Super Game Boy: Difference between revisions
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{{For|the system marketed as the Super Gam*Boy in South Korea|Sega Genesis}} |
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{{refimprove|date=December 2009}} |
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The {{nihongo|'''Super Game Boy'''|スーパーゲームボーイ|Sūpā Gēmu Bōi}} is an adapter cartridge for [[Nintendo]]'s [[Super Nintendo Entertainment System]], as well as the [[Super Nintendo Entertainment System|Super Famicom]] in [[Japan]]. The Super Game Boy allows game cartridges designed for use on the [[Game Boy]] to be played on a TV display using the SNES/Super Famicom controllers. When it was released in 1994, the Super Game Boy sold for about $60 in the [[United States]]. In the [[United Kingdom]], it retailed for £49.99{{Citation needed|date=May 2008}} It was the precursor to the [[Game Boy Player]] on the [[Nintendo GameCube]], which functioned in a similar manner. |
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{{short description|Accessory for the Super Nintendo Entertainment System}} |
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==Information== |
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{{more citations needed|date=December 2009}} |
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[[File:SuperGameboy.jpg|thumb|right|150px|The Super Game Boy cartridge, Super Famicom version]] |
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[[Image:Super-gameboy-player.jpg|thumb|150px|right|A [[North American]] version cartridge.]] |
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{{Infobox information appliance |
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The Super Game Boy was compatible with the original monochrome [[Game Boy]] cartridges and black [[Game Boy Color]] cartridges, although it would display the latter in their monochrome compatibility mode. The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could over-ride the ability to change the on-screen colors, and the ability to display a graphical border around the screen as well as the ability to display special background sprites on the screen as seen in (for example) the [[Mario's Picross]] title screen. Those games would have printed a small "Super Game Boy Game Pak" logo on the box and cartridge. The adaptor could support up to 64 colors for the border, and 12 colors for the screen. Colorization was applied to the screen itself, and did not scroll with the background. Static screens could display all 10 colors. |
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| name = Super Game Boy |
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| title = |
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| aka = |
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| logo = |
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| image = Nintendo-Super-Game-Boy.jpg |
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| caption = North American version cartridge |
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| developer = [[Nintendo]] |
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| manufacturer = {{ubl|Hori|Nintendo}} |
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| family = |
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| type = Adapter cartridge |
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| generation = [[Fourth generation of video game consoles|Fourth]] |
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| releasedate = {{Start date|June 1994|df=y}} |
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| lifespan = |
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| price = |
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| discontinued = |
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| unitssold = |
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| unitsshipped = |
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| media = [[Game Boy Game Pak]] |
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| os = |
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| power = |
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| soc = |
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| cpu = |
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| memory = |
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| storage = |
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| memory card = |
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| display = |
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| graphics = |
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| sound = |
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| input = |
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| controllers = |
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| camera = |
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| touchpad = |
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| connectivity = |
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| currentfw = |
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| platform = |
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| service = |
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| dimensions = |
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| topgame = |
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| compatibility = |
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| predecessor = |
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| successor = [[Game Boy Player]] |
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| related = |
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}} |
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The {{Nihongo foot|'''Super Game Boy'''|スーパーゲームボーイ|Sūpā Gēmu Bōi|lead=yes|group=lower-alpha}} is a peripheral that allows [[Game Boy]] cartridges to be played on a [[Super Nintendo Entertainment System]] console. Released in June 1994, it retailed for {{US$|59.99|year=1994}} in the United States<ref>{{cite magazine|date=June 1994|title=GamePro Labs|page=172|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=69|url=https://retrocdn.net/images/b/bf/GamePro_US_059.pdf}}</ref> and {{£|49.99|year=1994}} in the United Kingdom.<ref>{{Cite web|url=http://www.computinghistory.org.uk/det/21788/Nintendo%20Super%20Game%20Boy%20Super%20NES/|title=Nintendo Super Game Boy Super NES - Computing History|website=www.computinghistory.org.uk|access-date=2017-07-28}}</ref> In South Korea, it is called the '''Super Mini Comboy'''{{refn|슈퍼 컴보이 ''Syupeo Minikeomboi''|group=lower-alpha}} and was distributed by [[SK Hynix|Hyundai Electronics]].<ref name=":1">{{cite web |title=Hyundai Super Comboy : The Master List (in English) |url=http://scanlines16.com/blog-3/retro-gaming/super-nintendo-super-famicom/supercomboy-english/ |website=Scanlines16.com |access-date=23 April 2022}}</ref> A revised model, the '''Super Game Boy 2''', was released in Japan in January 1998. |
