The Super Game Boy Frequently Asked Questions list v1.06, 01/19/99 Created and maintained by Jeff Bogumil (jbogumil@yahoo.com) CONTRIBUTORS (both direct and indirect) --------------------------------------- Michael Portuesi (drawing pen gameplay tips and game list additions) Wesley Moody (Game Genie info) Dominick Roman (foreign compatibility info) FM2000 (Super Game Boy 2 info) Utils (Game Boy Color compatibility info) For information concerning the original Game Boy/Game Boy Pocket (including game cheat codes, recommendations, and detailed Game Genie info), check out the Game Boy FAQ, www.gamefaqs.com. For web users, The Unoffical Nintendo Game Boy Home Page, http://www.cs.umd.edu/users/fms/GameBoy/ The Game Boy Color FAQ, by Utils, is available at Gamefaqs.com; www.gamefaqs.com DISCLAIMER: This FAQ is not endorsed by Nintendo of America or affiliates. All information is provided without guarantee. All trademarks and copyrights are recognized. COPYRIGHT: This FAQ is Copyright (C) 1996-1999 Jeff Bogumil. Permission is given to distribute this FAQ in whole (NOT in part), given NO PROFIT is earned from the distribution (whether considered minimal "shareware fees" or otherwise). You can find this FAQ at: Gamefaqs.com, via http://www.gamefaqs.com UPDATES SINCE 1.05 ------------------ Information concerning compatibility issues with Game Boy Color Minor revisions throughout (reflecting Game Boy Pocket) Couple of additions to SGB Compatible list (Pokemon games) Q&A: Are SGB compatible games compatible with the GB/GBP? Q&A: Is the SGB compatible with the SNES 2? Added pointer for Util's Game Boy Color FAQ CONTENTS -------- 1. What IS the Super Game Boy? 2. What are the advantages and disadvantages of the Super Game Boy? 3. What special functions are built into the Super Game Boy? 4. How do I save my color selections and borders on the Super Game Boy? 5. What do they mean by "Super Game Boy compatible?" 6. Are Super Game Boy compatible games compatible with the Game Boy/Game Boy Pocket? 7. What games are Super Game Boy compatible? 8. Will my Game Boy Game Genie work with my Super Game Boy? 9. Are there any secret codes or tricks built into the Super Game Boy? 10. My Super Game Boy has . How do I fix it? 11. Are there any Game Boy games that aren't compatible with the Super Game Boy? 12. What color schemes are recommended? 13. What are the predecessors to the Super Game Boy? 14. Are Game Boy Color games compatible with the Super Game Boy? 15. Are Super Game Boy games compatible with the Game Boy Color? 16. What's this about a Super Game Boy 2? 17. Is the Super Game Boy compatible with the SNES 2? -------------------------------------------------------------------- [1] WHAT _IS_ THE SUPER GAME BOY? ********************************** The Super Game Boy is a device that -- when plugged into a Super Nintendo Entertainment System (SNES) -- will allow you to play Game Boy games on your television screen, using the SNES controllers and deck as an interface. In effect, it negates the primary function of the Game Boy/Game Boy Pocket/Game Boy Color (a portable, handheld unit) but offers the convience of a larger viewing screen and limited color graphics. When powered up, the Super Game Boy first displays the Super Game Boy logo, checks the Game Boy cart for any Super Game Boy features (which are then "loaded" if found), and then begins the game as usual. Game control is via the SNES controller plugged into port #1, with the directional pad offering movement (identical to the Game Boy/Game Boy Pocket/Game Boy Color), and button B and A copying it's portable counterpart (customizable; see below). The Super Game Boy displays the game play area using your television. It does not fill the entire screen -- instead, perhaps half of the total area (a square located in the center of the screen) displays the game play area -- the remainder (the outside border) is optionally filled with artwork, either designed by yourself using the Super Game Boy's limited art tools, via built-in Super Game Boy templates, or from borders stored in a game pak's memory. The Super Game Boy is designed to accept color schemes (i.e. the colors to be used in the game) that are designed by yourself using the Super Game Boy's limited color tools, via built-in Super Game Boy templates, or from color schemes stored in the game pak's memory. It can also use enhanced sound effects and music built into game paks for the Super Game Boy, as well as other features (for example, a 16-bit SNES version of Space Invaders is included in the Space Invaders game pak, but