Every year the NFL's top QBs get together in Hawaii to test their skills in the Quarterback Challenge. Based on this event, Acclaim's QB Club has scored well on the 16-bit systems; unfortunately, Acclaim fumbled the Game Boy version.
Join the Club
While the 16-bit versions had four QB challenge events (testing your passing accuracy and quickness, among other skills), this cart has none. With only a regular-game mode, the eight featured QBs can show their stuff only on the gridiron. The missing skills competitions make this just another football cart.
Not that it's bad football. Each club member does have his own signature play that utilizes his strengths. Also, the regular plays are creative, offering lots of trick plays and two-point conversions. All 28 teams are included, and team stats are given at the half and the end of a game.
The control is just barely average. Even though players can break tackles and use speed bursts, it can be difficult to run the plays as diagrammed.
Fourth Down and Plenty
The graphics meet Game Boy standards. The action is clear, and the sprites are easy to see. Without any animation frames, though, every game feels the same.
The sound effects are nearly nonexistent. With only a static-filled crowd and occasional pong noises, you'll barely be awake for the two-second touchdown music.
Madden '95 has already made a smooth transfer to the handheld world. QB Club gets sacked in comparison.
- Study each team's attributes to learn their relative strengths and weaknesses.
- Trick plays are easily the most effective. Don't be afraid to use them in your offensive game plan.
- Use a team with a feature QB. Their signature plays will give you a needed advantage.