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It was also possible for Super Game Boy games to make use of the SNES hardware for extra effects, as demonstrated in ''[[Contra: The Alien Wars]]'', ''[[Donkey Kong (Game Boy)|Donkey Kong]]'', ''[[Kirby's Dream Land 2]]'', and ''[[Toy Story]]''; these games had expanded sound when used with the Super Game Boy. ''[[Wario Blast: Featuring Bomberman!|Wario Blast]]'', the Game Boy version of ''[[Killer Instinct]]'', and several other titles even allowed the second Super NES controller to be used for two-player action, and the title screen changed to show that these games had a two-player option, rather than a connection status. |
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==Functionality== |
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Possibly the best use of the Super Game Boy is the Game Boy version of ''[[Space Invaders]]'', which allowed players to access the full Super Nintendo version of the game; this version is nearly identical to the one which was later released as a Super Nintendo game cartridge, only lacking its competitive two player mode. |
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[[File:Nintendo-Super-Game-Boy-JP.jpg|thumb|right|The Super Game Boy cartridge, Super Famicom version]] |
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The Super Game Boy is compatible with the same cartridges as the original Game Boy: original [[Game Boy]] cartridges, the [[Game Boy Camera]], and dual-mode [[Game Boy Color]] cartridges (in Game Boy-mode). The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could override the on-screen colors, display a graphical border around the screen, and display special background sprites, as seen in the ''[[Mario's Picross]]'' title screen. Those games would have printed a small "Super Game Boy Game Pak" logo on the box and cartridge. The adaptor could support up to 64 colors for the border, and 12 colors for the screen. Static screens could display all 10 colors.<ref>{{cite web|url=https://www.nintendolife.com/news/2011/10/feature_remembering_the_super_game_boy|title=Feature: Remembering the Super Game Boy|website=[[Nintendo Life]]|date=October 8, 2011|access-date=May 22, 2021|last=Frear|first=Dave}}</ref> Certain games can load multiple borders depending on the player's location in the game, such as ''[[Dragon Warrior I & II]]''.<ref>{{cite web|url=http://www.vgmuseum.com/features/sgb/|title=Super Game Boy Borders|website=The Video Game Museum|access-date=May 22, 2021}}</ref> |
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It should be noted that Space Invaders on the Super Game Boy is also region locked. You can play the Game Boy version on any Super Nintendo system, but to play the full Super Game Boy version the Game Boy cartridge has to match the region of the Super Nintendo console. If it does not, the player will get the standard 'This Game Pak is not designed for...' warning screen. |
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It is also possible for Super Game Boy games to make use of the Super NES hardware for extra effects, as demonstrated in ''[[Contra: The Alien Wars]]'', ''[[Donkey Kong (Game Boy)|Donkey Kong]]'', ''[[Kirby's Dream Land 2]]'', ''[[A Bug's Life (video game)|A Bug's Life]]'', ''[[FIFA: Road to World Cup 98|FIFA 98: Road to World Cup]]'', ''[[Madden NFL 97|Madden '97]]'', ''[[Animaniacs (video game)#Mega Drive/Genesis version|Animaniacs]]'' and ''[[Toy Story (video game)|Toy Story]]''; these games had expanded sound when used with the Super Game Boy. ''[[Wario Blast: Featuring Bomberman!|Wario Blast]]'', the Game Boy version of ''[[Primal Rage]]'', the Game Boy version of ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' and several other titles even allowed the second Super NES controller to be used for two-player action. The title screen changed to show that these games had a two-player option, rather than a connection status. Using the [[Multitap#Fourth generation|Super Multitap]], some games even supported four players. The original Super Game Boy does not support game link multiplayer because, according to a Nintendo spokesman, a two-player configuration would interfere with the RF signal from the television.<ref>{{cite magazine|date=December 1994|title=Buyers Beware|page=264|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=75|url=https://retrocdn.net/images/b/b1/GamePro_US_065.pdf}}</ref> |
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Some black Game Boy Color cartridge games also have Super Game Boy enhancements, although there isn't any logo indicating this on the cartridge or on the front of the box as there are for original Game Boy releases. Several GBC titles do have a small Super Game Boy compatibility icon located on the back of their packaging, such as for ''[[Dragon Warrior Monsters 2|Dragon Warrior Monsters 2: Cobi's Journey]]''.<ref>{{cite web|author=Search: |url=http://www.gamefaqs.com/gbc/525414-dragon-warrior-monsters-2-cobis-journey/images/box-50961 |title=Dragon Warrior Monsters 2: Cobi's Journey (US) Box Shot for Game Boy Color |publisher=GameFAQs |date=2001-09-15 |accessdate=2010-10-19}}</ref> |
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The Game Boy version of ''[[Space Invaders]]'' allowed players to access a [[Space Invaders DX|Super NES version of the game]] as well as a colored version of the Game Boy game. The Super NES version is copied into and run from the console's internal 256KiB work RAM. |
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===Hardware=== |
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The Super Game Boy actually consists of the same hardware as the [[Game Boy]]; inside the cartridge is a separate [[Central processing unit|CPU]] that processes the games while the Super NES only provided means for user-input, output of graphics to the screen, and the additional coloring, similar to the Atari 5200 version of the Atari 2600 adapter. |
