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- Super Game Boy: How the Handheld Conquered the Living Room
The original Game Boy was built to be played anywhere: on the bus, in the back of a car, under the covers long after bedtime. So there is a lovely irony in one of its most beloved accessories doing the exact opposite, pulling the handheld out of your hands and putting it on the family television. That accessory was the Super Game Boy, and for a whole generation it was the first time their pocket games appeared in colour, on the big screen, in the middle of the living room. What the Super Game Boy Did Released in 1994, the Super Game Boy is not a console but a clever cartridge. Slot it into a Super Nintendo, drop a Game Boy game into the top, and the handheld's whole library suddenly runs on your TV through the SNES. It reached Japan on 14 June 1994, North America that July and Europe in September, and it instantly changed how families experienced the original Game Boy. The Classic Super Game Boy Colour, Borders and Hidden Tricks Because the Game Boy screen shows only four shades of green, the Super Game Boy maps those shades to real colour. Players could pick from built-in palettes or mix their own and save them with a password, and the adapter could paint the screen in up to twelve colours at once. Around the playing field it added decorative borders drawn from a palette of up to sixty-four colours, and some titles, such as Donkey Kong, loaded their own custom frames and richer schemes. It was the closest the DMG-01 ever came to a colour makeover. The Super Game Boy 2 In January 1998 Japan received a refined sequel, the Super Game Boy 2. Its headline addition was a link port, added in direct response to Pokemon players who could not trade because the first model had nowhere to plug in a link cable. It also ran at the exact speed of a real Game Boy, where the original had run slightly fast, and shipped with eight fresh borders. It never left Japan, which makes it a prized import today. Super Game Boy 2 with Link Cable Port Why the Super Game Boy Still Matters The Super Game Boy turned a monochrome handheld into a shared, colourful living-room experience, and quietly previewed the colour future that the Game Boy Color would later deliver. For collectors, both versions are essential pieces of the DMG-01 story, and the Japan-only sequel is a genuine prize. See where they sit in the wider hardware family in the DMG-01 hardware reference.
- Console, Bundle or Star Set: A Guide to Game Boy Box Sets
When the Game Boy landed in shops in 1989, Nintendo did not sell it just one way. Over the machine's long life it appeared in a whole family of different boxes, each aimed at a slightly different buyer, a different budget or a different Christmas. Some held nothing but the console. Others were stuffed with two or three games, a carrying bag or a film licence on the lid. For collectors, learning to read these boxes is half the fun, because the outer sleeve often tells you far more than the grey brick inside ever could. Here is a tour through the main kinds of Game Boy box sets, from the bare console to the elaborate multi-game bundles, with examples from the museum's own shelves along the way. The Plain Console Box At the simplest end sits the console-only box: the Game Boy, its earphones, a link cable in some regions, a manual and nothing more. This was the purist's purchase and, later, the budget option once games were sold separately as a matter of course. The original Japanese launch box carried only the hardware and its accessories, and the same idea travelled abroad in plainer regional packaging. You can see both the original Japanese DMG-01 console and the later plain European console box in the collection, and the contrast between the two is a neat lesson in how Nintendo trimmed the presentation as the Game Boy became a household name. A Couple of Game Boy Only Sets Single-Game Sets: The Tetris Effect The set that mattered most was the one packed with a game, and for the Game Boy that game was almost always Tetris. Bundling the puzzle hit with the hardware turned the console into an impulse buy for people who had never touched a video game, and it is widely credited with driving the machine into millions of homes. The European, British and North American versions of this Classic Tetris bundle all show the same trick at work, each with the local box art and pricing but the same irresistible offer inside. A single-game set is the sweet spot for many collectors: complete enough to feel like the real launch experience, but compact enough to display and to store. It is also where box variations between regions become obvious, since the same console shipped under quite different cover designs depending on where it was sold. Example of a single game set - US version with Tetris Dual-Game Sets A step up in generosity came the two-game sets. The Tetris and Super Mario Land pairing combined the console's defining puzzle game with its defining platformer, giving a new owner both halves of the early Game Boy identity in one box. Nintendo also leaned on Mario for value-led bundles like the Super Mario Land 1 and 2 set with a carrying bag, which wrapped two adventures and a way to take them out of the house into a single yellow package. The Gold and Tetris 2 console set shows the same dual-pack thinking applied to a special-coloured machine, where the hardware itself becomes part of the appeal. Two-game sets are where box designers had the most fun, since they had two logos, two heroes and often a themed colour scheme to play with on a single sleeve. Triple-Game Sets: The Star Sets The most lavish factory bundles carried three games, and in Germany these were sold under evocative names. The Super 3 Set, a German-only release from 1994, paired the console with Tetris, Mega Man II and The Amazing Spider-Man: a puzzle classic, an action favourite and a licensed hit all in one box. Its sibling, the Super Star Set, took a first-party route instead, bundling The Legend of Zelda: Link's Awakening with Super Mario Land 2. Three-game bundles were unusual, and because so much of their value rests on keeping every game with the console and its box, complete examples are genuinely hard to find today. These star sets are the trophies of the box-set world. They were expensive when new, tied to a single market, and easily broken up over the years as the games were sold on one by one, which is exactly why an intact one is such a prize. Rare Super Star Set with Spider Man, Mega Man and Tetris Theme Sets Finally there are the theme sets, built around a licence rather than a price point. The Star Wars bundle dressed the console in film branding to sell the machine to fans of the saga, while the Italian Classic Fire bundle is an example of a regional promotional set with its own distinct identity. These bundles are prized less for their contents than for their packaging, which turns a mass-produced handheld into a themed collectible. A Collector's Guide to Game Boy Box Sets So why does any of this matter once the shrink-wrap is long gone? Because with the Game Boy, the box is the document. A loose console tells you almost nothing, but a complete box set tells you the region it was sold in, the year it was current, the games Nintendo thought would sell it and the market it was chasing. That is why Game Boy box sets, especially the multi-game and theme editions, command such a premium: they are small time capsules, and every intact one is a little harder to find than the last. You can browse the console sets, bundles and star sets side by side in the full collection, where the boxes are photographed from every angle so you can compare how Nintendo sold the very same machine a dozen different ways.
