Museum Search
Search this site
376 results found with an empty search
- Just In: The UK Golf & Tetris 2 Game Boy Bundle
A boxed bundle is a fragile thing. The moment it reaches a living room it tends to fall apart: the console goes in a bag, the games migrate to a shelf, the outer box is flattened for recycling. That everyday scattering is exactly why this arrival is uncommon, a UK Game Boy bundle that pairs the grey handheld with two cartridges, Tetris 2 and Golf, still together in one boxed set. UK Bundle: Game Boy Golf and Tetris 2 bundle box What It Is This is a British market bundle from around 1994, built around the original Game Boy and two games chosen to show off its range: Tetris 2, the sequel to the puzzle game that defined the console, and Golf, one of Nintendo's earliest handheld sports titles. Sets like this were assembled for a particular region or a seasonal push, often the run-up to Christmas, and sold as a ready-made gift. Their value to a collector lies precisely in staying whole: the specific pairing of games and the original packaging are the whole point, and both are the first things to be split up and lost over thirty years. The Story Behind the Bundle There is a good reason a Game Boy bundle so often has Tetris on the label. When Nintendo of America was preparing the console's Western launch, it was Minoru Arakawa's team that pushed to pack in Tetris rather than a Mario title, betting that a simple, endlessly replayable puzzle game would sell the hardware to absolutely everyone, not just children. The bet paid off spectacularly: Tetris and the Game Boy became inseparable, and the puzzle game is widely credited with turning the handheld into a mass-market phenomenon that adults on commuter trains bought as readily as kids. Bundling a Tetris game with the console, as here, was Nintendo leaning on that same instinct years later. The other cartridge, Golf, is a quieter kind of landmark. It descends directly from Nintendo's 1984 Famicom golf game and was one of the titles that proved the Game Boy could host a whole spread of genres, not just action and puzzles. Pairing a proven crowd-pleaser with a solid everyday sports game is classic bundle logic: one title to excite, one to broaden the appeal. It is a small snapshot of how Nintendo thought about selling the machine in Europe in the mid-nineties. Why It Joined the Collection Region-specific bundles are one of the collection's favourite threads, because they show how the same console was packaged and sold differently from country to country. A complete, intact British set is far harder to find than the loose console or the loose games, since the whole thing was designed to be taken apart on Christmas morning. Keeping it whole preserves a small, very ordinary piece of how the Game Boy was actually marketed and gifted in the United Kingdom, the box, the pairing and the promise all still together. The Golf & Tetris 2 bundle is documented, with photographs, on its own page in the collection. More on this in collecting box sets and bundles.
- 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. Read the full story: the sticker and trading card craze.
- Fresh Find: An Original Game Boy Store Display Drawer
Most Game Boy collectables were made to be sold to players. This one never was. The latest arrival is an original Nintendo Game Boy kiosk drawer, a retail display component that lived behind the counter rather than on the shelf. A piece of 1990s shop furniture that never went home with a customer. What It Is This is a piece of shop furniture: a drawer used in stores to present Game Boy games in an organised way, part of Nintendo's official in-store displays. It was never sold to consumers, but formed part of the fittings that dressed a retailer's counter or stand. Its compartments held multiple boxed games or cartridges, which makes it a wholly authentic relic of early-90s retail, the very furniture that framed how children first saw the games they wanted. For collectors it stands apart as a rare piece of store infrastructure rather than a product. Why It Joined the Collection Retail display pieces are among the hardest Game Boy items to find, precisely because they were never meant to leave the shop, and were usually thrown out when a display was refreshed. Keeping one preserves a side of the story the packaged products cannot tell: how the Game Boy was actually presented at the point of sale. It is a tangible fragment of the shopping experience that surrounded the console, and a genuinely uncommon one, which makes it a standout among the collection's more unusual objects. The Game Boy game display is documented, with photographs, on its own page in the collection. See the full feature: the complete accessories guide.
