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    Super GameBoy FAQ by JBogumil

    Version: 1.07 | Updated: 12/30/00 | Search Guide | Bookmark Guide

            The Super Game Boy Frequently Asked Questions list
                             v1.07, 12/30/00
    
    Created and maintained by Jeff Bogumil (jbogumil@yahoo.com)
    
    CONTRIBUTORS (both direct and indirect)
    ---------------------------------------
    Michael Portuesi (drawing pen gameplay tips and game list additions)
    Wesley Moody (Game Genie info)
    Dominick Roman (foreign compatibility info)
    FM2000 (Super Game Boy 2 info)
    Utils (Game Boy Color compatibility info)
    Bill Mayer (SGB with SNES2)
    Anton Belenki (SGB enhanced games)
    Dave Teney (SGB enhanced games)
    Dan Rudolph (PAL/NTSC Super Game Boy info, Wideboy64 info)
    
    For information concerning the original Game Boy/Game Boy Pocket 
    (including game cheat codes, recommendations, and detailed 
    Game Genie info), check out the Game Boy FAQ, www.gamefaqs.com.  
    For web users, The Unoffical Nintendo Game Boy Home Page,
    http://www.cs.umd.edu/users/fms/GameBoy/
    
    The Game Boy Color FAQ, by Utils, is available at Gamefaqs.com;
    www.gamefaqs.com
    
    COPYRIGHT/DISCLAIMER/TERMS OF USE/REPRODUCTION RIGHTS:
    ------------------------------------------------------
    
    Copyright (C) Jeff Bogumil.
    
    This FAQ is not endorsed by Nintendo of America or affiliates.
    
    All information is provided without guarantee.  
    
    All trademarks and copyrights are recognized.
    
    This document may not be reproduced by physical or electronic
    means, without permission.  It may not be used in any form of
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    reference, reprinting or inclusion) without the express, written 
    consent of the author, Jeff Bogumil.
    
    This FAQ may not be used for commercial, promotional, or profitable
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    is prohibited.
    
    This document may not be posted to a web site (commercial, private, public
    or otherwise) without the express, written consent of the author,
    Jeff Bogumil.
    
    This FAQ is not to be considered public domain, and is not available
    for consideration as such in the event of preceived inadequate updates
    or modifications, or the inability or lack of response from the author,
    Jeff Bogumil.
    
    This document is protected by the Berne Copyright Convention of 1976,
    and International Copyright Law.
    
    For permissions or questions, please contact the author at 
    jbogumil@yahoo.com.
    
    UPDATES SINCE 1.06
    ------------------
    Super Game Boy compatibility with SNES2 confirmed.
    Updated SGB enhanced game list.
    New question: Are Super Game Boy games compatible with the Game 
    Boy Advance?
    New question: Are Game Boy Advance games compatible with the Super 
    Game Boy?
    PAL/NTSC info.
    Wide-Boy64 info.
    
    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.  Are Super Game Boy compatible games compatible with the
        Game Boy/Game Boy Pocket?
    7.  What games are Super Game Boy compatible?
    8.  Will my Game Boy Game Genie work with my Super Game Boy?
    9.  Are there any secret codes or tricks built into the Super
        Game Boy?
    10. My Super Game Boy has <fill in problem>.  How do I fix it?
    11. Are there any Game Boy games that aren't compatible with the
        Super Game Boy?
    12. What color schemes are recommended?
    13. What are the predecessors to the Super Game Boy?
    14. Are Game Boy Color games compatible with the Super Game Boy?
    15. Are Super Game Boy games compatible with the Game Boy Color?
    16. What's this about a Super Game Boy 2?
    17. Is the Super Game Boy compatible with the SNES 2?
    18. Are Super Game Boy games compatible with the Game Boy Advance?
    19. Are Game Boy Advance games compatible with 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/Game Boy Pocket/Game Boy Color
    (a portable, handheld unit) but offers the convienience of a
    larger viewing screen and limited 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/Game Boy Pocket/Game Boy Color), 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.  It can also use enhanced sound effects and music
    built into game paks for the Super Game Boy, as well as other 
    features (for example, a 16-bit SNES version of Space Invaders is 
    included in the Space Invaders game pak, but can only be accessed 
    via the Super Game Boy).
    
    The Super Game Boy originally retailed for approx. $40-50, 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.  Colorized Metroid II artwork was featured prominently 
    on the box, though no game was included with the unit.  
    Approx. retail price of $60.
    
