Super Game Boy

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The Super Game Boy is an adapter cartridge for Nintendo's Super Nintendo Entertainment System, as well as the 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] It was the precursor to the Game Boy Player on the Nintendo GameCube, which functioned in a similar manner.

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[edit] Information

The Super Game Boy cartridge, Super Famicom version
A North American version cartridge.

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 grey to various colors on the screen. Later Game Boy games which 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 the Mario's Picross title screen.[citation needed] 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.

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, Kirby's Dream Land 2 and Toy Story had expanded sound when used with the Super Game Boy. 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.

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. 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 Pack is not designed for...' warning screen.

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 packaging thereof.

[edit] Hardware

The Super Game Boy actually consists of the same hardware as the Game Boy; 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, similar to the Atari 5200 version of the Atari 2600 adapter.

The Super Game Boy plays the audio for games, and the program of the games, about 4% faster than the original hardware. [1]

[edit] Super Game Boy 2

The Super Game Boy 2

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. 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 which have built in borders. Some games have features only available through the Super Game Boy 2, such as a special Tetris DX border.

[edit] System menu

The Super Game Boy menu
The Super Game Boy 2 menu
One of the special borders, for Dragon Warrior Monsters

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 and Solar Striker have one 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, this option will be also.
  • Graffiti: Create a custom border by using several painting tools.

[edit] Predecessors and successors

The Super Game Boy was the successor to Intelligent Systems' Wide Boy 2 (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) was hardwired directly into the Wide Boy. The Wide Boy would continue running even if the reset button was 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 the Game Boy to NES 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 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.

A Wide-Boy64 AGB was released for the N64, which allowed Game Boy and Game Boy Color titles to be played on a television. It cost $1400, and like the original Wide Boy, it was only available to developers and the gaming press.[2]

The GB Hunter is one of two Nintendo 64 items released by EMS Production Ltd., the other being the N64 Passport. It is a Game Boy emulator for the Nintendo 64. A N64 game is plugged into the back of the item and a Game Boy cartridge is plugged into the top. Like the Super Game Boy, it connects to the N64's cartridge slot and requires a N64 boot cartridge plugged into its back, and allows you to play Game Boy games on it, without the game's sound; instead GB Hunter's theme is played over and over during the game. There is also a cheating device programmed into it, called the "Golden Finger" (like the Game Genie or Game Shark).[3][unreliable source?] Holding the 'L' and 'R' buttons simultaneously will cause the game to freeze at that point and the GB Hunters' Menu to appear. The Game Screen can be maximized or minimized, from the Main menu, allowing the player to see the game full screen. The GB Hunters color pallet can also be changed from the menu, to view the game in a variety of the 3 different colors. Most sellers of this item, on eBay and other places such as the EMS site itself, do not mention that the video game sounds while being played on the GB Hunter are not emulated. Rather, users are subjected to the theme song of the GB Hunter, which loops endlessly.

A product made by Datel Design & Development Ltd called GameBooster was released for the Nintendo 64 in halfway through the console time in the game market. It wasn't officially licensed by Nintendo as it had a slot at the back for an N64 game to over-ride the lockout chip. Datel also did 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.

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 operate it. 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. The Game Boy Player will not activate Super Game Boy options on a Super Game Boy enhanced cartridge, however. 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.

[edit] Peripherals

SGB Commander

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 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.

[edit] Trivia

  • 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 Theater 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).
  • 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.
  • 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.
  • 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.
  • 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 imprope 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" boarder 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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