- New on the Shelf: The Game Boy That Went Fishing
Ask a collector for the single strangest thing ever plugged into a Game Boy, and this arrival is a strong contender. It is not a game, not a light, not a printer, but a working sonar, an officially licensed device that turned Nintendo's handheld into a genuine fish finder for anglers standing at the water's edge. The Game Boy's weirdest job: finding actual fish in actual water. What It Is The Pocket Sonar by Bandai, released in 1998, is one of the strangest accessories ever made for the Game Boy, and, remarkably, an officially licensed one. Built for fishing, it actually locates fish underwater. A chunky, battery-powered unit fits into the cartridge slot, and a float-equipped sonar sensor hangs from it on a long cable, ready to be cast or lowered into the water, with a dry bag included to keep the Game Boy itself from getting wet. The software adds a fishing mini-game and a fish database for identifying your catch. It works with the original Game Boy and the Game Boy Pocket, but not with later models. A Toy That Was Also a Tool What lifts the Pocket Sonar beyond mere novelty is that it genuinely worked. This was not a fishing-themed game dressed up as a gadget; it was a real piece of sonar equipment that happened to use the Game Boy as its screen and brain. Bandai, a company with a long history of ambitious and eccentric licensed products, looked at the best-selling handheld in the world and saw not a games console but a cheap, ubiquitous portable computer that millions of people already owned, and built an actual fishing instrument around it. The dry bag, the long sensor cable, the float, all of it points to a device meant to be taken out on a real riverbank, not played with on the sofa. Comes with a dry bag, because Nintendo never designed this thing to go swimming. It belongs to a wonderful category of Game Boy peripherals that tried to make the console do serious, unexpected jobs, the cameras, printers, organisers and translators that reimagined a toy as a tool. The Pocket Sonar is the wildest of them, and its very specificity, a device for one hobby, used outdoors, near water, is exactly why complete examples with the float, cable and dry bag intact are so hard to find today. It is the ultimate proof that people saw the Game Boy as a platform for almost anything, even for finding fish. Why It Joined the Collection The Pocket Sonar is one of the crown jewels of Game Boy oddity, an officially licensed sonar that stands for the whole idea of the console as a do-anything platform. Its outdoor, single-purpose design makes complete examples genuinely scarce, and it caps the collection's group of peripherals that turned the handheld into a serious tool. Preserving it keeps hold of perhaps the most gloriously unlikely thing the Game Boy was ever asked to do. The Bandai Pocket Sonar is documented, with photographs, on its own page in the collection. Read the full story: the complete accessories guide.
- 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. More on this in the wild world of Game Boy merchandise.
- New Arrival: Game Boy Bath and Shower Foam
Just when you think the Game Boy licence reached everywhere, along comes the bathroom. This arrival is one of the more delightfully strange novelties the collection has taken in: an officially licensed bath and shower foam, styled as a Game Boy, released by Takara in 1997. 1997 Takara decided the console belonged in the bathroom cabinet, and here we are. What It Is It is exactly what it sounds like, a container of children's bath foam dressed up in the shape and livery of the console, but with a charming twist: it even includes a little skill game, where the aim is to guide Yoshi's eggs into his belly. So the object is part toiletry, part toy, wrapping a genuine play element around what is, at bottom, a bottle of soap. That combination of everyday product and Nintendo branding is precisely what makes it such a period curiosity. Why It Joined the Collection The far reaches of the Game Boy licence are one of the most entertaining things to document, because they show just how completely the console had entered daily life: not only in bags and on desks, but in the bathroom cabinet. Consumable novelties like this were used up and thrown away, so surviving examples are surprisingly scarce. Keeping one here holds on to the sheer, slightly absurd breadth of Game Boy merchandising, and it sits happily among the collection's other unusual licensed oddities. The Game Boy bath and shower foam is documented, with photographs, on its own page in the collection. Read the full story: the wild world of Game Boy merchandise.
