- Release Year: 1998
- Platforms: DOS, PlayStation, Windows
- Publisher: Anco Software Ltd.
- Developer: Anco Software Ltd.
- Genre: Sports
- Perspective: Diagonal-down
- Game Mode: Hotseat, Single-player
- Gameplay: Business simulation, Managerial
- Setting: Football (European), Soccer
- Average Score: 55/100

Description
Player Manager 98/99 is a football management simulation game where players take on the dual role of a team manager and an aging footballer nearing retirement. The game features deep tactical options, with players rated across 18 attributes and eight formations, requiring strategic team selection based on individual strengths. Matches are simulated using the Kick Off 97 engine, with options for 2D radar, 3D highlights, or text-based commentary. The game also includes a ‘Friendly’ mode for head-to-head matches between custom teams.
Where to Buy Player Manager 98/99
PC
Player Manager 98/99 Patches & Updates
Player Manager 98/99 Guides & Walkthroughs
Player Manager 98/99 Reviews & Reception
mobygames.com (51/100): A massive flop in a market completely dominated by Championship Manager 97/98.
retro-replay.com : Player Manager 98/99 delivers endless strategic thrills.
myabandonware.com (60/100): An above-average managerial title in its time.
squakenet.com : A truly terrible soccer game which is not worth touching with a ten foot barge pole.
Player Manager 98/99 Cheats & Codes
Premier Manager ’98 (PSX)
Enter codes at the telephone screen.
| Code | Effect |
|---|---|
| 781560 | All players have 99 ratings and £20 million to spend |
| 753423 | Super goalkeeper |
| 250967 | All tackling set to 99 |
| 000123 | All passing set to 99 |
| 220769 | All shooting set to 99 |
Premier Manager ’98 (PSX) – GameShark Codes
Use GameShark device to enter these codes.
| Code | Effect |
|---|---|
| 800F352C C9FF 800F352E 3B9A |
Infinite Money |
| D000E044 0009 80088FF8 0000 D000E044 0009 80088FFA 0000 |
Always Free Transfer |
| D000E044 0009 80079D38 0000 D000E044 0009 80079D3A 0000 |
Always Free Wage Bill |
Premier Manager ’99 (PSX)
Enter ‘MATT IS GOD’ as your name.
| Code | Effect |
|---|---|
| MATT IS GOD | Five star players |
Premier Manager ’99 (PSX) – GameShark Codes
Use GameShark device to enter these codes.
| Code | Effect |
|---|---|
| 800E7EB2 3FFF | Infinite Money |
Player Manager ’99 (PSX) – CodeBreaker Codes
Use CodeBreaker device to enter these codes.
| Code | Effect |
|---|---|
| 80049BF2 014B | Infinite Money Credits |
| 80049BF2 0FFF | Have 250 Million |
Player Manager 98/99: A Retrospective on a Forgotten Football Management Classic
Introduction
In the late 1990s, the football management simulation genre was dominated by a handful of titans—Championship Manager, Premier Manager, and Ultimate Soccer Manager—each vying for the attention of armchair tacticians. Amidst this competitive landscape, Player Manager 98/99 emerged as a bold, if flawed, contender. Developed by Anco Software Ltd., a studio with a storied history in football gaming (thanks to the Kick Off series), Player Manager 98/99 attempted to carve out its niche by blending deep managerial mechanics with a unique player-manager duality. Yet, despite its ambitions, the game struggled to escape the shadow of its more polished rivals.
This review aims to dissect Player Manager 98/99 in exhaustive detail, exploring its development, gameplay, reception, and legacy. Was it a misunderstood gem, or a misstep in an era of rapid evolution? Let’s dive in.
Development History & Context
The Studio and the Vision
Anco Software Ltd. was no stranger to football games. The studio had built a reputation in the late 1980s and early 1990s with the Kick Off series, a franchise celebrated for its fast-paced, arcade-style gameplay. By the mid-90s, Anco sought to expand its footprint in the management simulation genre, which was gaining traction thanks to titles like Championship Manager 93. The Player Manager series, which debuted in 1990, was Anco’s answer—a hybrid experience where players could assume the dual role of a footballer nearing retirement and the manager of their club.
