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- Fresh Find: A Mug That Plays Super Mario Land When It's Hot
Most Game Boy screens need batteries. This one needs a kettle. The latest arrival is an officially licensed mug whose blank Game Boy display only wakes up when you fill it with something hot, turning a morning coffee into a tiny hit of nostalgia. What It Is This Nintendo-licensed mug, made by Paladone, is decorated to look like a Game Boy, and it uses heat-sensitive ink to bring the screen to life: pour in hot water and the display reveals the start screen and end sequence of Super Mario Land. It is a piece of pure everyday nostalgia, and it belongs to a broader range of Paladone Game Boy lifestyle items in the collection, sitting alongside the console-shaped alarm clock and the other homeware pieces from the same maker. Most Game Boy screens need batteries. This one needs a kettle. Nostalgia You Can Drink From The clever heart of the mug is thermochromic ink, a coating that turns transparent when warmed and opaque again as it cools, so the Game Boy screen appears to switch on and off with the temperature of your drink. Choosing Super Mario Land for the reveal is a lovely touch: the game was one of the console's launch titles, so the mug is really a small piece of theatre about the Game Boy's earliest days, replayed every time the kettle boils. It is merchandising designed around a moment of delight rather than mere decoration. Paladone has built a whole catalogue of these grown-up nostalgia objects, turning the Game Boy silhouette into clocks, money boxes, mugs and more, and the collection deliberately gathers the family together. What is striking about the range is who it is for: not children, but the adults those children became, invited to keep a little Game Boy magic on the kitchen shelf. The mug is a perfect example, a functional object that exists mainly to make someone in their thirties or forties smile into their coffee. The only Game Boy that boots faster with a cup of tea. Why It Joined the Collection Modern licensed homeware proves the Game Boy never really stopped selling; it just grew up with its audience. This mug ties two of the console's touchstones together, its silhouette and Super Mario Land, in one playful object, and it completes another corner of the collection's Paladone set. Keeping it documents the Game Boy's comfortable second life as everyday nostalgia, the console as a warm memory you can hold in your hands. The Game Boy heat-change mug is documented, with photographs, on its own page in the collection.
- Fresh Find: The Second German Game Boy Player's Guide (1994)
Sequels are often harder to find than the originals that inspired them, and printed guides are no exception. This arrival is the second German Game Boy Player's Guide, published by Nintendo of Europe in 1994, two years after the first, and it is the scarcer of the two. 144 pages of German Game Boy guidance, and genuinely hard to track down. What It Is Running to one hundred and forty-four pages, the guide introduces the newer games of the day in the same house style as its predecessor, a mixture of previews, solutions and hardware explanation aimed at German players. What sets it apart is its print run: it was produced in much smaller numbers than the first guide, so comparatively few copies have survived. That scarcity is precisely why it took a while to track down a clean example, and why it earns a place next to its more common older sibling. Why It Joined the Collection The collection already holds the first German guide, so adding the second completes the pair and lets the two be read together as a sequence: how Nintendo's official German guidance evolved between 1992 and 1994 as the library grew. Scarce printed material like this is easy to lose and hard to replace, and having both volumes side by side is exactly the kind of complete, comparative record the collection is built to preserve. The rarer half of a set is always the satisfying one to finally find. The second German Player's Guide is documented, with photographs, on its own page in the collection.
