From HandWiki - Reading time: 5 min
| NHL Stanley Cup | |
|---|---|
North American cover art | |
| Developer(s) | Sculptured Software |
| Publisher(s) | Nintendo |
| Programmer(s) | Peter Ward Dean Ertel Adam T. Clayton |
| Composer(s) | Paul Webb Mark Ganus[1] |
| Platform(s) | Super Famicom/SNES |
| Release | |
| Genre(s) | Sports |
| Mode(s) | Single-player Multiplayer |
NHL Stanley Cup, known as Super Hockey in Europe,[2] is an ice hockey video game developed by Sculptured Software for the Super NES. Unlike most hockey video games of the time, the game features movement in a pseudo-3D environment using the SNES's Mode 7 hardware feature, similar to Sculptured's previous NCAA Basketball.

Nintendo NHL Stanley Cup lets all 26 teams from the National Hockey League at the time of the game's release (including the expansion Florida Panthers and Mighty Ducks of Anaheim) compete for the highest honor in professional hockey, the Stanley Cup. As it licenses from the NHL, but not the NHLPA, the game can use the team logos and the Stanley Cup but not the names of real players. Despite this, the players have strengths and weaknesses that correspond to their real-life counterparts, so e.g. Pittsburgh Penguins #66 or Los Angeles Kings #99 have an easier time scoring. The player can substitute for or pull his goalie and institute line changes, but not line edits, as he sees fit. Gameplay modes consist of Exhibition, Season and Best of Seven Series. Options include three different period lengths (5, 10 or 20 minutes) and having the penalties and line changes turned on or off.
This game mimics real ice hockey in that the player can shoot, pass or dump the puck, and he can perform hip, shoulder and poke checks. The player can even fake a slap shot and aim his shot on goal to a particular corner of the net. There are numerous penalties that the player can commit, including tripping, cross checking, slashing, roughing, hooking, interference, icing and offsides. The player on offense could exploit a tactic of dumping the puck over the goalie's head, thereby creating an indefensible shot.
A special Mode 7 viewpoint gives the player a three-dimensional perspective that helps to keep him focused on the puck, the center ice and the surrounding action. Battery backup lets the player save the player's progress throughout the Stanley Cup playoffs. Other features include season and game statistics, three difficulty levels (Junior, NHL and NHL Pro), and the ability to skip games against particular opponents. At the end of each period and after the game, a sportscaster will give the player a summary of the action.
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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Warning: Default sort key "Nhl Stanley Cup" overrides earlier default sort key "Mobygames".