Player Manager 98/99 was the latest iteration in this lineage, released in 1998 for the PlayStation and later ported to DOS and Windows in 1999. The game’s development was led by Steve Screech, a veteran programmer at Anco, alongside a team of 22 individuals, including artists, testers, and additional programmers. The vision was clear: create a management sim that retained the tactical depth of its predecessors while leveraging the Kick Off 97 engine for match simulations.
Technological Constraints
The late 1990s were a transitional period for gaming hardware. The PlayStation, with its CD-ROM format, offered more storage than cartridges but was still limited in processing power compared to modern PCs. Player Manager 98/99 had to balance ambition with these constraints, resulting in a game that was visually modest but mechanically dense.
The use of the Kick Off 97 engine was both a strength and a limitation. On one hand, it provided a familiar and fluid match simulation that fans of the series would recognize. On the other, it tied the game to an engine that was already showing its age by 1998. The 2D radar view, while functional, lacked the polish of competitors like FIFA or Actua Soccer, and the 3D replays—reserved for key moments like goals—were rudimentary by contemporary standards.
The Gaming Landscape
1998 was a pivotal year for football management games. Championship Manager 97/98, developed by Sports Interactive and published by Eidos, had set a new benchmark for depth, realism, and accessibility. Its database of real players, intricate tactical options, and engaging match engine made it the gold standard. Meanwhile, Premier Manager 99 and Ultimate Soccer Manager 98/99 offered their own takes on the genre, each with varying degrees of success.
Player Manager 98/99 entered this fray with a unique selling point: the player-manager duality. Unlike its competitors, which focused solely on the managerial aspect, Anco’s title allowed players to experience the twilight of a footballer’s career while simultaneously guiding their team from the dugout. It was an ambitious concept, but one that struggled to resonate in a market where depth and realism were increasingly prioritized.
Narrative & Thematic Deep Dive
The Player-Manager Concept
At its core, Player Manager 98/99 is a game about transition. You begin as a veteran footballer—your skills waning, your career nearing its end—while also taking on the mantle of manager. This duality is the game’s most compelling narrative hook, offering a perspective rarely seen in football sims. The story isn’t told through cutscenes or dialogue but through the emergent gameplay itself. As your on-field performances decline, your focus shifts to tactics, transfers, and team management, mirroring the real-life transition many footballers face.
The game’s lack of a traditional narrative is both a strength and a weakness. On one hand, it allows for a deeply personal experience, where your decisions shape the story. On the other, it lacks the structured storytelling of modern management games, which often include press conferences, player interactions, and boardroom drama. Player Manager 98/99 is a game of spreadsheets and statistics, where the drama unfolds in the numbers rather than in scripted events.
Themes of Legacy and Strategy
The overarching theme of Player Manager 98/99 is legacy. As a player-manager, you’re not just building a team for the present; you’re shaping its future. The game encourages long-term thinking, whether it’s nurturing young talent, upgrading your stadium, or balancing the books to avoid financial ruin. This focus on sustainability is reflected in the game’s mechanics, where short-term success can come at the cost of long-term stability.
Another key theme is adaptability. With 18 player attributes (and hidden stats), the game demands that you tailor your tactics to your squad’s strengths. A team of pacey wingers requires a different approach than one built around a target man, and the game rewards players who can read the match and adjust accordingly. This emphasis on tactical flexibility was ahead of its time, foreshadowing the depth seen in later management sims like Football Manager.
The Absence of a Traditional Story
Unlike modern football games, which often include narrative-driven career modes (e.g., FIFA’s “The Journey”), Player Manager 98/99 relies entirely on emergent storytelling. There are no scripted rivalries, no dramatic transfer sagas, and no player personalities beyond their statistical attributes. This minimalist approach can feel sterile to modern players but was par for the course in the late 90s, where management sims were more about systems than stories.
That said, the game’s post-match analysis and statistical breakdowns do create a sense of progression. Watching a young prospect develop into a star or seeing your tactical tweaks pay off in a crucial match can be deeply satisfying, even if the game doesn’t explicitly highlight these moments.
