John Elway's Quarterback

John Elway's Quarterback, also known as John Elway's Quarterback Challenge and John Elway's Team Quarterback, is a 1987 football video game.[1]

John Elway's Quarterback
Cover art
Developer(s)Leland Corporation
Publisher(s)Virgin Games
Tradewest (NES version)
Composer(s)Sam Powell (Arcade version), David Wise (NES version)
Platform(s)Amstrad CPC, Arcade, Commodore 64, NES, Apple IIGS, PC (MS-DOS), ZX Spectrum,
Release1987
Genre(s)Traditional football simulation
Mode(s)Single-player

Summary

Screenshot of John Elway's Quarterback for the NES.

Tradewest developed Quarterback as an arcade game. In 1988 John Elway agreed to endorse it, and the company renamed the game John Elway's Quarterback. Tradewest released a version for the Nintendo Entertainment System and Melbourne House for various home computers[2] such as Commodore 64, ZX Spectrum, IBM PC, and Apple IIGS. The arcade game is an upright that had two player capability.

The controls are different for both the left and right sides (offense and defense). There is a spring-loaded joystick which allows the player to angle and release according to where they were throwing (for the quarterback) or kicking. When possession changes, players switch sides of the console, and play continues. In both cases, players can select from a playbook of formations and plays.

On offense, the player has the option of selecting the "normal play," which is nearly impossible for the defense to stop if performed correctly. To select the "normal play," the player must highlight the play in the play selection menu and wait for the play selection menu timer to expire. In the "normal play," the quarterback must pass the ball quickly to avoid being sacked, as the offensive line collapses unusually quickly in this formation. Once the ball is released, the wide receivers will run toward the ball. If the ball is caught, the receiver will have the ability to run at extremely high speeds. The receiver will then be nearly impossible for the defense to catch and tackle.

gollark: I may be referred to as car/cdr if desired.
gollark: The problem with spaces is that you can’t actually see them. So you can’t be sure they’re correct. Also they aren’t actually there anyway - they are the absence of code. “Anti-code” if you will. Too many developers format their code “to make it more maintainable” (like that’s actually a thing), but they’re really just filling the document with spaces. And it’s impossible to know how spaces will effect your code, because if you can’t see them, then you can’t read them. Real code wizards know to just write one long line and pack it in tight. What’s that you say? You wrote 600 lines of code today? Well I wrote one, and it took all week, but it’s the best. And when I hand this project over to you next month I’ll have solved world peace in just 14 lines and you will be so lucky to have my code on your screen <ninja chop>.
gollark: Remove the call stack and do trampolining or something?
gollark: Yes, I think this is possible.
gollark: (ethically)

References

  1. "Archived copy". Archived from the original on 2012-08-27. Retrieved 2012-09-16.CS1 maint: archived copy as title (link)
  2. Kunkel, Bill; Worley, Joyce; Katz, Arnie (November 1988). "Video Gaming World". Computer Gaming World. No. 53. p. 61. Retrieved 24 April 2016.
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