Posts Tagged ‘gameboy’
Podcast: Play It Loud!
This week Fred and Jam are discussing the development, release, and games behind Nintendo’s most popular portable: the Game Boy. Released under the concept of keeping it addicting and inexpensive, the Game Boy was the first video game system to be embraced by the mainstream and thanks to a little game called Tetris was a must own for the 90s.
Day 11
On the eleventh day of Christmas my memories gave to me…
11 Different Gameboy Advance Colors!
Gameboy Advance (GBA) was not the first console to offer multiple colors. In fact, it wasn’t even the first Nintendo or even Gameboy console to do so, but it definitely was the first to push variety. Releasing with seven initial colors, the GBA created the first Christmas where it wasn’t just about getting the right portable for your child, but also the right color. Of course the really popular ones, fuchsia and arctic come to mind, were the first to sell out and the most common, indigo, was the only color left in every retail outlet. Not only did they feature various normal colors, but limited edition colors were offered worldwide, creating a high demand to grab all the various rare (and expensive) GBAs for collectors.
I’d love to say that I’m not guilty of this, but back in 2001 when I went out to purchase a GBA with my Christmas money I hunted at a bunch of stores and didn’t buy the portable for 2 weeks because I didn’t like any of the colors I found. My heart was set on the midnight blue color, which I later discovered was only available at Toys R Us and had its horrendous logo above the screen. I quickly settled for one in glacier, but not before finally finding a midnight blue – in hindsight I probably could have made some money re-selling that thing.
I still think fondly on those times, despite the fact that the GBA would start the trend of console iterations – the GBA SP being such an improvement over the original I couldn’t help but pick it up as well. Anytime I go to a used game store I always browse the GBA consoles for that random shot I could get my hands on the limited Japanese clear orange or spice colors. I think it was the only console cycle where I never had to hunt for a specific game but I always had to hunt for a specific colored console.
Day 4
On the fourth day of Christmas my memories gave to me…
Four AA Batteries!
I know they don’t look like much, but these little capsules of power are responsible for oh so many smiles and tears to gaming children. In the early 90s, everyone wanted a portable gaming system of some kind – Gameboy, Tiger handheld, maybe even an Atari Lynx – and they all had one thing in common: they needed batteries. Stories of whether or not any of these devices came with batteries are often passed around anecdotes of suburban myth, but regardless of that fact no child could survive Christmas weekend on one set of batteries alone. I know for a fact that the Gameboy did come with batteries, but any of the others is anyone’s guess. Either way, it was the beginning of a time where frantic holiday shopping parents coming to terms with $100 price tags were greeted with reminders to purchase bundles of batteries and most passed. Then on Christmas morning these parents realized how poor a choice that was.
Nothing ruins a parents day like getting children a new toy, an electronic toy no less, that cannot run. In many cases the portable console would be the only thing they received for Christmas, and if not then various games may be the only other gift(s). As expected, there was almost nothing open on Christmas day – in 1990 in the suburb of Chicago I grew up in there weren’t even 24 hour Walgreens or gas stations nearby that opened on Christmas. If you didn’t have batteries and needed them, you were essentially screwed. Thankfully most remote controls used AA back then rather than the AAA they use now so it was a scavenger hunt for anything with a remote. If you were lucky enough to snag all 4 AAs, however, the batteries in those remotes were probably on the verge of death because the same type of parent that didn’t buy batteries at Christmas were also the kind that didn’t replace them until the remote was near death for at least a month. If you were lucky you got an hour out of the device before it died again. In the end it was a lesson that parents quickly learned, but the child gamer paid the price.
Thankfully by 1995 most stores and parents knew the best option was a rechargeable battery pack, AC adaptor, DC adaptor, or even a kit with everything for a low price. In fact, by 2000 many of the available versions in stores were bundles that included said kit as a way for the store to generate a profit on the console sale (if you’re unaware, most retailers make no profit on the sale of a console itself). Thankfully my parents also learned this lesson, but I still remember getting handhelds I couldn’t play right out of the box.
Gaming To-Go Part 3: Self-Reliance
Given the low price point for both games and hardware, massive amount of ports, and obvious room in the market for clones, portables were not hard to find. It wasn’t until the late 90s that they actually found their voice, though, starting with weak license translations and resulting in full-blown solid titles developed solely for portable platforms. At the same time, many developers would revert back to ports now that they could make long RPGs of yesteryear and games from last gen run in your hand.
Game.com – Released: 1997
Pronounced “game com” and not “game dot com”, this newest handheld from Tiger Electronics was a clear attempt to make a cartridge-based handheld version of the games they popularized in the late 80s. Much like those old school handhelds, the games shared popular licenses of the time and similarities in gameplay, but for the most part were unique creations. Think of a company that only does book adaptations to film – the concept remains the same and the characters are familiar, but it’s essentially something new. This sounds like a good idea, but for some reason Tiger always seemed to miss the point of portable games and Game.com is no exception.
Gaming To-Go Part 2: Gameboy and beyond
For more than 10 years various portable games came and went, mostly focusing on a single title in custom hardware, then in 1989 it all hit at once. With such a small gap between releases it was clear that multiple companies were developing cartridge-based portable consoles. Most portable systems in history moving forward had one simple goal: to port home console games to handhelds as faithfully as possible. While some gems of creativity did spawn from portables that were clearly not ports, the main goal of many developers was always about getting those console ports in the palm of your hand.
Gameboy – Launch Price: $89.99 – Released: 1989
In every way shape and form, the Nintendo Gameboy was designed to be a portable NES. The brainchild of Gunpei Yokoi (Game & Watch series) and Nintendo Research & Development 1 (R&D1), known best for the creation of Metroid, the Gameboy was defined by one game: Tetris. Not only was the portable 8-bit console looking as promising as the NES – complete with launch titles Super Mario Land and a handful of all-too-familiar titles that launched the NES like Baseball and Tennis – but Nintendo picked the ultimate pack-in. With the Gameboy, Nintendo linked to a more casual market as well as the NES and gamer faithful, which was no more clear than the inclusion of Tetris, not Super Mario Land, in the box. Tetris fever was rampant in the United States at the time, some six or more versions were floating around on various platforms by 1989, and the Gameboy was a convenient and relatively inexpensive (Tetris was around $40 in most software versions) way to get a versatile version of the game. Starting in 1990, after many children and adults alike received a Gameboy for Christmas, it was not uncommon to see people in public grinding away the hours on a Gameboy. What was unique is that they almost always were playing Tetris and nothing else.