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- Fortified Zone 2: A Game Boy Sequel 33 Years in the Making
Every word in this game was already in English. The menus, the mission briefings, the little bursts of story between levels, all of it written in plain English by its Japanese developer back in 1992. And yet, for thirty-three years, almost nobody outside Japan was allowed to play it. Fortified Zone 2 is the newest arrival in the collection, and it carries one of the strangest release stories the Game Boy has to offer. A Trilogy, and the One That Stayed Home To understand why it matters, you have to go back to 1991. Jaleco released a top-down run-and-gun for the Game Boy called Ikari no Yōsai, "the fortress of fury", and sent it west under the name Fortified Zone. You played one of two mercenaries: Masato, who carried all the special weapons but could not jump, and Mizuki, who could jump but travelled light, and you infiltrated an enemy fortress room by room. It was a tense, clever little game, and it did well enough to start a series. That series had three parts. The first, Fortified Zone, reached the West. The third moved up to the Super Famicom and came out here as Operation Logic Bomb. But the middle chapter, Ikari no Yōsai 2, released for the Game Boy in February 1992, never left Japan at all. It is the only one of the three that western players never officially got, and the quiet absurdity is that it did not need translating. The whole thing was already in English. It simply stayed on the wrong side of the world. How a 1992 Game Comes Home in 2025 This is where the story turns from history into something happening right now. The French label Broke Studio, through its Homebrew Factory service, set out to give a handful of these Japan-only Jaleco titles a proper western release, on real cartridges, for the very first time. Fortified Zone 2: a 1992 Game Boy sequel, finally boxed for the West in 2025 thanks to Broke Studio Getting there meant untangling the rights. The games belong today to City Connection, the company that now holds much of the old Jaleco catalogue, and the bridge to them was Florent Gorges, founder of Omaké Books and a respected translator and games historian. He helped Broke Studio reach the rights holders and negotiate. Together they chose three titles that had never been sold outside Japan on the NES and Game Boy, and for the Game Boy the pick was Fortified Zone 2. Broke Studio then did the small, careful things that turn a Japanese cartridge into a western release: a new title screen, a freshly designed logo, drawn in both a standard and a pixel-art version, and properly typeset packaging and manual. That design work was done by the artist Jean-Baptiste Pollien, better known as Jibé, a lifelong Game Boy fan who was, by all accounts, delighted to work on it. Thirty-three years after it first appeared in Tokyo, the sequel finally got the box, the manual and the international debut it never had. The Object on the Shelf What sits in the collection now is the result of all that: a brand-new, complete-in-box Game Boy cartridge of a game older than most of the people who will play it. It runs in crisp monochrome on an original DMG, the same grey machine this museum is built around, pressed and boxed today in a workshop in the French countryside rather than a Japanese factory in 1992. That is exactly why it belongs here. A museum of the original Game Boy is not only a record of what was sold between 1989 and 2003. It is also a place where the gaps in that record can finally be filled. For three decades there was a Fortified-Zone-shaped hole in every western collection, a sequel everyone knew existed and nobody could legitimately own. Now there is one on the shelf, and it arrived with its whole story attached. Because that, in the end, is the part a museum cares about most. The cartridge itself is a fun little run-and-gun. The reason it earns its own page is everything around it: a Japanese studio writing in English for a game it never exported, a rights holder tracked down decades later, a translator and a French cartridge maker deciding that a forgotten sequel deserved to exist in the wider world. We have written about the people who pressed it in our feature on Broke Studio and its Homebrew Factory, the small workshop keeping new Game Boy cartridges coming. Switch a Game Boy off and the game waits in the cartridge, complete, for the next set of batteries. Fortified Zone 2 waited longer than most, thirty-three years and an ocean, before it finally arrived. It is very good to have it home.