- Just In: The Gamester Zip-Bag, a Game Boy on the Go
A handheld console invites a whole industry of ways to carry it, and this arrival is a particularly well-thought-out one. The Zip-Bag by LMP is a transport bag built specifically around the Game Boy and everything a player might want to bring along with it. What It Is Beyond the console itself, the bag has room for a light or magnifier set, a power supply and three games, and it comes with a shoulder strap for carrying it about. In other words it is a complete mobile kit, an attempt to turn the loose collection of Game Boy bits and pieces into one grab-and-go package. It was made by LMP, or Leda Media Products, under its Gamester brand, a maker responsible for several of the Game Boy power and storage products elsewhere in the collection. The unglamorous case that says a lot about how the console actually travelled. Why It Joined the Collection Cases and bags are an easy category to overlook, but they say a great deal about how people actually lived with the Game Boy, treating it as something to be packed up and taken everywhere. This Zip-Bag also strengthens a small cluster in the collection: the Gamester range from LMP, whose power and storage accessories together sketch a portrait of one busy third-party maker. Keeping the bag rounds out that story and preserves a nicely practical slice of the Game Boy's on-the-move life. Part of the busy Gamester range from LMP, and a nicely practical one. The Gamester Zip-Bag is documented, with photographs, on its own page in the collection. See the full feature: the complete accessories guide.
- New on the Shelf: Alleyway, a 1989 Launch Title
The Game Boy launched with a small, carefully chosen handful of games, and each of them helped define what the machine was for. This arrival is one of them: Alleyway, one of the original launch titles and one of Nintendo's earliest attempts to give a simple brick-breaker its own personality. Launch-day DNA: modest in ambition, large in the story of the console's beginnings. What It Is At heart Alleyway is a straightforward bat-and-ball block-breaker, but Nintendo gave it a distinct identity by tying it to the Mario universe. The player's paddle is styled as Mario's spaceship, and the bonus stages arrange their blocks into character shapes drawn from the Mario series, little flourishes that turn a generic genre into something recognisably Nintendo. As a foundational 1989 release, it captures the stripped-down, slightly experimental spirit of the Game Boy's very first generation, when the machine and its makers were still working out what a handheld game should be. A brick-breaker with a Mario twist, greeting the very first Game Boy owners in 1989. Why It Joined the Collection The launch line-up is the DNA of the platform, and a collection about the original Game Boy is stronger for holding those first titles. Alleyway is a perfect example of the type: modest in ambition, but historically important as one of the games that greeted the very first owners, and an early sign of Nintendo's instinct to fold its own characters into even the simplest ideas. It is a small cartridge with a large place in the story of the console's beginnings. Alleyway is documented, with photographs, on its own page in the collection. More on this in the games that made the Game Boy.
- Just In: Nintendo's 1992 German Game Boy Guide
Before the internet, a thick official guidebook was how a young player learned the Game Boy inside out. This arrival is one such book: Nintendo's official German Game Boy guide from 1992, a nearly 150-page companion to the console and its games. What It Is Published by Nintendo in 1992, the guide runs to almost 150 pages of introducing games, walking through solutions and explaining the hardware, the sort of all-in-one reference that a Game Boy owner could keep by the sofa. It is clearly modelled on the US guide released a year earlier, which is also in the collection, adapting that template for a German audience. It was itself followed by a second German guide in 1994, so it sits in the middle of a small, evolving family of official German-language Game Boy books. Why It Joined the Collection Official guides are wonderful documents for a collection, because they capture exactly how Nintendo itself chose to present the Game Boy to players in a given market and moment. This 1992 German edition is a key link in a chain: it lets the collection line up the US original, this first German adaptation and the 1994 follow-up side by side, and see how the same idea was localised and then updated over time. As a nearly complete run of official German guides, that sequence tells a richer story than any single volume could. Before the internet, this 150-page book was how a young player learned the Game Boy. The 1992 German Player's Guide is documented, with photographs, on its own page in the collection. More on this in Nintendo's player's guides.
- New on the Shelf: The German Super 3 Set Bundle
Console bundles are how a great many people first met the Game Boy, and some of those bundles have become rarities in their own right. This arrival is one of them: the Super 3 Set, a German-only Game Boy package from 1994 and one of the harder console sets of its kind to find complete. A distinctly German three-game deal that never appeared anywhere else. What It Is As the name promises, the Super 3 Set paired the console with three popular games of the period: Tetris, Mega Man II and The Amazing Spider-Man. Three-game bundles were unusual, most sets shipped with one pack-in title if any, which is part of what makes this one stand out. The catch, for collectors, is that its value lives in completeness: the set only really counts as a Super 3 Set if all three games are still with the console and the box. That is a tall order thirty years on, and it is why intact examples are difficult to come by. Why It Joined the Collection Region-specific bundles are a favourite thread of this collection, because they show how Nintendo packaged and sold the same console differently from country to country. The Super 3 Set is a distinctly German answer to that question, a locally devised three-game deal that never appeared elsewhere. Keeping a complete example preserves not just three good cartridges but a small piece of how the Game Boy was marketed in one particular corner of Europe, and it sits naturally beside the collection's other regional consoles and bundles. The Super 3 Set is documented, with photographs, on its own page in the collection. See the full feature: collecting box sets and bundles.
