top of page

Museum Search

Search this site

376 results found with an empty search

  • Born on the Game Boy, Part 2: Kirby's Dream Land

    Kirby's Dreamland - A future icon's very first game Some characters arrive with a fanfare. Kirby simply floated in, a small round hero on a small grey screen, and went on to become one of the most recognisable faces Nintendo has. What many people forget is that his very first adventure was not on a home console at all. Part two of Born on the Game Boy is about Kirby's Dream Land, the cartridge where an entire universe quietly began. A hero from HAL, not from Nintendo It is worth being clear about this, because it is often glossed over: Kirby was not created inside Nintendo. He was born at HAL Laboratory, an independent studio that worked closely with Nintendo, and he was the creation of a young designer named Masahiro Sakurai, who was only in his early twenties when Kirby's Dream Land shipped in 1992. Sakurai would later go on to create the Super Smash Bros. series, but this gentle little Game Boy platformer was where his career, and Kirby's, started. Nintendo published the game and would come to co-own the character, but the spark came from HAL. There is a lovely detail about his colour. On the Game Boy's monochrome screen Kirby is simply a pale silhouette, and accounts from the team suggest there was some disagreement about what colour he should be once games moved to colour hardware, with Sakurai favouring the pink we know today. In his debut, though, the question was moot: he was whatever shade of grey-green the Game Boy could manage, a blank little ball defined entirely by his shape and his charm. On the DMG's screen, Kirby was a pale silhouette, not yet pink. The game itself is famously welcoming. Kirby can float indefinitely by puffing himself up, which means he can simply fly over trouble, and he defeats enemies by inhaling them and spitting them back out. The trademark ability to swallow a foe and steal its power would not arrive until the following year on the NES; here the appeal is pure, forgiving fun, a platformer designed so that almost anyone could finish it while still hiding a tougher challenge for experts. It is one of the friendliest games on the system, and that friendliness became the whole series' identity. Dedede, Whispy Woods and a whole world Kirby did not arrive alone. Kirby's Dream Land introduced a supporting cast that the series has leaned on ever since. The villain is King Dedede, the greedy, self-appointed ruler who has stolen all the food in Dream Land, a comic antagonist who has recurred in almost every Kirby game since as either enemy or reluctant ally. The very first boss is Whispy Woods, a sleepy face-in-a-tree who drops apples on you, and he too has become a fixture, the traditional opening test of a new Kirby adventure. Kracko, the one-eyed storm cloud, debuts here as well, and even the humble Waddle Dee, the round little foot-soldier who wanders the levels, makes his first appearance on this cartridge before growing into a mascot in his own right. Rare Canadian Box with English and French description Look at what that single Game Boy cartridge set in motion. Kirby became one of Nintendo's core mascots, a star of dozens of games and a permanent presence in Super Smash Bros.; Sakurai became one of the most important designers in the company's orbit; and Dedede, Whispy and Waddle Dee became familiar to millions who have no idea their story began on a handheld in 1992. It is one of the purest examples of the point this series keeps making: the Game Boy did not just host Nintendo's worlds, it created them. You can see this very cartridge in the collection. The Full Series Born on the Game Boy · Part 1: Super Mario Land, Daisy and Tatanga · Part 2: Kirby's Dream Land (you are here) · Part 3: The Birth of Wario · Part 4: Link's Awakening, Marin and the Wind Fish · Part 5: Pokemon Changes Everything

  • Born on the Game Boy, Part 3: The Birth of Wario

    Think about how rare this is. A villain shows up for the first time in a handheld game, as the boss of a spin-off, and within a couple of years he has his own series, and within a decade he is one of the most recognisable characters the company owns. That is the strange, brilliant career of Wario, and it all began on the Game Boy. Part three of Born on the Game Boy is about the moment Mario's greedy shadow first appeared. The game that introduced Mario's greedy shadow. The villain who stole the show Super Mario Land 2: 6 Golden Coins arrived in 1992, again from Gunpei Yokoi's Nintendo R&D1, and it was a far more polished game than the odd little original, with bigger sprites and a whole map to explore at your own pace. But its lasting contribution was the antagonist. While Mario was away, a jealous rival had seized his castle and hypnotised the locals, and to reclaim his home Mario has to gather six golden coins and confront the usurper. That usurper was Wario, appearing for the very first time: a bloated, unshaven, yellow-and-purple mirror image of Mario, all appetite and spite. The design is a small piece of genius. His name is a pun, joining the Japanese word for bad, warui, to Mario, and the W on his cap is simply Mario's M turned upside down. Everything about him is Mario inverted: where Mario is heroic and slim, Wario is greedy and hulking; where Mario rescues, Wario covets. He was created as the perfect adversary, and players took to him immediately, which set up the most unlikely promotion in Nintendo history. Wario, all appetite and spite, in his first appearance. From antagonist to antihero: Wario Land and Captain Syrup Two years later, the villain got promoted. Wario Land: Super Mario Land 3 arrived in 1994 and, remarkably, handed the player control of Wario himself. He was no longer the obstacle but the star, an antihero motivated not by rescuing anyone but by pure treasure-hunting greed, out to gather enough gold to buy his own castle after losing Mario's. It was a bold move to build a game around a character's worst qualities, and it worked, giving Wario a personality distinct from Mario's and launching the long-running Wario Land series. That first Wario Land also introduced his own recurring nemesis, Captain Syrup, the leader of a band of pirates whose stolen treasure Wario sets out to plunder. She gave Wario something Mario's villains rarely offered him, a rival on his own greedy terms, and she has returned in later Wario Land games as his signature foil. So the Game Boy did not just create Wario; it created the little rogues' gallery around him too. In Wario Land the villain became the star, opposite the pirate Captain Syrup. From there Wario never stopped. The Wario Land games continued, and in 2003 he headlined something completely new, the frantic WarioWare series of microgames, which turned his loud, tasteless personality into a whole comic brand. Today he is a Mario Kart racer, a Smash Bros. fighter and the face of his own franchises, a long way from a handheld boss fight. Not bad for a character invented to be beaten at the end of a Game Boy game. To see these cartridges and the rest of the collection, come and explore the Game Boy Museum. The Full Series Born on the Game Boy · Part 1: Super Mario Land, Daisy and Tatanga · Part 2: Kirby's Dream Land · Part 3: The Birth of Wario (you are here) · Part 4: Link's Awakening, Marin and the Wind Fish · Part 5: Pokemon Changes Everything

