Game Boy

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Game Boy
An original Game Boy
Also known as
  • KR: Mini Comboy
DeveloperNintendo R&D1
ManufacturerNintendo
Product familyGame Boy[1]
TypeHandheld game console
GenerationFourth
Release date
Lifespan14 years
Introductory price
  • ¥12,500 (equivalent to ¥14,327 in 2019)[5]
  • US$89.99 (equivalent to $221.19 in 2023)[5][6]
  • £99 (equivalent to £239.38 in 2021)[7]
DiscontinuedMarch 31, 2003
Units sold118.69 million (including all variants and Game Boy Color)[8]
MediaGame Boy Game Pak
CPUSharp LR35902 @ 4 MHz
Memory8 KB RAM, 8 KB VRAM
DisplaySTN LCD 160 × 144 px, 47 mm × 43 mm (1.9 in × 1.7 in)
Best-selling gameTetris (approx. 35 million units)[9]
PredecessorGame & Watch
SuccessorGame Boy Color[10]

The Game Boy is an 8-bit, fourth generation, handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America and Europe later that year. Designed by the team behind the Game & Watch handhelds and NES games (Satoru Okada, Gunpei Yokoi, and R&D1),[11][12] it was Nintendo's first portable console, combining features from both.

The Game Boy features a dot-matrix screen with adjustable contrast, a directional pad, four game buttons, a single monaural speaker with volume control, and uses Game Pak cartridges. The two-toned gray design with black, blue, and dark magenta accents sported softly rounded corners, except for the bottom right which was curved. At launch, it was sold either as a standalone unit, or bundled with games like Super Mario Land and Tetris, with accessories like carrying pouches, a camera, and a printer available.

Despite mixed reviews criticizing its monochrome graphics and larger size compared to competitors like the Sega Game Gear, Atari Lynx, and NEC TurboExpress, the Game Boy outsold them rapidly.[13] It sold one million units in the United States within weeks.[14] An estimated 118.69 million units of the Game Boy and its successor, the Game Boy Color (1998),[10] have been sold worldwide,[8] making it the fourth best-selling console ever. A cultural icon of the 1990s, the Game Boy received several redesigns during its lifespan, including the smaller Game Boy Pocket (1996) and the backlit Game Boy Light (1998). Production continued until 2003, well after its direct successor, the Game Boy Advance, launched in 2001.

Development[edit]

The Game Boy was designed by Nintendo's chief engineer Gunpei Yokoi and its Nintendo R&D1 team. Following the popularity of the Nintendo Entertainment System, he held a meeting with Nintendo president Hiroshi Yamauchi, saying that he could do a handheld system with interchangeable games. The original internal code name for the Game Boy is Dot Matrix Game, referring to its dot-matrix display in contrast to the preceding Game & Watch series (which Yokoi had created in 1980) that has segmented LCDs pre-printed with an overlay, limiting each model to only play one game. The initials DMG came to be featured on the final product's model number: "DMG-01". Satoru Okada and Yokoi led the development of the console, which led to disagreements. Yokoi felt that the console could be small, light, durable and successful and have a recognizable library of games. Shigesato Itoi visited Nintendo and conceived the name "Game Boy" for the console Yokoi was designing. The internal reaction to the Game Boy at Nintendo was initially very poor, earning it the derogatory nickname "DameGame" from Nintendo employees, in which dame (だめ) means "hopeless" or "useless".[15][16]

The Famicom's concept of interchangeable game cartridges inspired Satoru Okada to develop the Game Boy as a more portable version of the Famicom, overcoming initial resistance and technical challenges. Okada aimed to address the Famicom's shortcomings, like the lack of development tools for third-party developers, in the Game Boy's development. Initially, a Ricoh-manufactured CPU, similar to the one used in the Famicom, was considered for compatibility. However, due to resource constraints and the ongoing development of the Super Famicom, the decision was made to opt for a less powerful Sharp CPU. Sharp initially showed reluctance to engage in the project, particularly for the LCD technology, which was a critical component.[17]

