Super Game Boy: Difference between revisions

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The '''{{wp|Super Game Boy}}''' is a special adapter cartridge designed for use with the [[Super Nintendo Entertainment System]] that was released in 1994. It allows players to play [[Game Boy]] games on their television screen through their Super Nintendo. It can also play certain [[Game Boy Color]] games, but only ones that are compatible with the original Game Boy. In Japan, a remodeled edition was released known as the '''Super Game Boy 2'''. There were additional border features as well as support for a link cable.
The '''{{wp|Super Game Boy}}''' is a special adapter cartridge designed for use with the [[Super Nintendo Entertainment System]] that was released in 1994. It allows players to play [[Game Boy]] games on their television screen through their Super Nintendo. It can also play certain [[Game Boy Color]] games, but only ones that are compatible with the original Game Boy. In Japan, a remodeled edition was released known as the '''Super Game Boy 2''', which had additional border features and link cable support. The successor to the Super Game Boy is the [[Nintendo GameCube]]'s [[Game Boy Player]], capable of not only playing Game Boy games but all [[Game Boy Color]] and [[Game Boy Advance]] games as well.
 
The successor to the Super Game Boy is the [[Game Boy Player]].


As the dimensions of the Game Boy's screen are different from those of most televisions, a border is needed on the screen. Certain games, mostly ones that came out around or after the time the Super Game Boy was released, such as ''[[Donkey Kong (Game Boy)|Donkey Kong]]'', take advantage of the Super Game Boy, and display customized borders when played. Many games also allow for enhanced sound effects and music when played on the Super Game Boy.
As the dimensions of the Game Boy's screen are different from those of most televisions, a border is needed on the screen. Certain games, mostly ones that came out around or after the time the Super Game Boy was released, such as ''[[Donkey Kong (Game Boy)|Donkey Kong]]'', take advantage of the Super Game Boy, and display customized borders when played. Many games also allow for enhanced sound effects and music when played on the Super Game Boy.


Certain games, such as ''[[Wario Blast: Featuring Bomberman!]]'', take additional advantage of the Super Game Boy, and allow for multi-player with a second controller. It can even take advantage of [[Hudson Soft]]'s [[Super Nintendo Entertainment System#Super Multitap|Super Multitap]] but no player 5.
Certain games, such as ''[[Wario Blast: Featuring Bomberman!]]'', take additional advantage of the Super Game Boy, and allow for multi-player with a second controller. It can even take advantage of [[Hudson Soft]]'s [[Super Nintendo Entertainment System#Super Multitap|Super Multitap]] but without support for any fifth player.
 
One flaw of the original Super Game Boy is that it is not capable of linking up with other Game Boys or a Game Boy Printer. It is also slightly {{wp|Overclocking|overclocked}}, which explains why games played on it tend to have higher-pitched sounds compared to playing them on a regular Game Boy. These issues were fixed with the release of the Super Game Boy 2.
 
When the player presses the {{button|snes|L}} and {{button|snes|R}} buttons on the controller, the Super Game Boy menu can be brought up, allowing the player to alter the border or the controller's button mapping. The player can also assign a color palette to the game, as detailed in the section below.