can only be accessed via the Super Game Boy). The Super Game Boy originally retailed for approx. $40-50, which includes the Super Game Boy unit, instruction manuals, and Super Game Boy Player's Guide. No game pack-ins are included. Earlier packaging included the Super Game Boy unit and instruction manuals. Colorized Metroid II artwork was featured prominently on the box, though no game was included with the unit. Approx. retail price of $60. Another package is the Super NES Super Game Boy Set, which includes the Super Nintendo, Super Game Boy, Super Mario All Stars game pak, Super Game Boy Player's Guide, necessary hook-ups, one SNES controller, and instruction manuals. No Game Boy games are included. Approx. retail price of $???. [2] WHAT ARE THE ADVANTAGES AND DISADVANTAGES OF THE SUPER GAME BOY? *********************************************************** Advantages include: 1. Color. Game Boy games played via the Super Game Boy can be assigned different color schemes, with some game paks containing pre-determined schemes, having the Super Game Boy in mind (i.e Super Game Boy compatible). 2. Larger viewing screen. Though the Super Game Boy will not take advantage of the entire television screen, it significantly increases the viewing area. 3. No blurring. Nintendo seems relucant to hype this advantage, as it would probably hurt their Game Boy sales, but the Super Game Boy -- via your television -- sports absolutely no "blurring" effect, as often seen on the Game Boy (and to a lesser degree, Game Boy Pocket) due to the nature of it's LCD screen. 4. No "backlit" problems. Another problem with the Game Boy/Game Boy Pocket/Game Boy Color is the lack of back-lighting with it's screen. Your television has no such problems, so neither does the Super Game Boy. 5. Adjustable gameplay. Using the drawing and color tools of the Super Game Boy, it's possible to imaginatively increase or decrease the difficulty of some games on the Super Game Boy. (See details below.) 6. Game Boy games designed with Super Game Boy features. Currently, many games released for the Game Boy/Game Boy Pocket are being designed with the features and advantages of the Super Game Boy in mind, including color, enhanced graphics and sound, and multi-player capabilities that function only with the Super Game Boy. 7. A large video game library already available. Although Game Boy games designed before the Super Game Boy lack any sort of special Super Game Boy enhancements, they are compatible with the unit. The Super Game Boy is designed with this fact in mind, offering the ability to adjust and tailor color schemes, as well as offering other limited art and drawing functions. Disadvantages include: 1. A SNES is required for use. 2. No portability. 3. For Game Boy/Game Boy Pocket/Game Boy Color owners, you must have the Super Game Boy in order to take advantage of any Super Game Boy enhancements. 4. The inability to play 2-or-more player games (i.e. no game link cable available). The Super Game Boy is one-player only, unless the Game Boy game in question alternates players using the SAME Game Boy/Game Boy Pocket/Game Boy Color (in which case, Super Game Boy players would alternate the SNES controller) or is multi-player compatible with the Super Game Boy in mind (i.e. two SNES controllers are used). 5. Incompability with Game Boy/Game Boy Pocket/Game Boy Color accessories. There's no need for screen magnifiers, lights, stereo speakers, etc., but other accessories (4 player adapter, keyboard, printer, etc.) are not compatible with the Super Game Boy, resulting in disabled or limited gameplay. [3] WHAT SPECIAL FUNCTIONS ARE BUILT INTO THE SUPER GAME BOY? ************************************************************** Besides simply allowing Game Boy games to be played on your television, the Super Game Boy offers some special features that allow you to customize and enhance gameplay, using art, control, and color editors. These features are divided into 5 icons, which are accessed by pressing either both buttons on the SNES mouse (plugged into port #2), or the Left and Right buttons of the SNES controller (port #1). They include (from left to right at the bottom of the screen): 1. Color Palette Editor 2. Border Editor 3. Controller Set-Up Editor 4. Custom Color Editor 5. Graffiti Editor COLOR PALETTE EDITOR -------------------- The Super Game Boy comes pre-loaded with 32 color schemes, accessed via the Color Palette icon. At the bottom of the screen, from left to right: Color Palette icon -- click here to exit the Color Palette editor. Color