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Super Game Boy
The Super Game Boy is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console. Released on June 14, 1994 in Japan,[citation needed] on July 22, 1994 in North America,[citation needed] and on September 24, 1994 in Europe,[citation needed] it retailed for US$59.99 (equivalent to $130.31 in 2025) in the United States and £49.99 (equivalent to £105.48 in 2025) in the United Kingdom. In South Korea, it is called the Super Mini Comboy and was distributed by Hyundai Electronics. A revised model, the Super Game Boy 2, was released in Japan in January 1998.
The Super Game Boy is compatible with the same cartridges as the original Game Boy: original Game Boy cartridges, the Game Boy Camera, and dual-mode Game Boy Color cartridges (in Game Boy-mode). The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could override the on-screen colors, display a graphical border around the screen, and display special background sprites, as seen in the Mario's Picross title screen. 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. Static screens could display all 10 colors. Certain games can load multiple borders depending on the player's location in the game, such as Dragon Warrior I & II.
It is also possible for Super Game Boy games to make use of the Super NES hardware for extra effects, as demonstrated in Contra: The Alien Wars, Donkey Kong, Kirby's Dream Land 2, A Bug's Life, FIFA 98: Road to World Cup, Madden '97, Animaniacs and Toy Story; these games had expanded sound when used with the Super Game Boy. Wario Blast, the Game Boy version of Primal Rage, 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. The title screen changed to show that these games had a two-player option, rather than a connection status. Using the Super Multitap, some games even supported four players. The original Super Game Boy does not support game link multiplayer because, according to a Nintendo spokesman, a two-player configuration would interfere with the RF signal from the television.
The Game Boy version of Space Invaders allowed players to access Space Invaders DX (a Super NES version of the game) as well as a colored version of the Game Boy game. Space Invaders DX is copied into and run from the console's internal 256 KB work RAM.
Some black Game Boy Color cartridge games also have Super Game Boy enhancements, although there is not any logo indicating this on the cartridge or on the front of the box as there are for original Game Boy releases. Several Game Boy Color titles do have a small Super Game Boy compatibility icon located on the back of their packaging, such as for 2001's Dragon Warrior Monsters 2: Cobi's Journey & Tara's Adventure. The final commercially released black cartridge Game Boy Color game, the Japan-exclusive From TV Animation One Piece: Maboroshi no Grand Line Boukenki! from June 2002, has a custom Super Game Boy border.
Because the Super NES cannot emulate the Game Boy hardware, the Super Game Boy actually consists of the same hardware as the original handheld; 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.
The original Super Game Boy is known to play the game program and its audio 2.4% (NTSC) or 1.5% (PAL) faster than other Game Boy hardware. This is due to the use of the Super NES's clock speed divided by 5, which ends up being 4.295 MHz (NTSC) or 4.256 MHz (PAL) instead of 4.194 MHz.
The Super Game Boy 2 was released only in Japan in January 1998. Additions included a link port to allow a user to access two-player mode via the link cable, the green game link LED, and the red power LED indicator, and it runs at the exact speed of the Game Boy (the original model runs slightly faster than a Game Boy, see above). In addition, it came with eight new default borders, which replaced those in the original model (though the old borders are still accessible via a code); however, it retained the same built-in palettes and coloring tools as on the original model. Also, this version of the SGB does not allow one to change borders in some games that have built-in borders. Some games have features only available through the Super Game Boy 2, such as a special Tetris DX border.
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Super Game Boy AI simulator
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Super Game Boy
The Super Game Boy is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console. Released on June 14, 1994 in Japan,[citation needed] on July 22, 1994 in North America,[citation needed] and on September 24, 1994 in Europe,[citation needed] it retailed for US$59.99 (equivalent to $130.31 in 2025) in the United States and £49.99 (equivalent to £105.48 in 2025) in the United Kingdom. In South Korea, it is called the Super Mini Comboy and was distributed by Hyundai Electronics. A revised model, the Super Game Boy 2, was released in Japan in January 1998.
The Super Game Boy is compatible with the same cartridges as the original Game Boy: original Game Boy cartridges, the Game Boy Camera, and dual-mode Game Boy Color cartridges (in Game Boy-mode). The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could override the on-screen colors, display a graphical border around the screen, and display special background sprites, as seen in the Mario's Picross title screen. 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. Static screens could display all 10 colors. Certain games can load multiple borders depending on the player's location in the game, such as Dragon Warrior I & II.
It is also possible for Super Game Boy games to make use of the Super NES hardware for extra effects, as demonstrated in Contra: The Alien Wars, Donkey Kong, Kirby's Dream Land 2, A Bug's Life, FIFA 98: Road to World Cup, Madden '97, Animaniacs and Toy Story; these games had expanded sound when used with the Super Game Boy. Wario Blast, the Game Boy version of Primal Rage, 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. The title screen changed to show that these games had a two-player option, rather than a connection status. Using the Super Multitap, some games even supported four players. The original Super Game Boy does not support game link multiplayer because, according to a Nintendo spokesman, a two-player configuration would interfere with the RF signal from the television.
The Game Boy version of Space Invaders allowed players to access Space Invaders DX (a Super NES version of the game) as well as a colored version of the Game Boy game. Space Invaders DX is copied into and run from the console's internal 256 KB work RAM.
Some black Game Boy Color cartridge games also have Super Game Boy enhancements, although there is not any logo indicating this on the cartridge or on the front of the box as there are for original Game Boy releases. Several Game Boy Color titles do have a small Super Game Boy compatibility icon located on the back of their packaging, such as for 2001's Dragon Warrior Monsters 2: Cobi's Journey & Tara's Adventure. The final commercially released black cartridge Game Boy Color game, the Japan-exclusive From TV Animation One Piece: Maboroshi no Grand Line Boukenki! from June 2002, has a custom Super Game Boy border.
Because the Super NES cannot emulate the Game Boy hardware, the Super Game Boy actually consists of the same hardware as the original handheld; 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.
The original Super Game Boy is known to play the game program and its audio 2.4% (NTSC) or 1.5% (PAL) faster than other Game Boy hardware. This is due to the use of the Super NES's clock speed divided by 5, which ends up being 4.295 MHz (NTSC) or 4.256 MHz (PAL) instead of 4.194 MHz.
The Super Game Boy 2 was released only in Japan in January 1998. Additions included a link port to allow a user to access two-player mode via the link cable, the green game link LED, and the red power LED indicator, and it runs at the exact speed of the Game Boy (the original model runs slightly faster than a Game Boy, see above). In addition, it came with eight new default borders, which replaced those in the original model (though the old borders are still accessible via a code); however, it retained the same built-in palettes and coloring tools as on the original model. Also, this version of the SGB does not allow one to change borders in some games that have built-in borders. Some games have features only available through the Super Game Boy 2, such as a special Tetris DX border.