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Some black Game Boy Color cartridge games also have Super Game Boy enhancements, although there is not any logo indicating this on the cartridge or on the front of the box as there are for original Game Boy releases. Several GBC titles do have a small Super Game Boy compatibility icon located on the back of their packaging, such as for ''[[Dragon Warrior Monsters 2|Dragon Warrior Monsters 2: Cobi's Journey]]''.<ref>{{cite web|url=http://www.gamefaqs.com/gbc/525414-dragon-warrior-monsters-2-cobis-journey/images/box-50961|title=Dragon Warrior Monsters 2: Cobi's Journey (US) Box Shot for Game Boy Color|date=2001-09-15|website=[[GameFAQs]]|access-date=2010-10-19}}</ref> |
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The original Super Game Boy is known to play the game program and its audio 2.4% faster than other Game Boy hardware. This is due to the use of the Super NES' clock speed divided by 5 (which ends up being 4.295 MHz), instead of 4.194 MHz.<ref>{{cite web|url=http://speeddemosarchive.com/kb/index.php/Super_Game_Boy_timing |title=Super Game Boy timing - SDA Knowledge Base |publisher=Speeddemosarchive.com |date=2009-12-05 |accessdate=2010-10-19}}</ref> The timing issue can be rectified by adding an appropriate crystal to the Super Game Boy and disconnecting the Super NES' clock source. |
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==Hardware== |
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The Super Game Boy 2 plays games at their proper speed. |
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Because the Super NES cannot emulate the [[Game Boy]] hardware at full speed, the Super Game Boy actually consists of the same hardware as the original handheld; inside the cartridge is a separate [[Central processing unit|CPU]] that processes the games while the Super NES only provided means for user-input, output of graphics to the screen, and the additional coloring. |
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The original Super Game Boy is known to play the game program and its audio 2.4% faster than other Game Boy hardware. This is due to the use of the Super NES's clock speed divided by 5, which ends up being 4.295 MHz instead of 4.194 MHz.<ref>{{cite web|url=http://speeddemosarchive.com/kb/index.php/Super_Game_Boy_timing |title=Super Game Boy timing - SDA Knowledge Base |publisher=Speeddemosarchive.com |date=2009-12-05 |access-date=2010-10-19}}</ref> |
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===Super Game Boy 2=== |
===Super Game Boy 2=== |
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[[File: |
[[File:Nintendo-Super-Game-Boy-JP-2.jpg|thumb|right|The Super Game Boy 2]] |
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The Super Game Boy 2 was released only in Japan in January 1998. Additions included a link port to allow a user to access two-player mode via the link cable, the green game link [[Light-emitting diode|LED]], and the red power LED indicator, and it runs at the exact speed of the Game Boy (the original model runs 2.4% faster than a Game Boy). In addition, it came with eight new default borders, which replaced those in the original model (though the old borders are still accessible via a code); however, it retained the same built-in palettes and coloring tools as on the original model. Also, this version of the SGB does not allow one to change borders in some games that have built-in borders. Some games have features only available through the Super Game Boy 2, such as a special ''[[Tetris DX]]'' border. |
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{{Expand section|date=June 2008}} |
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Nintendo released the Super Game Boy 2 in 1998 in Japan. Although there are unsubstantiated rumours that it was released in the United States through [[mail-order]], Nintendo states otherwise{{Citation needed|date=October 2010}}. Additions included a link port to allow a user to access two-player mode via the link cable, a green game link LED, and a red power LED indicator. In addition, it came with eight new default borders, which replaced those in the original model (except for the plain black border, present in both models); however, it retained the same built-in palettes and coloring tools as on the original model. Contrary to rumours, the system is unable to run [[Game Boy Color]]-exclusive games. One of the flaws is the system's inability to change borders in some games that have built in borders. Some games have features only available through the Super Game Boy 2, such as a special [[Tetris DX]] border. |
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==System menu== |
==System menu== |
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[[Image:SuperGameBoyMenu.png|thumb|150px|left|The Super Game Boy menu]] |
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[[Image:SuperGameBoy2Menu.png|thumb|150px|left|The Super Game Boy 2 menu]] |
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[[Image:DragonWarriorMonstersBorder.png|thumb|150px|right|One of the special borders, for Dragon Warrior Monsters]] |
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The system menu is accessed by pressing the L and R buttons at the same time; the menu has five options to choose from: |
The system menu is accessed by pressing the L and R buttons at the same time; the menu has five options to choose from: |
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*Color Palette: Choose from one of 32 pre-made color palettes, the Super Game Boy enhanced palette(s) (if available), or a user-created palette (if available). A few Super Game Boy games will not allow the palette to be changed. Internally, the Super Game Boy includes special palettes for several games that came out before the release of the Super Game Boy |
*Color Palette: Choose from one of 32 pre-made color palettes, the Super Game Boy enhanced palette(s) (if available), or a user-created palette (if available). A few Super Game Boy games will not allow the palette to be changed. Internally, the Super Game Boy includes special palettes for several games that came out before the release of the Super Game Boy; for example, ''[[Alleyway (video game)|Alleyway]]'', ''[[Yoshi's Cookie]]'', ''[[Kirby's Pinball Land]]'', ''[[Metroid II: Return of Samus]]'', and ''[[Solar Striker]]'' have 1 of the 32 default colors by default. |
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*Border: Choose from one of 9 pre-made borders, the Super Game Boy enhanced border(s) (if available), or a user-created border (if created). |
