Software:NFL Quarterback Club 98
| NFL Quarterback Club '98 | |
|---|---|
![]() North American Nintendo 64 cover art featuring Brett Favre with the Green Bay Packers team. | |
| Developer(s) | Iguana Entertainment |
| Publisher(s) | Acclaim Entertainment[lower-alpha 1] |
| Series | NFL Quarterback Club |
| Platform(s) | Nintendo 64 |
| Release | |
| Genre(s) | Sports, American football |
| Mode(s) | Single player, multiplayer |
NFL Quarterback Club '98 is a football video game, released in 1997. It was developed by Iguana Entertainment[1] and published by Acclaim Entertainment under their Acclaim Sports banner for the Nintendo 64. It was the first football game announced for the Nintendo 64.[2]
The game established an advantage over its competitors by being the first Nintendo 64 game with high resolution graphics and holding exclusive NFL licensing for the console. Despite this, reviews were mixed as the game drew criticism for its lengthy floating of the ball during passes and issues with the A.I.
Features
There are two kinds of Simulation modes, Custom and Historic. Custom Simulation mode allows one to create one's own scenario, including both teams' scores, who possesses the ball, how much time is left, and where the team with possession of the ball is on the field. Historic Simulation mode contains fifty different scenarios, based on games that happened in history, and a certain task is to be accomplished, often to "change history" and win with the team that lost the game, but sometimes to replicate a team's victory.
Another feature found in the game allows one to create a player. The game allows one to enter information such as the player's position, name, jersey number, height, weight, dominant hand, skin color, and age. After filling out this information, the user is taken may customize the player's stats, such as accuracy and range (for kickers and quarterbacks), catching abilities, agility, speed, and strength (all for numerous players). After a player is created, he is put into Free Agency, where he must be signed by a team.
Players can also create a team, using color schemes of the 30 NFL teams found in the game. Teams' playbooks, stadiums, and initials (shown next to a team's score during gameplay) can be edited, and a team may contain up to 55 players. Players can be put onto any of the 30 teams already in the game, as well as Free Agents (including created players), and can be substituted into any position.[3] Due to a glitch, any free agents whom the player signs turn into "M. Clark", shirt number 84, who is not a real NFL player; an Acclaim representative said that there is no workaround for this glitch.[4]
In addition to the 30 pro teams in the game, there were also four hidden teams, accessed by entering a cheat code. Two teams, AFC and NFC, are the Pro Bowl teams from 1997. The other two teams are based on Iguana Entertainment and Acclaim, the developer and publisher of the game respectively, and feature then-employees as members of the team.[5] Iguana Entertainment and Acclaim's teams are the two best teams statistically in the game.
There is a season mode where players can select a team and play through their 1997 schedule. There is also a playoff mode where a player can select a team and try to guide them through the playoffs. Quarterback Club '98 also features a Quarterback Profile feature. This feature contains 30 quarterbacks, one from each team, and their college and pro football achievements in encyclopedic format.