- Just In: The GB Smart Card, Hundreds of Games on One Cartridge
The latest arrival looks like an ordinary Game Boy cartridge, but it carries a small library inside. The GB Smart Card holds up to thirty-two megabytes of Game Boy game ROMs on a single card, and because most Game Boy games are tiny by modern standards, that adds up to the equivalent of hundreds of titles in one slot. The unofficial Game Boy, squeezed into 32 megabytes of mischief. What It Is It is a grey-market device, part of the unofficial side of Game Boy history rather than anything Nintendo sanctioned. The appeal to whoever bought one originally is obvious: instead of carrying a bag of cartridges, you carried a single card with more games on it than most people would play in a lifetime. The size of the Game Boy's typical ROM, measured in kilobytes rather than megabytes, is exactly what made such a feat possible, and the card is a neat illustration of how modest the console's software really was under the hood. Why It Joined the Collection The collection deliberately keeps the unofficial Game Boy as well as the official one, and this card sits alongside the other flash and multi-game cartridges already documented here. Each of these devices is a small monument to demand: people wanted more games, more conveniently, than the official model allowed, and the grey market rushed to supply it. As a piece of hardware history the GB Smart Card is far more interesting than any single legitimate cartridge, because it shows the lengths to which the unofficial scene went to squeeze the whole library into one card. The GB Smart Card is documented, with photographs, on its own page in the collection. Read the full story: flash carts and multicarts.
- Brain Training on the Game Boy, Years Before It Was Cool
Everyone remembers the brain-training craze that swept the Nintendo DS in the mid-2000s. Fewer people know it had a quiet ancestor on the original Game Boy. This arrival is one of them, a 1999 Japanese puzzle game whose title translates, wonderfully, as making your square head round. Brain training before Brain Age was even a twinkle in the DS's eye. What It Is This is the pink version of Shikakui Atama o Maru Kusuru, a Japanese educational Game Boy series aimed at a broad audience, with a stated range from elementary-school level all the way up to adults. It is built around cognitive training through quizzes and problem-solving tasks, wrapping genuine learning in the friendly form of a game. The blue version of the game is also catalogued in the collection, the two colours marking different strands of the same educational series. The Ancestor of a Craze The fascination of this cartridge is how far ahead of its time it looks. When Nintendo launched Brain Age on the DS in 2005, the idea of a video game that trained your mind became a global phenomenon and sold in the tens of millions. Yet here, six years earlier, is the same fundamental pitch on the humble Game Boy: puzzles and quizzes framed as a way to sharpen your thinking, marketed to children and adults alike. Japan had a long, healthy tradition of educational software that the West largely ignored, and games like this show the brain-training genre quietly incubating on monochrome hardware long before it conquered the world. Japan quietly invented the genre while the rest of us were busy stacking Tetris blocks. The playful title is worth savouring, too. The image of a square head being rounded off, of rigid thinking made flexible, is a charming way to sell mental exercise, and it captures a very Japanese knack for making self-improvement feel light and fun rather than earnest. That the series came in multiple coloured versions, pink and blue among them, points to a whole family of these brain-limbering carts, a small genre unto themselves. Educational Game Boy titles rarely travelled and were rarely kept, which makes a surviving example a nice window onto a side of the library the West mostly never saw. Why It Joined the Collection The Game Boy's educational and non-game software is one of its most overlooked corners, and this brain-training title is a standout example, a clear forerunner of a genre that would later become a worldwide craze. Paired with its blue counterpart in the collection, it documents a distinctly Japanese strand of the library that rarely reached Western players. Preserving it keeps hold of an early, charming ancestor of the whole train-your-brain phenomenon. The pink Shikakui Atama o Maru Kusuru is documented, with photographs, on its own page in the collection. Read the full story: the Game Boy as a serious tool.