- New on the Shelf: When the Game Boy Tried to Be a Spell Checker
It is easy to forget that some people genuinely tried to sell the Game Boy as an office tool. This arrival is a monument to that earnest, slightly hopeless ambition: a 1991 cartridge that turned Nintendo's games machine into a pocket spell checker and calculator. A dictionary, a calculator and zero boss fights, bravely crammed into a games cartridge. What It Is Spell Checker and Calculator is part of the InfoGenius series, a line that presented the Game Boy as a practical everyday tool rather than a toy. It combines a large built-in dictionary with basic calculator functions, all running from a single cartridge. It is one of several non-gaming productivity titles in the collection, sitting alongside the Frommer's Travel Guide and the Berlitz French Translator from the same broad family of reference cartridges. The Game Boy as Office Assistant The InfoGenius line, published by GameTek, is one of the most endearing dead ends in the Game Boy's history. In an age before smartphones, the idea of carrying a dictionary, a translator or a travel guide in your pocket was genuinely appealing, and the Game Boy was the pocket computer millions of people already owned. The logic was sound; the execution ran headlong into reality. Spell-checking a word by thumbing through menus on a directional pad, with no keyboard and no backlight, was slower and clumsier than simply using a paper dictionary, and the series never found much of an audience. Can the Game Boy improve your spelling? A heroic, hopeless no. That commercial failure is exactly what makes these cartridges so collectable now. Because they sold poorly, they are relatively scarce, and because they are so wonderfully at odds with what the Game Boy was actually good at, they are irresistible curiosities. Spell Checker and Calculator joins the collection's other InfoGenius and productivity titles to map this whole optimistic, doomed corner of the library, the moment when people looked at the best-selling handheld in the world and asked whether it might also help you with your spelling. The answer was no, but the attempt is a delight. Why It Joined the Collection The Game Boy's productivity software is one of its most charming and least-understood corners, and the InfoGenius line is its clearest expression. This Spell Checker and Calculator joins the collection's Frommer's Travel Guide, Berlitz translator and other non-game cartridges to document the attempt to turn a toy into a tool. Preserving it keeps a lovable failed experiment, and a very pre-smartphone dream, on the shelf. The InfoGenius Spell Checker and Calculator is documented, with photographs, on its own page in the collection.
- Just In: Game Boy Classic Pins, Fandom in Miniature
It is a nice thought to end a run of arrivals on: the Game Boy long ago outgrew its role as mere technology and became a symbol. This arrival is a tiny, wearable piece of that afterlife, a set of collectible Game Boy Classic pins. What It Is Though long outdated as a piece of technology, the Game Boy has become a shorthand for the whole of the 1990s, living on in pins, phone covers, T-shirts and endless other everyday objects. These little enamel pins are one small example of that lasting fan culture, worn on jackets and bags by people keeping a flag flying for the console affectionately nicknamed The Brick. They belong to the same broad category as the collection's various other tribute and merchandise items: not products of Nintendo's heyday, but proof of the devotion that outlived it. Fandom in miniature: enamel badges keeping the console alive as a 90s icon. Why It Joined the Collection Fan-made and fan-worn items matter to the collection because they measure something the official products cannot: how much people still care. Pins, patches and the like are the grassroots end of Game Boy culture, the way ordinary enthusiasts choose to carry the console with them. Keeping a set here rounds out the picture, from the original 1989 hardware right through to the badges people pin on today, and quietly makes the point that runs through the whole collection: the Game Boy never really went away. The Game Boy Classic pins are documented, with photographs, on their own page in the collection.
- New on the Shelf: Game Boy Bubble Gum and Trading Cards
Few things capture the flavour of early-90s Game Boy mania quite so literally as this. The latest arrival is a set of Nintendo-licensed Game Boy trading cards from 1993, released by Amurol and hidden inside little chewing-gum boxes shaped, of course, like a Game Boy. What It Is There were ninety-six cards in total, spread across four series, which kept children and collectors alike hunting for the ones they were missing. Each card pictured an iconic Game Boy title, Super Mario Land, Metroid or Kirby's Dream Land among them, with a short game tip printed on the back, so the set doubled as a scrap of strategy guidance as well as a collectable. The gum was the hook; the cards were the point. Unsurprisingly, they quickly gained cult status, and they remain coveted today as a small, sugary time capsule of the 8-bit era. Trading cards hidden inside gum boxes shaped, of course, like a Game Boy. Why It Joined the Collection Licensed novelties like these are the connective tissue between the Game Boy and the wider childhood culture of the time, and they are exactly what a collection about the console's cultural life should preserve. Being consumable, gum and paper both, they were never meant to survive, which makes clean examples genuinely hard to find. Keeping them on the shelf holds on to the everyday, playground side of the Game Boy phenomenon, the part that was as much about collecting and trading as it was about playing. The Amurol Game Boy bubble gum and cards are documented, with photographs, on their own page in the collection.