  • Born on the Game Boy, Part 4: Link's Awakening, Marin and the Wind Fish

    You might expect the first portable Zelda to be a cautious thing, a trimmed-down Hyrule squeezed onto a smaller screen. Instead it turned out to be one of the boldest and most personal games in the whole series, set somewhere entirely new and populated by characters who exist nowhere else. Part four of Born on the Game Boy is about The Legend of Zelda: Link's Awakening, and the original world it dreamed up. Koholint Island, a world that exists only in a dream. A Zelda with no Hyrule Link's Awakening, released in 1993, famously grew out of an after-hours passion project among Nintendo staff, and that freedom shows. There is no Hyrule here, no Princess Zelda to rescue, no Ganon to defeat. Instead, Link is shipwrecked and washes up on Koholint Island, a small, self-contained world with its own villages, characters and secrets. To get home he must wake the island's sleeping guardian, and the game slowly, gently reveals the catch: Koholint and everyone on it exist only within a dream, and waking the guardian means the whole island, and everyone Link has come to care about, will simply cease to be. It is a startlingly melancholy idea for a handheld adventure, and it gives the game an emotional weight the series had never reached before. The Zelda that invented its own world, and then let it go. Because this world was built from scratch rather than borrowed, it also gave the team room to play. Koholint is dotted with affectionate cameos from other Nintendo games, from Goombas and Chain Chomps to a certain frog prince borrowed from another Game Boy title, all reframed as part of a dream. But the cameos are the garnish. The real invention is the island's own cast, and three of them in particular have outlived the cartridge entirely. Marin, Tarin and the dream of the Wind Fish The first face Link sees is Marin, the girl who finds him washed up on the beach and nurses him back to health. She looks strikingly like Princess Zelda, but she is her own character: warm, curious, and quietly aching to leave the little island and see the wider world, a wish that becomes heartbreaking once you understand what Koholint really is. She sings the Ballad of the Wind Fish, the melody that threads through the whole game, and she has remained a beloved figure ever since, remembered far more fondly than most one-game characters and returning in cameos and later remakes. Link's most dreamy adventure Her father, Tarin, debuts alongside her, a good-natured, slightly bumbling man whose round face and moustache are a clear, affectionate nod to Mario. And at the centre of it all sleeps the Wind Fish, the enormous whale-like being dreaming the entire island into existence, whose awakening is the game's goal and its quiet tragedy. All three, Marin, Tarin and the Wind Fish, appeared here for the first time, invented for a Game Boy cartridge rather than carried over from any console Zelda. The game's reputation has only grown with time. It was reissued in colour later in the Game Boy's life and lovingly remade for a modern console decades on, introducing Marin and the Wind Fish to players who were not even born when the original appeared. That endurance is the point of this series: a story and a cast created for the small grey handheld proved strong enough to last for generations. To see this cartridge and the rest of the collection, come and explore the Game Boy Museum. The Full Series Born on the Game Boy · For how that game actually came to be, see Link's Awakening, the Zelda that began as an after-hours experiment. Part 1: Super Mario Land, Daisy and Tatanga · Part 2: Kirby's Dream Land · Part 3: The Birth of Wario · Part 4: Link's Awakening, Marin and the Wind Fish (you are here) · Part 5: Pokemon Changes Everything