*Border: Choose from one of 9 pre-made borders, the Super Game Boy enhanced border(s) (if available), or a user-created border (if created). |
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*Button Setting: Switches between two controller mappings. A few Super Game Boy games will not allow the controller setting to be changed. |
*Button Setting: Switches between two controller mappings. A few Super Game Boy games will not allow the controller setting to be changed. |
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*Custom Color: Create a custom color palette and get a password to retrieve it later. If palette changes are disabled, this option will also be unavailable. |
*Custom Color: Create a custom color palette and get a password to retrieve it later. If palette changes are disabled within the game, this option will also be unavailable. |
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*Graffiti: Create a custom border by using several painting tools. If plugged into the second controller port, the [[ |
*Graffiti: Create a custom border by using several painting tools. If plugged into the second controller port, the [[Super NES Mouse]] could be used for this feature.<ref>{{cite magazine|date=January 1995|title=Let's Get Technical|page=14|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=76|url=https://retrocdn.net/images/5/5d/GamePro_US_066.pdf}}</ref> |
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Some games disable the use of changing colors, so the unavailable options are blacked out. |
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==Predecessors and successors== |
==Predecessors and successors== |
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The Super Game Boy |
The Super Game Boy is the successor to [[Intelligent Systems]]' Wide Boy (which connected to the [[Nintendo Entertainment System|Famicom]] or NES). One difference between the Wide Boy and the Super Game Boy is that the former did not use any part of the Famicom/NES other than the video memory. Even the controller (a single Famicom controller) is hardwired directly into the Wide Boy. The Wide Boy would continue running even if the reset button is held down on the Famicom/NES. The Game Boy had twice as many tiles as could fit in the Famicom/NES's video memory, so the Wide Boy had to refresh the Famicom/NES's video memory halfway down the screen. |
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[[Camerica]] had |
[[Camerica]] had a Game Boy to NES adaptor developed by Biederman Design Labs, which appeared similar to the Super Game Boy. |
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The Super Game Boy was followed by the [[Transfer Pak]] for the [[Nintendo 64]], which allowed one to play the six (seven in Japan) [[Game Boy Color]] Pokémon titles in ''[[Pokémon Stadium]]'' and ''[[Pokémon Stadium 2]]'' in a Super Game Boy-like fashion, complete with the Super Game Boy enhanced borders and palettes. The games were played via the use of a software emulator on the Nintendo 64. However, the main role of the Transfer Pak was to transfer data from Game Boy Color to Nintendo 64 games, not to play games. |
The Super Game Boy was followed by the [[Transfer Pak]] for the [[Nintendo 64]], which allowed one to play the six (seven in Japan) [[Game Boy]] and [[Game Boy Color]] Pokémon titles in ''[[Pokémon Stadium]]'' and ''[[Pokémon Stadium 2]]'' in a Super Game Boy-like fashion, complete with the Super Game Boy enhanced borders and palettes. The games were played via the use of a software emulator on the Nintendo 64. However, the main role of the Transfer Pak was to transfer data from Game Boy Color to Nintendo 64 games, not to play games. |
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The [[Wide-Boy64]] was released for the N64 in two major versions, the CGB version which allowed Game Boy and Game Boy Color titles to be played on a television, and the AGB version which also allowed Game Boy Advance games to be played. It cost $1400, and like the original Wide Boy, it was only available to developers and the gaming press. These devices were used to take screenshots of Nintendo handheld video games to be in retail media.<ref>{{cite web|url=http://www.zyx.com/chrisc/wideboy64.html |title=Wide Boy 64 |date=2005-01-26 |access-date=2010-10-19 |archive-url = https://web.archive.org/web/20050126092807/http://www.zyx.com/chrisc/wideboy64.html |archive-date = 2005-01-26}}</ref> |
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The GB Hunter is one of two |
The GB Hunter is one of two Nintendo 64 items released by EMS Production Ltd., the other being the [[N64 Passport]] - a Game Boy emulator for the Nintendo 64. An N64 game is plugged into the back of the item and a Game Boy cartridge is plugged into the top. The N64 game requires a 6102 CIC.<ref>{{Cite web|url=http://www.nesworld.com/n64-gbhunter.php|title=NESWORLD.COM - GB HUNTER}}</ref> Like the Super Game Boy, it connects to the N64's cartridge slot, and makes it possible to play Game Boy games on it without the game's sound; instead, the GB Hunter's built-in theme song is looped endlessly during the game. There is also a cheating device programmed into it, called the "Golden Finger" (like the [[Game Shark]]), along with a trainer option to determine the [[Random-access memory|RAM]] values that decrement, increment, change, or stay the same. This can provide certain cheat codes to try out in the game. Holding the 'L' and 'R' buttons simultaneously will cause the game to freeze at that point and the GB Hunter Menu to appear. The game screen can be maximized or minimized from this menu, allowing the player to play the game in fullscreen. The color palette can also be changed from the menu, to view the game in a custom variation of the 3 different palettes available to the Game Boy PPU, using [[RGB color model|RGB]] values. These palettes correspond to the background and two [[Sprite (computer graphics)|sprite]] palettes. There are also 4 preset borders to place around the game, with the added support of SGB borders. Most sellers of this item on [[eBay]], and other places such as the EMS site itself, do not mention that the Game Boy game audio is not heard while being played on the GB Hunter.{{citation needed|date=December 2011}} |