Gameplay Mechanics & Systems
Core Gameplay Loop
Player Manager 98/99 is, at its heart, a game of cycles. Each week, you’ll:
1. Prepare for the match: Select your starting XI, adjust tactics, and set individual instructions.
2. Simulate the match: Watch the action unfold in 2D, 3D, or text mode.
3. Analyze the results: Review post-match stats to identify strengths and weaknesses.
4. Manage the club: Handle transfers, training, finances, and infrastructure upgrades.
This loop is familiar to anyone who’s played a football management game, but Player Manager 98/99 distinguishes itself with its depth of customization. The absence of an “overall” player rating forces you to evaluate each footballer based on their individual attributes, adding a layer of complexity that rewards careful scouting and tactical planning.
Tactical Depth and Flexibility
The game offers eight formations and a wide range of tactical presets, from defensive counter-attacks to all-out attacking play. You can fine-tune these presets by adjusting player roles (e.g., setting a winger to “hug the touchline” or a striker to “play as a target man”). This level of customization was impressive for its time, though it pales in comparison to the granular control offered by modern titles.
One of the game’s most innovative features is its post-match analysis. After each game, you’re presented with detailed stats, including heat maps, possession charts, and individual player ratings. This data is invaluable for refining your tactics and identifying underperforming players. However, the lack of in-game feedback during matches (e.g., no dynamic tactical adjustments) means you’re often flying blind until the final whistle.
Match Simulation: A Tale of Two Engines
Player Manager 98/99 offers three ways to experience matches:
1. 2D Radar View: A top-down perspective that provides a tactical overview of the game. This mode is functional but lacks the excitement of watching the action unfold in real-time.
2. 3D Engine: Reserved for key moments (goals, cards, etc.), this mode uses the Kick Off 97 engine to render the action. While it’s a nice touch, the 3D graphics are rudimentary and can feel jarring when switching from the 2D view.
3. Text Mode: A Championship Manager-style commentary system that describes the action in real-time. This mode is ideal for players who prefer to focus on the numbers rather than the visuals.
The match engine itself is serviceable but unremarkable. The AI can be unpredictable, with occasional moments of brilliance followed by baffling decisions. The lack of real-time tactical adjustments means you’re often at the mercy of the engine’s whims, which can be frustrating when your carefully laid plans unravel due to a single defensive lapse.
Club Management: Beyond the Pitch
Off the pitch, Player Manager 98/99 offers a robust management experience. You’ll handle:
– Transfers: Scout and sign players, negotiate contracts, and manage wages.
– Finances: Balance the books, secure sponsorships, and upgrade facilities.
– Training: Improve player attributes through targeted training regimes.
– Infrastructure: Expand your stadium, improve training facilities, and boost commercial revenue.
The financial system is particularly noteworthy. Unlike some management games, where money is an afterthought, Player Manager 98/99 forces you to make tough decisions. Overspending on transfers can lead to financial ruin, while underinvesting in your squad can result in relegation. This balance adds a layer of realism that was rare in late-90s management sims.
Multiplayer and Friendly Mode
One of the game’s most unique features is its “Friendly” mode, which allows two players to import their teams from a floppy disk and face off in a custom match. This was a novel idea at the time, offering a way to test your tactical prowess against a friend. However, the mode is hampered by the game’s slow loading times and clunky UI, making it more of a curiosity than a fully realized feature.
World-Building, Art & Sound
Setting and Atmosphere
Player Manager 98/99 is set in the world of late-90s European football, with leagues from England, Italy, Spain, and Germany available for management. The game’s atmosphere is decidedly utilitarian, with a focus on functionality over flair. Menus are text-heavy, and the UI is cluttered, reflecting the era’s emphasis on depth over accessibility.
The lack of licensed player names (due to licensing constraints) is a notable omission. While this was common in management games of the time, it does detract from the immersion. Seeing “Star Striker” instead of “Alan Shearer” breaks the illusion, though hardcore fans could often identify players based on their attributes and positions.