The game's commentary was done by Marv Albert.[6][2] Brett Favre was the chief spokesperson for the game.[7]
Development
The game was in development for more than 13 months.[8] Acclaim brought the NFL Quarterback series into the 64-bit age using technology they had been working on for several years for Software:Turok: Dinosaur Hunter. With this, they were able to keep the game running at 30fps in high-resolution (640 x 480), something that had not yet been done in the U.S.[9][3] They obtained the full NFL license, including all the teams, stadiums and rosters.[2][9] Their competitor for the N64 that year, Electronic Arts' Madden Football 64 was not able to get the NFL license in time for the game's release as Acclaim had acquired all the licenses for that year, but the game did feature real player names as it did get a license from the league's players' association that year. As a result, NFL Quarterback Club 98 is the only football video game for the Nintendo 64 to be fully licensed by the NFL in 1997.[10][11]
Adrian Murrell served as the actor for the game's motion capture.[12] A number of the plays in the team playbooks were designed by Brett Favre.[12]
A version of the game was in development for the Sega Saturn, but was cancelled as part of Acclaim's withdrawal of support for that console.[13] PC and PlayStation versions were also planned but never released.[14]
One month before the game's release, its play-by-play commentator Marv Albert pled guilty to a misdemeanor charge of sexual assault and battery.[15] Though a morals clause in Albert's multigame contract with Acclaim allowed Acclaim to dissolve the relationship if Albert were ever convicted of a crime, Acclaim opted to ship the game with Albert's commentary intact. An Acclaim representative explained that the game had already gone into production by the start of Albert's trial and was in the final stage of manufacturing when he entered his guilty plea, and said if the game were successful enough to merit a second manufacturing run, the company would re-evaluate its position on the inclusion of Albert's commentary.[16]
Reception
Reviews
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NFL Quarterback Club '98 received mixed reviews. Critics esteemed it for being the first Nintendo 64 game with high-resolution graphics,[lower-alpha 2] in many cases noting how this enabled a high level of detail on the players.[lower-alpha 3] IGN elaborated, "Players have realtime shadows, noticeable breath in frigid weather, and detailed uniforms and helmets."[27] Next Generation said the high resolution "effectively takes away that nasty N64 blur we've all become accustomed to."[29] However, critics widely opined the game's good visuals are outweighed by gameplay issues, specifically that the A.I. is easily exploited and often unrealistic,[lower-alpha 4] and passes float in the air for an inordinate length of time, even bullet passes.[lower-alpha 5] GameSpot explained the problem: "Because of this hang time, defenders have way too much time to close in. The ball often drops down in the middle of about three defenders that shouldn't have been there, and one wide receiver that should have been wide open. As the ball reaches the players, they all jump up to catch it, in what looks like synchronized volleyball. What's more amusing is that somehow the receiver still makes the catch. This happens so often that it seems like it was done on purpose to compensate for the game engine's shortcomings."[25]
Several critics also remarked that the audio is dry and sparse, and overall fails to provide an NFL atmosphere as compelling as other football video games of the time.[lower-alpha 6] They particularly said that Marv Albert's voice-overs were interesting solely for his then-recent sex scandals, as his actual commentary is remarkably dull.[lower-alpha 7] Even the game's visuals were not exempt from criticism, as many cited poor animation[lower-alpha 8] and odd player models with disproportionate arms.[lower-alpha 9] However, IGN instead praised the animation as fluid and realistic, and said the game's flaws are overall too minor to prevent the game from being recommended.[27] The inclusion of full NFL licensing was widely praised.[lower-alpha 10]
Next Generation stated that "In the end, serious football fans may want to stick with Quarterback Club 64 [sic] for its realism, but the slow play is likely to drive gamers crazy."[29] Electronic Gaming Monthly's four reviewers instead argued that problems such as the poor AI and slow passes would inevitably irritate football devotees, while casual players were more likely to overlook these flaws and therefore enjoy the game.[21] GameSpot similarly concluded, "To be fair, some gamers will enjoy Quarterback Club despite its shortcomings - but only if they don't know or care about realistic football."[25] GamePro called it "Probably the most disappointing sports game of the year", remarking that while it had enough good qualities to satisfy hardcore football fans, there was no reason to prefer it over its competitor, Madden Football 64. They gave it a 4.5 out of 5 for graphics but a 3.0 for both control and sound, and a 2.5 for fun factor.[31]
The game was nominated for the "Best Nintendo 64 Game" award at the CNET Gamecenter Awards for 1997, which went to Diddy Kong Racing.[32] During the inaugural Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated NFL Quarterback Club '98 for "Console Sports Game of the Year" and "Outstanding Achievement in Software Engineering",[33] which went to International Superstar Soccer 64 and GoldenEye 007, respectively.[34]
Sales
Despite the mixed reviews, NFL Quarterback Club 98 beat competitor Madden Football 64 in sales; according to figures compiled through November 1997 from The NPD Group, NFL Quarterback Club 98 came in second for video game sales while Madden Football 64 came in ninth.[11] The game sold over 900,000 copies worldwide.[35]
References
Notes
Citations
- ↑ "Gaming Gossip". Electronic Gaming Monthly (Ziff Davis) (93): 28. April 1997.