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[[Datel]]'s GameBooster technology was sold in the west by EMS and branded as the GB Hunter. It was released for the Nintendo 64 halfway through the console's lifespan. It was not officially licensed by Nintendo as it had a slot at the back for an N64 game to override the lockout technology in the system. Datel also made a version for Sony's [[PlayStation (console)|PlayStation]] console, which uses the Parallel I/O port on the back of the console, not found on the Series 9000 models of the system or the slimline PSone system. This version has a graphically better theme, lacks the song that is played in the N64 version, has [[battery save]] support, and has a built-in game titled ''Rebound Mission'', although the palette customizer only has one palette as opposed to three. However, it has a built-in music [[Compact disc|CD]] player which can be used to mimick the original Game Boy game audio. The GameBooster was also rebranded as the PowerFlash, though many differences are unknown other than the name change.<ref>{{Cite web|url=https://www.youtube.com/watch?v=W7GcZDBP5mg| archive-url=https://web.archive.org/web/20190711120826/https://www.youtube.com/watch?v=W7GcZDBP5mg&gl=US&hl=en| archive-date=2019-07-11 | url-status=dead|title=Improvised Review: POWERFLASH Play Gameboy Games on N64| website=[[YouTube]] }}</ref> |
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On the [[GameCube]], the [[Game Boy Player]] was released in 2003, which could play Game Boy, Game Boy Color, and Game Boy Advance games. It allowed these games to be played on a full television screen. The GBP attaches to the bottom of the console and a boot disc must be running in the GameCube disc drive in order to |
On the [[GameCube]], the [[Game Boy Player]] was released in 2003, which could play Game Boy, Game Boy Color, and Game Boy Advance games. It allowed these games to be played on a full television screen. The GBP attaches to the bottom of the console and a boot disc must be running in the GameCube disc drive in order to boot it, although the disc can be removed afterwards. The Game Boy Player functions just like a Game Boy Advance, [[letterboxing (filming)|letterboxing]] the games' display on a standard television set. Some GBA games were programmed with consideration for the Player, including activating the vibration feature in GameCube controllers and special color palettes which accounted for a TV's brightness and resolution. However, the Game Boy Player will not activate Super Game Boy options on a Super Game Boy enhanced cartridge. Also, when playing a Game Boy or Game Boy Color game on the Game Boy Player, a [[Pillarbox|black border]] will appear between the main border and the gameplay area; this is a carry-over from the Game Boy Advance. |
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==Peripherals== |
==Peripherals== |
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[[ |
[[File:SGBCommander.png|thumb|Hori's SGB Commander controller]] |
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In Japan, Hori released a special Super Game Boy controller called the SGB Commander. The controller, aside from the 4 Game Boy buttons (A, B, Start and Select), also has 4 Super Game Boy specific buttons which can enable the user to mute the sound, reduce the speed of the game, change the colors and modify the display window. An additional switch is provided to alternate between Super Game Boy mode and regular Super Famicom Mode.<ref>{{Citation|author1=Satoshi Matrix|title=The Controller Chronicles - SGB Commander Review [Super GameBoy Commander]|url=https://www.youtube.com/watch?v=sX_aiUU38Lw |archive-url=https://ghostarchive.org/varchive/youtube/20211212/sX_aiUU38Lw| archive-date=2021-12-12 |url-status=live|date=October 23, 2012|publisher=[[YouTube]]|language=en|access-date=2019-11-20}}{{cbignore}}</ref> |
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In Japan, Hori released a special Super Game Boy controller called the SGB Commander. |
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The controller, aside from the 4 Game Boy buttons (A, B, Start and Select), also had 4 Super Game Boy specific buttons which could enable the user to mute the sound, increase or reduce the speed of the game, change the colors and modify the display window. An additional switch is provided to alternate between Super Game Boy mode and Super Famicom Mode. |
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== |
==Guide== |
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In 1994, shortly after the Super Game Boy release, Nintendo sent the [[Nintendo Power]] magazine subscribers the "Super Game Boy Player's Guide", a 72-page instruction book / guide to using the features of the Super Game Boy. The first 15 pages were instructional, followed by 55 pages of very brief overview style walkthrough of several games. These walkthroughs highlighted various points of the games and often pointed out color schemes to set that area's intended mood. Games included ''[[Super Mario Land]]'', ''[[Super Mario Land 2: 6 Golden Coins]]'', ''[[Wario Land: Super Mario Land 3]]'', the newly released ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' (which had a special "Super Game Boy" border and color palette), ''[[Metroid II: Return of Samus]]'', ''[[The Legend of Zelda: Link's Awakening]]'', ''[[Kirby's Dream Land]]'', ''[[Kirby's Pinball Land]]'', ''[[Tennis (1984 video game)|Tennis]]'', ''[[Nintendo World Cup]]'', ''[[Alleyway (video game)|Alleyway]]'', ''[[Dr. Mario]]'', and ''[[Yoshi (video game)|Yoshi]]''.<ref>{{cite book|author1=Nintendo of America|url=https://archive.org/details/Nintendo_Players_Guide_Super_Game_Boy/mode/2up|title=The Super Game Boy Player's Guide|date=1994|publisher=Nintendo of America Inc.|ol=27245112M}}</ref> |
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{{Trivia|date=October 2010}} |
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* Some of the Super Game Boy 1 & 2's default borders start to animate if the controller isn't touched for several minutes (or by entering a code). For example, the Movie Theatre border starts showing the audience falling asleep, talking and it even shows two children playing linked up Game Boys. This fun animation begins with the lights coming on and the characters each beginning their animations one after another (with a short wait between each starting point). |
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* Through a code, the game's credits can be accessed on both Super Game Boy 1 and 2. On the Super Game Boy 1, this can be done at any time of play with any game since it used buttons that only the Super Game Boy responded to. However, once the credits start the console must be reset since there is no way to return to the Game Boy game. - The code was published in Nintendo Power Magazine (in either 1994-1995). Press LLL,RRR,LLL,RRRRRRR (Lx3, Rx3, Lx3, Rx7). Music plays while white centered text scrolls up the screen in a movie style of credits layout. |
