The Super Game Boy is an adaptor 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 10 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, the actual in-game graphics used fewer.

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 of 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.

There isn't any version of the Super Game Boy is capable of accessing cartridges that are designed especially for the Game Boy Color, although these will run dual mode if the cartridge is black in original Game Boy mode. Some black 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.[citation needed]

Super Game Boy 2

The Super Game Boy 2

Nintendo released the Super Game Boy 2 in 1998. Though it was widely sold in Japan, in the United States it was only available through mail-order.[citation needed] 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, 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.[citation needed]

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. Pokemon 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 were 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.[1]

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.

On the GameCube, the Game Boy Player was released in 2003, which allows all Game Boy, Game Boy Color, and Game Boy Advance games to be played on a television. It attaches to the bottom of the console; however, a boot disc must be 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.

See also

References



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