    Another 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 (i.e
    Super Game Boy compatible).
    
    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 (and to a lesser degree,
    Game Boy Pocket) due to the nature of it's LCD screen.
    
    4.  No "backlit" problems.  Another problem with the Game Boy/Game
    Boy Pocket/Game Boy Color 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 imaginatively 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/Game Boy
    Pocket 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/Game Boy Pocket/Game Boy Color 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/Game Boy Pocket/Game Boy Color (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/Game Boy Pocket/Game Boy Color
    accessories.  There's no need for screen magnifiers, lights,
    stereo speakers, etc., but other accessories (4 player adapter,
    keyboard, printer, 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 simply 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 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.
    
    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.
    
    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 "Undo"
    option).
    
    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.
    
    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; an "undo" 
    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 settings 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 invisible 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, if you have the patience for
    such things.  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 was 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.  
    
    [6]  ARE SUPER GAME BOY COMPATIBLE GAMES COMPATIBLE WITH THE
    GAME BOY/GAME BOY POCKET?
    *************************************************************
    
    Super Game Boy compatible games are fully compatible 
    with both the Game Boy and Game Boy Pocket, though the 
    Game Boy/Game Boy Pocket cannot take advantage of any 
    of the Super Game Boy enhancements.
    
    [7]  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 jbogumil@yahoo.com
    
    Game List:
    -----------------
    Animaniacs
    Asteriods/Missile Command
    Bomber Man GB 3
    Centipede/Millipede
    Contra III: The Alien Wars
    Daffy Duck: The Marvin Missions
    Desert Strike
    Donkey Kong
    Donkey Kong Land
    Donkey Kong Land 2
    Donkey Kong Land 3
    FIFA International Soccer
    Game And Watch Gallery
    Gameboy Gallery
    GameBoy Wars Turbo
    GB Genjin 2
    GB Konami Classics Vol.1
    GB Konami Classics Vol.2
    GB Konami Classics Vol.3
    GB Konami Classics Vol.4
    Jurassic Park Part 2: The Chaos Continues
    Killer Instinct
    King Of Fighters '95
    Kirby's Dreamland 2
    Lion King, The
    Madden '95
    Madden '96
    Mahoujing Guru Guru
    Mario's Picross
    Mega Man V
    Mighty Morphin Power Rangers: The Movie
    Mystical Ninja Starring Goemon
    Nettou Garou 2
    NHL Hockey '95
    Pac-In-Time
    PGA European Tour
    Pocket Bomber Man
    Pokemon: Blue Version
    Pokemon: Red Version
    Seaquest DSV
    Space Invaders
    Street Fighter II
    They Came From Outer Space
    Wario Blast: Featuring Bomberman
    World Heroes 2 Jet
    
    ANIMANIACS
    color throughout; character border; overall -- nice colors,
    though not Donkey Kong quality; decent border, enhanced music
    and sound effects.
    
    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
    no border (???), but with color and enhanced sound effects
    
    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.
    
    KILLER INSTINCT
    pre-determined shading; character border; overall -- minimal
    enhancements.
    
    KIRBY'S DREAM LAND 2
    color title screen; pre-determined shading; character border;
    overall -- could have had more enhancements.
    
    MADDEN '96
    color throughout; helmet/logo border; overall -- nice use of
    color, dull border.
    
    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, border?
    
    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.
    
    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.  
    
    [8]  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.
    
    [9]  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.  Sounds more
    like a hardware glitch/bug than a trick - be warned.
    
    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:  
    
    After a period of inactivity, most Super Game Boy borders will 
    display some sort of animation.
    
    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.
    Weird.
    
    Brown Stone -- Shapes will rise and sink into the stone 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.
    Very nice.
    
    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.  :-)
    
    Kittens & Flowers -- eventually, the sleeping kittens will wake 
    up and run off the screen, one by one.
    
    Desktop -- 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 Stairways --  the game screen area will "tile" and morph into 
    bird shapes.  The birds begin flying off the screen.
    
    [10]  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.
    
    [11] 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.
    
    Game Boy Color games that REQUIRE the GBC are not
    compatible with the Super Game Boy (as the GBC offers an increased
    color pallete, processor enhancements, etc.).  No doubt
    Game Boy Advance games will be incompatible for similar reasons.
    
