GB Recordar o Game Boy/Color/Advance

The Gulf War Game Boy Says Goodbye to Nintendo New York Store​


Gulf War Game Boy Removed

Image via Nintendo

The iconic Game Boy console that survived a bombing during the Gulf War is removed and no longer on display at the Nintendo New York store. Twitter user VideoGameArt&Tidbits shared this information online after asking a Nintendo NYC Store staff member about the console. It is unclear whether the scorched Game Boy unit will return to the store or not. [Thanks, Game Watch!]

When asked about the console, a staff member from the Nintendo NYC store informed Twitter user VideoGameArt&Tidbits that the burnt Game Boy was no longer at the store, as it had been returned to the Nintendo US headquarters in Redmond, Washington.
You can check out the original tweet by VideoGameArt&Tidbits (@VGArtAndTidbits on Twitter) here:


The console originally belonged to Dr. Stephan Scoggins, a medic that was deployed during Operation Desert Storm in 1990–1991. While the front of the Game Boy was completely burnt during the Gulf War, it could still turn on. After returning from the war, the Game Boy unit was displayed at the Nintendo NYC store as a testament of the system’s durability. Nintendo gave Dr. Scoggins a replacement Game Boy “as a special ‘Desert Storm’ courtesy.”

The Game Boy console remained turned on at the Nintendo NYC store for over 30 years, after only receiving a screen replacement and new batteries when needed. The game that the console played was Tetris.

While the iconic Game Boy console might be removed, users of the Nintendo Switch Online service can play a selection of Game Boy and Game Boy Color games, as well as Game Boy Advance games for users of the NSO Expansion Pack.
 

Donkey Kong (1994) - Developer Interview (shmuplations.com)​

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Taken from Shogakukan's official strategy guide, this interview saw members of Nintendo and co-developer Pax Sofnica discussing the making of Nintendo's 1994 Donkey Kong revival for Game Boy, with the discussion covering the genesis of the project, scrapped characters and concepts, utilizing the Super Game Boy and much more.

Shigeru Miyamoto (Producer)s)
The original arcade Donkey Kong saw the debut of Mario, but it was also the debut for Miyamoto-san. Although his title has changed to Producer, his commitment to game creation seems not to have changed. He is a member of Nintendo Information Development Department. Date of Birth: November 16, 1952 Zodiac sign: Scorpio Blood type: (probably) A Favorite color: Turquoise Person I respect: Hiroshi Yamauchi Favourite hobby: Guitar / making 64-bit games
Takao Shimizu (Director)
Shimizu-san is also a director on the Kirby series. This time, in addition to determining the game specifications, he was in charge of interfacing with the Super Game Boy team, which meant he was even busier than usual. He is a member of Nintendo Information Development Department. Date of Birth: June 29, 1965 Zodiac sign: Cancer Blood type: AB Favorite color: Blue Person I respect: my parents, Shigeru Miyamoto: Favorite hobby: Parenting, pocket radio
Masayuki Kameyama (Programmer)
Masayuki Kameyama is the "command tower" of the programming staff. He was the person in charge of interfacing with Nintendo's staff and helped to make the game a reality. He is also an impressively large guy. He is a member of Pax Sofnica. Date of Birth: October 29, 1963 Zodiac sign: Scorpio Blood type: A Favorite color: Black Person I respect: / Favorite hobby: RC, fishing, cars
Yoshiaki Hoshino (Programmer)
Hoshino-san programmed the movement of Mario and the enemies. As mentioned in the interview, Mario had a lot of new actions this time, so the programming work was difficult. Please observe the results for yourselves. He is a member of Pax Sofnica. Date of Birth: January 26, 1966 Zodiac sign: Aquarius Blood type: 0 Favorite color: Red Person I respect: Oyama Matsutatsu Favorite hobby: Day fishing
Masayuki Hirashima (Programmer)
The map editor tool, produced by Hirashima-san, was extremely effective in creating action-packed and stimulating maps. In this book, he also shared with us the secrets of the bonus game. He is a member of Pax Sofnica. Date of Birth: October 27, 1965 Zodiac sign: Scorpio Blood type: 0 Favorite color: Blue Person I respect: ? Favorite hobby: ?
Hideo Kon (Graphic Design)
Kon-san was in charge of character art and animation, and also drew the images for Mario's many movements. The animations of Mario being charred or flattened are quite hilarious. He is a member of Pax Sofnica. Date of Birth: August 20, 1962 Zodiac sign: Leo Blood type: ? Favorite color: Black Person I respect: Erich Hartmann Favorite hobby: Skiing
Takaya Imamura (Graphic Design)
When it was decided that the game would be compatible with Super Game Boy, Imamura was rushed to work. He primarily worked on the color screens, but he's particularly proud of his self-proclaimed masterpiece, the arcade machine drawings available as screen frames. He is a member of Nintendo Information Development Department. Date of Birth: April 10, 1966 Zodiac sign: Aries Blood type: A Favorite color: Blue Person I respect: Steven Spielberg, John Lennon Favorite hobby: driving his convertible
Kenta Usui (Graphics/Map Production)
Usui-san originally drew images as a designer, but during the latter half of development, he devoted himself entirely to designing stages. Rumor has it that he made most of his maps on the way to/from work and even in the bathroom... He is a member of Nintendo Information Development Department. Date of Birth: June 2, 1969 Zodiac sign: Gemini Blood type: A Favorite color: Red Person I respect: too many to name Favorite hobby: Personal computer

