From HandWiki - Reading time: 7 min
| Ice Hockey | |
|---|---|
Ice Hockey cover art (North American version) | |
| Developer(s) | Nintendo R&D4 Nintendo R&D2 |
| Publisher(s) | Nintendo |
| Director(s) | Hideki Konno |
| Producer(s) | Masayuki Uemura Shigeru Miyamoto |
| Composer(s) | Soyo Oka |
| Engine | Proprietary |
| Platform(s) | Family Computer Disk System Nintendo Entertainment System |
| Release | Famicom Disk System
Virtual Console Wii Wii U
|
| Genre(s) | Sports |
| Mode(s) | Single-player, multiplayer |
Ice Hockey (アイスホッケー Aisu Hokkē) is a 1988 ice hockey video game published and developed by Nintendo, originally for the Famicom Disk System. It was later released in North America and in some PAL regions on the Nintendo Entertainment System. In 2006, it was re-released for the Wii's Virtual Console service in Japan , North America, and some PAL regions.[1]
Ice Hockey is based on the sport of the same name, with the objective of the game being to get more points than the opposing player by hitting round, black pucks into the opposing goal with a hockey stick. It is well-regarded by critics, and has been often cited as one of the best games for the NES.
The play and mechanics of Ice Hockey are mostly similar to that of ice hockey in real life. The objective for both teams is to hit a black puck with a hockey stick into the opponent's goal. Teams are made up of five players including the goaltender, as opposed to six in real life. Players wear ice skates, which are used to skate across the icy rink. Each game is made up of three periods, with the victory going to the team who has the most points at the end of the game. At the beginning, two opposing players from each team face off in the middle of the rink.[2] The player selects from three kinds of hockey player: the first is fast, weak, and feeble, but is good at the face-off; the second is average in all qualities, and the third is slow and poor at the face-off, but very powerful, both in body checking and shooting strength.[3] The arena is similarly designed to a real-world ice hockey arena. The rink is coated in ice, with a goal on either side of the arena. There are a variety of marked areas, including the goal line that the puck must cross to score, the attacking/defending zone which is situated closely to each goal, the face-off spot, the neutral spot, and others. Each side of the rink has exactly the same design.[4] If two opposing players fight for the puck for a certain amount of time, other players join the fight, resulting in the player from the losing team in the fight being put in the penalty box for a period of time.
There are some regional differences in the team roster line-ups. In Japan's Famicom Disk System version, the lineup is Japan (JPN), United States (USA), Czechoslovakia (TCH), Canada (CAN), Poland (POL), and the Soviet Union (URS).
For the PAL versions, Nintendo removed Japan from the team roster and included Sweden instead. For the North American and European version, Nintendo included these six teams: the United States (USA), Sweden (SWE), Czechoslovakia (TCH), Canada (CAN), Poland (POL), and the Soviet Union (URS).
There are also differences in the music. In the Japanese version, the music for the in-game play, and for scoring a goal, is completely different from the US version.[5]
Ice Hockey was rated the 142nd best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[6] Electronic Gaming Monthly listed it as number 94 on their 100 best console video games of all time, remarking that it "has some of the most hilarious gameplay of any sports game ever, yet it still requires a lot of skill to play and accurately represents the excitement of real hockey. Fights turn into brawls, close games raise the crowd noise up when the game clock reaches two minutes, and the available team members vary in ability, making for (gasp!) strategic play."[7] It was also included in IGN's top 100 NES games list, ranking at 100. Mark Bozon praised it for being the most addictive of Nintendo's early sports titles, commenting that it was in his NES as often as Super Mario Bros. 3 was.[8] Aaron Thomas of GameSpot also commended the Virtual Console re-release for being "one of those rare NES sports games that's almost as much fun to play today as it was when it was released."[9]
Hideki Konno, the designer of the game, later went on to direct and produce classic Nintendo titles such as Super Mario Kart, Super Mario World 2: Yoshi's Island, and Luigi's Mansion.
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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