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Brain Training on the Game Boy, Years Before It Was Cool

  • Writer: Marcel Pflug
    Marcel Pflug
  • May 21, 2025
  • 2 min read

Everyone remembers the brain-training craze that swept the Nintendo DS in the mid-2000s. Fewer people know it had a quiet ancestor on the original Game Boy. This arrival is one of them, a 1999 Japanese puzzle game whose title translates, wonderfully, as making your square head round.


Shikakui Atama o Maru Kusuru - Brain Training for Game Boy Classic
Brain training before Brain Age was even a twinkle in the DS's eye.

What It Is

This is the pink version of Shikakui Atama o Maru Kusuru, a Japanese educational Game Boy series aimed at a broad audience, with a stated range from elementary-school level all the way up to adults. It is built around cognitive training through quizzes and problem-solving tasks, wrapping genuine learning in the friendly form of a game. The blue version of the game is also catalogued in the collection, the two colours marking different strands of the same educational series.

The Ancestor of a Craze

The fascination of this cartridge is how far ahead of its time it looks. When Nintendo launched Brain Age on the DS in 2005, the idea of a video game that trained your mind became a global phenomenon and sold in the tens of millions. Yet here, six years earlier, is the same fundamental pitch on the humble Game Boy: puzzles and quizzes framed as a way to sharpen your thinking, marketed to children and adults alike. Japan had a long, healthy tradition of educational software that the West largely ignored, and games like this show the brain-training genre quietly incubating on monochrome hardware long before it conquered the world.


Shikakui Atama o Maru Kusuru - Brain Training for Game Boy (DMG-01)
Japan quietly invented the genre while the rest of us were busy stacking Tetris blocks.

The playful title is worth savouring, too. The image of a square head being rounded off, of rigid thinking made flexible, is a charming way to sell mental exercise, and it captures a very Japanese knack for making self-improvement feel light and fun rather than earnest. That the series came in multiple coloured versions, pink and blue among them, points to a whole family of these brain-limbering carts, a small genre unto themselves. Educational Game Boy titles rarely travelled and were rarely kept, which makes a surviving example a nice window onto a side of the library the West mostly never saw.

Why It Joined the Collection

The Game Boy's educational and non-game software is one of its most overlooked corners, and this brain-training title is a standout example, a clear forerunner of a genre that would later become a worldwide craze. Paired with its blue counterpart in the collection, it documents a distinctly Japanese strand of the library that rarely reached Western players. Preserving it keeps hold of an early, charming ancestor of the whole train-your-brain phenomenon.

The pink Shikakui Atama o Maru Kusuru is documented, with photographs, on its own page in the collection.

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