  • Born on the Game Boy, Part 1: Super Mario Land, Daisy and Tatanga

    When the Game Boy launched in 1989, Mario came along for the ride, as everyone expected. What almost nobody expected was that his handheld debut would be one of the strangest games ever to carry his name, and that it would quietly introduce two characters who had never existed anywhere before. Part one of Born on the Game Boy is about Super Mario Land, and the new faces it smuggled into the series. A launch title that quietly introduced two brand-new characters. A Mario game from a different hand Super Mario Land was not made by Shigeru Miyamoto's team. It was built by Nintendo R&D1, the group led by Game Boy creator Gunpei Yokoi, and it shows in every corner. Instead of returning to the Mushroom Kingdom, the game invents an entirely new land called Sarasaland, split into four exotic worlds loosely themed on ancient Egypt, a sunken sea, Easter Island and a vision of China. The enemies are unfamiliar, the physics feel a little lighter, and Mario's fireball has become a bouncing Superball that ricochets around the screen collecting coins. Two of the levels abandon platforming altogether and turn into side-scrolling shooter stages, with Mario piloting a tiny submarine and then a little aeroplane. It is Mario as seen in a funhouse mirror, and it is all the more charming for it. Mario's first adventure on the Game Boy That eccentric little adventure was a colossal success, selling in the region of eighteen million copies and giving the new handheld a genuine Mario game to call its own. It even had its own catchy soundtrack, whose bright, marching main theme is still fondly remembered today. But the most lasting thing Super Mario Land left behind was not its music or its submarine levels. It was two characters, born on the Game Boy, who would take very different paths afterward. You can find this cartridge in the collection at the Game Boy Museum. Daisy and Tatanga, born in Sarasaland The princess Mario is racing to rescue this time is not Peach. It is Princess Daisy, the ruler of Sarasaland, appearing here for the very first time. For years afterward she all but vanished, a piece of Game Boy trivia more than a star. Then, around the turn of the millennium, Nintendo revived her as a regular in its sports and party games, and today Daisy is a fixture of Mario Kart, Mario Party, Mario Tennis and more, usually cast as the spirited counterpart to Peach and a frequent partner to Luigi. Every one of those appearances traces back to a single Game Boy cartridge in 1989. More on this twist in the princess who wasn't there. Her kidnapper is the other newcomer: Tatanga, described in the manual as a mysterious spaceman, an alien who invades Sarasaland, hypnotises its people and carries the princess off. He is the game's final boss, met in an aerial showdown at the controls of his flying machine. Tatanga proved memorable enough that he returned as a boss in the sequel, Super Mario Land 2, which makes him one of the earliest examples of a Mario villain created specifically for the handheld and then carried forward. For a supposedly minor spin-off, Super Mario Land was doing real world-building. This is the whole argument of the series in miniature. A game that looks, at a glance, like a scaled-down port of a console hit turns out to be the origin point of a princess who now appears in nearly every Mario spin-off, and of a villain who outlived his own game. The Game Boy was not just carrying Mario around. It was adding to his world. To see this cartridge and the rest of the collection, come and explore the Game Boy Museum. The Full Series Born on the Game Boy · For the plumber's full run across the handheld library, see Mario's Game Boy empire. Part 1: Super Mario Land, Daisy and Tatanga (you are here) · Part 2: Kirby's Dream Land · Part 3: The Birth of Wario · Part 4: Link's Awakening, Marin and the Wind Fish · Part 5: Pokemon Changes Everything

  • Great Game Stories: Game Boy Tales, from Once Upon a Time to The End

    Warning: contains princesses, pirates, Pokemon and at least one apocalypse. Every Game Boy cartridge was a tiny grey box, but inside each one lived a whole story. Long before high-definition cutscenes and voice acting, developers told their tales with a handful of sprites, a few lines of text and a great deal of imagination, and somehow it worked. A child holding the console under a bedsheet did not see four shades of green. They saw kingdoms, castles, monsters and heroes. Great Game Stories is a series that gives those adventures back their storybook shape, retelling twelve of them exactly the way they always felt. Each entry takes one game from the museum's collection and tells its story from once upon a time to the end. We keep the wonder, the villains and the strange dream logic of these little worlds. And because a fairy tale is nothing without its ending, every article closes with a clearly marked Spoiler Alert, so you can stop before the final page if you would rather reach it yourself with the cartridge in hand. Here are the twelve tales, grouped by the worlds they belong to. Twelve Great Game Storylines The Mushroom Kingdom on the move No. 1: Super Mario Land: the plumber's very first handheld outing sends him through four unfamiliar kingdoms to rescue a princess who is not the one you are thinking of. No. 2: Super Mario Land 2: Mario comes home to find his own castle stolen by a jealous newcomer, and must gather six golden coins just to get back through his front door. No. 3: Wario Land: Super Mario Land 3: that jealous newcomer gets his own adventure, raiding a pirate island for enough treasure to build a castle to rival Mario's. No. 4: Wario Land 2: Wario wakes up robbed and furious, in an adventure where he cannot actually die and every hidden door branches the tale toward another ending. Kongs and kidnappings No. 5: Donkey Kong: what looks like the old arcade climb turns into a hundred-room chase, as Mario pursues a lovelorn ape across nine sprawling lands. No. 6: Donkey Kong Land: a grumpy old ape's boast becomes a wager, sending Donkey and Diddy Kong across a whole Game Boy world to win back their stolen banana hoard. A pocket full of monsters No. 7: Pokemon Kanto: a child leaves a small town with a single creature and a promise, then sets out across the region that started a global obsession to catch them all. Other great story lines in your pocket... No. 8: The Rescue of Princess Blobette: a boy and his shape-shifting blob climb a tower of traps on a faraway planet to free a captured princess, one jellybean at a time. No. 9: Star Wars: a galaxy far, far away squeezed into four shades of grey, retelling the tale of a farm boy, a smuggler and a very large space station. No. 10: Dragon's Lair: not the dragon-and-princess cartoon people remember from the arcades, but a punishing Game Boy platformer in which a knight gathers the pieces of a shattered star. No. 11: Bart Simpson's Escape from Camp Deadly: Bart and Lisa are shipped off to a summer camp with no way home, run by a villain who answers to Mr. Burns. No. 12: Deadeus: a modern homebrew tale in which a boy dreams that a god will end his village in three days, with eleven different ways for the story to close. No. 13: The Island That Was Only a Dream: Link washes ashore on Koholint, an island that can only be saved by waking from its dream. No. 14: The King Who Stole the Feast: a small pink hero floats in to win back Dream Land's stolen food. Pick one of the games, click the link and read on to the end, or stop just before the Spoiler Alert and go play it the way its makers intended. Either way, there are more tales waiting on the shelves, so come and explore the rest of the collection at the Game Boy Museum.