Visual Design: A Product of Its Time
The game’s visuals are a mixed bag. The 2D radar view is clear and functional, if uninspiring, while the 3D engine is a relic of the Kick Off era. Player sprites are blocky, animations are stiff, and the stadiums lack detail. That said, the game’s visuals are serviceable for their time, and the top-down perspective does a decent job of conveying the flow of the match.
The UI, however, is where the game shows its age. Menus are dense with information, and navigating them can be a chore. The lack of a modern quality-of-life features (e.g., search filters, sorting options) makes managing large squads a tedious affair. This was a common issue in late-90s management games, but Player Manager 98/99 suffers more than most due to its clunky interface.
Sound Design: The Silent Treatment
One of the game’s most glaring weaknesses is its sound design—or lack thereof. Matches are accompanied by sparse crowd noise and the occasional commentator quip, but the audio is largely forgettable. There’s no in-game music, and the sound effects are minimal. This was a common issue in management games of the era, but it’s particularly noticeable in Player Manager 98/99, where the silence can make matches feel lifeless.
Reception & Legacy
Critical Reception: A Mixed Bag
Player Manager 98/99 received a lukewarm reception from critics, with an average score of 51% based on 13 reviews. The game was praised for its depth and tactical flexibility but criticized for its outdated visuals, slow loading times, and clunky UI.
- Power Unlimited (83%): “PM 98/99 is a football management sim and not a bad one at that. The player has a lot of influence on the game, more than I’m used to in other management sims. I really felt like I was in the dugout.”
- Playstation Pro (80%): “This is the consummate manager’s game, displaying more features than a Michael Jackson plastic surgery museum. Everything from individual player training to extensive ground redevelopment is included.”
- PC Action (57%): “A dust-dry football management simulation with tables, statistics, and endless menus. The only highlight is the 3D match scenes based on the Kick Off engine.”
- Mega Fun (26%): “Player Manager is not the yellow of the egg. Long loading times, poor graphics, and a confusing menu system make this a game to avoid.”
The game’s reception was particularly harsh in Germany, where critics lambasted its lack of polish and depth compared to Championship Manager. In the UK, reviews were slightly more favorable, with some praising its tactical depth and player-manager duality.
Commercial Performance: A Flop in the Shadow of Giants
Despite its ambitions, Player Manager 98/99 was a commercial failure. The game struggled to compete with Championship Manager 97/98, which had already established itself as the genre’s gold standard. Anco’s decision to release the game on the PlayStation—a platform not traditionally associated with management sims—also hurt its sales. While the DOS and Windows versions fared slightly better, they were overshadowed by more polished competitors.
Legacy: A Footnote in Football Gaming History
Player Manager 98/99 is largely forgotten today, overshadowed by the Championship Manager and Football Manager series. However, it remains a fascinating artifact of late-90s football gaming, offering a glimpse into an era where management sims were still finding their footing.
The game’s player-manager concept was ahead of its time, and its emphasis on tactical depth and emergent storytelling foreshadowed trends that would dominate the genre in the 2000s. While it may not have been a commercial success, Player Manager 98/99 deserves credit for its ambition and innovation.
Conclusion: A Flawed but Fascinating Relic
Player Manager 98/99 is a game of contradictions. It’s deeply tactical yet frustratingly clunky, ambitious yet hampered by its era’s limitations. For modern players, its outdated visuals and slow loading times will be a turn-off, but for retro enthusiasts, it offers a unique blend of management depth and player-manager duality that’s rare even today.
Final Verdict: 6/10 – A Niche Classic
Player Manager 98/99 is not a game for everyone. Its steep learning curve, lack of polish, and outdated presentation make it a tough sell for modern audiences. However, for those willing to look past its flaws, it’s a rewarding experience that offers a level of tactical depth and emergent storytelling that’s still impressive over two decades later.
In the grand tapestry of football management games, Player Manager 98/99 may be a footnote, but it’s a footnote worth exploring for anyone interested in the evolution of the genre. It’s a reminder of a time when management sims were still experimenting with their identity, and where ambition often outpaced execution. For that alone, it deserves a place in gaming history.