Initial discussions with Sharp hit a standstill due to concerns about the feasibility of creating a suitable display, prompting the team to consider an alternative proposal from Citizen for a portable liquid crystal display, which appeared viable in terms of size and cost. However, Sharp, not wanting to lose the lucrative deal with Nintendo, revisited the negotiations and offered competitive pricing, ultimately securing the contract. This turnaround was partly due to Okada's persistent inquiries and suggestions to Sharp, coupled with the interest sparked by a prototype of Game Boy. Despite initially being selected, the TN display's narrow viewing angle led to criticism from Yamauchi, forcing a change from the TN to the STN technology, which offered better viewing angles and contrast. Although STN technology was more expensive and less established in mass production, leading to an increase in costs for the same size, the development team compensated by reducing the screen size without altering the console's overall dimensions, thus keeping a balance between performance and cost-efficiency.[17][18]

Gunpei Yokoi emphasized the importance of affordability and reliability over cutting-edge technology. This approach, named "Lateral Thinking with Withered Technology" (Japanese: 枯れた技術の水平思考, romanizedKareta Gijutsu no Suihei Shikō) involved the innovative use of existing, mature technology to create new products. To keep costs low and extend battery life, the Game Boy was designed without a backlight and used a simple grayscale screen, despite potential concerns about visibility and the lack of color. The console also included features aimed at enhancing user experience, such as earbud headphones for private, stereo sound gaming, an additional battery pack for extended play, a link cable for two-player games, and a durable design with a locking on-off switch for game cartridges.[19] Okada, who had previously worked on an electronic game called Computer Mah-jong Yakuman that allowed cable communication between two devices, thought it would be possible to implement a similar feature in the Game Boy. Despite concerns within the company that the feature would be too difficult to use and thus a waste of resources, as many believed it would not be used, Okada pushed forward and developed a communication library himself. This effort led to the creation of the "battle" and "trade" gameplay features in Pokémon, released in 1996.[17]

Game Boy was unveiled as a prototype in 1987 and later exhibited at multiple industry trade shows. The device incorporated a key design element from its predecessor, the Game & Watch: the 8-way directional control pad, often referred to as the "D-pad". The concept was developed by Gunpei Yokoi and his team at R&D1. Yokoi recognized that traditional joysticks might hinder the portability of handheld devices. As a result, he designed the D-pad – a flat controller that would not extend beyond the handheld device's casing.[20] Hiroshi Yamauchi estimated that the console would achieve sales exceeding 25 million units in its initial three years, a claim that was regarded as bold for that period.[20]

Nintendo's philosophy centered on the belief that the appeal of a gaming system was primarily determined by the quality of its games. With this in mind, Gunpei Yokoi and Satoru Okada developed Super Mario Land, a portable adaptation of the Super Mario Bros. game, intending it to be the flagship title for the Game Boy.[21] However, Henk Rogers brought the Soviet Union-made game, Tetris, to the attention of Nintendo of America. Despite its simple graphics and lack of a well-known brand, Tetris's suitability for a handheld platform convinced Nintendo president Minoru Arakawa to port and bundle it with the Game Boy. As a result, Tetris was bundled with the Game Boy in every region except Japan on its release,[20] which occurred in Japan in April 1989, followed by North America in July, and Europe in September of the following year.[21]

Nintendo had spent $10 million on marketing the Game Boy.[22] All remaining units were sold by March 23, 2003.[8]

Hardware[edit]

The Game Boy features a D-pad (directional pad), four buttons labeled 'A,' 'B,' 'SELECT,' and 'START,' and a sliding on-off switch with a cartridge lock to prevent accidental removal. The volume and contrast are adjusted by dials on either side.[23][24]

The original was powered internally by four AA batteries.[25] For extended use, an optional AC adapter or rechargeable battery pack can be connected via a coaxial power connector on the left side.[26] The Game Boy has a single monaural speaker and a 3.5 mm stereo headphone jack on the bottom allows for private listening.[27]

The right side offers a Game Link Cable port for connecting to another Game Boy for two-player games or, notably in Pokémon, sharing files.[28][29] This port can also be used with a Game Boy Printer.

