The Super Game Boy was an adapter that let users play Game Boy
games on the SNES. It was great for a few reasons.
Firstly, playing it on a TV obviously gave it a bigger
screen. Multiple people could watch without crowding. Plus, it was lit up
instead of needing sunlight or good indoor light to see so it was easy to play
at night or in the dark.
Secondly, and this was probably the biggest advantage, is
that the SNES controller was easier to hold than the Game Boy. For those with larger
hands, finding a comfortable way to hold the vertically oriented Game Boy
without overlapping fingers was difficult. Plus, it was possible to change the
button orientation to \ instead of / . That might not seem like a big deal, but
it’s much more comfortable to get both buttons with a single thumb.
Thirdly, adding color just made them seem better. It removed
the “puke green” background, and colorizing them almost (sorta) made them seem like a regular NES game.
Every game could be given 4 different colors, since the
Game Boy could display black, 2 shades of gray, and white (meaning clear, or
where no dot was displayed). There were 32 preset palettes, or users could
customize their own. Some of the other features like custom borders, animated
borders, and being able to draw added some nice touches, albeit unnecessary
ones for gameplay.
To duplicate the correct dimensions of the GB, the SGB
didn’t display games in full screen. Instead, it had a border around the game.
The default border looked like a Game Boy, but there were about 8 other choices.
If left alone for long enough, the borders became animated.
At this point, there were 3 kinds of Game Boy games:
Type 1: Regular, ordinary games - of which there were
literally hundreds (like Mortal Kombat or Pac-Man).
Type 2: Regular games that Nintendo knew were popular, in-house
games (like Kid Icarus or Yoshi). The list of these games is probably
fewer than 40 games.
Type 3: Games that were optimized for the Super Game Boy
(like Donkey Kong ‘94 or Space Invaders).
For normal games (type 1), after the SGB booted up, the game
played like normal. The SGB selected the default palette, which had black,
white, and two shades of orange. Once the game loaded, additional palettes
could be selected, or one could be custom created. Some of the pre-made
palettes had higher contrast or specific combinations (blue/red or green/brown,
etc.) and most had some shade of white and black.
For games like Type 2, the SGB loaded like normal, except
that it picked a particular built-in palette for the game. So when loading
Link’s Awakening, it picked a color scheme with green/brown, or a red/yellow/green
palette for Metroid II. This was a feature built into the SGB to recognize
that a specific game had been inserted.
Games like Type 3 had a specific logo on the box/game that
indicated that it was optimized. These had a custom border that would come up,
and would often be in full color. The game was able to use some of the SNES
hardware to improve sound. For example, in Donkey Kong ’94 Pauline screams when
being taken by DK. On a Game Boy, it just sounds like a high pitched computer
bleep. However, on the SGB, she actually screams, “HELP!” in English.
The SGB would let you change the borders and palettes from
the optimized ones if you wanted to, but it was best to just use those because
of the improved quality.
4 years after the Super Game Boy was released, the Game Boy
Color came out. Along with the newer hardware came 2 kinds of games, distinguishable
by the color of the plastic of the GamePak.
Type 4: Game Boy Color games (in clear plastic)
Type 5: Cross Compatibility Game Boy Color Games (in Black
Plastic)
Game Boy Color games (type 4) could only be played on a Game Boy Color
(duh), and were in full color. Because they lacked the little notch in the corner, it prevented people
from turning them on in a regular Game Boy. If a GBC game (type 4) is put into the SGB, it displays a nice message that informs the player that the game must be played on a GBC.
But the black ones (type 5) could be played
in either system. If played in a GB, it had a black/white four color palette as
expected. But if played in a GBC, they would be displayed in full color. Black
cartridge games were optimized for the SGB with custom borders, but depending
on the game, it would either display full color or just pick one of the preset
palettes.
Games that were optimized for the SGB were treated like a type 1 or type 2 game by the GBC, unfortunately, and didn't have any kind of enhancements.
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