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10 Things WWE Fans Should Know About the WWF Attitude Video Game

Acclaim’s WWF Attitude followed War Zone with career progression, full entrances and custom pay-per-view events. Here are the key differences and platform details.
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What should WWE fans know about the WWF Attitude video game? Acclaim’s 1999 follow-up to WWF War Zone kept that game’s sequence-based grappling, then built around it with career progression, expanded entrances, extensive customization and a mode for creating a pay-per-view card. It appeared on PlayStation, Nintendo 64, Dreamcast and Game Boy Color, though those editions were not identical.

1. It was a 1999 Acclaim release

WWF Attitude was published by Acclaim in 1999. GameSpot lists Acclaim Studios Salt Lake City and Crawfish Interactive among its developers. The game is a product of the WWF era; the later WWE name in this article reflects how fans commonly refer to the company today. GameSpot’s game hub lists the publisher, developers and platforms.

2. It came out on four platforms, in two broad formats

GameSpot lists PlayStation, Nintendo 64, Dreamcast and Game Boy Color versions. The first three are home-console editions; Game Boy Color is a separate handheld version. The platform list should not be read as a promise that the handheld game matched the home-console experience feature for feature.

Platform Format
PlayStation Home console
Nintendo 64 Home console
Dreamcast Home console
Game Boy Color Handheld

These platform listings are from GameSpot’s game hub. They establish that editions existed, not their current availability or condition.

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3. It refined the formula of WWF War Zone

Attitude followed Acclaim’s WWF War Zone, carrying forward its wrestling engine while adding modes and features. In his August 4, 1999 PlayStation review, GameSpot’s Jeff Gerstmann called it a strong extension of the earlier game, writing, “Attitude succeeds because War Zone was an excellent wrestling game.” His praise was specifically about the PlayStation edition and its relationship to War Zone, not a claim that the sequel reinvented wrestling games. Read the PlayStation review.

4. Grappling still depends on directional and button sequences

The core system is not a simple one-button move list. Players grapple an opponent, then enter directional and button combinations to execute maneuvers. That approach makes timing and learning the move inputs central to matches, and it is part of the gameplay inheritance from War Zone. A general overview of the game’s mechanics is available at Wikipedia’s WWF Attitude overview.

5. Career mode turns matches into a climb

Career mode gives bouts a progression structure rather than treating every match as an isolated exhibition. A wrestler starts on house shows, moves toward RAW and pay-per-view events, and can work toward championship opportunities. That ladder of increasingly prominent matches is one of the sequel’s clearest additions for players who wanted a reason to keep taking their created or chosen wrestler into the ring.

6. The roster and customization were central selling points

Metacritic’s game-details listing advertises “over 40” WWF superstars and “over 20” modes. Those are the listing’s advertised counts, not an independently verified tally of every distinct playable option or mode across all releases. The same listing highlights editable move sets and costumes, giving players control over how a wrestler looked and fought. See the Metacritic feature listing.

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7. Entrances became a bigger part of the presentation

The game promoted real-life WWF entrances and theme songs, and Gerstmann’s 1999 PlayStation review singled out full, in-engine ring introductions with wrestlers’ music. That gave the build-up to a match more of the spectacle associated with televised wrestling, rather than moving straight from selecting competitors to the bell. This description concerns the reviewed PlayStation release and the advertised features; it should not be taken as proof that every platform handled presentation identically.

8. You could build a custom pay-per-view card

Create-Your-Own Pay-Per-View lets players arrange a series of matches into a custom event. Instead of playing only single bouts or following career progression, fans could decide which matchups belonged on their own card. GameSpot’s PlayStation review and Metacritic’s feature listing both describe this event-creation idea.

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9. The Dreamcast version was an upgrade, not a new game

In an April 28, 2000 review, Gerstmann described the Dreamcast edition as a rushed, cleaned-up clone of the earlier releases. He noted better textures and sound fidelity, but argued that the port did not make full use of the hardware. His review awarded it 6.8, labeled “Fair,” and said, “With a few more months, this game could have probably turned out a lot better.” That is a period reviewer’s assessment of the Dreamcast port, not a finding about the PlayStation, Nintendo 64 or Game Boy Color versions. Read the Dreamcast review.

10. Contemporary opinions varied by edition and expectations

Gerstmann’s August 1999 PlayStation review judged Attitude a solid wrestling game and a strong follow-up to War Zone, while cautioning that it was not revolutionary. His April 2000 Dreamcast review was more critical of the port’s execution. GameSpot’s hub currently displays a 6.1 “Fair” score and a 7.2 user average, but does not date those aggregate figures; they are the hub’s displayed values, not a universal consensus or a substitute for the edition-specific reviews. GameSpot game hub.

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