If the player were to leave a game on the Super Game Boy sitting for a few minutes, screensaver-like animation would come from the screen border. Notably, [[Mario]], [[Princess Peach]], and [[Luigi]] appear in one of these border animations. Mario comes spinning up from the lowest window and stands on top of it; if the player waits long enough, Mario falls asleep. While he is asleep, Peach appears from the window on the right. Mario wakes up but misses Peach, instead to have a racecar drive out and spin him around. After this, Mario falls asleep again. Eventually, a spaceship that looks almost identical to the ones in the background of the [[Muda Kingdom]] of ''[[Super Mario Land]]'', only much smaller, circles Mario. He wakes up and then eventually falls asleep again. The animation ends with Luigi coming down on a rope from the top window and pulling Mario back up with him.
If the player were to leave a game on the Super Game Boy sitting for a few minutes, screensaver-like animation would come from the screen border. Notably, [[Mario]], [[Princess Peach]], and [[Luigi]] appear in one of these border animations. Mario comes spinning up from the lowest window and stands on top of it; if the player waits long enough, Mario falls asleep. While he is asleep, Peach appears from the window on the right. Mario wakes up but misses Peach, instead to have a racecar drive out and spin him around. After this, Mario falls asleep again. Eventually, a spaceship that looks almost identical to the ones in the background of the [[Muda Kingdom]] of ''[[Super Mario Land]]'', only much smaller, circles Mario. He wakes up and then eventually falls asleep again. The animation ends with Luigi coming down on a rope from the top window and pulling Mario back up with him.
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==Color palettes==
==Color palettes==
The main feature of the Super Game Boy is to give the games color. While SGB Enhanced games come with their own special colors, players can assign their own colors in most games by accessing either the Color Palette Window or the Custom Color Window. The Color Palette Window allows the player choose one of 32 different system color palettes, while the Custom Color Window lets the player adjust the color palette available. A password system at the top of the Custom Color Window saves the changes to the color palette. Pressing {{button|snes|X}} during gameplay will switch between the game's default color palette and any other color palette the player has selected or created. While the games were given color palettes, many of those given were very garish color schemes. Examples include bright pink and yellow or bright yellow and dark blue. If no desirable palette can be found, default black and white can be used.
The main feature of the Super Game Boy is to give the games color. While SGB Enhanced games come with their own special colors, players can assign their own colors in most games by accessing either the Color Palette Window or the Custom Color Window. The Color Palette Window allows the player choose one of 32 different system color palettes, while the Custom Color Window lets the player adjust the color palette available. A password system at the top of the Custom Color Window saves the changes to the color palette. Pressing {{button|snes|X}} during gameplay will switch between the game's default color palette and any other color palette the player has selected or created. Some of the Super Game Boy-enhanced games, a few of which are ''Super Mario'' games, including ''[[Donkey Kong Land 2]]'', ''[[Donkey Kong Land III]]'', and ''[[Wario Land II]]'', do not let the player modify the colors through either the Color Palette Window or the Custom Color Window.
 
Some Super Game Boy enhanced games, such as ''[[Donkey Kong Land 2]]'', ''[[Donkey Kong Land III]]'', and ''[[Wario Land II]]'' do not let the player modify the colors through either the Color Palette Window or the Custom Color Window.


In the case of ''Donkey Kong Land 2'' and ''Donkey Kong Land III'', if the player could override the colors, many of the system color palettes that appear normal in other games show up as inverted in these two games; this happens because both games invert the palettes to work around the Super Game Boy's palette limitations, and assign the colors in a way to hide the inversion. This is similar to a [[Donkey Kong Land#Super Game Boy Title Screen Palette Bug|glitch]] that occurs in ''Donkey Kong Land''{{'}}s title screen -- this game does not block the player from changing the colors. In addition, in ''Donkey Kong Land 2'', if the user could change the colors, part of the border ends up having palette glitches in the black parts of the bananas.
In the case of ''Donkey Kong Land 2'' and ''Donkey Kong Land III'', if the player could override the colors, many of the system color palettes that appear normal in other games show up as inverted in these two games; this happens because both games invert the palettes to work around the Super Game Boy's palette limitations, and assign the colors in a way to hide the inversion. This is similar to a [[Donkey Kong Land#Super Game Boy Title Screen Palette Bug|glitch]] that occurs in ''Donkey Kong Land''{{'}}s title screen -- this game does not block the player from changing the colors. In addition, in ''Donkey Kong Land 2'', if the user could change the colors, part of the border ends up having palette glitches in the black parts of the bananas.


Special Borders can use up to 64 different colors, while the game screen itself can use up to 10 different colors in Super Game Boy enhanced games with palettes built into the cartridge.
The following images showcase all 32 of the Super Game Boy's stored color palettes from the Color Palette Window on the ''[[Super Mario Land]]'' title screen, as well as the accompanying passwords as displayed in the Custom Color Window.
 
The following images showcase all 32 of the Super Game Boy's stored color palettes from the Color Palette Window, as well as the accompanying passwords as displayed in the Custom Color Window. The ''[[Super Mario Land]]'' title screen has been chosen to model these palettes.
<gallery>
<gallery>
SML Super Game Boy Color Palette 1-A.png|Color Palette 1-A<br><small>7047-0470-4704</small>
SML Super Game Boy Color Palette 1-A.png|Color Palette 1-A<br><small>7047-0470-4704</small>