  • Great Game Stories, No. 14: The King Who Stole the Feast (Kirby's Dream Land)

    Once upon a time, in a soft and sleepy land where the hills were round and the clouds looked good enough to eat, a greedy king stole supper from everyone at once. Not a princess, not a kingdom, just dinner, and that was quite enough to send a small hero out into the world. This is the gentlest quest the little grey cartridge ever told, and it begins with an empty stomach. The hero is small, round and almost impossibly cheerful, and on the Game Boy's screen he is simply a pale little ball with feet. This was the very first time anyone had ever met him, long before he became one of Nintendo's most beloved faces. So gather close for a fairy tale about food, flight and a tiny hero who solves his problems by swallowing them whole. A greedy king, a stolen feast, and a very hungry hero (aka Kirby) The Characters Our hero is Kirby, and the little grey cartridge that first carried him is labelled Kirby's Dream Land. He can gulp down air to puff himself up and float over almost anything, and he can inhale his enemies whole and spit them straight back out. It is worth saying that Kirby was not born inside Nintendo at all: he was created at HAL Laboratory by a young designer named Masahiro Sakurai, who would later go on to make Super Smash Bros. This was the beginning of all of it. The villain is King Dedede, the fat, self-crowned ruler of Dream Land, a glutton in a red robe who has done something unforgivable: he has stolen all the food in the land, and with it the Sparkling Stars, so that nobody can even gather more. Standing between Kirby and the king are Dedede's guardians, among them Whispy Woods, a sleepy apple-dropping tree, the block-pushing pair Lololo and Lalala, the cannon-armed airship Kaboola, and Kracko, a one-eyed storm cloud, every one of them making its first appearance here. The World All of this happens in Dream Land, a bright and bouncy country on the faraway star called Popstar. Kirby's road runs through five places, each one a small daydream of its own: the rolling meadows of Green Greens, the shadowy halls of Castle Lololo, the breezy Float Islands, the drifting Bubbly Clouds, and at the end, looming over everything, the king's own stronghold on Mt. Dedede. Rare canadian version of Kirby's Dreamland The Adventure Kirby floats and gulps his way through all five, inhaling foes to clear his path and simply flying over the traps that would stop anyone else. At the end of each place waits one of Dedede's guardians: the apple-shaking Whispy Woods first, then Lololo and Lalala, then Kaboola's bombardment and Kracko's storm. One charming detail sets this first adventure apart from everything Kirby did later: here he cannot yet copy his enemies' powers. That famous trick arrived a year on; in Dream Land he simply breathes in, and breathes out, and that is enough. The tale is deliberately kind to beginners, with a tougher Extra mode kept in reserve for anyone who wants a real fight. Spoiler Alert: How It Ends At the top of Mt. Dedede, Kirby finally faces the king himself. Dedede is big, bouncy and surprisingly quick, and he hurls everything he can at the little hero. Kirby does what Kirby does best: he inhales what the king throws and fires it right back, dodging and puffing until, at last, the glutton king is beaten. With Dedede defeated, Kirby gathers up the stolen food and the Sparkling Stars and gives every last crumb back to the people of Dream Land, and the land sits down to the feast it was so nearly denied. It is a happy ending as soft and warm as the hero himself, no tragedy and no twist, just supper restored and a little pink champion floating home. And that, as it turned out, was only the beginning: the round hero born in this small, kindly tale went on to star in dozens of adventures and to become one of the most recognisable characters Nintendo has. Not bad for a story that started with a stolen dinner. If you would like to meet the cartridge where Kirby began, you can find Kirby's Dream Land in the collection. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land)

  • Great Game Stories, No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong)

    The Characters Every good fairy tale needs a hero who is smaller than his troubles, and this one gives us Mario. In 1994, long before he was the plump plumber of a thousand kingdoms, he was simply a stubborn little man in a red cap who could jump, climb and, above all, never give up. Beside him stands the whole reason he runs at all: Pauline, a bright and kind-hearted young woman who has the great misfortune of being very easy to admire. One hundred and one rooms, one very determined moustache. That admirer is Donkey Kong, the great ape of the title. He is not truly wicked, only lonely, jealous and far too strong for his own good. When he decides he wants Pauline all to himself, he simply scoops her up and climbs away, and the entire adventure comes tumbling out behind him like a spilled basket of fruit. Keep an eye out, too, for a small shadow near the very end of the tale: a tiny ape with an enormous heart, who reminds everyone that even a monster can be somebody’s family. The World This story unfolds across nine wondrous lands, and the clever little Game Boy tucks every one of them into the palm of your hand. It begins, as the oldest legends always do, on a construction site of red girders, tall ladders and rolling barrels. But once the chase truly begins, the world opens up like a picture book: a bustling Big City of rooftops and elevators, a shadowy Forest, a rocking Ship out at sea, a steaming Jungle, a blazing Desert, a great Airplane high in the clouds, a glittering Iceberg and a Rocky Valley of cliffs and caverns. Each of these lands is stitched together from dozens of tiny single-screen rooms, more than a hundred of them in all, and every little room is its own clever riddle. Nothing is wasted. A ladder here, a locked door there, a single switch that changes everything: the whole kingdom is really one enormous puzzle box, patiently waiting to be solved one screen at a time. Donkey Kong: 900 pounds of misunderstood loneliness and excellent barrel-throwing form. The Adventure The tale opens with a scene every grandparent will recognise. Donkey Kong stands at the top of a tower of girders, Pauline waits helplessly above him, and barrels come thundering down like an angry storm. Mario climbs, he leaps, he dodges, and after four familiar stages he reaches the summit and takes his lady’s hand. The victory music swells. The story seems, for one lovely moment, to be over. And then comes the cheekiest twist the Game Boy ever pulled. Donkey Kong simply wakes up, snatches Pauline all over again, and bounds clean off the screen. The real adventure has barely begun. What follows is not the old barrel-dodging game at all, but something new and marvellous: ninety-seven more stages, each a tiny puzzle in its own right. In every room a key waits somewhere behind gaps, spikes, ladders and switches, and a matching locked door waits patiently on the far side. Mario must carry that heavy key across the room without dropping it into a pit or a puddle. To manage it, our little hero learns a whole circus of new tricks. He can stand on his hands and walk upside down, spring high off a nimble backflip to reach impossible ledges, balance objects on his head, stack crates and platforms into staircases, ride moving lifts and flip switches that raise ladders and lower bridges out of thin air. And at the end of each of the nine lands, Donkey Kong himself is waiting for a proper showdown, hurling barrels and fruit until Mario, with perfect timing, sends him scrambling off to the next land with Pauline tucked under one great arm. Spoiler Alert: How It Ends The chase ends exactly where it was always going to end: at the very top of the world, on the roof of a towering city building, with nowhere left to climb. Cornered at last, Donkey Kong does the only thing a cornered giant can think to do. He grows. He swells into an enormous, mountainous version of himself and throws everything he has at the tiny plumber below. But Mario has not crossed nine lands to stumble on the final rooftop. With well-judged jumps and well-aimed barrels he wears the giant down, and at last the great ape topples and shrinks back to his ordinary size. And here the fairy tale shows its soft heart. There is no cage, no punishment, no cruel revenge. Mario offers Donkey Kong a hand, Pauline is safe and sound, and the two old rivals part as something much closer to friends. The lonely ape learns that a lady cannot simply be carried off and kept, and the little hero learns that even the biggest brute deserves a hand back up. And so, with a wave and a grin, the longest chase on the Game Boy comes gently to rest. Would you like to hold this pocket-sized legend for yourself? Step into the Game Boy Museum and wander the full catalogue of cartridges, curiosities and stories that we lovingly preserve. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land)