Technical specifications[edit]

Game Boy[30][31] Game Boy Pocket[31]
Height 148 mm (5.8 in) 127.6 mm (5.02 in)
Width 90 mm (3.5 in) 77.6 mm (3.06 in)
Depth 32 mm (1.3 in) 25.3 mm (1.00 in)
Weight 220 g (7.8 oz) 125 g (4.4 oz)
Screen 2.5-inch reflective super-twisted nematic (STN) liquid-crystal display (LCD)[30][32] 2.5-inch film compensated STN (FSTN) LCD
Display size 47 mm × 43 mm (1.9 in × 1.7 in) 48 mm × 44 mm (1.9 in × 1.7 in)
Framerate 59.727500569606 Hz[33]
Resolution 160 (w) × 144 (h) pixels (10:9 aspect ratio)
Power
  • Consumption: 80–90 mAh
  • Internal: 2 × AAA batteries
  • External: 0.6 W at 3 V DC from 2.35 mm × 0.75 mm coaxial connector
Battery life Up to 30 hours Up to 10 hours
CPU Sharp Corporation LR35902 (custom Intel 8080/Zilog Z80 hybrid 8-bit processor) operating at 4.194304 MHz
Memory 64 KB address space including:
  • KB of built-in working RAM
  • Up to sixteen 8 KB switchable working RAM pages (in the game cartridge) for a maximum of 128 KB of external RAM (which may be battery-backed to hold save games)
  • 8 KB RAM for LCD display
  • 32 KB external Game Pak ROM, of which 16 KB is switchable

On-CPU-Die 256-byte bootstrap ROM;[34] 32 Kbit, 64 Kbit, 128 Kbit, 256 Kbit, 512 Kbit, 1 Mbit, 2 Mbit, 4 Mbit and 8 Mbit cartridges

Color support 2-bit, four shades of green:  0x0  0x1  0x2  0x3  2-bit, four shades of grey:  0x0  0x1  0x2  0x3 
Sound
  • Channels: 2 pulse wave generators, 1 PCM 4-bit wave sample (64 4-bit samples played in 1×64 bank or 2×32 bank) channel, 1 noise generator, 1 audio input from the cartridge[35]
  • Outputs: Built-in mono speaker, stereo 3.5mm headphone jack
I/O
Controls

Play It Loud! edition[edit]

Clear "Play It Loud!" edition

On March 20, 1995, Nintendo released several special edition Game Boy models with colored cases, advertising them in the "Play It Loud!" campaign,[36] known in Japan as Game Boy Bros.[a] Play It Loud! units were manufactured in red, yellow, green, blue black, white, and clear (transparent),[37] also referred to as "x-ray".[38] The Play It Loud's screens also have a darker border than the normal Game Boy.[37]

Revisions[edit]

Game Boy Pocket[edit]

On July 21, 1996, Nintendo released the Game Boy Pocket in Japan and on September 3, 1996 in North America for US$69.99 (equivalent to $135.97 in 2023).[39] The Game Boy Pocket was a smaller, lighter unit that required just two smaller AAA batteries, which provide approximately 10 hours of gameplay.[40] The Pocket has a smaller link port, which requires an adapter to link with the older Game Boy. The port design is used on all subsequent Game Boy models, excluding the Game Boy Micro. The screen was changed to an FSTN LCD which included a compensation layer to produce a true black-and-white display, rather than the "pea soup" monochromatic display of the original Game Boy.[41] The screen had notably improved visibility and pixel response-time (mostly eliminating ghosting).[42] The first version did not have a power LED, but was soon added due to public demand. Addtionally, different case colors were introduced after April 28, 1997.[43]

Game Boy Light[edit]

The Game Boy Light was released on April 14, 1998, and only available in Japan. Like the Game Boy Pocket, the system was priced at ¥6,800 (equivalent to ¥6,892 in 2019).[44] The Game Boy Light is slightly bigger than the Game Boy Pocket and features an electroluminescent backlight allowing it to be played in low-light conditions. It uses two AA batteries, which give it approximately 12 gameplay hours with the backlight on and 20 with it off.[44] It was available in two standard colors: gold and silver.[44][45]

Games[edit]

The standard gray cartridge for the original Game Boy games

Launch titles[edit]

