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2014-07-02T06:48:26.000Z Fuck the Super Game Boy (2010) http://loveconquersallgam.es/post/2350461718/fuck-the-super-game-boy-introduction jmduke 100 39 1404283706
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7975574 2010

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Fuck the Super Game Boy: Introduction


Hi, I'm Christine Love! I write games with too many words in them about women and queerness and technology, and I believe strongly in the power of cuteness. You can read more about me here!

talk to me:
christine@loveconquersallgames.com
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Or if Twitter or Tumblr aren't your speed, sign up to get an email whenever I release a new game.

some things I've done:

twine stuff:

Even Cowgirls Bleed (source)
Magical Maiden Madison (source)

Love Conquers All games

I believe in cuteness and sincerity and telling stories.

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Fuck the Super Game Boy: Introduction

The Super Game Boy is probably the coolest piece of video game hardware in existence.

Its also probably the biggest wasted opportunity in video games.

Its been pretty much entirely forgotten about now, because as is pretty common with neat hardware made by Nintendo very, VERY few games ever really took advantage of it at all. And its a shame, because the unique visual style of Super Game Boy-compatible games, in addition to just looking really neat, can teach a lot about effectively using colour in games. The ones that do work exist in a really bizarre stylistic place.

Games dont look like this. They never have,1 and never will; unless youre using a Super Game Boy.

So Id like to take a few posts to look at a few noteworthy Super Game Boy compatible games, explain what they do, both from an artistic standpoint and a technical one, but trying to keep it straightforward as possible. Im going to assume you probably know what one is, if only in the context of “that weird thing for the SNES that let you play GB games,” but havent given much thought as to what the hell it actually does.

So what the hell does it actually do?

If youre playing a non-Super Game Boy compatible game, not much. It puts a border around the game (since the GB has a much smaller resolution than the SNES), and lets you worry about picking the colours. For a small handful of pre-SGB games, there are default palettes included, but they apply to the entire game.

If its a Super Game Boy-compatible game, however… well, it probably still didnt do that much. The vast majority of SGB games simply threw in a custom border and called it a day. They dont look particularly pretty, either.

But of course the thing is way more powerful than that. A small handful of games go above and beyond, and change the palette through the course of the game. And theres a bunch of neat colourization techniques that let a well designed game go even further.

Okay, so explain this palette shit to me

image The most important thing to understanding how the Super Game Boy works is to understand how palettes work. On game consoles, you dont ever think of things in terms of individual colours. You think of them in terms of palettes.

The classical example of this is Super Mario Bros., for the NES. When he picks up a fire flower, the sprite doesnt change; its the exact same image file on the cartridge. His suspenders arent ever “red,” theyre just colour 1. When it needs to change his colours, it swaps the palette, so colour 1 is now white instead of red.

So lets break down what this means for a Super Game Boy game.

The border is stored on the cartridge, and used only by the SGB. Its not subjected to any colour limitations other than the SNESs. The inner screen is what matters.

The Game Boy is limited to a palette of four colours, which is exactly how many shades of grey2 the screen can render. So you cant have a palette with more than four colours. You can change palettes as often as you want, but you cant ever have more than four colours.

On the left is what it looks like on the Super Game Boy. On the right, the Game Boy Pocket. As you can see, the whole inner screen is drawn with a palette using four shades of red.

But, if you go outside…

It changes the palette to whatever is specifically designated. As opposed to Wario Land, wherein the whole game will be in that yellow-y orange, Super Game Boy games still have the restriction of a palette of four colours since theyre still Game Boy games but have control over what that palette will actually be.

Its really important to understand that part before continuing. So this is what a Pokémon battle in Yellow looks like.

Wait a minute! Thats WAY the fuck more than four colours!

Heres the neat thing about Super Game Boy palettes: they dont have to apply to the entire screen (although they usually do). They can be applied specifically to a given region of the screen. There are, in fact, three seperate palettes being applied to the screen in that example image. Let me break it down.

(The region for the lifebars is too small to draw it covers the rectangular coloured part of the lifebar, and nothing more. Edit: Its not actually as small as I suggested. Ive updated the diagram to correctly represent the real palette.3)

What happens is this: first, the Game Boy inside the Super Game Boy draws the inner screen like it would on a normal Game Boy screen. Then, the game sends special instructions to the Super Game Boy, which tells it to apply a palette to a certain screen area. The important thing is that this happens after everything has rendered; its literally just applying the palette to the rendered screen.

The update speed of this redrawing isnt fast enough to just make it so a palette region surrounds any given sprite, so, say, individually colouring the player character on the map wouldnt look good at all.

But still, theres a lot you can do with just that. For example, if your screen doesnt scroll vertically, you could colour the ground differently from the top of the sky. In a static screen the Pokémon battle is an obvious example, but this also applies to, say, boss fights in action games you could really go nuts.

There arent really many examples of actual creative uses of this technique, though. Especially since most Game Boy games were afraid of having anything but empty white backgrounds, because when you only have four colours, its difficult to have detailed backgrounds not blend in with the foreground. Mostly, people just used it to make fancy title screens, or colour lifebars differently in action games.

Yeah, way to really raise the bar there.

So what, did everything for the Super Game Boy just suck?

In the next few posts, Id like to focus on the games that actually did push the bar, and use the crazy colour-pushing power of the Super Game Boy to do neat things. Four colours might not seem like that much, but there are a few not many, but a few that use that limit in amazing ways. The Super Game Boy could do more than just colourize, too; Ill explain a bit more about its other capabilities later. Ill definitely be taking a look at Donkey Kong 94, Kirbys Dreamland 2, and Space Invaders, as well as some of the few other noteworthy SGB games.

Next up: fighting games on the Super Game Boy.


  1. Its completely unique: nothing has ever had a resolution as high as the Game Boys and shared the same palette imitations. In consoles, increases in resolution also coincided with sprites getting lots of colours. Super Game Boy games are detailed, but dont have the luxury of using anything but extremely minimalistic colour use. Its not an exaggeration; it really is completely unprecedented, and remains so to this day. ↩︎

  2. Or if running on an original Game Boy, four different hideous shades of yellow. ↩︎

  3. The life bar in black and white mode doesnt actually ever change colour, ever. When it does on the Super Game Boy, theres a noticeable lag in when it changes, because its switching palettes. ↩︎

Tags: super game boy

December 17, 2010

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  11. davidxn said: Fantastic start, Im looking forward to reading your thoughts on this :)

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