- ↑ 2.0 2.1 2.2 "NFL Quarterback Club '98 (Preview)". Electronic Gaming Monthly (Ziff Davis) (96): 110. July 1997.
- ↑ 3.0 3.1 Johnny Ballgame (November 1997). "NFL Quarterback Club '98 (Preview)". GamePro (IDG Entertainment) (110): 162. http://www.nintendo64ever.com/scans/mags/Scan-Magazine-1856-162.jpg. Retrieved August 6, 2020. "... it's the first high-resolution game for the N64 ...".
- ↑ The Watch Dog (April 1998). "Buyers Beware". GamePro (IDG) (115): 22.
- ↑ "S.W.A.T. Pro: NFL Quarterback Club '98". GamePro (IDG) (116): 142. May 1998.
- ↑ Feldman, Curt (September 27, 1997). "Quarterback Club To Ship with Albert's Play-by-Play". Archived from the original on December 7, 1998. https://web.archive.org/web/19981207063356/http://headline.gamespot.com/news/97_09/27_marvupdate/index.html. Retrieved August 7, 2022.
- ↑ "Inside Scoop". GamePro (IDG Entertainment) (104): 24. May 1997. https://archive.org/details/GamePro_Issue_094_May_1997/page/n25/mode/2up. Retrieved August 6, 2020.
- ↑ Johnston, Chris (August 11, 1997). "Quarterback Shoot Out". Archived from the original on April 29, 1999. https://web.archive.org/web/19990429080341/http://headline.gamespot.com/news/97_08/11_football/index.html. Retrieved July 31, 2022.
- ↑ 9.0 9.1 Electric Playground Network - EPN (January 26, 2016). "Electric Playground: Season 1, Episode 8". Google. https://www.youtube.com/watch?v=xTK-wncSx1c. Event occurs at 8:52-12:18.
- ↑ Casamassina, Matt (October 24, 1997). "Madden 64". Ziff Davis. https://www.ign.com/articles/1997/10/25/madden-64. "Football fanatics, however, will be very disappointed to know that Madden 64 doesn't feature the full NFL license, so real team names, team colors and team stadiums are not present. This means that you could be stuck playing the Chicago Bulldozers instead of the mighty Bears -- and they might be purple. Acclaim grabbed all the NFL licensing rights for its NFL QB Club '98 early and EA was left playing catch up. However, EA did manage to get ahold of the NFLPA (NFL Players Association) so real player names are present in the game."
- ↑ 11.0 11.1 "QBC Tackles Madden". Electronic Gaming Monthly (Ziff Davis) (104): 28. March 1998.
- ↑ 12.0 12.1 "E3 Unleashed!". GamePro (IDG Entertainment) (106): 63. July 1997.
- ↑ "Sega and Bandai: A Merger Collapses". Next Generation (Imagine Media) (32): 16–17. August 1997. https://archive.org/details/NEXT_Generation_32/page/n17.
- ↑ Johnston, Chris (May 19, 1997). "Acclaim Gets Big-Name Voice". Archived from the original on February 9, 1999. https://web.archive.org/web/19990209004628/http://headline.gamespot.com/news/97_05/19_acclaim/index.html. Retrieved July 19, 2022.
- ↑ "Marv Albert Sexual Assault Trial: Albert Receives a 12-Month Suspended Sentence". October 24, 1998. http://www.courttv.com/archive/casefiles/marv/marvalbert.html.
- ↑ "Tidbits...". Electronic Gaming Monthly (Ziff Davis) (101): 26. December 1997.
- ↑ "NFL Quarterback Club 98 for Nintendo 64". CBS Interactive. https://www.gamerankings.com/n64/198160-nfl-quarterback-club-98/index.html.
- ↑ Lombardi, Doug (December 5, 1997). "[NFL Quarterback Club 98"]. CNET. http://gamecenter.com/Consoles/Nintendo/Qbclub/.
