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| NFL Quarterback Club | |
|---|---|
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| Developer(s) | Iguana Entertainment Beam Software (Game Boy) Condor (Game Gear) |
| Publisher(s) | Acclaim Entertainment[lower-alpha 1] |
| Composer(s) | Rick Fox |
| Platform(s) | Game Boy, Sega Genesis, Game Gear, SNES, 32X |
| Release | Game BoySega Genesis & Game GearSNES32X |
| Genre(s) | Sports |
| Mode(s) | Single-player, multiplayer |
NFL Quarterback Club is an American football video game for multiple platforms that features quarterbacks from the NFL. It is the first game in Acclaim Entertainment's NFL Quarterback Club series.
The first game to use the name was a Game Boy title developed by Beam Software and released under Acclaim's LJN brand in 1993 that was a simulation of the NFL Quarterback Challenge. The following year, Acclaim and LJN released a new multiplatform title under the same name, adding options to play full team games under NFL rules, while retaining the Quarterback Challenge mode. The game was released for the Super NES, Genesis and Game Gear. A Game Boy version, called NFL Quarterback Club II and a 32X version were released in 1995. Both these versions omitted the Quarterback Challenge mode, a trend that would continue with NFL Quarterback Club 96.
In 1994, NFL Quarterback Club was released for the SNES. The main appeal about the game is that it offers three different types of modes to play in, making it more like three games in one. Up to four different players can play at the same time.
The game takes its name from the "QB Challenge". Players can choose from more than 12 of the NFL's premier quarterbacks to take part in a competition. There are four events in the competition. These are Accuracy, The Obstacle Course, Distance and Read And Recognition. Accuracy involves throwing the ball toward targets. The Obstacle Course is a track where the quarterback must jump over hurdles and go around defenders. Distance competition involves throwing the ball as far as possible, while Read And Recognition is the same as Accuracy but only certain targets hold point values. The QB with the highest number of points at the end of all four events is the winner. Each event can also be played individually if a player chooses to do so. Custom quarterbacks can be created to take part in the challenge. As the quarterback improves, his skill level increases.
The second mode is "Play NFL" and features playing a regular football game. Options include preseason, regular season play and direct playoff entry. All NFL teams are available. The player can import custom quarterbacks into a team, and also has the option of substituting quarterbacks from different teams into it.
The third mode is "Simulation". There are 30 scenarios from previous games that a player must complete. Some scenarios have as little as ten seconds left in the game, while others begin with more than 15 minutes of playing time left.
The Game Boy version, also known as NFL Quarterback Club 95, simulated the NFL Quarterback Challenge and featured 13 quarterbacks, including Troy Aikman, Warren Moon, Jim Kelly and John Elway. Players select one of them and compete in four different events representing different quarterback skills: Speed and Mobility, Accuracy, Distance and Read and Recognition.
On release, Famicom Tsūshin scored both the Super Famicom version and the Mega Drive version of the game a 26 out of 40,[1][2] giving both the Game Gear and the Game Boy version a 19 out of 40,[3][4] and the 32X version a 29 out of 40.[5] The two sports reviewers of Electronic Gaming Monthly gave the game scores of 7 out of 10 and 8 out of 10 for both the SNES and Genesis versions. They particularly praised the range of game modes and the high challenge posed by the AI.[6][7] GamePro gave the SNES version a positive review, and said the Speed & Mobility event is the game's "one weak feature". They praised the diverse range of modes, the camera views, the accessibility of the playbook, and the variety of moves the players can pull off.[8] They panned the Game Gear version, however, criticizing that it removes key modes, features, and sound effects from the console versions, and pointing out that gamers looking for a football game for the Game Gear could get the superior Madden NFL '95.[9] Reviewing the 32X version, they praised the new camera views but criticized the removed of the Quarterback Challenge skills contest and concluded that players who owned the Genesis or SNES versions had no need to get the game again. They also criticized the gameplay balance, commenting that "you can ferret out a handful of plays that make any club invincible. If you like scoring 90-plus points on the Cowboys or the Niners all the time, you'll love this cart!"[10] A reviewer for Next Generation also highly praised the camera views feature, calling it "the future in sports games." However, he concluded, "The gameplay in 32X's Quarterback Club is far superior to its 16-bit counterparts, but the lack of a players license, and no individual statistics keep this game from being the groundbreaking title it may have been." He gave it three out of five stars.[11]
Next Generation reviewed the Genesis version of the game, rating it three stars out of five, and stated that "The extras are neat, but if more attention had been paid to the actual game, Quarterback Club might have had a chance at tackling the giants."[12]
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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