- Game Boy on the Big Screen: Playing Handheld Games on Your TV
There is a lovely contradiction at the heart of the Game Boy. Nintendo built it to be small, private and portable, the console you played under the covers or on the back seat of the car. And yet, almost from the moment it launched, people wanted the exact opposite: to take those tiny green games and throw them up onto the biggest screen in the house, in colour, with a controller in both hands. Nintendo obliged again and again, across three generations of its own home consoles, and third-party makers filled in the gaps, even putting a Nintendo handheld onto a Sony machine. This is a guide to the hardware that let the Game Boy leave your hands and land on the television, all of it documented in the collection. The Super Game Boy: Colour on the SNES The first and most famous bridge was the Super Game Boy, released in 1994. It looked like an ordinary Super Nintendo cartridge, but you slotted a real Game Boy game into the top and played it through the SNES on your television. Suddenly the monochrome handheld had colour, applied through a range of selectable palettes, and a decorative on-screen border to frame the small picture so it did not float alone in the middle of a big screen. What made it more than a novelty was that developers could design for it. Games written with the adapter in mind could set their own custom four-colour schemes and their own bespoke borders, so a title like Donkey Kong looked genuinely enhanced rather than merely enlarged. For anyone who wanted to get the most out of it, the collection also holds the Super Game Boy player's guide, which walked players through the palettes, borders and hidden features. The Super Game Boy Player's Guide Super Game Boy 2: The Refined Sequel Japan received a follow-up in 1998, the Super Game Boy 2. It kept everything that made the original special and fixed its single biggest limitation by adding a real link-cable port on the side. That meant two players could connect a second Game Boy for multiplayer and trading while still enjoying the television picture, something the first model simply could not do. It also ran at the correct Game Boy clock speed rather than the SNES-derived timing of the original, a small technical nicety that mattered to music and to timing-sensitive games. It never left Japan, which makes a boxed example a satisfying find. The Nintendo 64: The Transfer Pak and Beyond The Nintendo 64 approached the idea from a different angle with the Transfer Pak, which plugged into the base of an N64 controller and held a Game Boy cartridge. Its most celebrated use was Pokemon Stadium, whose built-in Game Boy Tower let you load your own handheld Pokemon games and play them rendered on the television through the N64. For a generation of players, seeing their pocket save file blown up on the family TV for the first time was a genuinely magical moment, and it tied the handheld and home worlds together in a way nothing had before. The N64 also attracted third-party hardware. The collection includes the Datel PowerFlash, an adapter that let you play Game Boy and Game Boy Color cartridges through the N64 on your television, with built-in zoom, colourising and cheat options, though it could not reproduce the games' background music. A Nintendo Handheld on a Sony Console Strangest of all, you did not even need a Nintendo console. The collection holds the Innovation Super GB Booster, a third-party adapter for the original Sony PlayStation that let you play Game Boy and Game Boy Color cartridges on Sony's machine, output to the television. The idea of a rival's handheld games running on a PlayStation is exactly the sort of unofficial oddity that makes collecting so much fun, and a reminder of how badly people wanted their Game Boy library on the big screen. Game Boy games on Playstation - a contradiction? Not anymore. The GameCube Game Boy Player The most complete solution came last. The Game Boy Player, released for the GameCube in 2003, attached to the underside of the console and accepted original Game Boy, Game Boy Color and Game Boy Advance cartridges, playing every one of them full-size on the television. Because it used genuine Game Boy Advance hardware inside rather than emulation, its compatibility was excellent and its picture authentic. The collection even includes an aftermarket digital controller made for the Game Boy Player, for players who wanted a more traditional pad in hand instead of the GameCube controller. Why Collectors Love the Crossover Hardware Taken together, these devices tell a story that runs right through Nintendo's history and out into the wider industry: the Game Boy library was so valuable that people kept building new ways to keep it playable, generation after generation and even across brands. For collectors they are especially satisfying pieces, because each one connects two consoles at once, and the set as a whole maps the surprising journey of a handheld that never really wanted to sit still on the television, but ended up there anyway. You can see the Super Game Boy, its sequel, the Transfer Pak, the PlayStation adapter and the GameCube Game Boy Player, each photographed and catalogued, in the collection.
- New Arrival: The 1992 Merlin Game Boy Sticker Collection
Some of the most evocative Game Boy memorabilia never went near a cartridge slot. This arrival is a case in point: a licensed sticker set sold by Merlin in 1992, from the same wave of Nintendo licensing that put the console's characters onto every kind of childhood object. 276 stickers of NES and Game Boy heroes, straight from the playground trading floor. What It Is The set holds two hundred and seventy-six stickers featuring characters and screenshots from the NES and Game Boy games of the day. It is the kind of thing children pored over and traded in the playground, and it belongs to the same 1992 licensing push as the Merlin sticker album already held in the collection. Together the two are a small window onto how Nintendo's properties saturated everyday life in the early nineties, spilling far beyond the games themselves. Why It Joined the Collection Merchandise like this documents the Game Boy's cultural reach as vividly as any console. Stickers, by their nature, were meant to be peeled and used up, so a complete, unstuck set is genuinely uncommon and quietly precious. Pairing this collection with the matching album builds out a little Merlin cluster, and it keeps the softer, more ephemeral side of the Game Boy's story, the part made of paper and playground trades, part of the record rather than lost to it. The Merlin sticker collection is documented, with photographs, on its own page in the collection.