  • Great Game Stories, No. 6: The Wager of Cranky Kong (Donkey Kong Land)

    The Characters At the heart of this story swing two heroes. There is Donkey Kong, the broad-shouldered ape with the red necktie and a bottomless appetite for bananas, and there is Diddy Kong, his small, quick, cap-and-shirt-wearing nephew, forever cartwheeling one step ahead. Together they are unstoppable, or at least they very much like to think so. Donkey and Diddy set out to save their bananas and, more importantly, their pride. Then there is the true engine of the whole tale: Cranky Kong, the grouchy old-timer of the family, who has seen every fashion come and go and approves of almost none of them. And lurking on the other side of the board sits King K. Rool, the enormous, crown-wearing crocodile king, and his scaly army of Kremlings, who never met a banana hoard they did not want to steal. The World This is a Game Boy tale, and it wears that fact like a badge of honour. Everything unfolds in crisp shades of grey on a little screen, and yet the world feels vast. Our heroes travel through four great realms on their journey. They creep through the creaking timbers of a mysterious pirate ship, shiver across frozen peaks buried in snow, dive into the flooded halls of an eerie underwater temple, and finally clamber high into the clouds for a wild adventure in the sky. Cranky Kong: proof that every family has one relative who thinks nothing was ever good enough. Between these wonders lie the tangled jungles and rickety mine-paths that any Kong knows by heart. And scattered throughout are their old animal friends, chief among them Rambi the rhinoceros, ever ready to lower his horn and charge through anything foolish enough to stand in the way. The Adventure The whole quest begins, wonderfully, with an argument. Donkey Kong Country had just dazzled the world with its glittering pictures, and Cranky Kong was thoroughly unimpressed. All that success, he grumbled, was nothing but fancy graphics and trickery. Donkey and Diddy insisted the game was loved because it was simply fun to play. So Cranky, in his infinite crankiness, set them a wager: prove it on the humble little Game Boy, with none of the mighty machinery of the big consoles to help you. To make the bet sporting, the crafty old ape secretly hired King K. Rool to steal the precious banana hoard all over again. And so the Kremlings marched off with the loot, and the two heroes set out in furious pursuit, not only to win back every last banana, but to prove their stubborn old relative wrong once and for all. Japanese Donkey Kong Guide Book Across ship and snow, temple and sky, Donkey and Diddy make the perfect team. They tag in and out for one another, roll and cartwheel through crowds of enemies, bounce off tumbling foes and hurl barrels at anything that snarls. They ride Rambi through walls of trouble, they leap between swinging ropes and vanishing platforms, and at the close of each realm a hulking Kremlin boss bars the path, demanding to be outwitted before the chase can continue. Spoiler Alert: How It Ends At the end of the long road waits the greedy crocodile king himself. Donkey Kong and Diddy Kong corner King K. Rool for the final showdown, dodge his heavy charges, and pelt him until his crown very nearly rattles off. Beaten and grumbling, the reptile king finally surrenders, and the great banana hoard is recovered at last, every golden bunch back where it belongs. But the sweetest prize is not the fruit. It is the look on Cranky Kong’s face. The two heroes have crossed a whole monochrome world and triumphed on the smallest screen of all, proving that the magic was never in the fancy pictures but in the joy of the adventure itself. The old ape, for once, has nothing clever to say. And that, for Donkey and Diddy, is a victory sweeter than any banana. Fancy tracking down this little grey-scale epic in the wild? Visit the Game Boy Museum and explore our full catalogue of Game Boy cartridges, complete with the stories behind them. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land)

  • Great Game Stories, No. 7: A Trainer's Journey Across Kanto (Pokemon)