- Spot the Plumber: Mario's Cameo Career on Game Boy Box Art
Line up a shelf of early Game Boy boxes and one face keeps grinning back at you. Mario headlines his own adventures, naturally, but he also turns up again and again on the covers of games that have little or nothing to do with him: sports titles, puzzle games, block-bashers and retro compilations. He was not just a character; he was Nintendo's mascot, a friendly, instantly recognisable guarantee of quality that could be printed onto almost any box to help it sell. This is a tour of Mario's cameo career on Game Boy cover art, told through the games in the collection. Mario the Sportsman Some of the earliest Game Boy games had the plainest possible names, and Mario was drafted in to give them personality. On the cover of Baseball he takes to the field among the players, and on Golf he is the little golfer in red mid-swing. Tennis puts him courtside overseeing the match. None of these games needed a mascot to function, but a generic box marked simply "Golf" is far more tempting when Mario is the one holding the club. Mario at the Controls Two more early titles borrow Mario as their friendly pilot. Alleyway, a launch-window take on the old block-breaking arcade formula, sticks Mario in a little spacecraft on the cover, steering the paddle through a starfield, which is a far warmer image than a bare bat and ball. And in Donkey Kong, the brilliant 1994 reinvention of the original arcade classic, Mario is very much the hero, chasing the big ape across a cover packed with ladders, barrels and mischief. Mario the Puzzle Master Nintendo leaned on Mario hardest when it needed to sell a puzzle game, a genre with no natural hero of its own. Dr. Mario reimagined him as a lab-coated physician flinging vitamins at viruses, turning an abstract falling-block game into a character piece. Mario & Yoshi, the European name for the Yoshi puzzle game, pairs him with his dinosaur friend on the box, and the picture-logic games Mario's Picross and Mario's Picross 2 cast him as a pickaxe-wielding archaeologist to make a Japanese nonogram puzzle feel like an adventure. Mario the Host By the late 1990s Mario had become the face Nintendo used to reintroduce its own history. The Game & Watch Gallery and its sequel, released in Japan as Game Boy Gallery 2, are collections of the simple LCD Game & Watch classics that Gunpei Yokoi had pioneered in the early 1980s. To make those decades-old games appealing to a new audience, Nintendo dropped Mario and friends into them and put the whole cast front and centre on the box, letting the mascot vouch for the museum piece. Mario in His Own Right Amid all the guest appearances, the collection of course holds the games where Mario is unambiguously the star. Super Mario Land and Super Mario Land 2: 6 Golden Coins are his own Game Boy platformers, and their covers put him exactly where you expect: leading the adventure. Seen next to all the cameos, they are a useful reminder of the difference between a game built around Mario and a game simply wearing him on its sleeve. It is worth noticing how many of these are launch-window and early titles. In 1989 and 1990 the Game Boy needed a library fast, and a lot of it was made of simple, universal games: sports, block-breakers, puzzles. Those games had no characters of their own to sell them, so Nintendo reached for the one it already had. Mario's face on an early box was doing real commercial work, lending an unknown quantity the warmth and familiarity of the company's biggest star at the exact moment the handheld most needed to make a good first impression. Why Mario Was Everywhere There is a simple, powerful logic to all of this. In the Game Boy era Mario was already one of the most recognisable characters on earth, and his presence on a box worked like a seal of approval. A shopper who had never heard of Alleyway or a nervous parent choosing a birthday present could see that cheerful red-capped figure and know, instantly, that this was a proper Nintendo game and probably a good one. Mario was reassurance you could print in colour. It is also a small lesson in how mascots work. Sport, puzzles, block games and retro compilations have almost nothing in common, yet a single familiar face ties them all into one family and makes each feel a little friendlier and more trustworthy. Long before anyone spoke of brand ambassadors, Mario was quietly doing the job, one Game Boy cover at a time. Gathered together, these boxes turn into a game of their own: spot the plumber, edition after edition, region after region, from an American Golf to a Japanese Picross to a European Dr. Mario. It is one of the most charming ways to see just how central Mario was to the whole Game Boy story. You can browse all of these titles, and the rest of the DMG-01 world, across the collection.