- The Loopz Developer Cartridge: A Game Boy Prototype from Nintendo's Own Backroom
A working Game Boy prototype: an EPROM board with a hand-written label. Almost everything in this collection was, at some point, a mass-produced object. A retail Game Boy cartridge was stamped out by the million, identical to every other copy on the shelf. This piece is the opposite. It is a Loopz developer cartridge, a working prototype that never reached a shop, and as far as I know only a small number of them exist. Opening the shell reveals not a sealed factory board but something far more intimate: a hand-built test cartridge from inside the industry, complete with a label written in biro. First, What Is Loopz? Loopz is a puzzle game, and a good one. It was designed and programmed by Ian Upton, first appearing on the Atari ST in 1989. The British company Audiogenic held the rights, and in 1990 arranged for Mindscape to publish it on computers and consoles around the world. The Game Boy version, released in 1990, was programmed by Argonaut Software, a studio better known for its later work pushing 3D graphics on Nintendo hardware. As games go it is an obscure but genuinely clever little title, the kind of tile-fitting puzzle the Game Boy was made for. A Game Boy Prototype, Not a Retail Cartridge What makes this particular cartridge extraordinary has nothing to do with how the finished game plays. It is what is inside the shell. A normal Game Boy cartridge carries a mask ROM, a chip with the game permanently stamped into it at the factory, unchangeable forever. This cartridge instead carries an EPROM, an erasable, reprogrammable memory chip with a little quartz window on top through which ultraviolet light can wipe it clean so a new build can be written in. EPROMs are how games were tested during development, before a final version was committed to mask ROM for mass production. The details tell the story. The board is printed as a 256-kilobit EPROM development board, the chip is a socketed ceramic part rather than the cheap plastic of a retail cartridge, and across its window someone has stuck a strip of masking tape and written "LOOPZ 10/30" by hand. That scribble is almost certainly a build identifier, a date or a version, jotted down by whoever burned this particular copy. You are looking at a snapshot of the game as it existed on one specific day inside its development, not the polished object that shipped to shops. Inside a developer cartridge: a socketed EPROM, not a factory mask ROM. That is the magic of a developer cartridge. A retail copy is the end of the story; a prototype is the middle of it. It is a physical save-point from a moment when the game was still a work in progress, when someone at a desk needed to load this exact build onto real Game Boy hardware and see whether it ran. The Provenance: From an Attic to the Collection The history behind this cartridge is as good as the object itself. According to its provenance, it came from the personal collection of the late Steve McKay, a Nintendo of America distributor. After he passed away, his family discovered a cache of these prototypes in the attic and passed them to a local auction house. A batch of twenty to thirty of them came up for sale, and this Loopz cartridge was among the ones I was able to secure, while a number of the higher-profile titles from the same hoard were graded and routed to a major auction house instead. Better still, these cartridges are not mysteries. They were verified, tested and dumped by the game historian Frank Cifaldi at the Portland Retro Gaming Expo a few years ago, which means their contents have been preserved and their authenticity confirmed by one of the most respected figures in video game preservation. For a collector, that chain of custody, from a Nintendo distributor's attic to a public verification event to this shelf, is exactly the kind of documented history that turns an odd green board into a genuine artefact. Why Prototypes Matter It would be easy to see a scuffed prototype as less desirable than a pristine boxed copy, but for a museum it is often the reverse. Retail cartridges survive in their millions; development hardware was never meant to leave the building, was frequently wiped and reused, and was usually thrown away once a game shipped. Each surviving prototype is effectively unique, a one-off that records something the finished product cannot: the fingerprints of the people who made it and the process they used. This is also why preservation work like the dumping done at that expo matters so much. Every prototype that gets read and archived is a small piece of gaming history rescued before the chip degrades or the cartridge is lost. Holding the physical board is a thrill, but knowing its data is safely preserved is what makes it meaningful. This is not just a rare object; it is a primary source. A Prototype in the Collection A hand-labelled EPROM cartridge from a Nintendo of America collection is exactly the sort of piece that pushes this collection beyond the shelves of retail boxes and into the actual machinery of how Game Boy games were made. It sits proudly among the more finished, familiar cartridges as a reminder that every one of them started life as something like this. This developer cartridge is catalogued, with photographs and its full specification, on its own page in the collection, and you can explore the rest of the archive, retail and unusual alike, across the collection.
- New Arrival: A CGC 9.0 Super Mario Land
The newest arrival in this series raises an obvious question. Super Mario Land is already in the collection, and it is one of the most common games on the entire platform, so why add another copy at all? The answer is condition, and what condition can preserve. Perfectly preserved, permanently unplayable. A 9.0 that will never hear a single bleep. What It Is This is a United States copy of Super Mario Land, professionally graded and encapsulated by CGC with an overall grade of 9.0. It is certified complete in box, with individual sub-grades of 9.0 for the box, 9.8 for the cartridge and 8.0 for the manual, and it carries the label's designations for an early production run. Most charming of all, it still wears its original period price sticker from the American retailer Electronics Boutique, a small paper survivor that fixes the game to a specific shop and a specific moment in the early nineties. Why It Was Added Grading turns a common cartridge into something a collection genuinely needs: a reference specimen. A loose, well-played copy tells you what the game was; a sealed, third-party-authenticated 9.0 tells you exactly how it left the factory, preserved and independently verified. For one of the console's defining launch-era titles, having a benchmark example on hand is valuable in its own right, both as a preservation standard and as an anchor for understanding what condition really means when values are discussed. That verification is not just a promise printed on a label. The CGC case carries a QR code, and scanning it resolves to this exact certification in CGC's own database, listing the item, the grade and the certification number. Anyone holding the slab can therefore confirm in seconds that the label belongs to this game and has not been reprinted or swapped. In a hobby where convincing reproductions are a genuine problem, that verifiable chain back to the grader is the part of the whole exercise that does real work. The surviving shop sticker adds a second layer of history that a pristine but sticker-free copy would lack. It is a tiny piece of retail archaeology, evidence of how and where the game was actually sold, and exactly the kind of detail that turns a graded slab from a mere investment piece into a documented artefact. That combination, top-tier condition plus a preserved point-of-sale trace, is why this particular copy earned a place alongside the collection's existing Super Mario Land. A Deliberate Exception to Our Complete-in-Box Focus It is worth being clear about where this piece sits, because it runs against the grain of how the collection is built. This museum deliberately specialises in complete-in-box games rather than sealed or graded ones, a choice explained in full in Sealed, Slabbed or Complete-in-Box: Why We Chose CIB. A complete-in-box game can be handled, studied and displayed as the object its makers intended; a slab, sealed behind plastic, cannot. This graded Super Mario Land is therefore a conscious and single exception, not a change of direction. The intention is to hold exactly one professionally graded specimen of the two most renowned grading services each - WATA and CGC. Simply so that the grading and rating scene, which has become a real and growing part of the wider Game Boy collecting movement, is represented and acknowledged here. One slab honours that world; the rest of the collection remains firmly complete-in-box. The Wata half of that pair has since arrived as well, a factory-sealed InfoGenius Personal Organizer graded 8.5, which completes the pair and closes the subject. This graded copy is fully catalogued, with photographs, on its own page in the collection.
