Share on Facebook Share on Twitter Email
Answers.com

Super Game Boy

 
Games: Super Game Boy
 
  • Release Date: 1994
  • Genre: Adaptor
  • Style: Cross-Platform Adaptor

Accessory Description

The {*Super Game Boy} is an accessory for the {!Super NES} system that allows players to play {!Game Boy} cartridges on their console. In addition to serving as a platform converter, the {*Super Game Boy} also plays {!Game Boy} games in color. (The {!Game Boy} system itself only allows for monochrome graphics). {!Game Boy} games produced before 1994 will only appear in a simple, four-color style. Certain games published after the introduction of the {*Super Game Boy}, starting with {*Donkey Kong}, are programmed to display an eight-color palette when plugged into the {*Super Game Boy} converter. In addition to adding color, the {*Super Game Boy} can add borders and other visual effects to {!Game Boy} games.
~ Anthony Baize, All Game Guide

Review: Overall

Every "normal" Game Boy cartridge will be able to display up to four colors on the screen at one time, from a possible 32 palettes or color schemes. Once you power up the system, you'll be able to choose any combination you want or even edit your own if you're not happy with the default scheme. Games designed specifically for use with the Super Game Boy (they'll have a logo on them) can offer more colors.

Since the Game Boy image does not appear on a full screen (it's presented within a window), one of nine pre-designed borders will be displayed, including a likeness of the Game Boy casing itself. Games optimized for the Super Game Boy can also offer their own borders, such as a replica of the arcade casing or scenery from one of the levels. Now here's where the creativity sets in: you can also draw your own background and assign custom colors using a built-in editor. If you have an SNES mouse, you can use it to manipulate the cursor, making drawing and painting significantly easier. Only one small problem: there's no way to return to your created borders after the console is turned off!

The big question is whether it's worth it for current Game Boy owners or those curious about the system. If you have a Game Boy, you'll obviously lose the portability function by playing the game on TV, but it is much easier to see the action and you won't have to worry about the infamous blurring that happens in most scrolling action games. The screen is also substantially larger and the ability to assign color schemes will breathe new life into many of the older titles you have sitting in the closet. Yet if you primarily purchased the Game Boy to take on the road for vacations, there's really no need for it.

Now if you've never owned a Game Boy system before and are debating whether or not to see what you've been missing, let me make something perfectly clear: for the most part, you haven't missed much. Most Game Boy games are lacking in graphics, sound and depth, especially compared to similar titles on the SNES. Yet there a few games you won't find anywhere else: Metroid II, Wario Land, The Legend of Zelda: Link's Awakening and Final Fantasy Legend, for example. True fans of these series will undoubtedly want to experience them no matter what format they're on.

Another thing to consider is that Game Boy games are on average 10 to 15 dollars cheaper than Super Nintendo games, so it might not be such a bad investment. All in all, the adapter does exactly what it sets out to do: provide a method for playing Game Boy games on the television screen. The fact that it adds some color while doing so is just an added bonus.
~ Scott Alan Marriott, All Game Guide
Search unanswered questions...
Enter a word or phrase...
All Community Q&A Reference topics
 
Wikipedia: Super Game Boy
Top

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.

Contents

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 monochrome. 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. While 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. The best use of the Super Game Boy for enhancement is the Game Boy version of Space Invaders, which allowed players to access the full Super NES version of the game that utilized the entire screen for play.

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.

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 2.4% faster than the original hardware. [1]

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, however 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. Contrary to rumours, the system is unable to run Game Boy Color games. One of the flaws is the system's inability to change borders in some games which have built in borders. In addition, the device came with seven new default borders. Some games have features only available through the Super Game Boy 2, such as a special Tetris DX border.

System menu

The Super Game Boy menu
The Super Game Boy 2 menu
One of the special Dragon Warrior Monsters border

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 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). A few Super Game Boy games will not allow the border to be changed due to having a special Border, ex. Pokémon Trading Card Game and Wario Land II.
  • Button Setting: Switches between two controller mappings. A few Super Game Boy games will not allow the controller to be changed.
  • Custom Color: Create a custom color palette and get a password to retrieve it later.
  • Graffiti: Create a custom border by using several painting tools.

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.

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.

Easter Eggs

  • 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.
  • Through a code, the game's credits can be accessed on both Super Game Boy 1 and 2.
  • 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.

See also

References


 
Shopping: Super Game Boy
Top
 
 

 

Copyrights:

Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Super Game Boy" Read more