- Speaking Game Boy: The Abbreviations Every Collector Should Know
Spend five minutes in any Game Boy forum or listing and you will drown in letters. DMG, MGB, CGB, SGB, CIB, and on it goes. This shorthand is second nature to seasoned collectors, but baffling to newcomers, and it hides some genuinely useful information. Here is a friendly, plain-English guide to the abbreviations that matter most, so you always know exactly what you are looking at. The Game Boy Abbreviations for the Hardware Itself Most of the console names are really model codes stamped on the hardware. DMG / DMG-01 means Dot Matrix Game. It is the original 1989 Game Boy, the grey brick that started everything. MGB is the Game Boy Pocket of 1996, taken from its model number MGB-001. It is the smaller, sleeker redesign with a sharper screen. MGL is the Game Boy Light, a Japan-only 1998 model and the only classic Game Boy with a proper backlit screen. CGB is the Game Boy Color, and AGB is the later Game Boy Advance, with AGS being the Advance SP. You will see these codes in cartridge names too, marking which system a game is for. SGB / SGB2 is the Super Game Boy, the adapter that let you play Game Boy games on a television through the Super Nintendo, and its Japan-only sequel. Cartridge Codes and Region Suffixes Every official game carries a code on the cartridge and box, and it tells a small story. Game codes usually start with the system, so a code like DMG-TR identifies the specific game, in this case Tetris, on the original Game Boy. Region suffixes are the tags on the end of a code that show the market a copy was made for. The two most common are JPN for Japan and USA for the United States and wider North America. Europe is a patchwork of its own: UKV is the United Kingdom, NOE is Nintendo of Europe, the general Germany-issued European code, along with its variant NNOE, while EUR and NEU mark broader pan-European releases. Individual countries have their own tags too, including FAH and FRA for France, HOL for the Netherlands, ITA for Italy, ESP for Spain, and SCN for Scandinavia. Further afield you will also meet AUS for Australia and ASI for Asia. They are the quickest way to tell exactly where a copy was sold. DMG = Dot Matrix Game | TR = Tetris | NOE = Nintendo of Europe The Language of Condition CIB means Complete In Box: the game with its outer box, manual, inserts and cartridge all present. It is the condition this museum favours, because it is complete yet still openable and playable. Loose means the cartridge only, with no box or manual. Sealed means a game still in its untouched factory wrapping. Repro / bootleg describes an unofficial reproduction cartridge rather than a genuine Nintendo release, something every collector learns to spot. Words from the Tech and Homebrew Side ROM means Read-Only Memory. In everyday use it refers to the game's data, or a game file, the exact contents a cartridge holds. GBDK is the Game Boy Development Kit, the free toolkit modern makers use to program their own games in C, as we do in our build-your-own-game series. Why the Shorthand Is Worth Learning Once these letters click into place, listings and conversations suddenly make sense: you can tell a Japanese Game Boy Light from a European Pocket, or a complete-in-box Tetris from a loose cartridge, at a glance. It is a small vocabulary that unlocks a big hobby. To put the names to faces, browse the original DMG-01 console and the Super Game Boy in the collection.
- From Pocket to Arcade: The Game Boy's Four Arcade Cabinets
The entire genius of the Game Boy was that it fit in your pocket. Gunpei Yokoi's grey brick took gaming off the living-room table and made it portable, private and personal. So there is something gloriously, wonderfully absurd about a small family of accessories that set out to do the exact opposite: to bolt the humble handheld into a great big, speaker-laden, joystick-wielding arcade machine that you most certainly could not carry anywhere. The collection holds all four of these curious contraptions, and together they make one of the funniest and most endearing corners of the whole Game Boy story. The Konami HyperBoy: The Licensed Original The best known of the group is the Konami HyperBoy. Unlike most of these oddities it was an officially licensed product, made by Konami, which gives it a certain respectability the others lack. The Game Boy slots into a cockpit-like housing that adds a proper arcade stick, a large screen magnifier and built-in speakers, transforming the tiny handheld into a miniature stand-up cabinet for the tabletop. It was promoted in Japan with its own advertising, and as the licensed template for the whole idea it is the piece every other unit here was chasing. The official arcade solution - the Konami Hyperboy The Saitek BoosterBoy: The Biggest of Them All If the HyperBoy is the respectable one, the Saitek BoosterBoy is the monster. It is probably the largest and most unusual accessory ever made for the Game Boy, a sprawling arcade unit that piles on lighting, powerful stereo speakers, a screen magnifier, an arcade stick and even built-in storage for your games and headphones. It runs on four C batteries, which can also power the docked Game Boy, so the whole ludicrous rig is technically portable, in the sense that a small suitcase is portable. Made by Saitek, it is the accessory that took the arcade idea to its gloriously over-engineered extreme. The Monster - Saiteks Booster Boy The Top Boy: The Unbranded Rival Where there is a hit product, there is an imitator, and the Top Boy is exactly that. A giant of an accessory that swallows the console whole, it copies the HyperBoy formula closely, with powerful stereo speakers, a magnifier, front lights and an arcade stick, all running on two chunky D batteries. The twist is that it is unbranded, an apparently unlicensed, Chinese-made rival with no maker named anywhere on the device. That anonymity is part of its charm: it is a glimpse of the shadow market of clones that trailed every successful Nintendo product, built to ride the same wave without paying for the licence. Chinese-Made Rival - The Top Boy The Handy Boy: The Clever Hybrid The fourth member is the odd one out, and the most practical. The Joyplus Handy Boy is a hybrid: rather than a huge stationary cabinet, it is an all-in-one unit that clips directly onto the Game Boy and travels with it. It answers the handheld's three most common complaints in one go, adding a magnifying lens for the small screen, two little lamps to make up for the missing backlight, and stereo sound through a pair of built-in speakers. Cleverest of all, it needs no batteries of its own, drawing power straight from the Game Boy through a cable. It is the arcade dream shrunk back down to something you could actually put in a bag. Handy Boy - The Lightweight Why Anyone Made These It is tempting to laugh at the whole idea, and you should, but there is real logic buried in it. The original Game Boy had three genuine weaknesses: a tiny screen, no backlight, and a single small speaker. Every one of these accessories is an attempt to fix all three at once, adding magnification, light and big sound. The arcade stick and cabinet styling were the showmanship on top, turning a practical fix into a fantasy: the chance to feel, just for a moment, like you were playing a real arcade machine rather than squinting at a green rectangle. They also belong to a wider phenomenon. The Game Boy inspired an enormous third-party ecosystem of clip-on lights, magnifiers, amplifiers and cases, an entire cottage industry built around improving, protecting and accessorising Nintendo's handheld. The arcade cabinets are simply the most extravagant expression of that impulse, the point where a sensible clip-on light grew delusions of grandeur and became a stand-up machine. There is a period charm to how these were sold, too. The HyperBoy in particular was pushed with its own Japanese advertising, presenting the docked handheld as a genuine home-arcade experience rather than the slightly comical object we see today. That marketing is a reminder that, in the early 1990s, the fantasy was sincere: for a child who could not have a real arcade cabinet at home, a plastic shell with a joystick and loud speakers really could make the Game Boy feel like the machines down at the amusement arcade. The Arcade Units in the Collection What makes these pieces so collectible now is exactly what made them impractical then. They are large, fragile and were produced in modest numbers, so complete, boxed examples are genuinely hard to find, and having all four together, the licensed HyperBoy, the giant BoosterBoy, the unbranded Top Boy and the neat little Handy Boy, is a real rarity. Seen side by side they tell a delightful story about a pocket console that some people, against all common sense, simply wanted to make enormous. You can explore all four, and the rest of the DMG-01 world, across the collection.