- Sealed, Slabbed or Complete-in-Box: Why We Chose CIB
In the last few years, retro games have turned into an asset class. Sealed, professionally graded cartridges now change hands for staggering sums, sometimes more than a house deposit, sealed forever inside a numbered acrylic case. It is an extraordinary shift, and it forces every serious collector to make a choice about what they are really collecting. The Game Boy Museum made its choice deliberately, and it went the other way. The Rise of the Sealed and Slabbed Game Grading works by taking a game, judging its condition against a strict scale, and sealing it in a tamper-proof case with that score printed on the label. Borrowed from the world of trading cards and coins, it has swept through retro gaming and created a booming market. A high grade can multiply a game's price many times over. For sellers and investors, it has been a gold rush. What Grading Genuinely Offers It would be unfair to dismiss it entirely, because grading does solve real problems. An independent grade offers reassurance against fakes and reproductions, which are a genuine plague in this hobby. The sealed case protects a fragile old box from further wear. And a recognised score makes buying and selling at a distance far less risky, because both sides trust the same standard. For a certain kind of collector, that certainty and protection is exactly what they want. However, as this trend is itself part of Game Boy history now, the museum keeps two graded pieces of its own. One is a CGC 9.0 Super Mario Land, a complete-in-box US printing whose cartridge scored 9.8 and whose manual, tellingly, scored 8.0. The other is an InfoGenius Personal Organizer, factory sealed and graded by Wata at 8.5 with a B+ seal. Both are here precisely because the grading trend has become part of the Game Boy's story, and a museum that documents the object should also document what the market is now doing to it. Look closely at either slab and you will find the part that actually does the work: a machine-readable code printed on the label. The CGC case carries a QR code, the Wata case an EAN barcode, and each one resolves to that specific certification in the grader's own database, listing the item, the grade and the certification number. Scan it and you can confirm in seconds that the slab in front of you is the one the label claims to be, and that nobody has swapped the contents or reprinted the label. In a hobby where convincing reproductions are a real problem, this is the genuinely useful part of the whole exercise: not the number itself, but a verifiable chain back to the company that assigned it. And What It Quietly Takes Away But look closer and something is lost. A slabbed game can never be opened, so its manual can never be read, its inserts never unfolded, and the cartridge never played. The object becomes a picture of itself, valued only for a number on a label. Worse, as prices climb, ordinary games are bought purely to be sealed and speculated on, pulling them out of the hands of the very people who love them. Piece by piece, the machine that was built to be carried everywhere and played by everyone is being locked away where no one can touch it. That is the money machine that makes retro history inaccessible. Why the Game Boy Museum Collects Complete-in-Box The museum's answer is the complete-in-box game, known as CIB. A CIB item has everything that originally came with it: the outer box, the manual, any inserts and registration cards, and the cartridge itself, all present and correct. It is complete, it is honest about its condition, and crucially it is openable. You can take out the manual and read it. You can slot the cartridge into a real Game Boy and play it. You can study the printing, the inlays and the little details that tell you where and when it was made. The object stays alive. The Game Boy Museum Approach: Complete-in-box: everything that came in the box, and still openable. Preservation Should Not Mean Locking Away A museum exists to keep things safe and to make them understood, and those two goals have to be held together. A CIB collection lets us do both: preserve the full artefact while still learning from it and sharing it. A wall of sealed acrylic might be worth more on a spreadsheet, but it teaches nothing and gives nothing back. We would rather protect the Game Boy as what it always was, a thing to be handled, understood and enjoyed, than freeze it into a silent investment. You can explore the collection, complete and openable, right here in the collection.