- Pokemon on the Game Boy: The Little Monsters That Saved a Dying Machine
By the start of 1996 the Game Boy looked like a machine living on borrowed time. It was seven years old, its screen still glowed in four shades of grey-green, and the rest of the industry had raced ahead to 32-bit consoles, polygons and CD-ROM. Then a small studio in Tokyo released two cartridges about catching creatures in tall grass, and the ageing handheld suddenly had years of life left in it. The games were Pocket Monsters Red and Green, and the studio was Game Freak. What they began is now one of the largest entertainment franchises on Earth. At the time, though, it was the stubborn passion project of one man who liked bugs. A boy who collected insects Satoshi Tajiri grew up outside Tokyo in the 1960s and 70s, wading through streams and fields to collect insects. As the countryside was paved over for new housing, the ponds and woods where he had hunted beetles disappeared. Years later, when he imagined a game about creatures that children could catch, keep and swap, that childhood was the seed. Two monsters passing down a cable felt, to him, like two kids comparing jars of bugs. Tajiri and his colleagues at Game Freak spent roughly six years building the game. The studio was tiny and repeatedly ran short of money; several staff left, and Tajiri reportedly went without a salary for long stretches. Nintendo backed the project through Creatures Inc., and Shigeru Miyamoto himself mentored the team. Even inside Nintendo, few believed a role-playing game about trading monsters, arriving at the very end of the Game Boy's life, had any chance. Red, Green and the cable nobody used Pocket Monsters Red and Pocket Monsters Green arrived in Japan on 27 February 1996. One mischievous design decision sat right at the centre. There were 151 monsters to collect, but no single cartridge held them all: some species appeared only in Red, others only in Green. To fill the roster you had to find another player, join the two Game Boys with a link cable, and trade. That link cable had existed since 1989, used mostly to play Tetris head to head. Pokemon turned it into something social and essential. Trading was not a bonus feature, it was the whole point. Some creatures would only evolve after being traded, so even completing your own collection meant knocking on a friend's door. A children's game quietly became a network. The two versions also gave rise to a legend. A programmer tucked a final creature, Mew, into leftover memory late in development, and it did not appear in the official guides. Rumours of a hidden monster spread across playgrounds for years, and the mystery only made the games more irresistible. For those who wanted to put their Monster exchange to the extreme Blue, Yellow and Pikachu at your heels Later in 1996 came Pokemon Blue, first offered in Japan as a special edition with redrawn sprites and rewritten text. When the games finally reached the West in 1998, Nintendo used Blue's improved engine but kept the familiar Red and Green line-ups, releasing the pair internationally as Red and Blue. For most players outside Japan, that was the first Pokemon they ever met. Then, in 1998, came the most charming entry of the original run. Pokemon Yellow was tuned to match the wildly popular animated series. Your starter was Pikachu, and rather than sitting in its ball it followed you across the map, its expression changing depending on how you treated it. A small touch, but it turned a menu of statistics into something that felt alive. The little monsters that saved the machine The effect on the Game Boy was extraordinary. A console the industry had written off became the thing every child wanted, and Nintendo kept the hardware alive long enough to launch the Game Boy Color in 1998, with Pokemon leading the way. A franchise that began as one designer's memory of catching beetles went on to sell hundreds of millions of games and spawn an anime, a trading-card craze and a merchandising empire that has never really stopped. It is easy to forget, holding a modern Pokemon game, that all of this started on a monochrome handheld with a green screen and a cable dangling off the side. That is exactly why it belongs here. You can find these cartridges in the Game Boy Museum collection. This article is part of the Great Games, Tiny Screen series.
- New Arrival: A 1989 Super Mario Land Coin, Struck for a Sea Dragon
It is fitting to end a run of new arrivals with a coin, and an especially fitting one: a small commemorative medal from 1989 that honours not Mario, but one of his most obscure foes, a sea dragon that even devoted fans struggle to name. What It Is Around the release of Super Mario Land, Nintendo issued a series of collector coins showing the game's characters. This one depicts Dragonzamasu, the boss of the game's underwater world. It is one of the early Japanese Super Mario Land collectibles in the collection, sitting alongside the cap erasers and the other 1989 merchandise from the game's launch. Small, sturdy and easily pocketed, coins like these were made to be gathered as a set. A commemorative coin for a sea dragon even superfans cannot name. We love him anyway. The Strange World of Super Mario Land The choice of Dragonzamasu is a lovely deep cut, and it points to what made Super Mario Land so peculiar. Developed by Gunpei Yokoi's team rather than by Mario's usual creators, the game sent Mario somewhere strange, through Egyptian and ancient-world themed lands and an underwater realm, populated by enemies and bosses that appear almost nowhere else in the series. Dragonzamasu, a fearsome sea creature guarding one of those worlds, is exactly that kind of one-off oddity, a boss with no lasting fame, immortalised on a coin precisely because, in 1989, he was part of the fresh, unfamiliar world the Game Boy's first Mario game had conjured. That is what makes the coin so charming to a collector. A piece of merchandise celebrating Mario himself would be unremarkable; one celebrating a forgotten sub-boss from the underwater stage is a tiny time capsule of how new and undefined the Super Mario Land universe felt at launch, before the series settled into familiar castles and Koopas. Metal coins survive better than paper or rubber, but a complete character set is still hard to assemble, and each individual coin, especially of a minor character, is a small, satisfying rescue of an easily overlooked piece of 1989. Why It Joined the Collection Early Japanese Super Mario Land collectibles are among the most evocative merchandise the collection holds, capturing the game at its strange, unfamiliar debut. This Dragonzamasu coin celebrates an obscure boss from the game's underwater world, and it joins the cap erasers and other 1989 pieces to build a little cluster of launch-era Super Mario Land memorabilia. Preserving it keeps a small, metal fragment of the Game Boy's first Mario adventure, and one of its most forgotten characters, safe. The Super Mario Land coin is documented, with photographs, on its own page in the collection.
