From HandWiki - Reading time: 6 min
| Goal! | |
|---|---|
![]() Cover art (NES) | |
| Developer(s) | TOSE |
| Publisher(s) | Jaleco |
| Platform(s) | NES Game Boy |
| Release | NES: Game Boy: |
| Genre(s) | Traditional soccer simulation |
| Mode(s) | Single-player Multiplayer |
Goal! is a 1988 soccer/football video game published by Jaleco for the Nintendo Entertainment System. The game supports up to two players. It was released in Japan as Moero !! Pro Soccer (燃えろ!! プロサッカー lit. "Burn!! Pro Soccer").
The game has four modes: World Cup, Tournament, League, Shoot Competition, Asian Cup and Vs. Mode. The object of the game is the same as in real football; one team must score more goals than the other to win.
When playing World Cup League or Tournament mode Asian mode with two players, the players can either play on the same team or against each other.
Jaleco followed the game with several sequels and localizations, including Goal! Two for the NES (titled Goal! in the North American SNES version, and retitled Super Goal! for the European release), and Super Goal! 2. In 1993, Jaleco published Tose's Game Boy port of Goal!, which Tose adapted from their Japanese Game Boy release J-Cup Soccer.
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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