Revision as of 13:32, October 26, 2023

Super Game Boy
Super Game Boy
Generation Fourth generation
Release date Japan June 14, 1994
USA 1994
Europe 1994
Japan January 30, 1998 (SGB2)
Discontinued Japan Unknown
USA Unknown
Europe Unknown
Japan Unknown (SGB2)
Successor Game Boy Player

The Super Game Boy is a special adapter cartridge designed for use with the Super Nintendo Entertainment System that was released in 1994. It allows players to play Game Boy games on their television screen through their Super Nintendo. It can also play certain Game Boy Color games, but only ones that are compatible with the original Game Boy. In Japan, a remodeled edition was released known as the Super Game Boy 2, which had additional border features and link cable support. The successor to the Super Game Boy is the Nintendo GameCube's Game Boy Player, capable of not only playing Game Boy games but all Game Boy Color and Game Boy Advance games as well.

As the dimensions of the Game Boy's screen are different from those of most televisions, a border is needed on the screen. Certain games, mostly ones that came out around or after the time the Super Game Boy was released, such as Donkey Kong, take advantage of the Super Game Boy, and display customized borders when played. Many games also allow for enhanced sound effects and music when played on the Super Game Boy.

Certain games, such as Wario Blast: Featuring Bomberman!, take additional advantage of the Super Game Boy, and allow for multi-player with a second controller. It can even take advantage of Hudson Soft's Super Multitap but without support for any fifth player.

If the player were to leave a game on the Super Game Boy sitting for a few minutes, screensaver-like animation would come from the screen border. Notably, Mario, Princess Peach, and Luigi appear in one of these border animations. Mario comes spinning up from the lowest window and stands on top of it; if the player waits long enough, Mario falls asleep. While he is asleep, Peach appears from the window on the right. Mario wakes up but misses Peach, instead to have a racecar drive out and spin him around. After this, Mario falls asleep again. Eventually, a spaceship that looks almost identical to the ones in the background of the Muda Kingdom of Super Mario Land, only much smaller, circles Mario. He wakes up and then eventually falls asleep again. The animation ends with Luigi coming down on a rope from the top window and pulling Mario back up with him.

Compatibility

Here's a compatibility chart. Any game only for Game Boy Color will boot but refuse to play further, just like the Game Boy.

Example Cartridge Usual Color Game Boy mode Super Game Boy mode Compatible
Original Game Boy cartridge North American Cartridge Grey Check mark.svg See below Check mark.svg
Game Boy Color cartridge (Black) European Cartridge Black Check mark.svg See below Check mark.svg
Game Boy Color cartridge (Clear) North American Super Mario Bros. Deluxe cartridge Clear X mark.svg X mark.svg X mark.svg

Color palettes

The main feature of the Super Game Boy is to give the games color. While SGB Enhanced games come with their own special colors, players can assign their own colors in most games by accessing either the Color Palette Window or the Custom Color Window. The Color Palette Window allows the player choose one of 32 different system color palettes, while the Custom Color Window lets the player adjust the color palette available. A password system at the top of the Custom Color Window saves the changes to the color palette. Pressing X Button during gameplay will switch between the game's default color palette and any other color palette the player has selected or created. Some of the Super Game Boy-enhanced games, a few of which are Super Mario games, including Donkey Kong Land 2, Donkey Kong Land III, and Wario Land II, do not let the player modify the colors through either the Color Palette Window or the Custom Color Window.

In the case of Donkey Kong Land 2 and Donkey Kong Land III, if the player could override the colors, many of the system color palettes that appear normal in other games show up as inverted in these two games; this happens because both games invert the palettes to work around the Super Game Boy's palette limitations, and assign the colors in a way to hide the inversion. This is similar to a glitch that occurs in Donkey Kong Land's title screen -- this game does not block the player from changing the colors. In addition, in Donkey Kong Land 2, if the user could change the colors, part of the border ends up having palette glitches in the black parts of the bananas.

The following images showcase all 32 of the Super Game Boy's stored color palettes from the Color Palette Window on the Super Mario Land title screen, as well as the accompanying passwords as displayed in the Custom Color Window.

Nintendo-published games released prior to the Super Game Boy would automatically load one of the above palettes as opposed to the default 1-A palette. Below is a gallery of each game this applies to.

Gallery

Super Game Boy enhanced games

Special borders

It has been requested that more images be uploaded for this section. Remove this notice only after the additional image(s) have been added. Reason: Match the above supported games. Some games may have more than one

Miscellaneous

External links

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