    Dominick Roman provides info concerning PAL (typically, Europe-
    released games) with NTSC (North American released) Super Game 
    Boys.  Apparently, through some educated guessing as
    per a few tests, PAL Game Boy games designed with the 
    SBG enhancements are not compatible with the NTSC Super 
    Game Boy.  Pal games not designed with the Super Game 
    Boy enhancements are compatible without any apparent problems.
    As pointed out by Dan Rudolph, this makes reasonable sense
    when you consider that the Game Boy itself is not limited by PAL
    or NTSC standards, yet SGB enhancements are.
    
    If anyone has further information concerning game compatibility,
    please let me know (jbogumil@yahoo.com).  This includes
    both domestic and foreign releases.  I'd like to develop a list
    of incompatible domestic releases for a later update of this
    FAQ.
    
    [12] 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  
    
    NOTE:  This site appears to be permanently down.  Expect
    more info in a future update.
    
    [13] WHAT ARE THE PREDECESSORS TO THE SUPER GAME BOY?
    ******************************************************
    
    Two are known to 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 or overly expensive attempt at this sort of thing, or
    prototype model) 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 (not Famicom) control pad, plugged into the Wideboy 2, 
    and supposedly will not accept other, non-standard controllers, 
    including the NES Advantage joystick, or any Beeshu (a popular
    manufacturer of 8-bit joysticks and joypads) 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.
    
    While not a predecessor to the SGB, another GB to TV adapter,
    called the Wide-Boy64, is also available to video game developers
    and the video game press.  Similar to the WideBoy 2, the Wide-Boy64
    uses (you guessed it) the Nintendo 64 as it's platform, instead of
    the Nintendo Famicom.  It's essentially a GBC in a custom N64 cart,
    using the N64's controller and video/audio outputs.  For more information, 
    visit: http://pocket.ign.com/hardware/107.html  (Thanks to Dan Rudolph for
    this info.)
    
    [14] ARE GAME BOY COLOR GAMES COMPATIBLE WITH THE SUPER GAME BOY?
    *****************************************************************
    
    Game Boy Color games are compatible with the Super Game Boy, 
    but only in regular (Game Boy/Game Boy Pocket) mode or Super
    Game Boy enhanced mode.  The Super Game Boy cannot emulate
    any Game Boy Color enhancements.
    
    Some games may be disabled or limited in regards to gameplay,
    if the game in question uses accessories not
    available/compatible with the Super Game Boy.
    
    Those games which REQUIRE the Game Boy Color, and are not 
    compatible with the original Game Boy/Game Boy Pocket, are not be 
    compatible with the Super Game Boy either (as the Game Boy Color has 
    a larger color pallete and increased processor capabilities, among other 
    enhancements).
    
    [15] ARE SUPER GAME BOY GAMES COMPATIBLE WITH THE GAME BOY COLOR?
    *****************************************************************
    
    Yes, but unfortunately, the Game Boy Color will ignore Super Game 
    Boy enhancements (including color schemes).
    
    [16] WHAT'S THIS ABOUT A SUPER GAME BOY 2?
    ******************************************
    
    The Super Game Boy 2 has been released in Europe, Japan and the
    United States (seen on the cable home shopping network, QVC).
    Identical in features as the original Super Game Boy, but with
    the addition of 1) a Game Link port, 2) a red Power LED, and 3)
    a green Game Link LED.  No other info is available currently;
    anyone?
    
    [17] IS THE SUPER GAME BOY COMPATIBLE WITH THE SNES 2?
    ******************************************************
    
    No problems have been reported, using the Super Game Boy with
    the remodeled SNES.  (SGB 2 compatibility, anyone?)
    
    [18] ARE SUPER GAME BOY GAMES COMPATIBLE WITH THE GAME BOY ADVANCE?
    ***************************************************************
    
    Early reports indicate that the Game Boy Advance will be compatible 
    with existing Game Boy and Game Boy Color games.  If this is the case, 
    then the Game Boy Advance would most likely be similar to the GB, GBP 
    and GBC in regards to SGB compatibility -- while the games will be supported, 
    SGB enhancements will not.
    
    [19] ARE GAME BOY ADVANCE GAMES COMPATIBLE WITH THE SUPER GAME BOY?
    ****************************************************************
    
    With 99% certainity; no, GBA games will not be compatible with the SGB.  
    Hardware-wise, the systems are too dis-similar, with the GBA having a definite 
    advantage in processor capabilities, color schemes, etc.
    
    [END OF FILE]
    
    
    
    

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