    The Characters Our hero is a quiet young trainer from the sleepy little village of Pallet Town, setting out on the very first morning of a very large life. Their guide is the kindly and famously forgetful Professor Oak, the region’s great scholar of these pocket monsters, who dreams of a book that records every last one of them. He is the one who sets the whole journey in motion in Pokemon Red, and in its sister tales the Green, Blue and Yellow editions. No hero is complete without a rival, and this one is close to home: Oak’s own grandson, a cocky and gifted young trainer who always seems to be one town ahead, one badge richer and one smug remark ready. Along the road wait eight Gym Leaders, each a master of their craft, and a shadowy gang of thieves called Team Rocket, led by the cold and calculating Giovanni. And in the deepest cave of all sleeps a secret: Mewtwo, a creature made by human hands, waiting for a trainer brave enough to face it. The World The whole tale takes place in the wide land of Kanto, a region of rolling routes, winding caves and bustling towns, all rendered in the Game Boy’s cosy shades of grey. From Pallet Town the road runs north and outward, through Viridian and Pewter, past the sparkling waters of Cerulean, down to the busy port of Vermilion, into the neon glow of Celadon and Saffron, out to seaside Fuchsia and across to the volcanic island of Cinnabar. Each of these towns guards a Gym and a Gym Leader, and each Leader hands out a single hard-won Badge to those who can beat them. Eight Badges are the keys to the kingdom, for only a trainer who holds all eight may pass through Victory Road and climb at last to the Indigo Plateau, where the very strongest trainers in the land are waiting. Pokémon Yellow - Branded & Fan Art Items The Adventure It all begins with a choice. Professor Oak offers the young trainer their very first partner: the leafy Bulbasaur, the fiery Charmander or the watery Squirtle. From that moment the journey has two great threads woven together. One is Oak’s dream, to travel far and wide and record every kind of Pokemon for his grand encyclopedia. The other is the trainer’s own dream, to collect all eight Gym Badges and become the greatest of all. And so our hero walks the long roads of Kanto, catching creatures in the tall grass, raising and befriending them, and battling the rival again and again at every crossroads. But there is trouble to face too. The thieves of Team Rocket lurk everywhere, stealing Pokemon and bullying honest folk, from the tunnels of Mt. Moon to a hidden lair beneath a Celadon game parlour and the towering offices of Silph Co. in Saffron City. In time our trainer discovers the terrible truth: the boss of Team Rocket, Giovanni, is none other than a Gym Leader himself, hiding his crimes behind a badge. In the Yellow edition, this old tale is told with a wink toward the animated show that had captured everyone’s hearts. There the trainer’s first partner is a single cheerful Pikachu, and rather than riding inside a ball it trots along faithfully at the hero’s heels, its mood written all over its little face. The rival, meanwhile, sets out with a mischievous Eevee, and the familiar journey feels fresh and companionable all over again. Spoiler Alert: How It Ends With all eight Badges in hand, the trainer braves the long dark of Victory Road and emerges at the Indigo Plateau, where the Elite Four await: four champion trainers who must each be beaten in a single unbroken run, with no chance to rest between them. One by one they fall, and just as the crown seems won, one final challenger steps forward. It is the rival, who reached the top first and crowned himself Champion of the whole region. And so the story comes full circle. The two neighbours who set out on the same morning face each other one last time, and this time our hero prevails, taking the title of Champion at last. Professor Oak arrives to record the moment for all time. Yet even then the world holds one more secret. Deep within Cerulean Cave, revealed only to the new Champion, waits Mewtwo, the mightiest and most mysterious Pokemon of them all, so that the greatest trainer in Kanto still has one legend left to chase. Want to see these four little cartridges that launched a phenomenon? Step into the Game Boy Museum and explore our full catalogue, where every Game Boy game keeps its own story alive. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land) This piece is part of Pokemon and the Game Boy, the museum's guide to the whole Pokemon corner.

  • Great Game Stories, No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette)

    The Characters The hero of this gentle tale is simply a boy, a small and ordinary child with an extraordinary friend. That friend is the blob, a soft, shape-shifting creature from another world who follows the boy everywhere and can become almost anything, provided it is offered the right snack. Their story is told in The Rescue of Princess Blobette, a quiet little Game Boy adventure with a very big heart. The reason for the whole journey is the blob’s sweetheart, the lovely Princess Blobette, who has been locked away in a tower and is waiting to be freed. And every tower needs a villain to fill it: here it is the Alchemist, a scheming and dangerous sort who has taken the princess prisoner and filled his castle with cruel traps to keep any would-be rescuers away. Princess Blobette, waiting patiently in the highest tower, as princesses in fairy tales tend to do. The World The adventure carries the boy and his blob far from home, all the way to Blobolonia, the strange and distant planet the blob calls home. There, rising against the sky, stands the great Royal Castle, and it is a maze from top to bottom. Passages twist, floors stack upon floors, and somewhere at the very summit, in the highest tower of all, the princess waits. It is a beautiful place, but it is far from safe. The castle bristles with hazards for a small and fragile boy: sudden gouts of flame, deep and deadly falls, and serpents lurking in the drains below. Our hero cannot jump and cannot swim, so every room must be crossed by wits alone rather than by daring leaps. The Adventure The magic of this tale lies entirely in a humble bag of jellybeans. The boy carries beans of many flavours, tangerine, vanilla, apple and more, and each flavour, when fed to the hungry blob, transforms the creature into a different helpful tool. A tangerine bean turns the blob into a bouncy trampoline, so the boy can spring up to a ledge he could never otherwise reach. Another flavour shapes the blob into a key to slip through a locked door, and so on through the whole tasty rainbow. So the adventure becomes a long and thoughtful puzzle. In each room the boy must look carefully, decide which treat will make which tool, and feed his blob at exactly the right moment to build a path forward. Along the way there are rewards for the curious: extra sacks of jellybeans to refill the bag, glittering treasures tucked into hidden corners, and peppermints to gather, for collecting five of them grants a precious extra life. Step by careful step, snack by clever snack, the boy and his blob climb ever higher through the castle toward the tower where Blobette is held. A boy, a blob, and a bag of jellybeans: the least likely rescue party ever assembled. Spoiler Alert: How It Ends After all the traps are dodged and all the puzzles are solved, the boy and his faithful blob reach the very top of the castle, the highest tower where the Alchemist has hidden his prisoner. There, at last, is Princess Blobette, caged and waiting. With one final act of teamwork the pair set her free, and the long climb is rewarded. It is a small and tender ending, exactly as a story like this deserves. There are no grand armies and no thunderous battles, only a boy, his loyal blob and a bag of sweets, proving that cleverness and friendship can open any locked door and reach any lonely tower. The blob is reunited with the one it loves, the boy has kept his promise to his friend, and the three of them can leave the Alchemist’s cold castle behind for good. Curious to meet this odd and charming little cartridge for yourself? Visit the Game Boy Museum and browse our full catalogue, where even the quietest Game Boy games keep their stories safe. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land)