Palette Group Switch icon -- labeled 1-4, click here to display a selection of 8 color schemes. Super Game Boy Enhanced Color icon -- click here to activate the pre-determined color scheme for the Super Game Boy game (if any). This color scheme is automatically loaded by the Super Game Boy if a Super Game Boy compatible game is found in the game slot upon boot up. A sad, faded face will be displayed if Super Game Boy incompability is found; a happy, clear face if compatible. Color scheme icons -- 8 icons, each representing a separate color scheme that can be applied to the Game Boy game (do so by clicking on the color scheme you wish). Only 8 color scheme icons are displayed at any one time - click on the Color Palette Group Switch icon to select the next 8. Custom Color icon -- click here to activate the custom color scheme you designed using the Custom Color editor. BORDER EDITOR ------------- The Super Game Boy comes pre-loaded with 9 borders, plus the ability to import borders built into Super Game Boy games, and limited art tools to create custom borders yourself. At the bottom of the screen, from left to right: Border Editor icon -- click here to exit the Border Editor. Super Game Boy Enhanced Border icon -- click here to activate the pre-determined border(s) for the Super Game Boy game (if any). The border(s) is/are automatically loaded by the Super Game Boy if a Super Game Boy compatible game is found in the game slot upon boot up. A sad, faded face will be displayed if Super Game Boy incompability is found; a happy, clear face if compatible. Game Boy icon -- click here for the Super Game Boy border, which looks like the typical Game Boy screen area (with such details as the power light), with the "Super" signature pasted near the regular Game Boy logo. Black border (no border) icon -- a black border area, giving the appearance of no border. 4 Windows icon -- an odd scenario, with 4 duplicate windows, one on each side of the screen, recessed into walls with light brown square/bright green diamond patterns. Dirt icon -- click here for what looks like a rough brownish stone. Fills the entire area. Scenic icon -- a rustic landscape, with small log cabin in the left corner of the screen, and trees in the distance. The game play area appears on a billboard in the foreground. Cinema icon -- a cinema border, complete with audience. The game play area represents the cinema screen. Cats & Flowers icon -- a cutesy, flowered background, with kittens sleeping. Desk icon -- a tiled desktop, complete with pencil holder. Grey Steps icon -- a odd collection of "stairways" (reminds me of the game Marble Madness). Graffiti icon -- click here to load your own border, designed in the Graffiti Editor. CONTROLLER SET-UP EDITOR ------------------------ The Super Game Boy offers limited controller defining options, "limited" being the key word here. At the bottom of the screen, from left to right: Controller Set-Up Editor icon -- click here to exit the Controller Set-Up Editor. Type A -- will set the controller to the "Type A" configuration, which is the default set-up as labeled on your SNES controller. Type B -- will set the controller to the "Type B" configuration, which sets the following from Type A: X=X, A=A, B=B, Y=B. A button assignment diagram is in the lower right corner of the screen. CUSTOM COLOR EDITOR ------------------- The Super Game Boy allows you to design your own custom color schemes, via the Custom Color Editor. At the top of the screen is your "password." Use this to record the color schemes you develop. On the left side of the screen is the Shading Bar. This indicator tells you how light or dark you're making a particular shade of color, while manipulating the Paintbox. At the far bottom left of the screen is the Recovery icon. Click to undo your last color adjustment (effectively, the "Undo" option). Across the bottom of the game play area, from left to right: The Paintbox, which consists of 4 small "paint bottle mixers." By clicking any of the eight paint bottles (4 top, 4 bottom), you can lighten or darken the color selected (each paint bottle mixer is assigned to a particular shade of the game screen -- a Game Boy game consists of 4 shades total). The Color Palette icon -- click here to access another level of Paintbox Colors. Paintbox Colors -- consisting of 12 colors, the Paintbox Colors can be adjusted by clicking on the Color Palette icon. Clicking on a PaintBox color, and then clicking on a paint bottle mixer, will give the mixer the selected color. The right of the screen, from top to bottom: The Clear Button -- click here to reset all changes. Still Button -- Click here to take a "snapshot" (hence, the camera icon) of the screen. This still is automatically captured to the screen, allowing you to make color adjustments, comparing them on one static shot. Note: The Still button does not pause the game in progress. Custom Color Editor icon -- click here to exit the Custom Color Editor. Some tips when using the Custom Color Editor: 1. Make your colors light to dark, from left to right, when working with the paint bottle mixers. 