- Decoding the DMG Numbers: How to Read a Game Boy Model Code
Pick up almost any piece of Game Boy hardware, turn it over, and somewhere on the back you will find a short code: DMG-01, DMG-04A, CGB-P-KKK. Most people never give it a second glance. But these codes are not random at all. Nintendo ran a careful model-number system, and once you learn to read it, that little string of letters and digits tells you the console generation, the type of product, and even which part of the world it was made for. This is a guide to reading those numbers, and a tour of every DMG-numbered piece in the collection. What DMG Actually Means The story starts with the console's own development name. Inside Nintendo, the original Game Boy was the Dot Matrix Game, which is where DMG comes from, and why the console is designated DMG-01. That prefix is the first and most useful thing to read, because it marks the hardware generation. As the Game Boy family grew, each new console got its own prefix: MGB for the Game Boy Pocket, CGB for the Game Boy Color, and AGB for the Game Boy Advance. So the opening letters of any code instantly place a product in its era. A code beginning DMG belongs to the original grey brick's world. Every product carries a code: learning to read them is a collecting skill. Reading the Rest of the Code After the prefix, the rest of the code describes what the product is and where it came from. The simplest accessories were given plain sequential numbers, which is how we get DMG-01 through DMG-09. More specialised products used letter codes instead: a letter often flags the type of product, with a "P" typically marking a Game Pak, a cartridge-format product, and an "A" an accessory, followed by a short product code and then a regional suffix. Those suffixes are their own little geography lesson: JPN for Japan, USA for North America, NOE for Nintendo of Europe, and so on. Read that way, a code like DMG-A-NR-NOE unpacks neatly into a DMG-era accessory, code NR, released by Nintendo of Europe. The Simple Numbered Run: DMG-01 to DMG-09 The cleanest part of the system is the original numbered run, most of which made up the Japanese launch accessory line. It begins with the DMG-01 console itself, then runs through the DMG-02 stereo headphones, the DMG-03 rechargeable adapter, and the DMG-04 Interactive Play Cable with its shielded revision DMG-04A. From there it continues with the famously rare DMG-05 battery case and DMG-06 soft case, the DMG-07 four-player adapter, the DMG-08 cleaning kit, and the DMG-09 designation for the Game Boy cartridge itself, the standard Game Pak format every game shipped on. It is a tidy, logical sequence, and it is covered in full in the dedicated look at the Japanese box line. The Higher and Coded Numbers Beyond that first run, the numbers jump around and the letter codes take over, which is where things get interesting. The DMG-14 is the Universal Game Link Adapter, a clever bridge between the chunky original link plug and the smaller connector of later models, while the DMG-ANC belt carry bag shows even a simple pouch earned its own catalogue code. The lettered codes reveal their logic here too. The DMG-A-NR-NOE Battery Pack II is, exactly as its code says, a DMG-era accessory released by Nintendo of Europe. The DMG-P-VPH rumble pack is a Game Pak (the P), a cartridge that added vibration, most famously to Pokemon Pinball (interestingly intended for the GBC), and the DMG-P-FINC Game Boy Racing Set carries the same Game Pak marker for its bundled hardware. One of the most fascinating entries is the DMG-MMSA-JPN Nintendo Power memory cartridge, the rewritable cartridge at the heart of Japan's Nintendo Power download service, on which players could have games written to a single reusable cart in a shop. Its code marks it as a Japanese DMG-era product, but its purpose was years ahead of its time. When a Game Boy Color Game Carries a DMG Number The system also throws up a wonderful puzzle. Take the CGB-P-KKK tilt-sensor Game Pak, the special motion-sensing cartridge behind Kirby Tilt 'n' Tumble. Its product code begins with CGB, correctly marking it as a Game Boy Color title. Yet flip the cartridge over and the board itself is stamped DMG-20. In other words, a Game Boy Color game can carry an original-Game-Boy hardware number on its back. DMG-20 - The Tilt Cartridge for Kirby Pinball That apparent contradiction is actually the system working exactly as designed. The CGB code describes the product as it was sold, the game and its generation, while the DMG-20 marking describes the physical cartridge board and its hardware type. The two numbers answer two different questions, and spotting the difference is precisely the kind of detail that turns idle code-reading into genuine expertise. Why the Codes Matter to a Collector Learning to read these numbers is more than a party trick. A model code tells you at a glance which console generation a product belongs to, which region it came from, and what kind of thing it is, which is invaluable for spotting regional variants, matching an accessory to the right machine, and catching mismatched or misdescribed items. For a museum, the model number is a tiny catalogue entry that Nintendo stamped into the object itself, decades before anyone thought of it as history. Every code is a little compressed biography: a generation, a type, a place of origin, all in a handful of characters. Once you can read them, the collection stops being a set of objects and becomes a set of stories written in Nintendo's own shorthand. You can find all of these DMG-numbered pieces, and the rest of the DMG-01 world, across the collection.