- Fresh Find: The Joyplus Handy Boy, an All-in-One Add-On
The original Game Boy had a well-known list of shortcomings: a small screen, no backlight and tinny mono sound. This arrival tried to fix all of them at once. The Joyplus Handy Boy is one of the most curious accessories the console ever had, an all-in-one answer to the machine's most common complaints. Small screen, no backlight, tinny sound: solved in a single clip-on unit. What It Is The unit clips onto the console and bundles three fixes into one housing: a magnifying lens to enlarge the small screen, two lamps to make up for the missing backlight, and stereo sound through a pair of built-in speakers. Cleverly, it needs no batteries of its own, drawing power directly from the Game Boy through a neat cable connection. It is the kitchen-sink approach to accessorising, everything a player might want, strapped on at once, and boxed examples have become genuinely hard to find, which makes it a notable piece for accessory collectors. Boxed and complete, which for an all-in-one this ambitious is a genuine find. Why It Joined the Collection Accessories that try to answer every one of the Game Boy's limitations at the same time are a small, delightful category, and the Handy Boy is one of its stars. It captures an era of restless invention, when third-party makers competed to bolt light, magnification and sound onto a machine that had none, and it does so with more ambition than most. A boxed, complete example is a real find, and it sits proudly among the collection's other light, lens and power add-ons as one of the most fully featured of them all. The Joyplus Handy Boy is documented, with photographs, on its own page in the collection.
- New Item: Radio Boy, the Game Boy That Only Plays the Radio
Pick it up and your thumbs go straight to where the D-pad should be. It is the right size, the right grey, the right shape, and then you notice there is no cartridge slot, no start button, and where the screen belongs there sits a radio dial. This is Radio Boy, a Game Boy that plays no games at all. Your thumbs reach for a D-pad that isn't there. Officially licensed by Nintendo and released in 1993 as item number 83003, Radio Boy is a working AM/FM radio dressed up as the most famous handheld of its decade. It came with a stereo earphone and a tuning display sitting exactly where the Game Boy screen would be. Everything about it says Game Boy except the one thing a Game Boy is actually for. A Game Boy that is not a Game Boy The trick of Radio Boy is how completely it commits to the disguise. It is styled to look exactly like a Game Boy, down to the silhouette a whole generation could recognise from across a room. But it plays nothing. There are no cartridges, no falling blocks, no plumber. Under the familiar shell is a small radio and nothing more. That it was officially licensed matters. This was not a knock-off trying to fool anyone. Nintendo signed off on turning its flagship product into a radio, which tells you how confident the company had become that the Game Boy shape itself was worth selling, quite apart from the games it was built to run. Where the screen used to be Look at where the screen should be and you find a tuning display instead, the dial you slide to hunt for a station. It picks up both AM and FM, and it came with a stereo earphone so you could listen the way you once would have played: head down, absorbed, out in the world. The muscle memory is all wrong and all right at once, your hands expecting a game and getting a radio station. Where the screen should be, a tuning dial. As a piece of design it is a small joke told with a straight face. Every cue points at gaming, and the payoff is the six o'clock news or a pop station. There is something quietly delightful about a device that looks so serious about being a Game Boy and then simply plays the radio. The shape becomes the brand Radio Boy belongs to a specific point in the Game Boy's life, the moment where the silhouette stopped being merely the outline of a product and became a lifestyle object in its own right. By 1993 the Game Boy was so widely recognised that its shape could be lifted off the games machine entirely and pressed onto something else, and people would still know at a glance exactly what