2. Vary the contrast between paint bottle mixers. Similar colors will make the screen appear washed out. 3. Not all color schemes are best for all games and situations. Some tips for gameplay adjustments: While the Super Game Boy can't internally make a game more difficult or easier, you can edit it externally using the Custom Color Editor. For example: 1. Change the colors so that some enemies or items are invisible or difficult to see, or so that items usually differenated by color can't be. 2. Change the colors so that enemies or items stand out from the background, making them easier to see. GRAFFITI EDITOR --------------- The Super Game Boy allows you to design your own borders and game screen art with the Graffiti Editor. A very limited art tool (two pencil widths and 12 colors hardly constitute a full fledged paint program), the Graffiti Editor is somewhat difficult to use, and practice is required to produce anything significantly worthwhile. That, and once your work is completed, it's erased when you turn off your Super Game Boy. At the bottom of the screen, from right to left: Clear button -- click this button to erase everything you've done. Paint Colors -- 12 colors to choose from. Recover button -- click here to erase your latest edit; an "undo" button. Pens -- two icons to choose from -- thin and thick width. Eraser icon -- click the small hand with pointing finger, and then erase the area you'd like. You do so by drawing over the soon-to-be-erased area (leaving behind a luminsent trail), and then clicking on the bomb icon. You can adjust the "eraser trail width" by clicking on the thin or thick pen after choosing the eraser icon. Area settings -- Two settings to choose from. The large box allows you to edit the border only -- the game play area will remain uneffected. The small box icon allows you to draw over the game play area as well as the border area. Graffiti Editor icon -- click here to exit the Graffiti Editor. Some tips for gameplay adjustments: While the Super Game Boy can't internally make a game more difficult or easier, you can edit it externally using the Graffiti Editor. For example: 1. Cover part of the game play area with scribbles or drawing, hiding important aspects of the game. For example, you can hide the life bars in such games as Kirby's Dream Land, or the timer in Super Mario Land 2. Hide the top part of the screen in Tetris or Dr. Mario. 2. Use the pens to "take notes" with such games as The Legend of Zelda: Link's Awakening or Final Fantasy Legend. Write important tips and tricks in the border section, for later reference. Use the drawing pens to mark "safe points" and invisible traps with action games. [4] HOW DO I SAVE MY COLOR SELECTIONS AND BORDERS ON THE SUPER GAME BOY? *************************************************************** Super Game Boy borders -- designed by yourself -- cannot be saved by any means. This is perhaps the most unfortunate aspect of the Super Game Boy, as your border will have to be redrawn each time you reboot your Super Game Boy, if you have the patience for such things. Why a battery save on par with that of Mario Paint was not included with the Super Game Boy, I have no idea. (I can only guess that it would have increased the cost of manufacture and retail, beyond a point which Nintendo felt was reasonable.) Customized color schemes cannot be saved via battery, but can be easily recorded and re-entered via password. Accessed using the Custom Colors icon, you'll notice a password which changes as you alter the color scheme. Once you've found a scheme you like, jot down the password for reference, and then punch it in whenever you'd like to use it again. [5] WHAT DO THEY MEAN BY "SUPER GAME BOY COMPATIBLE?" ****************************************************** Super Game Boy Compatible game paks are designed with Super Game Boy features, which usually include borders, color, and/or other gameplay enhancements. [6] ARE SUPER GAME BOY COMPATIBLE GAMES COMPATIBLE WITH THE GAME BOY/GAME