  • Great Game Stories, No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars)

    Once upon a time, on a desert world with two suns, a farm boy dreamed of adventure and got rather more than he bargained for. This is the tale told by Star Wars, the little Game Boy cartridge Capcom released in 1992, which dares to squeeze the whole of the 1977 film onto a screen the size of a biscuit. It should not work at all. That it works even a little is its own kind of magic. A whole galaxy squeezed into four shades of grey. George Lucas, eat your heart out. The Characters Our hero is Luke Skywalker, a restless young man blessed with the most precious gift a video game can offer: many lives. Where his companions each get a single fragile chance, Luke may fall and rise again and again, which is rather convenient for a boy about to pick a fight with an entire Empire. He is the spine of the whole adventure, the one the player steers through sand and steel alike. At his side gathers a fellowship of the faithful. Obi-Wan Kenobi, the old hermit of the wastes, carries a strange and gentle magic: he can raise a fallen friend from the dead, up to five times, like a wizard who keeps spare heroes tucked in his sleeve. Han Solo the smuggler and Princess Leia may each take Luke's place at the controls, bringing their own strengths, though both walk a tightrope with only one life to lose. Choose to play as them and every step carries a delicious extra dread. Two loyal droids round out the party, and cleverly, each one is a tool as much as a friend. R2-D2 unrolls a map of the enemy fortress whenever the corridors grow into a maze, and prim golden C-3PO leans in to explain what on earth is happening and what must be done next. Chewbacca, the loyal Wookiee, waits patiently in the wings for a single shining moment at the very end of the tale. And the villain? Darth Vader, dark lord of the Sith, is treated by this cartridge as something almost too dangerous to show. He appears in exactly one place in the entire game: the Game Over screen. To look upon his mask is to know you have already failed. It is a small, sly touch, turning the story's greatest terror into the face of defeat itself. The World The story opens on Tatooine, a sun-baked hub of sand and danger that serves as the adventure's beating heart. Luke tears across the dunes in his landspeeder, the one machine that can make a Game Boy feel genuinely quick, weaving past lumbering Tusken Raiders, scuttling Jawas and the ever-present stormtroopers of the Empire, who seem to sprout from the sand itself. Scattered through these desert levels are pieces of shielding, quiet little treasures that Luke must gather so that his getaway ship can survive what is coming. There is a rusting Sandcrawler to raid, a lonely hermit's cave up in the hills, and the wretched hive of the Mos Eisley spaceport, whose famous cantina here is blessedly free of any musical interruption. Every corner of the desert hides either a friend to recruit or a fragment to collect. Beyond the sand lies the cold black void. The tale then lifts off into a first-person view of space, where the Millennium Falcon must thread a churning, deadly asteroid field, and finally into the metal belly of the Death Star itself, the moon-sized fortress at the dark centre of the whole story. Three worlds, then: the open desert, the perilous stars, and the iron labyrinth, each demanding a different kind of courage. The Adventure The quest unfolds like a proper fairy tale of gathering, the sort where the hero cannot win alone and must first assemble his companions. Luke sets out across Tatooine to find them one by one: R2-D2 hidden away aboard the crawling Sandcrawler, wise old Obi-Wan waiting in his cave, and the roguish Han Solo lurking in the Mos Eisley bar with a blaster and an attitude. Only once the whole band is assembled, and enough precious shielding has been gathered from the dunes, may the journey leave the planet behind. Then comes the flight, and the game changes shape entirely. Guiding the Falcon through a hail of tumbling rock in tense first-person, our heroes reach the Death Star and slip inside its guts. Deep in those grey corridors two great deeds await. First they must silence the tractor beam that holds their ship captive, the invisible chain binding them to the enemy. Then they must find and free Princess Leia, locked away in the detention block at the fortress's heart, the captive whose rescue turns a daring raid into a rebellion. Spoiler Alert: How It Ends With the princess freed and the tractor beam dead, only one task remains, the grandest of them all. Luke joins the rebel fighters and turns their guns on the Death Star itself, and the great steel moon is undone in a blossom of fire, exactly as the old legend demands. The little grey screen delivers, in its humble way, the destruction of a planet-killer. Here the cartridge grants its one sweet reward. Chewbacca, who has waited the whole adventure long, finally strides into view for a closing cameo, the loyal Wookiee taking his bow at last. It is only honest to admit that Darth Vader never gets his lightsaber duel in this telling; he haunts only the Game Over screen, the face of failure rather than a final foe to be beaten. The instruction manual even whispers a lovely detail: should Han Solo perish along the way, it is Chewie who flies the Millennium Falcon home in his place. A small tale, then, but a complete and satisfying one, with the farm boy victorious, the princess free and a faraway star reduced to sparks. Want to see the actual cartridge that pulled off this impossible trick? Wander into the Game Boy Museum and browse the shelves at your leisure. Every grey plastic time capsule in there has a story just like this one, waiting patiently to be told. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land)

  • Great Game Stories, No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair)