- The Museum Racing to Save Worlds Before They Switch Off
Virtual Worlds Museum Teleportal, mapping the metaverse Switch off a Game Boy and nothing is lost. The game sits in the cartridge, patient and complete, waiting for the next set of batteries, whether that is tomorrow or in fifty years. Switch off a virtual world and it can be gone for good: the servers wiped, the login dead, the place where thousands of people met simply erased, with nothing left in a drawer to rediscover. That single, unsettling difference is the whole reason the Virtual Worlds Museum exists, and it is why a museum devoted to a 1989 handheld feels such kinship with it. A Museum for Places That Might Vanish The Virtual Worlds Museum is a digital museum archiving the history of virtual worlds and the wider metaverse. Founded and directed by Julian Reyes, it has already been recognised with the 2025 AUREA Impact Award and a place among the M100 Spectrum Metaverse Innovators, and it was built with the help of a successfully funded Kickstarter. Its motto is refreshingly plain for a field drowning in jargon: explore, preserve, inspire. The scope is enormous. The museum tracks the platforms that defined online life for whole generations, from Active Worlds and Habbo and Second Life to VRChat, Roblox, Minecraft, Fortnite and Meta's Horizon Worlds. It sorts them into exhibits, from WebXR and open-source worlds to blockchain experiments. And, most poignantly, it keeps an exhibit for "Sunset Worlds": the places that have already been switched off for the last time. That is preservation at its most urgent, because once one of these worlds closes, there is often nothing left to collect. Mapping the Metaverse The centrepiece is the Teleportal, an interactive map and gateway to the worlds the museum tracks. Think of it as an atlas of the metaverse, turning preservation into something you can wander through rather than just read about. It exists in five versions, which tells you how seriously the team takes access: a 3D force graph that renders the platforms as a drifting constellation, a clickable index organised in category rings, a simplified 2D viewer built for classrooms, a VR build in testing on Meta Quest, and a spatial edition being adapted with WebSpatial for Apple Vision Pro and Pico. You do not need a headset for the browser versions, which is how most of us will explore it. Where our own collection is a map of one machine, the Teleportal is a map of an entire, shifting continent of them. Two Ends of the Same Mission It would be hard to imagine two museums more different on the surface. One preserves a small grey object you can hold, photographing every cartridge and box; the other preserves vast, intangible spaces that exist only while a company keeps the power on. And yet the mission is identical: make sure the history is still there when someone goes looking for it. If anything, our jobs are mirror images. We fight decay, the yellowing plastic and the leaking battery, and we have written before about how to keep an original Game Boy alive. The Virtual Worlds Museum fights disappearance, the far more sudden death of a world that is perfectly healthy right up until the moment it is deleted. Between us, the tangible and the intangible sides of play both get a record. A Museum That Maps Other Museums There is a lovely detail that brought our two worlds together in the first place. Alongside everything else, the Virtual Worlds Museum keeps a directory of game museums, physical and virtual alike, a museum that maps other museums, so that anyone curious about where gaming history is being kept can actually find it. That is how the Game Boy Museum came to be listed among them, and it is exactly the kind of connective work the scene needs. If you spend your days, as we do, thinking about how to keep gaming history from slipping away, the Virtual Worlds Museum is well worth your time. You can explore the Teleportal and the whole archive at virtualworlds.museum, and the museum's interviews with the people who build these worlds live on its Teleportal TV channel. That series is a team effort, and Julian Reyes is quick to say so. Teleportal TV and the museum's Spotlight video series exist thanks to Evo Heyning, Carlos Austin, Steve Van Loon and Rachael Newport. Different technology, same stubborn belief: that the places and machines we played on are worth keeping, long after the world has moved on to the next thing.
