Fuck the Super Game Boy: Introduction (2010)
loveconquersallgam.es
loveconquersallgam.es
Now, imagine you’re a Game Boy developer. You want to add the bullet point “Super Game Boy compatible!" to your box, because it’ll help sell a few more copies. But not many people own one. If you want to do something really neat, it’ll add entire days to the project, require changing some art resources, and doing extra testing on a completely different system. Going that extra distance is going to cost a lot of money, and won’t help that much because most people don’t own an SGB to see it. What are you going to say?
Man, fuck the Super Game Boy!
Exactly.
Matt Cutts defines link bait as anything "interesting enough to catch people's attention[1].
What the fuck is HN's problem with interesting headlines? Should everyone create articles and put headlines on them like "My overview of the pros and cons of the Super Game Boy as a platform for game developers"?
You can't say that the title of every single type of article should just be an objective summary of what's in the article. That's like criticising Steinbeck for calling it "The Grapes of Wrath" instead of "Dirt Farming Oakies Do California".
Linkbait isn't an interesting headline. Its a headline that is interesting at the expense of not being an accurate reflection of the content of the article for which it serves as a headline.
Its a trick, and unsurprisingly, people don't like to be tricked.
Well, that's your definition of Link Bait but as far as I can see it's not the generally accepted definition of Link Bait (outside of the hyper critical anti-marketing world of certain elements of the HN readership).
Perhaps you should refer to that type of article as "Link Bait and Switch".
I would contend, however, that in the case of this article it's neither. It's just a strong headline attached to a well written article about the Super Game Boy.
And article with the title "intricacies of x86 branch prediction" is going to be read by us, it doesn't need to be called "how to predict the future".
I've seen the term "linkbait" (never two words, and never capitalized) used lots of places besides HN, and always with that meaning.
> I would contend, however, that in the case of this article it's neither.
Neither what? Only one thing was addressed in your post, so "neither" doesn't make any sense.
> It's just a strong headline attached to a well written article about the Super Game Boy.
A strong headline does two things: provides a clear idea of the thesis of the article and draws attention. At best, the one here does the second without doing the first, making it a weak headline. At worst, it creates a misleading impression as to the general thrust of the article.
"Linkbait" seems a pretty fair description, though its probably not the worst instance in the world.
Once the system had been released, games could be made in "dual-mode" which would support a monochrome palette when played on the original hardware, but would use custom colorization on the GBC[2].
I'm trying to find more technical sources but haven't located any yet, so if anyone help me find more information I'd be very interested.
EDIT: I found a little more information. Here's[3] someone who disassembled the GBC boot ROM. It looks like on boot, the system would check to see if the inserted cartridge is one of 93 first-party games, and apply a specified palette; otherwise, it would just apply a default palette.
[1]: http://www.neogaf.com/forum/showthread.php?t=497582
[2]: http://www.allgame.com/platform.php?id=17662
[3]: http://www.vintage-computer.com/vcforum/showthread.php?19247...
http://chrisantonellis.com/files/gameboy/gb-programming-manu...
Interesting article, though. It would be interesting to see more games designed this way, though I doubt that'll ever happen. Pity, that.
She had me curious as to how DK 94 pulled that one off, that grid made it pretty clear.
DK 94 really was a good game.
The pattern areas are a cool idea on how to add more colors to a 4-shade monochrome game without "changing the API"
(See also http://loveconquersallgam.es/post/50580417138/this-is-neat-a... on how developers/designersprobably used to test it..)