The Game Boy was released alongside six launch titles, which are listed in the table below:

Name JP NA EU Notes
Alleyway Yes Yes Yes Breakout clone
Baseball Yes Yes Yes Sports game ported from the Famicom
Super Mario Land Yes Yes Yes Platform game in the Super Mario series
Tennis No Yes No Sports game
Tetris No Yes Yes Port of the 1984 puzzle game of the same name
Yakuman Yes No[46] No[46] Mahjong game

Re-releases[edit]

Various Game Boy and Color games have been re-released on newer Nintendo consoles through its digital distribution services. On June 6, 2011, Nintendo launched the Virtual Console service on the Nintendo 3DS handheld system. All releases (aside from the Pokémon games) do not support multiplayer.[citation needed]

On February 8, 2023, Nintendo announced the introduction of Game Boy/Color games to its Nintendo Switch Online service.[47]

Reception[edit]

One of the many criticisms for the original Game Boy was its lack of a backlight, so many third-party accessories were created to make play possible in low-light conditions.

Though it was less technically advanced than Sega's Game Gear, Atari's Lynx and other competitors, notably by not supporting color, the Game Boy's lower price along with longer battery life made it much more successful.[48] In its first two weeks in Japan, from its release on April 21, 1989, the entire stock of 300,000 units was sold; a few months later on July 31, 1989, 40,000 units were sold on its first release day.[21] More than 118.69 million units of the Game Boy and Game Boy Color combined have been sold worldwide, with 32.47 million units in Japan, 44.06 million in the Americas, and 42.16 million in other regions.[8] By Japanese fiscal year 1997, before Game Boy Color's release in late 1998, 64.42 million units of the Game Boy had been sold worldwide.[8][49] At a March 14, 1994, press conference in San Francisco, Nintendo vice president of marketing Peter Main answered queries about when Nintendo was coming out with a color handheld system by stating that sales of the Game Boy were strong enough that it had decided to hold off on developing a successor handheld for the near future.[50]

In 1995, Nintendo of America announced that 46% of Game Boy players were female, which was higher than the percentage of female players for both the Nintendo Entertainment System (29%) and Super Nintendo Entertainment System (14%).[51] In 2009, the Game Boy was inducted into the National Toy Hall of Fame, 20 years after its introduction.[52]

The console received mixed reviews from critics. In a 1997 year-end review, a team of four Electronic Gaming Monthly editors gave the Game Boy scores of 7.5, 7.0, 8.0, and 2.0. Sushi-X (who contributed the 2.0) panned the system due to its black-and-white display and motion blur, while his three co-reviewers praised its long battery life and strong games library, as well as the sleek, conveniently pocket-sized design of the new Game Boy Pocket model.[53]

Notes[edit]

  1. ^ Japanese: ゲームボーイブラザーズ

References[edit]

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  23. ^ Owner's Manual, pp. 3–4. "(3) Game Pak slot — Insert the Nintendo GAME BOY Game Pak here. (See page 7 for instructions on inserting Game Pak)"
  24. ^ Owner's Manual, pp. 4–5. "(5) Volume dial (VOL) — Adjusts the sound volume…(7)Contrast adjustment (CONTRAST) — Adjusts the contrast of the display."
  25. ^ Owner's Manual, p. 4. "(2) External power supply jack — You can connect a Rechargeable Battery Pack (sold separately) for longer play."
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  27. ^ Owner's Manual, p. 5. "(10) Headphone jack (PHONES) — Connect the stereo headphones that come with the GAME BOY to enjoy the impressive sounds of games without disturbing others around you...."
  28. ^ Masuyama, Meguro (2002). "Pokémon as Japanese Culture?". In Lucien King (ed.). Game On. New York, NY: Universe Publishing. p. 39. ISBN 0-7893-0778-2. Pokémon allowed more than metaphorical communication; it made use of a system that created actual communication — a network game.
  29. ^ Owner's Manual, pp. 4, 8. "(4) Extension connector (EXT CONNECTOR) — Connects to other GAME BOY…Do not insert different games in the interconnected Game Boys."
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Bibliography[edit]

External links[edit]