- Building My Own Zeroboy: A Game Boy Reborn by Hand
There is a particular kind of itch that every Game Boy lover knows: the wish for one machine that keeps the soul of the original but can do so much more. I did not want to buy that machine. I wanted to build it with my own hands. So I built a Zeroboy. This one is personal. It is the only item in the entire collection that I made myself, and it might be the piece I am proudest of. Project Zerboy - Building my own Game Boy The Game Boy Zero Dream A Zeroboy belongs to the wider Game Boy Zero movement: the idea of fitting a tiny modern computer, usually a Raspberry Pi, inside a genuine DMG-01 shell. From the outside it still looks like the classic grey brick I grew up with. Inside, it runs a sharp colour display, a high-capacity battery and an emulator that can play a huge library of retro games. There is no official product and no neat kit you simply click together. Every Game Boy Zero is hand-built, so no two are ever quite the same. Sourcing the Parts from Around the World Half the adventure was gathering the pieces. There was no box to buy, so I ordered the components myself from suppliers abroad: the Raspberry Pi, the screen, the battery, the buttons and the small boards that tie everything together. Parts trickled in from different corners of the world over several weeks, and slowly a pile of electronics on my desk started to look like it might one day become a Game Boy again. The ZeroBoy from all sides More Controls Than Nintendo Ever Intended The original Game Boy gave you two action buttons, A and B, and that was plenty for its library. Mine needed more. On the front I added two extra red buttons alongside the classic pair, so the familiar face now carries four. On the back I fitted two more, shoulder-style triggers that the original shell was never designed for. These extra controls are not decoration. They are exactly what lets this little grey case handle modern and more demanding games that a simple two-button layout could never cope with. Drilling cleanly into a genuine DMG-01 shell, placing the buttons so they feel natural under the fingers and wiring each one back to the board took patience and more than a few test fits before everything sat right. Soldering My Own HDMI Cable The hardest part, and the one I am secretly proudest of, was the video connection. Instead of relying on a ready-made lead, I soldered the HDMI cable myself, joining it together strand by strand from individual wires. If you have ever tried this, you know how unforgiving it is: the wires are hair-thin, the contacts are tiny, and a single bad joint means no picture at all. When the display finally lit up cleanly, after more than one false start, it was one of the most satisfying moments I have had in this whole hobby. Bye Bye AA Batteries A Highly Customised RetroPie Heart Hardware is only half of a Zeroboy. The brain of mine is a Raspberry Pi running RetroPie, and I refused to settle for the default install. I built a highly customised setup, reworking the menus, the button mapping for those six controls, the emulators and even the boot sequence so the finished machine feels like a Game Boy rather than a small computer wearing a costume. Getting emulation to run smoothly, with the right systems, the right performance and a front end that feels native in the hand, is fiddly and largely invisible work. Nobody sees the hours of tweaking config files and testing games one by one, but it is the difference between a gadget and something that genuinely feels like a console. The Zeroboy in Action A Labour of Love Why go to all this trouble when you can emulate a Game Boy on a phone in seconds? Because this was never about convenience. All told, the build cost me well over a hundred hours, spread across sourcing parts, drilling and fitting buttons, soldering, wiring, flashing software and endless small adjustments. It was about keeping my hands on the thing I love, understanding it down to the last wire, and giving a classic shell a second life without losing what made it special in the first place. My Zeroboy is not flawless, and that is exactly why I treasure it. It carries my own soldering, my own mistakes and my own fixes. It sits in the collection among the other DIY and modding pieces, like the GBinterceptor, as proof that the Game Boy is not only something to keep behind glass. It is still something to build, tinker with and genuinely love. You can see my Zeroboy in the collection.
- The One-Man Game Boy Studio That Gives Its Games Away
Most game developers guard their source code the way a chef guards a recipe. Dr. Ludos does the opposite. He finishes a Game Boy game, sells it on a real cartridge, and then hands you the blueprint so you can go and build your own. It is one of the most generous habits in the whole homebrew scene, and it says a lot about why brand-new Game Boy games are still being made at all. A Studio of One, in Love with Old Machines Dr. Ludos is a solo developer who works almost exclusively on vintage hardware: the Game Boy, the Super Nintendo, the Mega Drive, even the Atari 2600. He is candid about the reason, and it is not nostalgia for its own sake. He simply loves the history of these machines, and every release is partly an excuse to learn something new about how they actually worked. Then, crucially, he publishes the source code of his games so that other people can make their first retro title. He is not just adding games to the Game Boy library; he is quietly manufacturing new developers for it. Games That Are Really About the Game Boy Itself What makes his catalogue such a joy for a museum is how often the games are, secretly, about the hardware this collection documents. Take GB Corp., an idle game in which you build a little Game Boy empire and grow richer the more you play across the different models in the Game Boy family. It is a management game whose entire subject is the very hardware line, DMG, Pocket and Color, that fills these display shelves. Then there is DMG vs. Super Game Boy, a genuinely clever piece of digital archaeology. The Super Game Boy adapter had a capability that no commercial game ever used: the ability to move Super Nintendo sprites around on top of the Game Boy picture. Dr. Ludos found that locked door, opened it, and built a game behind it. That is not just coding; it is preservation by rediscovery. Others are simply good arcade fun. Sheep It Up! is a one-button climber that has since appeared on a physical cartridge, and Break An Egg is exactly the kind of pick-up-and-play design the Game Boy was born for. A Game Worth Talking About: Dangerous Demolition One of his most talked-about releases is Dangerous Demolition, a smart mashup of Breakout and a top-down shooter, where you fire to steer the ball toward the last stubborn bricks. It runs four game modes and thirty levels, plus a survival mode that generates levels forever, and it is exactly the kind of tight, replayable arcade design the Game Boy was made for. It plays in crisp monochrome on an original DMG or a Game Boy Pocket, switches to full colour on a Game Boy Color or Game Boy Advance, and even runs happily on a modern Analogue Pocket. The boxed edition is genuinely rare: because Homebrew Factory presses only the exact number of copies ordered during a single preorder window, just 43 were ever made, and they sold out at once. We do not have one, and that is perfectly fine, because this is not about owning the object but about admiring the work. Better still, the knowledge behind the games never disappears: Dr. Ludos shares the full source code of his titles for free, so anyone can study them, learn from them, and even build the game themselves. Many of his games are free to play on his itch.io page, and even the commercial ones can be compiled for free from that shared code. There is a lovely symmetry in that. A museum spends its days keeping old machines from being forgotten; Dr. Ludos spends his making sure they are still worth switching on. The original hardware his games run on is documented in full in our complete DMG-01 guide, and his work is simply the newest chapter of the same story, proof that the Game Boy is not a closed book. Why We Wanted to Say Thank You It would be easy to think of a museum as a place that only cares about objects, the rarer and more boxed the better. But preservation is also about people, and about the work still being done. Decades after the industry moved on, Dr. Ludos keeps the Game Boy alive with real craft and rare generosity, giving his games away and teaching others to make their own. We do not have his cartridges on a shelf, and we do not need to. This article is simply our way of putting his work on the record and saying thank you to one of the people who make this little machine worth caring about.