BOY POCKET? ************************************************************* Super Game Boy compatible games are fully compatible with both the Game Boy and Game Boy Pocket, though the Game Boy/Game Boy Pocket cannot take advantage of any of the Super Game Boy enhancements. [7] WHAT GAMES ARE SUPER GAME BOY COMPATIBLE? ********************************************** Following is a list of known Game Boy games sporting Super Game Boy enhancements. The actual enhancements are also defined, if known. If you have any additions to this list, please send all submissions to jbogumil@yahoo.com ANIMANIACS color throughout; character border; overall -- nice colors, though not Donkey Kong quality; decent border, enhanced music and sound effects. ASTERIODS/MISSILE COMMAND arcade machine borders; color and pre-determined shading throughout; enhanced graphics mode (Asteriods only); enhanced sound effects (both games); overall -- great use of Super Game Boy enhancements. CENTIPEDE/MILLIPEDE arcade machine borders; color and pre-determined shading throughout; 2-player Super Game Boy feature (both games); overall -- good use of Super Game Boy, though pales in comparison to Asteriods/Missile Command. CONTRA III: THE ALIEN WARS no border, but with color and enhanced sound effects DAFFY DUCK: THE MARVIN MISSIONS DESERT STRIKE DONKEY KONG color throughout; arcade machine border; overall -- excellent use of color, nostalgic border. DONKEY KONG LAND color title screen; pre-determined shading; jungle folage border; overall -- not much use of color abilites and disappointing border. FIFA INTERNATIONAL SOCCER JURASSIC PARK PART 2: THE CHAOS CONTINUES KILLER INSTINCT pre-determined shading; character border; overall -- minimal enhancements. KIRBY'S DREAM LAND 2 color title screen; pre-determined shading; character border; overall -- could have had more enhancements. LION KING, THE MADDEN '95 MADDEN '96 color throughout; helmet/logo border; overall -- nice use of color, dull border. MARIO'S PICROSS MEGA MAN V color title screen; pre-determined shading; hard hat border; some very limited color enhancements in final levels; overall -- Super Game Boy enhancements seem to be an afterthought, nice border MIGHTY MORPHIN POWER RANGERS: THE MOVIE rather abstract border; pre-determined shading with limited use of color throughout; overall -- typical enhancements. NHL HOCKEY '95 color enhancements; no 2-player Super Game Boy option, border? PAC-IN-TIME pre-determined shading; character border; overall -- looks to be limited use of Super Game Boy capabilities. PGA EUROPEAN TOUR limited color throughout; logo border; no 2-player Super Game Boy option; overall -- limited use of Super Game Boy. POKEMON: BLUE VERSION POKEMON: RED VERSION SEAQUEST DSV SPACE INVADERS color throughout; two borders (one hidden); 16-bit SNES version of game built into Game Boy pak (!!!); overall -- excellent use of Super Game Boy, with many options available. Perhaps best example of a Super Game Boy pak yet. STREET FIGHTER II pre-determined shading; varying borders depending on game level; two player Super Game Boy option; overall -- varying borders nice feature, though just recycled screens from SNES version of game. Two player option a major plus. More color would be nice. WARIO BLAST: FEATURING BOMBERMAN pre-determined shading; Bomberman collage border; four player capable with SNES 4-player adapter; overall -- nice border, excellent idea of 4-player gameplay WORLD HEROES 2 JET color title screen; pre-determined shading with limited use of color; city background border; two player Super Game Boy option; overall -- border doesn't really fit the game, but great otherwise. [8] WILL MY GAME BOY GAME GENIE WORK WITH MY SUPER GAME BOY? ************************************************************* Yes, but only with an adapter or some physical reworking of the Game Genie itself. The adapter, called (oddly enough) "The Super Game Boy to Game Genie Adapter", is available from MicroSystems Development for a reasonable $12.95 (plus $3-$6 shipping). For more information, call 1-408-296-4000. The adapter is simply an extension, as the Game Genie's "skirt" won't allow the enhancer to fit in the Super Game Boy's game port. Physically removing the skirt fixes the problem. DISCLAIMER: This, of course, voids all warranties associated with your Game Genie, Super Game Boy, and I'm not responsible for any possible damages whatsoever. [9] ARE THERE ANY SECRET CODES OR TRICKS BUILT INTO THE SUPER GAME BOY? ************************************************************** The Super Game Boy -- as a game system -- features quite a few hidden tricks and codes. They're listed below. SLOW MOTION -- A SNES Game Genie is required for this trick. Insert the Game Boy pak into your Super Game Boy. Insert the Super Game Boy into the Game Genie. Insert the combo into the SNES. The Game Boy game will play in slow motion, with no sound. SCREEN SAVERS WITHOUT THE WAIT -- With this code, you won't have to sit and wait for the Super Game Boy border screen savers to kick in. After choosing your border, press L, L, L, L, R and the screen saver animation should begin. THE LITTLE JANITOR -- Choose the Graffiti icon and scribble something on the screen using a pencil tool. Sit and wait 30 seconds. A janitor will appear, and begin cleaning up the mess. CREDITS -- When the Super Game Boy screen appears, press L,L,L,R,R,R,L,L,L,R,R,R,R,R,R,R. BORDER "SCREEN SAVER" DESCRIPTIONS: After a period of inactivity, most Super Game Boy borders will display some sort of animation. Game Boy -- no screen saver. Black border (no border) -- no screen saver. 4 window -- Mario will jump up from the bottom window, stand there for a while, and then fall asleep. The Princess will appear and send a small car speeding from the right to left window, spinning Mario around. He'll fall asleep again, and be stirred awake by a small UFO. Eventually, Luigi will appear (dangling from a rope) from the top window and lift Mario off the screen. Brown Stone -- Shapes will rise and sink into the stone border; clouds, ducks, half moons, stars, etc... Scenic view -- sunset, night, sunrise -- with touches such as shooting stars and the lights being turned on/off in the cabin. Cinema -- lots of action here: one fellow jabbering in the right corner, another falling asleep, the lights being turned on, a woman putting on her make-up, a man reading a newspaper, two kids playing Game Boy via gamelink cable. :-) Kittens & Flowers -- eventually, the sleeping kittens will wake up and run off the screen, one by one. Desktop -- one of the tiles on the desk will rise, and grey suited workers will exit. They proceed to the other side of the screen and push the pencils (the red next to the game screen, and the blue in the red's previous position). They return to their elevator (almost forgetting one of their comrades) and exit the screen. Another elevator appears, white suited workers exit, push the pencils back into place, return to their elevator, and exit the screen. Grey Stairways -- the game screen area will "tile" and morph into bird shapes. The birds begin flying off the screen. [10] MY SUPER GAME BOY HAS . HOW DO I FIX IT? **************************************************************** 1. The screen shows a Game Boy cart with an "X" over it? What's wrong? Check to see if your Game Boy game pak is correctly inserted and connected in your Super Game Boy (the game label should be facing out towards the front of the SNES). 2. My controller/mouse won't respond. What's wrong? Check to see if the controller is correctly inserted and connected in port #1. Check to see if the mouse is correctly inserted and connected in port #2. Check to see if the controller/mouse you're using matches the Service Icon (the icon displayed in the top left corner of the screen -- it'll either be a controller or mouse). If this doesn't solve your problem, make sure your SNES is properly set up. If the problem continues, call Nintendo at 1-800-255-3700. [11] ARE THERE ANY GAME BOY GAMES THAT AREN'T COMPATIBLE WITH THE SUPER GAME BOY? ***************************************************************** Nintendo claims that all licensed Game Boy games are compatible with the Super Game Boy, unless they need an accessory which the Super Game Boy does not support. I'd wager that foreign carts, illegal multicarts, and other unlicensed Game Boy games are chancy at best, and are certainly not guaranteed. Game Boy Color games that REQUIRE the GBC are most likely not compatible with the Super Game Boy (as the GBC offers an increased color pallete, processor enhancements, etc.). Dominick Roman provides info concerning PAL (typically, Europe- released games) with NTSC (North American released) Super Game Boys. Apparently, through some educated guessing as per a few tests, PAL Game Boy games designed with the SBG enhancements are not compatible with the NTSC Super Game Boy. Pal games not designed with the Super Game Boy enhancements are compatible without any apparent problems. If anyone has further information concerning game compatibility, please let me know (jbogumil@yahoo.com). This includes