Game Boy / Color Architecture
copetti.org
copetti.org
Their vision was to take "withered technology" and package it in a simple to use device, with simple, short games.
That team single handedly started mobile gaming. Much respect to everyone on it.
It was the first really successful portable system with interchangeable games and a dot matrix screen as opposed to custom LCDs per game like G&W.
The Milton Bradley MicroVision came first around 1980. Nintendo referenced it as a precursor. But the screen was 16x16 pixels so ‘graphics’ is kind of misnomer.
I think I remember seeing something once where the screen was included with the game, because it was a static LCD sort of like a Game and Watch game.
The GB was in the right place, at the right time, from the right company, with the right hardware and software, at the right price point. Instant success.
I think the Game & Watch gameplay feels a lot closer to an electronic toy from the early 80s than what people would consider console gaming.
Not to detract from its merit. It's just that the Game Boy wasich closer to a NES-like experience.
Just like a simple digital watch, everything that could be on the screen was designed upfront and then the individual bits could just be shown or hidden.
Nintendo eventually made three collections of the Game and Watch games for the GB. Each collection was a ton of fun with each game available in classic (faithful) or updated (graphics replaced with sprites, same gameplay) modes.
> That team single handedly started mobile gaming.
No. This is revisionist history.
Us kids in the 70s already had portable LED games by Mattel that we played on the bus and toilet. I had at least 6 of these, maybe 8. Here’s the earliest one, from 1976:
https://en.m.wikipedia.org/wiki/Mattel_Auto_Race
The more popular ones were sports like football, baseball, basketball, etc and they had much more complex rule sets than Auto Race:
https://www.ebay.com/p/2255363696
Then in the early 80s we had a slew of portable LCD games like Dungeons and Dragons:
https://en.m.wikipedia.org/wiki/Dungeons_%26_Dragons_Compute... (1981)
“Mattel stated that the game immediately sold out.”
None used cartridges but they were so cheap and small (esp. the LCD games), it didn’t matter. You could own a bunch without breaking the bank.
Such games are now called “handhelds” to distinguish them from the GameBoy generation of portables, but we did not call them handhelds back then as I recall.
My point is a successful market already existed in the 70s and early 80s. Nintendo didn’t do that. They evolved what already existed by shrinking cartridge-based consoles into a portable form factor. Both were already successful, established markets before.
I detailed in another answer that the Game and Watch and other past handheld didn't offer a console-like experience or one that you'd directly compare to a modern phone game.
edit: There's also an 8MB game about Trains, with some short videos and hi-color images in there.
But if you wanted to let a DMG address 2 gigs of memory 32k at a time you could do it.
It’s a little hard to imagine a game needing > 1MB if it’s just B&W. But I suppose you could put a ton of text in or do some kind of demo-scene style ‘video’ playback. But no one would have for cost reasons back then.
Not on the GBC, but GBA had a number of video cartridges, including several full-length movies:
You can't freely mix the first 128 with the last 128 but that's easy to deal with.
I think that it would be literally impossible to have random access memory of 2G.
For these paged systems, you typically swap in the the page you're interested (iirc, gameboy did it by writing the page number to particular memory addresses) and then work with it for a while, and often execute code directly contained in it, which will eventually lead to loading the next page you need when you need it.
One of the common mappers even enforces that you may not pick bank 0 for the switchable bank, picking 1 instead.
Mappers found in bootleg multicarts do allow you to change the base address and size of the game, which will move the fixed bank.
https://www.amazon.es/Historia-Nintendo-Vol-4-1989-1999-INCR...
If you're looking for hardware fidelity, I don't think it'd be in the "democratised" price range if you want to build a single unit that fits in a handheld form factor.
FunnyPlaying recently came out with an FPGA-based version for an affordable price. https://funnyplaying.com/products/fpgbc-kit?variant=40858870...
They also have a new, populated motherboard for the Game Boy Advance, into which you have to transplant the CPU and RAM.
It can use a clone CPU that was manufactured (until recently?) for the "GBBoy Colour" (and could also be pulled from the sort of failed SGB-like clone called the "Extension Converter for GB").
> I redesigned the Gameboy Color from the ground up
> based on the premise that it wouldn't require any
> components to be harvested from a real GBC, so it
> would be compatible with both the original GBC and
> clone hardware taken from a GB Boy Colour- since
> the KF2007 clone CPU from the GBBC is practically
> a drop-in replacement for the CGB CPU found in a
> real GBC- no software compatibility issues at all.
https://www.reddit.com/r/Gameboy/comments/w0wrt5/no_this_isn...