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* In the Graffiti menu, if something is drawn and the controller is left alone for a while, a little janitor will come out and slowly erase everything. However, the drawings made by the player will return and the janitor will vanish once the player resumes the game. |
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* Although the "password" for custom color palettes is made up of three sets of 4 numbers (format: 1111-2222-3333), the numbers actually control the game palette in the form of 1112-2233-3444. |
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* In 1994, shortly after the Super Game Boy release, Nintendo sent the Nintendo Power magazine subscribers the "Super Game Boy Player's Guide", a 72 page instruction book / guide to using the features of the Super Game Boy. These features gave detail about proper and improper usage of graffiti mode (examples of when it is/is not appropriate to allow drawing over the playable area of the screen), and examples of how color palette changes can make game play eye straining (getting light/dark colors reversed or out of order such as 1324 or 4321 instead of 1234), or duplicating a color as a way of deleting it from the palette (1134 or 1214 or even 1221 and 1114 layouts). The first 15 pages were instructional, followed by 55 pages of very brief overview style walkthrough of several games. These walkthroughs highlighted various points of the games and often pointed out color schemes to set that area's intended mood. (Games included Super Mario Land 1-3, the new released Donkey Kong which had a special "Super Game Boy" border and color palette, Metroid 2, The Legend of Zelda: Link's Awakening, Kirby's Dream Land and Kirby's Pinball Land, Tennis, World Cup, Alleyway, Dr. Mario, Yoshi, and Tetris.) |
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==See also== |
==See also== |
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{{ |
{{Commons category|Super Game Boy}} |
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* [[Game Boy Player]] |
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* [[List of Super Game Boy games]] - a list of [[Game Boy]] and [[Game Boy Color]] games which make use of the enhancements the Super Game Boy has to offer. |
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* [[Transfer Pak]] |
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* [[List of Super Game Boy games]] — a list of [[Game Boy]] and [[Game Boy Color]] games which make use of the enhancements the Super Game Boy has to offer. |
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==Notes== |
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{{notelist}} |
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==References== |
==References== |
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{{reflist}} |
{{reflist}} |
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{{Game Boy line}} |
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{{Super Nintendo Entertainment System}} |
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{{Nintendo hardware|Game Boy|SNES}} |
{{Nintendo hardware|Game Boy|SNES}} |
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{{Intelligent Systems}} |
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[[Category:Game Boy accessories]] |
[[Category:Game Boy accessories]] |
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[[Category:Super Nintendo Entertainment System accessories|Game Boy]] |
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Latest revision as of 23:22, 6 August 2024
This article needs additional citations for verification. (December 2009) |
Developer | Nintendo |
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Manufacturer |
|
Type | Adapter cartridge |
Generation | Fourth |
Release date | June 1994 |
Media | Game Boy Game Pak |
Successor | Game Boy Player |
The Super Game Boy[a] is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console. Released in June 1994, it retailed for US$59.99 (equivalent to $123.32 in 2023) in the United States[1] and £49.99 (equivalent to £125.59 in 2023) in the United Kingdom.[2] In South Korea, it is called the Super Mini Comboy[b] and was distributed by Hyundai Electronics.[3] A revised model, the Super Game Boy 2, was released in Japan in January 1998.
Functionality
[edit]The Super Game Boy is compatible with the same cartridges as the original Game Boy: original Game Boy cartridges, the Game Boy Camera, and dual-mode Game Boy Color cartridges (in Game Boy-mode). The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could override the on-screen colors, display a graphical border around the screen, and display special background sprites, as seen in the Mario's Picross title screen. Those games would have printed a small "Super Game Boy Game Pak" logo on the box and cartridge. The adaptor could support up to 64 colors for the border, and 12 colors for the screen. Static screens could display all 10 colors.[4] Certain games can load multiple borders depending on the player's location in the game, such as Dragon Warrior I & II.[5]
It is also possible for Super Game Boy games to make use of the Super NES hardware for extra effects, as demonstrated in Contra: The Alien Wars, Donkey Kong, Kirby's Dream Land 2, A Bug's Life, FIFA 98: Road to World Cup, Madden '97, Animaniacs and Toy Story; these games had expanded sound when used with the Super Game Boy. Wario Blast, the Game Boy version of Primal Rage, the Game Boy version of Killer Instinct and several other titles even allowed the second Super NES controller to be used for two-player action. The title screen changed to show that these games had a two-player option, rather than a connection status. Using the Super Multitap, some games even supported four players. The original Super Game Boy does not support game link multiplayer because, according to a Nintendo spokesman, a two-player configuration would interfere with the RF signal from the television.[6]
The Game Boy version of Space Invaders allowed players to access a Super NES version of the game as well as a colored version of the Game Boy game. The Super NES version is copied into and run from the console's internal 256KiB work RAM.