- The Japanese Box Line: The Original Game Boy Accessory Family
When the Game Boy arrived in Japan in 1989, Nintendo did not just launch a console. It launched a whole coordinated family of accessories, each in matching packaging and each stamped with its own model number in the DMG series. Lined up together, these boxes are a beautiful sight, and completing the full Japanese line is one of the most satisfying, and most difficult, challenges a DMG-01 collector can take on. This is a piece-by-piece tour of that original box line, every item of which is here in the collection. The original Japanese Game Boy accessory family, boxed. DMG-01: The Console Itself Everything begins with DMG-01, the Game Boy console. The name is an abbreviation of Dot Matrix Game, and that model number became so iconic that collectors now use "DMG-01" as shorthand for the original grey brick itself. It is the heart of the whole system and the anchor of the entire accessory family that followed. DMG-01: The grey entertainment brick from Japan Part of the charm of this line is how coordinated it all is. Nintendo did not treat accessories as an afterthought; it gave each one a place in a numbered system and a box designed to sit alongside the others on a shop shelf. That shared visual language, the same logo, the same era of packaging, is what makes a complete run so pleasing to display. Line the boxes up and you are not looking at a pile of odds and ends, but at a single, deliberately designed product family. DMG-02 and DMG-03: Sound and Power Next come two accessories that made the machine nicer to live with. DMG-02 is the official pair of Game Boy stereo headphones, letting players enjoy the console's surprisingly rich stereo sound in private. DMG-03 is the rechargeable adapter, an official answer to the Game Boy's famous appetite for AA batteries, giving owners a way to power the handheld from a rechargeable pack instead. DMG-04 and DMG-04A: The Interactive Play Cable The link cable that turned the Game Boy into a social machine appears here as DMG-04, sold in Japan under the wonderful name the Interactive Play Cable. It connects two consoles for head-to-head play and trading. There is also a revised edition, DMG-04A, a shielded version of the same cable, and having both the original and the revision side by side is a lovely detail for a completist. DMG-07 and DMG-08: Four Players and a Clean Machine The line did not stop at two-player duels. DMG-07 is the four-player adapter, which let up to four Game Boys join a single game for the handful of titles that supported it, turning a quiet corner into a miniature tournament. And to keep everything running sweetly, DMG-08 is the official cleaning kit, a small maintenance set for looking after cartridge contacts and the console itself. It is exactly the sort of practical, unglamorous product a carefully planned system includes, and exactly the sort almost nobody bothered to keep. GB-8 and VG-01: Powering the Game Boy Anywhere Two more power options round out the practical side of the line. The GB-8 AC adapter runs the Game Boy straight from a mains socket, ideal for long sessions at home without draining a single battery. The VG-01 car adapter does the same job on the move, drawing power from a car so the handheld could keep going on the longest journeys. Together they show how thoroughly Nintendo thought about keeping the machine alive wherever you were. DMG-05 and DMG-06: The Rare Ones Now for the crown jewels of the set. DMG-05 is the Game Boy battery case, a small box for carrying spare AA batteries, and DMG-06 is the soft case, a simple cloth pouch to protect the console. On paper they are the humblest items in the whole line, a battery holder and a fabric bag. In reality they are the two hardest pieces to find by a wide margin. This is the great irony of accessory collecting. The cheapest, most disposable items are almost always the rarest survivors, precisely because nobody treated them as precious. A battery case and a cloth pouch were exactly the sort of thing that got used up, lost or thrown away without a second thought, while the console and the pricier electronics were kept carefully. As a result, complete and boxed examples of the DMG-05 battery case and the DMG-06 soft case are extremely scarce today, and among serious collectors they can change hands for strikingly high sums, far beyond what their modest original purpose would ever suggest. For collectors, the box is very often the whole game. A loose battery case or a bare cloth pouch is one thing; the same item still in its original carton, with any inserts intact, is another entirely, and the gap in both rarity and value between the two can be enormous. It is the packaging, the thing designed to be torn off and binned, that turns an ordinary accessory into a genuine grail. That is why chasing this line boxed, rather than loose, raises the difficulty so sharply. Why the Complete Japanese Line Matters Owning a Game Boy is easy. Owning every piece of its original Japanese launch family, boxed, in one place, is a different order of challenge entirely. It means tracking down not just the obvious, desirable electronics but the forgettable little extras that almost nobody bothered to keep. Each box you add is a small victory, and the two rarest, the battery case and the soft pouch, can take years to find in good condition. Seen together, this DMG box line is a portrait of how completely Nintendo planned the Game Boy as a system rather than a single gadget. From the console to the headphones, the cables, the power adapters and the humble carrying cases, every need was anticipated and given its own numbered, boxed product. You can explore the full Japanese accessory family, and the rest of the DMG-01 world, across the collection.
