![]() Using the standard SNES controller, you can open up the Super Game Boy’s menu by pressing L & R together, but if you plug the SNES Mouse into the second controller port, you can click both buttons at the same time to open the menu, and navigate it using the mouse cursor. Insert your original Game Boy or backwards-compatible Game Boy Color cartridge into the peripheral, plug the whole thing into your SNES and then switch the console on after a short splash screen, your inserted game will load, just like it would on the original system. But before I get onto that, let’s take a look at the Super Game Boy’s built-in functionality. With that said, most players wouldn’t know the difference but if you listen to any Game Boy game’s music and compare the Super Game Boy to the original hardware, you may well notice that the music is slightly higher pitched than it is when playing on a proper Game Boy system.īut beyond its primary purpose of acting as a means of televisual output, the Super Game Boy’s most lauded (and ironically it’s most underused) features were related to the many ways that it was possible to extend the audio and visual elements of Game Boy games, allowing them to do things that were never possible on the aging 8-bit handheld. For the most part, it acts exactly like a proper Game Boy should, although its CPU runs slightly faster due to it apparently relying on the Super Nintendo’s clock speed rather than it’s own – Something that can be fixed nowadays with a modification to the hardware. Noticeably larger than a standard SNES cartridge, with the North American NTSC version made to match the boxiness of their system, as opposed to the curvier version released in Japan and PAL regions – The Super Game Boy shares the same innards as the Game Boy console, only relying on the SNES hardware for it’s controller input and audio/video output. With the Game Boy’s technical specifications already being well outdated even when the original system appeared, this peripheral released at a pretty cheap price of £49.99 here in the UK, and $59.99 in North America. Released in 1994, relatively late in the original Game Boy’s life span, the Super Game Boy was an ingenious idea, allowing Super Nintendo owners to play games originally designed for the Game Boy handheld, on their television screens. So, I felt it seemed like a good idea to cover the Super Game Boy and its related paraphernalia in a lot more depth, starting with the peripheral that started it all. ![]() As a result, I’ve realised that a running time of three minutes, fifty-one seconds is nowhere near long enough to cover any one of these items individually, let alone all three. Since then, I still use the Super Game Boy for playing my original Game Boy games, and since I produced that initial video, I’ve learnt even more about this awesome Super Nintendo peripheral. Way back in 2015 I did a brief video about the Super Game Boy, it’s Japanese-exclusive followup, and Hori’s Game Boy-styled controller that was designed to be the perfect controller for both editions. But do you really know everything else it could do? It’s time to go in-depth with the Super Game Boy, and show you that it does a whole lot more than give you a bigger screen to play your portable games. ![]() Unfortunately, unless someone makes a SGB core for the minis, you won't be able to have true SGB emulation.You might know that the Super Game Boy allows you to play Game Boy games on your Super Nintendo console. You can also add your own borders to any game, however, instead of the borders being true to the original (squared, bordering the gameplay image), they are instead stretched to fill the screen. I believe the GBA core you are using allows you to assign palettes to mono games, but I don't know if you can assign a different one per game. So you either have the SGB border with a brownish palette, or you play with colors without the border. So check your emu's setting and make sure games are loading in SGB mode so it loads the border, but it will not play in Game Boy Color mode because the SGB doesn't support the GBC. You only get the border if you play it in SGB mode. But for that you need real SGB emulation because the actual Kid Icarus cart does not contain any palette programming.īlaster Master: Enemy Below is a Game Boy Color game. The real SGB hardware was programmed to give a custom palette to certain Nintendo games, and Kid Icarus was one of them. To set your own custom colors you need real SGB emulation. Any enhancements you see are things already included on the Game Boy cartridge and is not emulating or simulating the SGB at all.ĭarkwing Duck and Adventure Island II are mono games, those will not have borders or custom palettes because the SGB didn't even exist back then. ![]() Let me see if I can explain it.įor the minis, here is no true SGB emulation, as you noted. You seem to be confused as to how SGB enhancements work.
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