Some black Game Boy Color cartridge games also have Super Game Boy enhancements, although there is not any logo indicating this on the cartridge or on the front of the box as there are for original Game Boy releases. Several GBC titles do have a small Super Game Boy compatibility icon located on the back of their packaging, such as for Dragon Warrior Monsters 2: Cobi's Journey.[7]
Hardware
[edit]Because the Super NES cannot emulate the Game Boy hardware at full speed, the Super Game Boy actually consists of the same hardware as the original handheld; inside the cartridge is a separate CPU that processes the games while the Super NES only provided means for user-input, output of graphics to the screen, and the additional coloring.
The original Super Game Boy is known to play the game program and its audio 2.4% faster than other Game Boy hardware. This is due to the use of the Super NES's clock speed divided by 5, which ends up being 4.295 MHz instead of 4.194 MHz.[8]
Super Game Boy 2
[edit]The Super Game Boy 2 was released only in Japan in January 1998. Additions included a link port to allow a user to access two-player mode via the link cable, the green game link LED, and the red power LED indicator, and it runs at the exact speed of the Game Boy (the original model runs 2.4% faster than a Game Boy). In addition, it came with eight new default borders, which replaced those in the original model (though the old borders are still accessible via a code); however, it retained the same built-in palettes and coloring tools as on the original model. Also, this version of the SGB does not allow one to change borders in some games that have built-in borders. Some games have features only available through the Super Game Boy 2, such as a special Tetris DX border.
System menu
[edit]The system menu is accessed by pressing the L and R buttons at the same time; the menu has five options to choose from:
- Color Palette: Choose from one of 32 pre-made color palettes, the Super Game Boy enhanced palette(s) (if available), or a user-created palette (if available). A few Super Game Boy games will not allow the palette to be changed. Internally, the Super Game Boy includes special palettes for several games that came out before the release of the Super Game Boy; for example, Alleyway, Yoshi's Cookie, Kirby's Pinball Land, Metroid II: Return of Samus, and Solar Striker have 1 of the 32 default colors by default.
- Border: Choose from one of 9 pre-made borders, the Super Game Boy enhanced border(s) (if available), or a user-created border (if created).
- Button Setting: Switches between two controller mappings. A few Super Game Boy games will not allow the controller setting to be changed.
- Custom Color: Create a custom color palette and get a password to retrieve it later. If palette changes are disabled within the game, this option will also be unavailable.
- Graffiti: Create a custom border by using several painting tools. If plugged into the second controller port, the Super NES Mouse could be used for this feature.[9]
Some games disable the use of changing colors, so the unavailable options are blacked out.
Predecessors and successors
[edit]The Super Game Boy is the successor to Intelligent Systems' Wide Boy (which connected to the Famicom or NES). One difference between the Wide Boy and the Super Game Boy is that the former did not use any part of the Famicom/NES other than the video memory. Even the controller (a single Famicom controller) is hardwired directly into the Wide Boy. The Wide Boy would continue running even if the reset button is held down on the Famicom/NES. The Game Boy had twice as many tiles as could fit in the Famicom/NES's video memory, so the Wide Boy had to refresh the Famicom/NES's video memory halfway down the screen.
Camerica had a Game Boy to NES adaptor developed by Biederman Design Labs, which appeared similar to the Super Game Boy.
The Super Game Boy was followed by the Transfer Pak for the Nintendo 64, which allowed one to play the six (seven in Japan) Game Boy and Game Boy Color Pokémon titles in Pokémon Stadium and Pokémon Stadium 2 in a Super Game Boy-like fashion, complete with the Super Game Boy enhanced borders and palettes. The games were played via the use of a software emulator on the Nintendo 64. However, the main role of the Transfer Pak was to transfer data from Game Boy Color to Nintendo 64 games, not to play games.