- May the Force Be With Your Game Boy: The Star Wars Console Bundle
Some crossovers just make sense. Take the best-selling handheld console on the planet, add the most beloved science-fiction saga in film history, and put them together in one box. That is exactly what Nintendo and the game's publisher did with the Star Wars Game Boy bundle, a boxed set that turned buying your first Game Boy into buying your way into a galaxy far, far away. It is one of the most charming licensed packages in the collection, and it sits at the heart of a whole little cluster of Star Wars Game Boy material. The collection's Star Wars Game Boy cluster. What Was in the Box The Star Wars Game Boy bundle was a complete starter package. Inside the Star Wars-branded box, wrapped in Darth Vader artwork, you got a Game Boy console, the Star Wars Game Pak and four AA batteries to bring the whole thing to life the moment you opened it. The box even flags that the console was "also available in other colours", placing this set squarely in the mid-1990s era when the once grey-only Game Boy had bloomed into a range of bright, coloured models. It was a clever bit of retail thinking. Rather than sell you a bare console and hope you picked up a game, the bundle handed you a machine, a marquee title and even the batteries in a single, giftable package. For a parent facing a shop shelf, or a Star Wars fan who did not yet own a Game Boy, it answered every question at once. Bundles like this were how Nintendo turned a big licence into an easy, all-in-one purchase. The box art itself dates the set nicely. The clear, see-through Game Boy pictured on the front, and the promise of other colours, tie the bundle to the mid-1990s Play It Loud campaign, when Nintendo relaunched the ageing handheld in a rainbow of finishes to keep it feeling fresh. Wrapping one of those colourful consoles in Star Wars branding was a way to make an older machine feel like a brand-new event all over again, years into its life. A Game Boy, the Star Wars game and four batteries in one box. The Star Wars Game Boy Game At the centre of it all is the Star Wars game itself. Star Wars for the Game Boy was released in 1992, developed by NMS Software and published by Capcom, and it follows the story of the original film, Episode IV: A New Hope. You play as Luke Skywalker, piloting a landspeeder across Tatooine and working through the film's beats: rescuing R2-D2 from the Jawas' Sandcrawler, finding Obi-Wan Kenobi, and freeing Han Solo from the Mos Eisley cantina, all while fending off stormtroopers, sand people and a rogues' gallery of enemies from the movies. Star Wars Game - following the story of Episode IV: A New Hope Squeezing that sprawling story onto a monochrome handheld was no small feat, and the result is a surprisingly ambitious action-platformer for the hardware. It was successful enough that Capcom followed it with a Game Boy version of The Empire Strikes Back the very next year, giving the little grey machine its own miniature Star Wars trilogy of sorts. Selling the Dream Half the joy of a licence this big is the marketing around it, and the collection preserves that too. There is the memorable Capcom advert built around the tagline "May the Force Go With You", and a striking Japanese Micro World promotional flyer that sold the game to Japanese players ahead of its release. Seen together with a second period advertisement, they show how the same handheld game was pitched to fans on opposite sides of the world. These adverts are their own kind of time capsule. They pair the unmistakable Star Wars key art, Luke, Leia and Han, Darth Vader looming behind them, with tiny green-screen Game Boy screenshots, promising that the epic on the poster really could fit in your pocket. It is a wonderful collision of Hollywood spectacle and humble handheld reality. Why a Complete Bundle Is Special For collectors, a boxed bundle is one of the hardest things to keep whole. A loose cartridge survives easily; a complete bundle has to keep its box, its inserts, its console and even the sense of being a single set intact for decades, when everything about it was designed to be torn open on a birthday morning. Finding one still together, with its Star Wars artwork bright and its pieces present, is genuinely difficult, which is exactly what makes it worth preserving. It also captures a specific moment in the Game Boy's life, when Nintendo was confident enough in its handheld to wrap it in one of the world's biggest entertainment brands and sell the two as one. The Star Wars bundle is not just a console and a game; it is a snapshot of the Game Boy at the peak of its cultural reach. The Original and the Reissue There is a lovely detail hiding in this Star Wars corner: the game appears in two very different forms, made more than a quarter of a century apart. The cartridge inside the box is the original 1992 release, the genuine article Capcom put on shelves in the Game Boy's heyday, complete with its period packaging and manual. The other, mounted on a tall blister card, is something far more recent: an officially licensed reissue of the Star Wars Game Boy game by Limited Run Games, the modern publisher known for bringing classic titles back as physical collectibles. What makes it so charming is the presentation. The cartridge is carded on a blister pack deliberately styled after the vintage Kenner action-figure packaging of the late 1970s and early 1980s, right down to the silver border, the classic logo and the "Ages 4 and up" corner, so the game hangs in your collection exactly like an original Star Wars toy would have. The back of the card shows it is part of a set, inviting fans to "collect all six" Star Wars blister packs: the Star Wars games for the NES and Game Boy, both versions of The Empire Strikes Back, Shadows of the Empire on the Nintendo 64 and Episode I Racer. Setting the 1992 original beside its twenty-first-century tribute is a neat little lesson in how a beloved game gets to live twice, once as a product of its own time and once as a love letter to it. The Star Wars Game Boy Cluster in the Collection Taken together, the bundle, the game, the carded release and the adverts form a small Star Wars galaxy within the wider museum, one licence traced across hardware, software and marketing. It is a perfect example of how a single crossover rippled out into many collectible forms. You can explore this Star Wars corner, and the rest of the DMG-01 world, across the collection.