they were looking at. The brand had escaped the hardware. This is how genuinely famous objects behave. Their form turns into shorthand. A Game Boy-shaped radio works as both a gag and a keepsake precisely because you do not need a logo to know what it is imitating. The outline does all the talking. A family of look-alikes Radio Boy did not stand alone. It was part of a whole wave of Game Boy-shaped gadgets, alongside the Walkie Talkie Boy, a Time Boy clock and a Calculator Boy, each one taking the same beloved silhouette and hiding a different everyday function inside it. Seen together they are a small museum of one idea repeated: the Game Boy as radio, as clock, as calculator, as two-way radio, anything at all except a games console. It is worth drawing one distinction, because it is easy to muddle. Radio Boy is a standalone radio that merely looks like a Game Boy. That is quite different from the accessories covered in the article Tune In: FM Radio Add-ons for the Game Boy, which are real tuners you plug into an actual Game Boy to turn the console itself into a radio. Radio Boy borrows the shape; those add-ons borrow the machine. If the idea of a Game Boy playing the radio appeals to you, both are worth a look. Radio Boy is documented, with photographs, on its own page in the collection.
- Space Invaders: The Game Boy Cartridge Hiding a Whole SNES Game
Here is a fact that sounds made up. There is a Game Boy cartridge that contains, hidden inside it, a complete Super Nintendo game. It is not a rumour or a hoax, and it is not even hard to trigger. The cartridge is Space Invaders, and it is one of the most quietly astonishing objects in the entire Game Boy library. Plug it into a Super Game Boy and everything changes. The game that started it all Space Invaders needs little introduction. Created by Tomohiro Nishikado and released by Taito in 1978, it was the arcade game that turned video games from a curiosity into a global craze. Rows of aliens descend, your cannon slides left and right behind four crumbling shields, and the march of the invaders speeds up as their numbers thin, a happy accident of the hardware that became the game's signature heartbeat. It was so popular in Japan that legend says it caused a shortage of 100-yen coins, a story that is probably too neat to be true but tells you how big the game was. Into your pocket in 1994 By 1994, Taito had brought Space Invaders to the Game Boy. On its own terms it is a tidy, faithful handheld version of the arcade original, exactly the sort of pick-up-and-play classic the machine was made for. If that were all it did, it would still earn a place on the shelf. But Taito had a surprise tucked away that turned a straightforward port into a collector's talking point. The Super Game Boy trick The Super Game Boy was an adapter that slotted a Game Boy cartridge into a Super Nintendo, letting you play handheld games on the television, often with a splash of colour and a decorative border. Space Invaders supported it, so through the adapter the monochrome game gained a proper colour palette and a themed frame around the action. That alone was a nice bonus. It was not the real secret. Space Invadors - Two consoles in one cartridge The game inside the game The real secret is this: when you run the Game Boy Space Invaders cartridge through a Super Game Boy, you can access a complete, full Super Nintendo version of the arcade game, running natively on the more powerful console. Not an upscaled Game Boy game, but a separate, richer edition with proper arcade-quality visuals and sound, stored on the same little Game Boy cartridge and played out through the SNES. In effect, Taito hid a whole second game inside the first one. It is the kind of trick that delights anyone who cares about how these machines actually worked. A humble grey cartridge, the sort you would toss in a bag without a second thought, turns out to be quietly overachieving, using the Super Game Boy as a doorway to hardware far beyond the handheld's own. For a series about great games on a tiny screen, this is the one where the tiny screen was, secretly, optional. You can find Space Invaders and the Super Game Boy adapter in the Game Boy Museum collection. This article is part of the Great Games, Tiny Screen series.
