        The Super Game Boy Frequently Asked Questions list
                         v1.01, 08/10/95

Created and maintained by Jeff Bogumil (NC500140@nccvax.wvnet.edu)

CONTRIBUTORS
------------
Michael Portuesi (drawing pen gameplay tips and game list additions)
Wesley Moody (Game Genie info)

*********************************************************************
Check out the Super Game Boy WWW page, maintained by Michael Portuesi
       http://reality.sgi.com/employees/portuesi/sgb.html
Includes this FAQ, game reviews, tips, and recommended color schemes
*********************************************************************

For information concerning the original Game Boy (including game
cheat codes, recommendations, and detailed Game Genie info),
check out the Game Boy FAQ, found via FTP at ftp.netcom.com,
directory pub/vi/vidgames/faqs, filename gameboy.faq.  For web
users, The Unoffical Nintendo Game Boy Home Page,
http://www.cs.umd.edu/users/fms/GameBoy/

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) 1995 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:

Andy Eddy's video game FAQ archive, via
FTP:  ftp.netcom.com, pub/vi/vidgames/faqs, supergb.txt

E-mail request, nc500140@nccvax.wvnet.edu

The World Wide Web: http://reality.sgi.com/employees/portuesi/sbg.html

UPDATES SINCE 1.00
------------------
Filename change, Andy's FTP site.
New Game Genie info -- Game Genie will work without adapter.
Updated list of Super Game Boy compatible games.
Reference to Super Game Boy WWW page.
Reference to Game Boy FAQ and WWW page.
New question:  What color schemes are recommended?
Credits code added.
New use of pen drawing tools, decreasing game difficulty.
New question:  What are the predecessors to the Super Game Boy?
Super Game Boy packaging revisions and additions.

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.  What games are Super Game Boy compatible?
7.  Will my Game Boy Game Genie work with my Super Game Boy?
8.  Are there any secret codes or tricks built into the Super
    Game Boy?
9.  My Super Game Boy has <fill in problem>.  How do I fix it?
10. Are there any Game Boy games that aren't compatible with the
    Super Game Boy?
11. What color schemes are recommended?
12. What are the predecessors to the Super Game Boy?

--------------------------------------------------------------------

[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 (a portable, handheld unit) but
offers the convience of a larger viewing screen and 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), 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.

The Super Game Boy retails for approx. $60, 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.  Metroid II artwork was featured prominently on the box,
though no game was included with the unit.  Approx. retail price
of $60.

A future 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.

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 (due to the nature of it's
LCD screen).

4.  No "backlit" problems.  Another problem with the Game Boy 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 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 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 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 (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 accessories.  There's no need for
screen magnifiers, lights, stereo speakers, etc., but other
accessories (4 player adapter, keyboard, 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 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 dried dirt, or 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, of course.

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.  Both button schemes seem odd,
and I would have preferred a Y/B = B/A configuration, but it
isn't available...

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 "back up"
key).

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.  Them's the breaks...

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; a "back
up" 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 setting 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 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.  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 
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.  These games are fully compatible 
with both the Game Boy and Super Game Boy, though the Game Boy
cannot take advantage of any of the Super Game Boy enhancements.

[6]  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 nc500140@nccvax.wvnet.edu.

ANIMANIACS
color throughout; character border; overall -- nice colors,
though not Donkey Kong quality; decent border.

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

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

FOOTBALL

GOLF

JOHN MADDEN '96
color throughout; helmet/logo border; overall -- nice use of
color, dull border.

JURASSIC PARK PART 2: THE CHAOS CONTINUES

KILLER INSTINCT
pre-determined shading; abstract 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

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 -- little else 
known.

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. 

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.  

[7]  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.  Ching.  :-) 

[8]  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:  

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.

Dirt -- Shapes will rise and sink into the dirt 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.  :-)

Cats & Flowers -- eventually, the sleeping cats will wake up and
run off the screen, one by one.

Desk -- 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 Steps --  the game screen area will "tile" and morph into 
bird shapes.  The birds begin flying off the screen.

[9]  MY SUPER GAME BOY HAS <FILL IN PROBLEM>.  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.

[10] 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.

[11] 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  

[12] WHAT ARE THE PREDECESSORS TO THE SUPER GAME BOY?
******************************************************

Two 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 attempt at this sort of thing) 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 control pad, plugged
into the Wideboy 2, and supposedly will not accept other,
non-standard controllers, including the NES Advantage joystick,
or any Beeshu 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.

[END OF FILE]  