- The Bandai Pocket Sonar: The Game Boy That Could Find Fish
Of all the strange things the Game Boy was asked to do, this might be the strangest. In 1998, the toy giant Bandai released an accessory that turned Nintendo's little grey handheld into a genuine, working fish finder. It was not a joke, and it was not a game pretending to be science. It was real sonar, in your pocket. Fish Boy - Bandai's Pocket Sonar Fish Finder The Pocket Sonar is exactly the kind of beautiful oddity that makes collecting the DMG-01 so rewarding, and it remains one of the most surprising items in the whole collection. What Is the Game Boy Pocket Sonar? Released only in Japan in 1998, the Bandai Pocket Sonar, or Gyogin Tanchiki, was a fishing tool built around a Game Boy cartridge. It was recognised by Guinness World Records as the first sonar-enabled peripheral for a games console. Where most cartridges held a game, this one held the brains of a real depth sounder, the sort of device serious anglers bolt to a boat. How It Worked The setup was wonderfully low-tech and clever at the same time. The base unit plugged into the Game Boy's cartridge port, and a long wire lead ran from it to a small floating transmitter. You sealed the Game Boy inside the included waterproof case, tossed the transmitter out onto the water, and the sonar pulses did the rest, mapping what lay beneath the surface and drawing it on that famous green screen. The transmitter sent its ultrasound at a 20 degree angle and could detect down to around seven metres. Surprisingly Capable This was no gimmick. The Pocket Sonar let you change how the fish icons looked, adjust the scroll speed, zoom in, turn the view of the lake bed on and off, and focus on a specific slice of the water column. For a 1998 accessory running on a monochrome handheld, that is a genuinely thoughtful feature set, and by all accounts it actually worked out on the water. More Than a Gadget Bandai did not stop at the hardware. The cartridge also included a built-in fishing encyclopedia, entirely in Japanese, and even a small fishing game to play when the real fish were not biting. It was, in effect, three things at once: a serious tool, a reference book and a toy, all squeezed into a single grey cartridge. Why the Game Boy Pocket Sonar Is a Collector's Gem Because it never left Japan and appealed to a very narrow audience, the Pocket Sonar is uncommon today, especially complete with its waterproof case and transmitter. For a collector it is a perfect conversation piece: proof that Nintendo's platform was seen not just as a toy but as a pocket computer that clever companies could bend to almost any purpose. Explore more unusual corners of the hardware in the Knowledge Base.
- The GBInterceptor: Reading the Game Boy's Mind
Filming an original Game Boy is genuinely hard. The screen is small, reflective and hard to point a camera at, and the classic console has no video output of any kind. For years, anyone wanting a clean picture, to stream a game or record a guide, had to physically modify their Game Boy, soldering into its delicate insides. The GBInterceptor offers a far more elegant answer, and it does so without touching the console at all. Game Boy Video Capture Without a Screen The GBInterceptor is a small open-source device that sits between the console and the game, plugging into the cartridge slot with the cartridge slotted into it in turn. From that position it can quietly watch every instruction and byte of data flowing between the Game Boy's processor and the game. It never draws the picture from a screen, because there is no video signal to tap. Instead, it does something much cleverer. Original hardware, streamed clean, with no console modification. Re-Emulating the Console in Real Time Here is the beautiful trick. By listening to the traffic on the cartridge bus, the GBInterceptor runs its own real-time emulation of the Game Boy's processor and video hardware, reconstructing exactly what the screen must be showing. In other words, it deduces the picture by following the console's thoughts rather than reading its display. The reconstructed image is then sent out over USB as a standard webcam feed, so any computer sees it as an ordinary camera and can record or stream it instantly. Why It Is Such a Clever Idea The appeal for a collector is obvious. Your original hardware stays completely untouched, with no soldering, no case-cracking and no risk to a valuable console. Because it reconstructs the image digitally, the result is crisp and stable rather than a wobbly camera shot of a reflective screen. And as an open-source project, its design and code are freely available to study and build, which is exactly the spirit of the modern Game Boy community: solving old problems with new ingenuity, and sharing the answer. The GBInterceptor: it turns an unmodified Game Boy into a USB webcam. Who Reaches for It A device like this quietly solves problems for several very different people. Streamers and video makers can show real hardware to an audience with a clean, sharp image instead of a glare-filled phone recording. Speedrunners get a faithful capture for verifying and sharing their runs on original equipment rather than an emulator. And for a museum or an archivist, it is close to ideal: you can document a working console in action, and even present a live feed of a fragile machine, without ever opening it or risking its condition. Preservation and presentation, with nothing lost. A Modern Piece of Game Boy History Devices like this show that the Game Boy is not a closed chapter but a living platform that people still tinker with and improve. It sits naturally alongside the other do-it-yourself and modding pieces in the collection, like the hand-built Zeroboy. You can see the GBInterceptor in the collection, a small modern marvel that lets a 1989 machine speak fluently to a 2020s computer.