    Once upon a time there was a famous legend about a brave knight, a captured princess and a fire-breathing dragon in a wizard's castle. This is not quite that legend. This is Dragon's Lair, the 1992 Game Boy cartridge from Sony Imagesoft, and it is a curious, honest little side-scrolling platformer that shares almost nothing with the glorious hand-drawn arcade machine whose name it borrows. So rather than pretend, let us tell the story it truly tells, which turns out to be stranger than the legend. Dirk the Daring: a knight with no sword and a great deal of optimism. The Characters Our hero is Dirk the Daring, a knight of great courage and, in this particular telling, almost no equipment whatsoever. He cannot swing a sword. He cannot cast a spell. He can walk, and he can jump, and with those two humble talents alone he must set the whole world right. It is the fairy tale of the underdog stripped right down to the bone, a champion armed with nothing but nerve and a good pair of boots. Far away waits Princess Daphne, taken captive and longing to be rescued, the damsel at the centre of the tale. The long shadow over the land is cast by Mordroc, an evil lord hungry for power, whose barbaric army did a terrible thing at the very start of the story. And sleeping somewhere beyond the mountains lies a Dormant Knight, a slumbering champion whose awakening, curiously, turns out to be the true prize of the whole quest. Now a word of honesty for anyone who loves the old arcade legend, and it is an important one. Singe, the famous fire-breathing dragon of the laserdisc cartoon, never once appears in this cartridge. There is no wizard's castle to storm, no dragon to slay and no flaming lair to escape. This Game Boy tale marches to an entirely different drum, and it is kinder to the player to say so plainly than to promise a dragon that never comes. Princess Daphne, waiting in another castle. Sound familiar? The World The kingdom of this game is a land of platforms, ledges and gentle peril that scrolls quietly past as Dirk journeys onward. Most strikingly of all, it is a world almost entirely without monsters. There are no enemies to fight, and no weapons with which to fight them even if there were. The only true adversary is the geography itself: the gaps that must be leapt, the heights that must be climbed, the careful footing of a knight who lives or dies by his nimbleness rather than his steel. Across all of this scattered landscape lie hundreds of glittering fragments, waiting from one end of the realm to the other. There are said to be 194 of them in total, a small galaxy of shards spread over hill and hollow and hidden ledge, and the patient gathering of them is Dirk's entire purpose in life. It is less a war than a very long, very careful treasure hunt across a beautiful and lonely country. The Adventure The tale begins, as the best ones do, with a treasure and a betrayal. Princess Daphne's caravan was carrying the mythical Life Stone, an ancient relic rumoured to grant its owner limitless power and eternal life. A traitor whispered this precious secret into the ear of Mordroc, whose army promptly fell upon the caravan, slew nearly everyone in it and carried the princess away into captivity. It is worth pausing on how lonely a quest this really is. Dirk has no map, no guide and no companion at his shoulder, only the endless promise of one more shard glinting on the next ledge. He climbs and drops and doubles back across the same beautiful, empty country, and the game asks of him the plainest and hardest of virtues: not strength, not cunning, but sheer stubborn persistence. In a genre built on slaying things, here is a knight whose greatest heroism is simply refusing to give up and go home. But in the last desperate moments before the ambush struck, a quick-thinking maid used what small sorcery she possessed and shattered the Life Stone into hundreds of pieces, flinging them far and wide across the length of the land so that no villain could ever hold its terrible power whole again. And so Dirk's long and lonely errand is set for him: to walk and to leap the entire breadth of the kingdom, patiently gathering up every last glinting shard of the broken stone before darkness can claim them. Spoiler Alert: How It Ends Here is where the story turns genuinely strange, and honesty demands we tell it straight. Once Dirk has finally collected every last Life Stone in the realm, he travels over the mountains to one final screen, and there he awakens the Dormant Knight, calling the sleeping champion back into life. And then the cartridge simply stops. That, remarkably, is the ending. Dirk never confronts Mordroc. There is no dragon, no duel, no fiery cavern and no triumphant slaying. He does not, in the end, actually rescue Princess Daphne at all, and she remains a captive as the tale quietly closes. It is a cliffhanger in chainmail, a fairy tale that dutifully gathers every one of its pieces and then declines to finish its own sentence. Whether that makes it a charming curiosity or a small heartbreak is left entirely for the player to decide, but it is, at the very least, the true and complete story that this odd little cartridge actually has to tell. Curious to meet this strange, gentle, sword-less knight for yourself? Step into the Game Boy Museum and find the cartridge in person, cliffhanger ending and all. Some of the best stories are the ones that surprise you. The Full Series Great Game Stories · No. 1: The Alien Who Wanted a Queen (Super Mario Land) · No. 2: The Day Wario Stole the Castle (Super Mario Land 2: Six Golden Coins) · No. 3: The Scoundrel Who Wanted a Castle (Wario Land: Super Mario Land 3) · No. 4: The Hero Who Could Not Die (Wario Land 2) · No. 5: The Ape, the Lady and the Longest Chase (Donkey Kong) · No. 6: The Wager of Cranky Kong (Donkey Kong Land) · No. 7: A Trainer's Journey Across Kanto (Pokemon) · No. 8: The Boy, the Blob and the Tower (The Rescue of Princess Blobette) · No. 9: A Farm Boy, a Falcon, and a Faraway Star (Star Wars) · No. 10: The Knight Who Gathered a Shattered Star (Dragon's Lair) · No. 11: The Summer Camp with No Way Home (Bart Simpson's Escape from Camp Deadly) · No. 12: Three Days Until the End of the World (Deadeus) · No. 13: The Island That Was Only a Dream (The Legend of Zelda: Link's Awakening) · No. 14: The King Who Stole the Feast (Kirby's Dream Land)

GBuddy Archive Transparent.png
bottom of page