- Write Your Own Game Boy Games: A Beginner's Journey in Two Series
Learn to build your own simple game The Game Boy is not only a treasure to keep behind glass. Decades after it launched, it is still a living platform that anyone can create for, and you do not need to be a professional programmer to begin. On this site we have written two hands-on series that, together, take you all the way from an empty folder to a polished game of your own, running on a real 1989 console. Both are written for complete beginners, with every single line of code explained in plain English. This page is the map that ties them together. Series One: Build Your Own Game Boy Game The first series is where everyone should start. Over six short parts you install the free tools, learn how the Game Boy actually draws (it thinks in little tiles, not pixels), and then build a complete, playable Snake in the C language, step by step. Create your first Game Boy game - the basics You give it a playfield and walls, make the snake move to your button presses, add food, growth and a way to lose, and finally run your finished ROM in an emulator or on a genuine Game Boy. By the end you have written a real game from nothing. TOPICS: Part 1: Setting Up Your Workshop Part 2: How the Game Boy Thinks Part 3: Drawing Your World Part 4: Taking Control Part 5: Food, Growth and Game Over · Part 6: From Emulator to Cartridge Series Two: Level Up Your Snake The second series picks up exactly where the first leaves off and turns that bare Snake into a rounded little game with its own character. Let's add some flavour to the game in part II You learn how graphics were really made for the Game Boy and design your own font and start screen, then add an interactive title screen, a live score, three lives, a proper game-over screen, and finally sound effects and a pause button. Along the way you meet the ideas behind every real game: reusable functions, loops, keeping track of numbers, and talking to the sound hardware, all at a gentle pace. TOPICS Part 1: Drawing Graphics the Game Boy Way Part 2: A Title Screen for Your Snake Part 3: Keeping Score Part 4: Three Lives Part 5: A Proper Game Over Part 6: Sound and Pause Who It Is For, and What You Need Both series are aimed squarely at people with little or no coding experience. There is no jargon left unexplained, and every code block is followed by a plain-language walk-through. The tools are all free and run on Windows, macOS and Linux: the GBDK-2020 development kit, any text editor, and an emulator such as Emulicious, BGB or SameBoy to test your game. That is genuinely all you need to follow along. If you later want to play your creation on real hardware, a flash cartridge like an EverDrive lets you run it on an original DMG-01, which is a magical moment worth chasing. Where to Start If you are new, begin with Series One, Part 1 and work through in order; by the end you will have a working Snake. Then move on to Series Two to give it a title screen, a score, lives, an ending, sound and pause. If you have already built the Snake and just want to make it feel finished, you can jump straight into Series Two. Either way, take it one part at a time, type the code in yourself rather than only reading it, and enjoy the moment your own game lights up that green screen. And whenever you want inspiration, the games that built this machine are all here to study and admire in the collection.
- Lemmings: Herding a Suicidal Crowd on a Two-Inch Screen
Some games seem physically impossible on the Game Boy, and Lemmings is one of them. It was built for a computer mouse and a big, detailed screen, and it asks you to manage dozens of tiny creatures at once. Then someone squeezed it onto a handheld with four buttons and a screen barely bigger than a matchbox. That it works at all is a small miracle. That it is genuinely good is a testament to the craft of porting. The march of the lemmings Lemmings began life in 1991, made by the Scottish studio DMA Design, and it was an instant sensation on home computers like the Amiga. The premise is beautifully cruel. A stream of little green-haired creatures pours into each level and starts walking, mindlessly, straight ahead. They will march off cliffs, into water and into traps without a flicker of self-preservation. Your job is to get a set number of them safely to the exit before time runs out. Lemmings - Climbers, floaters, blockers, bashers: assign wisely. You do this by handing out jobs. Turn one lemming into a blocker to stop the crowd, another into a basher to tunnel through a wall, a digger to burrow down, a builder to bridge a gap, a floater to survive a long fall. Each level is a logic puzzle dressed as a rescue mission, and the tension comes from the fact that the crowd never stops moving while you think. It is equal parts strategy and mild panic. An unlikely handheld The publisher Ocean, a British house that specialised in bringing big computer games to every machine going, took on the job of shrinking Lemmings down to the Game Boy. The problems were obvious. There was no mouse to point with, so a cursor had to be driven around the screen with the D-pad. The levels were far wider than the little display, so the view had to scroll. And a busy, colourful playfield full of individual creatures had to be redrawn in four shades of grey, small enough to fit yet clear enough to read. Somehow it came together. Moving a cursor with a directional pad will never be as quick as a mouse, but the pacing was tuned so that you had time to think, select a lemming and assign its job before disaster struck. The tiny sprites stayed legible, the levels were carefully adapted, and the essential loop of watch, plan, intervene survived the shrink intact. The art of the impossible port The Game Boy is full of these against-the-odds conversions, games that seemed to belong to bigger, more powerful machines and were somehow talked onto the handheld anyway. The arcade blaster Space Invaders made the trip, and even the notorious laserdisc cartoon Dragon's Lair was attempted. Lemmings stands out among them because it did not just survive the journey, it remained properly playable, a real strategy game you could carry in a coat pocket. The franchise went on to become one of the most ported games in history, appearing on seemingly every platform ever built. The Game Boy version rarely gets top billing among them, but it may be the most impressive, precisely because it had the least to work with. You can find Lemmings in the Game Boy Museum collection. This article is part of the Great Games, Tiny Screen series.