The Wide-Boy64 was released for the N64 in two major versions, the CGB version which allowed Game Boy and Game Boy Color titles to be played on a television, and the AGB version which also allowed Game Boy Advance games to be played. It cost $1400, and like the original Wide Boy, it was only available to developers and the gaming press. These devices were used to take screenshots of Nintendo handheld video games to be in retail media.[10]
The GB Hunter is one of two Nintendo 64 items released by EMS Production Ltd., the other being the N64 Passport - a Game Boy emulator for the Nintendo 64. An N64 game is plugged into the back of the item and a Game Boy cartridge is plugged into the top. The N64 game requires a 6102 CIC.[11] Like the Super Game Boy, it connects to the N64's cartridge slot, and makes it possible to play Game Boy games on it without the game's sound; instead, the GB Hunter's built-in theme song is looped endlessly during the game. There is also a cheating device programmed into it, called the "Golden Finger" (like the Game Shark), along with a trainer option to determine the RAM values that decrement, increment, change, or stay the same. This can provide certain cheat codes to try out in the game. Holding the 'L' and 'R' buttons simultaneously will cause the game to freeze at that point and the GB Hunter Menu to appear. The game screen can be maximized or minimized from this menu, allowing the player to play the game in fullscreen. The color palette can also be changed from the menu, to view the game in a custom variation of the 3 different palettes available to the Game Boy PPU, using RGB values. These palettes correspond to the background and two sprite palettes. There are also 4 preset borders to place around the game, with the added support of SGB borders. Most sellers of this item on eBay, and other places such as the EMS site itself, do not mention that the Game Boy game audio is not heard while being played on the GB Hunter.[citation needed]
Datel's GameBooster technology was sold in the west by EMS and branded as the GB Hunter. It was released for the Nintendo 64 halfway through the console's lifespan. It was not officially licensed by Nintendo as it had a slot at the back for an N64 game to override the lockout technology in the system. Datel also made a version for Sony's PlayStation console, which uses the Parallel I/O port on the back of the console, not found on the Series 9000 models of the system or the slimline PSone system. This version has a graphically better theme, lacks the song that is played in the N64 version, has battery save support, and has a built-in game titled Rebound Mission, although the palette customizer only has one palette as opposed to three. However, it has a built-in music CD player which can be used to mimick the original Game Boy game audio. The GameBooster was also rebranded as the PowerFlash, though many differences are unknown other than the name change.[12]
On the GameCube, the Game Boy Player was released in 2003, which could play Game Boy, Game Boy Color, and Game Boy Advance games. It allowed these games to be played on a full television screen. The GBP attaches to the bottom of the console and a boot disc must be running in the GameCube disc drive in order to boot it, although the disc can be removed afterwards. The Game Boy Player functions just like a Game Boy Advance, letterboxing the games' display on a standard television set. Some GBA games were programmed with consideration for the Player, including activating the vibration feature in GameCube controllers and special color palettes which accounted for a TV's brightness and resolution. However, the Game Boy Player will not activate Super Game Boy options on a Super Game Boy enhanced cartridge. Also, when playing a Game Boy or Game Boy Color game on the Game Boy Player, a black border will appear between the main border and the gameplay area; this is a carry-over from the Game Boy Advance.
Peripherals
[edit]In Japan, Hori released a special Super Game Boy controller called the SGB Commander. The controller, aside from the 4 Game Boy buttons (A, B, Start and Select), also has 4 Super Game Boy specific buttons which can enable the user to mute the sound, reduce the speed of the game, change the colors and modify the display window. An additional switch is provided to alternate between Super Game Boy mode and regular Super Famicom Mode.[13]
Guide
[edit]In 1994, shortly after the Super Game Boy release, Nintendo sent the Nintendo Power magazine subscribers the "Super Game Boy Player's Guide", a 72-page instruction book / guide to using the features of the Super Game Boy. The first 15 pages were instructional, followed by 55 pages of very brief overview style walkthrough of several games. These walkthroughs highlighted various points of the games and often pointed out color schemes to set that area's intended mood. Games included Super Mario Land, Super Mario Land 2: 6 Golden Coins, Wario Land: Super Mario Land 3, the newly released Donkey Kong (which had a special "Super Game Boy" border and color palette), Metroid II: Return of Samus, The Legend of Zelda: Link's Awakening, Kirby's Dream Land, Kirby's Pinball Land, Tennis, Nintendo World Cup, Alleyway, Dr. Mario, and Yoshi.[14]
See also
[edit]- Game Boy Player
- Transfer Pak
- List of Super Game Boy games — a list of Game Boy and Game Boy Color games which make use of the enhancements the Super Game Boy has to offer.
Notes
[edit]References
[edit]- ^ "GamePro Labs" (PDF). GamePro. No. 69. IDG. June 1994. p. 172.
- ^ "Nintendo Super Game Boy Super NES - Computing History". www.computinghistory.org.uk. Retrieved 2017-07-28.
- ^ "Hyundai Super Comboy : The Master List (in English)". Scanlines16.com. Retrieved 23 April 2022.
- ^ Frear, Dave (October 8, 2011). "Feature: Remembering the Super Game Boy". Nintendo Life. Retrieved May 22, 2021.
- ^ "Super Game Boy Borders". The Video Game Museum. Retrieved May 22, 2021.
- ^ "Buyers Beware" (PDF). GamePro. No. 75. IDG. December 1994. p. 264.
- ^ "Dragon Warrior Monsters 2: Cobi's Journey (US) Box Shot for Game Boy Color". GameFAQs. 2001-09-15. Retrieved 2010-10-19.
- ^ "Super Game Boy timing - SDA Knowledge Base". Speeddemosarchive.com. 2009-12-05. Retrieved 2010-10-19.
- ^ "Let's Get Technical" (PDF). GamePro. No. 76. IDG. January 1995. p. 14.
- ^ "Wide Boy 64". 2005-01-26. Archived from the original on 2005-01-26. Retrieved 2010-10-19.
- ^ "NESWORLD.COM - GB HUNTER".
- ^ "Improvised Review: POWERFLASH Play Gameboy Games on N64". YouTube. Archived from the original on 2019-07-11.
- ^ Satoshi Matrix (October 23, 2012), The Controller Chronicles - SGB Commander Review [Super GameBoy Commander], YouTube, archived from the original on 2021-12-12, retrieved 2019-11-20
- ^ Nintendo of America (1994). The Super Game Boy Player's Guide. Nintendo of America Inc. OL 27245112M.