both domestic and foreign releases. I'd like to develop a list of incompatible domestic releases for a later update of this FAQ. [12] WHAT COLOR SCHEMES ARE RECOMMENDED? **************************************** A list of recommended color schemes can be found on the Super Game Boy web page, maintained by Michael Portuesi. http://reality.sgi.com/employees/portuesi/sgb.html NOTE: This site appears to be permanently down. Expect more info in a future update. [13] WHAT ARE THE PREDECESSORS TO THE SUPER GAME BOY? ****************************************************** Two are known to exist; the "WideBoy 2" (compatible with the Famicom) and the "GameBoy to NES" adapter, developed for Camerica. Neither were commerically released to the gaming public. The WideBoy 2 (nothing is known about any Wideboy 1 -- possibly a first, failed or overly expensive attempt at this sort of thing, or prototype model) is a bulky and unsightly device, with no casing to speak of (i.e. exposed circuit boards and such). The device attachs to the Famicom (a Japanese NES) through the standard cartridge slot, effectively covering 1/4 of the top of the Famicom unit. The Game Boy cartridge is then inserted into a slot located on the WideBoy 2. The game is controlled by a standard NES (not Famicom) control pad, plugged into the Wideboy 2, and supposedly will not accept other, non-standard controllers, including the NES Advantage joystick, or any Beeshu (a popular manufacturer of 8-bit joysticks and joypads) devices. The WideBoy 2 displays the Game Boy screen using a television set, "in a central frame that is slightly smaller and does not quite extend to the boarders [sic]." Color is applied via colorized but transparent "filters" displayed over the game screen area. The unit comes equipped with "over a dozen" various tints which are applied by cycling through the choices using the control pad. The WideBoy 2 is capable of linking with another unit via a "Video Link port", though two televisions are required. The most likely reason the adapter was not released to the public -- it was (is) outrageously expensive, costing $500+ at the time, limiting sales of the system to game magazines and game developers. The manufacturer of the WideBoy 2 is unknown (info, anyone?). Source: Electronic Gaming Monthly #8. The "GameBoy to NES" adapter, developed by Biederman Design Labs for Camerica, is similar in appearance to a standard NES cartridge, except for the inclusion of a game port recessed into the top of the game pak, replacing the area usually sporting the game sticker/logo. Little is known about the device, though it supposedly gave players "the chance to display small screen games on the TV like magazines do with expensive items called WideBoys." It was not released, possibly due to legal action on part of Nintendo, or an unreasonable consumer price point. Source: Electronic Gaming Monthly #23. [14] ARE GAME BOY COLOR GAMES COMPATIBLE WITH THE SUPER GAME BOY? ***************************************************************** Game Boy Color games are compatible with the Super Game Boy, but only in regular (Game Boy/Game Boy Pocket) mode or Super Game Boy enhanced mode. The Super Game Boy cannot emulate any Game Boy Color enhancements. Some games may be disabled or limited in regards to gameplay, if the game in question uses accessories not available/compatible with the Super Game Boy. Those games which REQUIRE the Game Boy Color, and are not compatible with the original Game Boy/Game Boy Pocket, will most likely not be compatible with the Super Game Boy either (as the Game Boy Color has a larger color pallete and increased processor capabilities, among other enhancements). [15] ARE SUPER GAME BOY GAMES COMPATIBLE WITH THE GAME BOY COLOR? ***************************************************************** Yes, but unfortunately, the Game Boy Color will ignore Super Game Boy enhancements (including color schemes). [16] WHAT'S THIS ABOUT A SUPER GAME BOY 2? ****************************************** The Super Game Boy 2 has been released in Europe, Japan and the United States (seen on the cable home shopping network, QVC). Identical in features as the original Super Game Boy, but with the addition of 1) a Game Link port, 2) a red Power LED, and 3) a green Game Link LED. No other info is available currently; anyone? [17] IS THE SUPER GAME BOY COMPATIBLE WITH THE SNES 2? ****************************************************** No problems have been reported, using the Super Game Boy with the remodeled SNES. (SGB 2 compatibility, anyone?) [END OF FILE]