- The Game Boy Around the World: One Console, Eleven Stories
A series in 11 parts: The Game Boy goes around the world The Game Boy is often told as a single story: a Japanese company makes a clever handheld, bundles it with Tetris, and sells a hundred million of them. But that tidy version hides something far richer. The same grey box lived a startlingly different life on every continent it reached, shaped by trade politics, piracy, climate, marketing and sheer local ingenuity. This series follows the Game Boy around the globe, one region at a time. Each article is a self-contained story; together they map how a single machine became a truly worldwide phenomenon, sometimes in ways Nintendo never intended. Here is the tour. Why One Machine Could Travel So Far Before the tour begins, it is worth asking why the Game Boy, of all consoles, could adapt to so many wildly different worlds. The answer lies in how it was designed. Its creator, Gunpei Yokoi, followed a philosophy he called lateral thinking with withered technology: instead of chasing the newest, most powerful components, he deliberately chose cheap, mature, low-power parts and used them cleverly. You can read the full story of that mindset in our profile of the genius of Gunpei Yokoi. That single decision is why the same grey box thrived on an Australian beach and in an African village alike: a reflective screen that gets clearer in bright sun, batteries that last for many hours, and a rugged shell that shrugs off dust, heat and drops. The frugal engineering that critics mocked in 1989 is exactly what let the console survive far from any repair shop or reliable mains socket. If you want to see how those parts fit together, our teardown of the anatomy of the DMG-01 takes the machine apart, and the wider birth of the console is told in our history of the DMG-01 itself. Treasure Hunter GBuddy Where It Began In Japan, the console was born in 1989 with mahjong launch titles, Japan-only games and a merchandising machine that pounced on day one. In North America, one decision, bundling Tetris, turned a gadget into a mass-market obsession. And in Europe, the console fractured into a dozen markets, each with its own bundles, coloured consoles and campaigns. The Surprising Chapters Some regions rewrite the story entirely. Russia gave the console its soul, because Tetris was born in a 1984 Soviet computer lab. Across much of Asia, players met the Game Boy through a vast grey market of clone handhelds and hundreds-in-one multicarts. And in Korea, the console wore a disguise, sold by Hyundai as the Mini Comboy to sidestep restrictions on Japanese products. To the Edges of the Map In Australia, the console's most-mocked flaw, its unlit screen, turned out to be perfect for the sun. In Brazil, tariffs and piracy pushed Nintendo to let Playtronic build the Game Boy locally, the first time its hardware was ever manufactured outside Japan. In India, the console never officially launched, yet arrived in suitcases and now fuels a growing retro scene. In Africa, long battery life, a sunlight-readable screen and near-indestructible hardware made the Game Boy quietly ideal far from any official distributor. And in Switzerland, the small Alpine country that is home to this very museum, the console arrived quietly through a local distributor and, decades later, found someone determined to preserve its whole worldwide story. Treasures From Every Region Each of these stories left physical traces, and many of them live in the museum's catalogue. Japan alone produced some of the strangest artefacts: the mahjong launch title Yakuman that never left the country, the barcode-scanning Namcot Barcode Boy, and the fishing-sonar cartridge, the Bandai Pocket Sonar, both Japan-only oddities that show how far the platform stretched at home. Europe's fragmentation shows up just as clearly in the catalogue: the German Classic Tetris bundle (NOE) is one of many nationally specific boxes Nintendo of Europe produced, each with its own language and code. And the grey market that defined the console across Asia is captured perfectly by an object like the GB Smart Card, a single chip crammed with dozens of games. Follow any link below to dive into a region, and its artefacts, in full. One Machine, a Whole World Taken together, these eleven stories show that the Game Boy was never really one thing. It was a Japanese toy, an American icon, a European patchwork, a Soviet puzzle, an Asian bootleg, a Korean secret, an Australian sun-companion, a Brazilian home build, an Indian rarity, an African survivor and a Swiss homecoming, all at once. Explore the full archive behind these stories at the Game Boy Museum.