- New Item: Doctor Spin, Tetris (1992 7-inch Single)
In September 1992 a record crept into the British Top Ten that owed its melody to a nineteenth-century Russian folk song, its pulse to a Nintendo handheld, and its very existence to two men who spent most of their working lives filling West End theatres. The single was called, simply, Tetris. The act was called Doctor Spin. Almost nobody who bought it had any idea who Doctor Spin actually was. The seven-inch record you see here is that single: a small black disc that dragged a video game earworm onto the pop charts at a time when a console soundtrack troubling the Top Forty was very nearly unthinkable. Andrew Lloyd Webber's best-kept secret is on the B-side. A pseudonym with a very famous face Doctor Spin never existed. The name was a mask worn by two people who plainly recognised a hook when they heard one. The first was Andrew Lloyd Webber, the composer behind Cats and The Phantom of the Opera and one of the most commercially successful writers of musicals who has ever lived. The second was the record producer Nigel Wright, a regular Lloyd Webber collaborator. Between them they took the Game Boy's most recognisable melody, gave it a four-to-the-floor beat, and released it into the wild as a novelty dance record. It is a genuinely odd thing to hold. The man responsible for some of the most performed theatre music of the twentieth century also has, tucked into his discography under an invented name, a Game Boy cash-in that reached number six. The collection has a habit of attracting footnotes like this one, and few of them are as satisfying. The tune everyone already knew The melody at the centre of the record was written by none of the people involved: not Lloyd Webber, not Wright, and nobody at Nintendo. It is Korobeiniki, a Russian folk song from the nineteenth century, its words drawn from a poem by the writer Nikolai Nekrasov. When the Game Boy version of Tetris needed music, its makers reached into the public domain, and Korobeiniki became the game's most famous tune, the one that keeps marching along under the falling blocks until you can hum it in your sleep. When the Game Boy gatecrashed the UK Singles Chart. By 1992 that melody had been heard on millions of Game Boys, in bedrooms and on buses and under a great many school desks. Doctor Spin did little more than give it a chorus and a drum machine and let recognition do the work. Released on 21 September 1992, the single climbed to number six on the UK Singles Chart. On the B-side sat a track called Play Game Boy, leaning as hard as it possibly could into the gadget that inspired the whole exercise. When the Game Boy gatecrashed the charts Tetris by Doctor Spin belongs to a small and very particular moment. In the early nineties, for a few strange years, video game music briefly escaped the console and turned up on the radio and on Top of the Pops. The Game Boy was at the peak of its cultural reach, Tetris was the game more or less everyone had played, and pop producers were paying attention. A folk melody, a plastic handheld and a theatre impresario in disguise added up to three minutes of chart pop. It did not arrive alone. Around the same time the Game Boy and Super Mario were quietly feeding a cottage industry of novelty records, from the Ambassadors of Funk and their MC Mario CD to the Technician 2 vinyl, each one repackaging a Nintendo property as dancefloor fodder. Placed side by side they form a genre in miniature: the sound of gaming barging its way into pop. The underlying game, the Game Boy version of Tetris, sits in the collection too, and it is worth remembering that all of this noise grew out of one small grey cartridge. A small disc worth keeping As an object the record is modest: a paper sleeve, a labelled disc, the kind of thing that once sat in bargain bins by the hundred. That ordinariness is part of why it matters. Novelty singles were treated as disposable, bought for a laugh and cleared out with the next tidy-up, which is exactly why clean surviving copies have quietly become scarce. A record designed to be forgotten has instead turned into a small piece of evidence: proof that in 1992 the Game Boy was famous enough to sell to people who had never once touched one. Doctor Spin's Tetris is documented, with photographs, on its own page in the collection.
- New Arrival: The Original 1989 Japanese Game Boy
Some arrivals are not additions so much as foundations. This is the original Game Boy, Nintendo's first portable console with interchangeable game cartridges, in its 1989 Japanese release, and it is the piece the whole collection is built around. The unassuming grey brick that became the best-selling handheld of its generation. What It Is This is the machine that set the template for the entire line: a directional pad, A and B buttons, Start and Select, and a monochrome green LCD with no backlight, all running on four AA batteries. It launched in Japan on 21 April 1989, and from that unassuming grey brick grew the best-selling portable console of its generation. Everything else in the collection, every colour variant, every accessory, every cartridge, ultimately traces back to this original Japanese unit and the design decisions frozen into it. Why It Joined the Collection A collection dedicated to the DMG-01 must, at its heart, hold the DMG-01 in its first and purest form: the Japanese launch console. It is the reference point against which every regional variant, coloured shell and special edition is measured, the origin of the model numbers and the starting line of the whole story this project tells. Having it here is less a matter of rarity than of meaning. This is where the Game Boy began, and so it is where the collection truly begins too. The original Japanese Game Boy is documented, with photographs, on its own page in the collection.