―Donkey Kong's a title with a lot of nostalgia for those in their 20s or 30s, but how'd this Game Boy project get started?​

Miyamoto: Initially, there were discussions about making a game with Donkey Kong as the starring character in commemoration of the original Donkey Kong's 10th anniversary. However, at the time, the best we could do was have Donkey Kong Jr. appear in Mario Kart… but now, we've finally achieved our goal. In the end, it was released on the game's 12th anniversary, or rather, the 13th anniversary, as the original game was first released in 1981 (laughs).

―When I heard the title, I presumed it was a remake, but only the first four stages are remakes ― the rest of the game is brand-new.​

Miyamoto: From the beginning, we had no intentions of producing a remake; the concept was to produce a new game, rooted in a re-envisioning of the original.
Kameyama: That's why we went back and forth about where to feature the four stages from the original game.
Shimizu: Some people thought that if we put them at the very beginning, players would think it was the same ol' game, so we considered including them as bonus content at the very end of the game. Ultimately, we figured a lot of people would be buying the game out of nostalgia, so we put them at the beginning.

―Are those four stages identical to the originals?​

Shimizu: They're not exactly the same. Because the Game Boy screen is smaller than the original, some elements had to be cut ― for example, the arcade version used a vertically-oriented screen, so the first stage was able to contain six levels of iron girders, but the Game Boy version scales them back to four. Also, the difficulty level has been made much easier.

Miyamoto: Arcade games are designed to earn 100 yen every 2~3 minutes, so they're inherently quite challenging.

Shimizu: Additionally, Mario is able to backflip, which is a game-changer. Subsequently, the Game Boy versions have their own unique strategies.

Miyamoto: By using the backflip, you can quickly ascend up the center of the screen.

Kameyama: If use that trick, your clear time for the first stage should be under 3 seconds.

Hoshino: The average clear time for Stage 0 is 4~5 seconds per stage.

Miyamoto: The original arcade game had a timer, but it wasn't for the purposes of speed-running: there are places in Donkey Kong where the enemies aren't able to reach Mario, but it'd be bad if players were to place Mario in a safe spot and then walk away from the machine, as the game would continue running with no end, so we decided to add the timer in order to eventually force a game-over. In the Game Boy version, however, time-attack is a fairly active element. You never know how a game will ultimately turn out.

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Clockwise from top-left: Shigeru Miyamoto, Takao Shimizu, Masayuki Kameyama, Yoshiaki Hoshino, Kenta Usui, Takaya Imamura, Hideo Kon, Masayuki Hirashima

(...)

 
Não cheguei a ter um, mas passei tantas horas a jogar Donkey Kong no Game Boy original que praticamente era como se tivesse um. Talvez um dia compre um para matar saudades, dependendo do preço (não faço ideia dos valores).
 

Game Boy games that did the impossible (Modern Vintage Gamer)​

The Nintendo Game Boy has turned 35 years old and in todays episode we take a look at some of the most technically advanced Game Boy games on the system that push the hardware to its limits Please enjoy!

 
Boa lista. Há jogos realmente impressionantes para uma das melhores portáteis de sempre (ok, acho que a Switch se for considerada portátil leva o prémio). Não estão aí mas colocaria o Mega Man Dr. Wily's Revenge e o Burai Fighter.
 
O rumble no cartucho, lol.

A Sega foi a cientista maluca dos add-ons na era 16bit com o sega channel/32X/Mega-CD, mas a Nintendo continuou o testemunho com o Super Gameboy. A partir dai e não só, foram só ideias malucas de add-ons e chips dedicados.
 
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