- ↑ "NFL Quarterback Club 98" (in French). Consoles + (72): 132. January 1998. http://www.nintendo64ever.com/scans/mags/Scan-Magazine-227-132.jpg. Retrieved August 6, 2020.
- ↑ Edge staff (December 25, 1997). "NFL Quarterback Club '98". Edge (Future Publishing) (53): 110. http://www.nintendo64ever.com/scans/mags/Scan-Magazine-572-110.jpg. Retrieved August 6, 2020.
- ↑ 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 EGM staff (December 1997). "Review Crew: NFL QB Club '98". Electronic Gaming Monthly (Ziff Davis) (101): 192. https://archive.gamehistory.org/item/7d2a7347-8628-4fc8-a98b-7634e6c59fc8. Retrieved August 25, 2025.
- ↑ Reiner, Andrew; Storm, Jon; Anderson, Paul (December 1997). "NFL Quarterback Club 98". Game Informer (FuncoLand) (56). http://www.gameinformer.com/cgi-bin/review.cgi?sys=n64&path=dec97&doc=nflqb. Retrieved August 6, 2020.
- ↑ Joe Kidd; The Rookie (October 1997). "[HFN Quarterback Club '98"]. GameFan (Metropolis Media) 5 (10): 124. https://archive.org/details/Gamefan_Vol_5_Issue_10/page/n129/mode/2up. Retrieved November 1, 2020.
- ↑ Lumpy (November 1997). "NFL Quarterback Club '98 Review". CraveOnline. https://www.gamerevolution.com/review/32568-quarterback-club-98-review.
- ↑ 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 25.11 Lerhman, Darren (November 5, 1997). "NFL Quarterback Club 98 Review [date mislabeled as "April 28, 2000""]. CBS Interactive. https://www.gamespot.com/reviews/nfl-quarterback-club-98-review/1900-2544921/.
- ↑ Hoople, Andrew (March 1998). "NFL Quarterback Club 98". Hyper (Next Media Pty Ltd) (53): 42–43.
- ↑ 27.00 27.01 27.02 27.03 27.04 27.05 27.06 27.07 27.08 27.09 Casamassina, Matt (October 24, 1997). "NFL Quarterback Club '98". Ziff Davis. https://www.ign.com/articles/1997/10/25/nfl-quarterback-club-98.
- ↑ Tucker, Tim (January 1998). "Madden 64 vs. NFL Quarterback Club '98". N64 Magazine (Future plc) (10): 49, 51–52.
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 "QBC 64 [sic"]. Next Generation (Imagine Media) (37): 146. January 1998. https://archive.org/details/NEXT_Generation_37/page/n147/mode/2up. Retrieved August 6, 2020.
- ↑ "NFL Quarterback Club '98". Nintendo Power (Nintendo of America) 102: 92. November 1997. http://www.nintendo64ever.com/scans/mags/Scan-Magazine-344-92.jpg. Retrieved August 6, 2020.
- ↑ 31.0 31.1 31.2 31.3 31.4 Johnny Ballgame (December 1997). "NFL Quarterback Club '98". GamePro (IDG Entertainment) (111): 194. http://www.nintendo64ever.com/scans/mags/Scan-Magazine-1863-194.jpg. Retrieved August 7, 2020.
- ↑ Gamecenter staff (January 28, 1998). "The Gamecenter Awards for 1997! (Nintendo 64, Part 2)". CNET. http://www.gamecenter.com/Features/Exclusives/Awards97/Off/ss04aa.html.
- ↑ "The Award - Updates". http://www.interactive.org/html/award/awardupdate.htm.
- ↑ "The Award - Winners". http://www.interactive.org/html/award/awardwin98.htm.
- ↑ "QBC Is Top-Selling Title". May 22, 1998. Archived from the original on October 8, 2000. https://web.archive.org/web/20001008002554/http://headline.gamespot.com/news/98_05/22_qbc/index.html. Retrieved December 10, 2022.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
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.
History

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]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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