ultimately stumbled in the race for soccer supremacy.
Development History & Context
A Redemption Arc for Microsoft
Following the critical failure of Microsoft Soccer, Microsoft turned to UK-based Rage Software, known for the Striker series and Ultimate Soccer. Rage brought experience and a European-centric vision to the project, targeting a market hungry for an alternative to FIFA. With a modest budget and a focus on accessibility, the team partnered with English football coaches to refine AI tactics—a rarity in late-’90s sports games.
Technological Constraints
Built for Windows 95/98, MIS2000 leveraged DirectX 6.1 but struggled with hardware limitations. The lack of official FIFA licensing forced creative workarounds: teams bore fictitious names (e.g., “The Azzurri” for Italy), while a robust editor allowed players to customize kits, player names, and attributes. The game’s $20 price point positioned it as a budget-friendly option, though this also signaled lower expectations.
The 1999 Soccer Landscape
EA’s FIFA 99 dominated with its licensed teams and polished mechanics, while Konami’s International Superstar Soccer series catered to simulation purists. MIS2000 straddled both worlds, offering arcade-like speed with strategic depth—a risky bet in an era where branding often trumped gameplay innovation.
Narrative & Thematic Deep Dive
The Myth of the Underdog
Though devoid of a traditional narrative, MIS2000 framed itself through historical scenarios, recreating iconic matches like the 1990 World Cup semi-final between England and Germany. These vignettes lent context to gameplay, positioning the player as a strategist rewriting football history. The unlicensed teams, while limiting, paradoxically encouraged creativity—players could rebuild squads in their image, fostering a sandbox-like ownership of the experience.
Commentary as Character
The duo of Ron Atkinson and Jonathan Pearce delivered match commentary, but their stilted, scripted lines often clashed with on-field action. Critics lambasted the disjointed audio, yet the effort reflected Microsoft’s aspiration to mimic TV-style presentation—a precursor to modern sports broadcasts in games.
Gameplay Mechanics & Systems
Core Loop: Speed Meets Strategy
MIS2000’s gameplay prioritized fast-paced, vertical soccer, rewarding quick passes and aggressive flank play. The “high/low ball” modifier keys added nuance: holding Low Ball during a cross enabled finesse headers, while High Ball powered up shots. Dead-ball situations used an “arrow” targeting system for precision, a mechanic later adopted by competitors.
Tactical Customization
- Team Ratings: Squads were graded on defense, midfield, and attack (1–5 stars).
- Player Attributes: Fitness, injury susceptibility, and five skill metrics influenced performance.
- Formations & Tactics: Adjustments mid-match (e.g., shifting to a 4-4-2 defensive setup) showcased Rage’s coach-informed AI.
Flaws & Quirks
- AI Inconsistencies: Defenders often hesitated, while goalkeepers struggled with rebound control.
- Control Learning Curve: Context-sensitive inputs (e.g., same button for sliding tackles and shots) frustrated newcomers.
- No Multiplayer: A glaring omission in an era of split-screen rivalry.
World-Building, Art & Sound
Visual Strengths and Shortcomings
MIS2000’s stadiums and pitch textures were praised for realism, with dynamic weather (rain, snow) affecting play. However, low-poly crowds and repetitive animations (e.g., sliding tackles) betrayed its budget constraints. The isometric camera, while functional, limited visibility during congested plays.
Sound Design: Missed Opportunities
Though the crowd’s chants swelled with goals, the sparse commentary and generic soundtrack felt lackluster. PC Zone noted Ron Atkinson’s delivery “sounded like he was reading from a script,” undermining immersion.
Reception & Legacy
Critical Divide
MIS2000 earned a 69% average score across 17 reviews (MobyGames). Praise focused on its affordability ($20) and ball physics—IGN called these “the most realistic interpretation of ball movement” at the time. Yet critics panned its AI flaws and presentation: GameGenie bluntly advised readers to “avoid at all costs.”
Commercial Performance
The game underperformed commercially, dwarfed by FIFA’s marketing might. However, its editor tools and scenario mode fostered a small but dedicated modding community.
Influence on the Genre
While MIS2000 didn’t revolutionize soccer games, its emphasis on tactical flexibility and user customization foreshadowed later titles like Football Manager. Rage Software’s groundwork also informed Microsoft’s subsequent sports projects, including Links LS and NBA Inside Drive.
Conclusion
Microsoft International Soccer 2000 is a study in unrealized potential. Its innovative mechanics and coach-driven AI hinted at a deeper, more strategic soccer sim, while its budgetary and technical limits kept it from greatness. For enthusiasts, it remains a fascinating relic—a game that dared to challenge EA’s monopoly but tripped over its own ambition. In the annals of sports gaming history, MIS2000 is neither a triumph nor a disaster, but a compelling “what if” that deserves a footnote—and perhaps a nostalgic revisit.
Final Verdict: A flawed yet ambitious effort that soccer historians and modders will appreciate, but one that casual players can safely relegate to the sidelines.