- Turn It Up: The Sunsoft Sound Boy and the Nuby Amplifier
For all its charms, the original Game Boy was never going to win awards for its sound. A single small mono speaker gave the console a thin, tinny voice, easily lost on a noisy bus or in a busy living room. Yet the music pouring out of those cartridges was surprisingly rich, and players wanted to hear it properly. Two accessories, one official and one from the busy world of third-party add-ons, set out to fix exactly that. Why the Game Boy Needed a Sound Boost Here is a lovely quirk of the hardware. The Game Boy's built-in speaker is mono, but the console actually generates its music in stereo, which you can only hear through the headphone socket. That little jack is the key: it delivers fuller, louder, two-channel sound than the speaker ever could. Both of the accessories here plug into it, taking that better signal and pushing it through their own amplifier and speakers. The Sunsoft Sound Boy The Sunsoft Sound Boy is the more serious of the two. Licensed by Nintendo, it plugs into the Game Boy's headphone socket and runs the sound through a built-in amplifier and speaker, powered by its own pair of AA batteries. The result is noticeably louder audio with real bass behind it, turning the console's thin chirp into something with body. For a game with a great soundtrack, and the Game Boy had many, it was a genuine upgrade to the experience. You can see the Sunsoft Sound Boy in the collection. The Sunsoft Sound Boy: bolt-on bass and volume for the grey brick. The Nuby Amplifier The Nuby amplifier comes from the other side of the accessory world. Nuby was one of the great third-party makers of the era, turning out a whole range of clip-ons, cases, lights and add-ons for the Game Boy. Its amplifier takes the same approach as the Sound Boy, drawing sound from the headphone jack and pushing it through louder, fuller external speakers, but as part of a cheaper, cheerful lineup rather than an official product. It is a perfect example of how an entire cottage industry grew up around improving Nintendo's handheld. You can see the Nuby amplifier in the collection. The Nuby amplifier, one of many add-ons from the clip-on accessory era. Two Takes on the Same Problem Side by side, the Sound Boy and the Nuby amplifier tell a neat little story about the Game Boy accessory market. Nintendo and its partners offered a polished, licensed solution, while independent brands raced to offer their own cheaper alternatives, each competing for the pocket money of players who wanted a bit more from their console. Neither was essential, and that is exactly why they are such fun to collect: they are pure enthusiasm, gadgets made simply because someone thought the little grey machine deserved to be heard. A Louder Legacy There is a nice irony here. The Game Boy's sound chip, once boosted, is now celebrated in its own right, powering a whole genre of chiptune music made on original hardware. These humble amplifiers were early proof that people always wanted to hear that sound as loudly and richly as possible. Explore more curious add-ons across the collection.
- The Super Mario Land Board Game: Mario Off the Screen
The same year the Game Boy arrived, Super Mario Land became one of its defining games, sending Mario across the strange world of Sarasaland to rescue Princess Daisy. What far fewer people know is that in that very same year, 1989, you could also play Super Mario Land without a Game Boy at all. You could play it on a board, around a table, with dice and pieces. This is the story of one of the rarest and most charming pieces in the whole collection. A Video Game in a Box The Super Mario Land board game was produced by Bandai and released in Japan in 1989, the same year as the video game it is based on. The idea was simple and delightful: instead of guiding Mario across the screen with a directional pad, players would physically work their way through the levels of the computer game on a printed board. It translated a digital adventure into a tactile, social one you could share around a table. Bandai's Super Mario Land Boardgame There is a lovely irony in this. The Game Boy's whole appeal was taking gaming off the tabletop and putting it in your pocket, private and portable. The board game did the exact opposite, dragging that pocket adventure back onto the kitchen table and turning a solo experience into a family one. Both existed at once, in the same year, telling the same story in completely different ways. It is easy to forget how novel all of this felt in 1989. The idea of a home video game important enough to spin off into a boxed board game was still fairly new, and it signalled that Mario had crossed over from a games character into a genuine household name. A board game is a commitment from a manufacturer; someone had to design it, print it, box it and believe families would buy it. That belief, in the Game Boy's very first year, says a great deal about the confidence surrounding Mario at the time. Bandai and the Nintendo Boom That Bandai made the game is no surprise. In the late 1980s Nintendo was the hottest name in Japanese entertainment, and its characters were licensed onto an enormous range of toys and games. Bandai, one of the country's biggest toy companies, produced all sorts of Nintendo-themed merchandise during this period. A Super Mario Land board game, riding the wave of the brand-new handheld and its flagship title, was a natural fit for the moment. Board games built around video games were a small but recurring idea in this era, a way to extend a hit into the toy aisle and onto the family table. They rarely tried to reproduce the video game exactly. Instead they borrowed its characters, its setting and the shape of its adventure, then rebuilt it around dice, cards and turn-taking. For a game like Super Mario Land, whose journey through four themed kingdoms already has a natural sense of forward progression, translating that trek into a race across a printed board was an obvious and appealing fit. Super Mario Land, reimagined for the tabletop. Rare by Nature The board game was sold only in Japan and in very limited numbers, which makes it genuinely hard to find today. Board games are fragile things to preserve: the boxes get crushed, the cardboard pieces get lost, the dice roll under the sofa and vanish. A complete example, decades later, is a real rarity, far scarcer than the millions of Super Mario Land cartridges that were pressed. That scarcity is a big part of what makes it such an unusual companion piece to the game. Sitting it next to the Super Mario Land cartridge in the collection tells a small story about how a hit game radiated outward into other formats. The cartridge is the famous artefact everyone remembers; the board game is the strange, almost forgotten sibling that only the most dedicated collectors ever encounter. Part of what makes the piece so evocative is imagining it in use. A Game Boy is a solitary, heads-down experience: one player, one screen, headphones optional. The board game flips all of that. It puts Mario's adventure in the middle of a table, shared between players taking turns, cheering and groaning at the roll of a die. The same story that a child might play alone under the covers could now be a noisy family evening, and both versions were sitting in Japanese shops in the very same year. Why It Belongs Here A museum of the Game Boy is really a museum of a cultural moment, and objects like this board game capture that moment in a way the hardware alone cannot. It shows a beloved video game escaping its screen and being reimagined for a completely different kind of play, at the very peak of Mario mania. It is proof that Super Mario Land was not just a game you played, but a world people wanted to inhabit in every format they could. The Super Mario Land board game is one of those pieces that makes people do a double take: a physical, tabletop version of a game defined by its portability. You can find it, and the cartridges that inspired it, among the Mario items in the collection.













