The color capabilities of the GBC has always confused me since on paper it should be exponentially more colorful than the NES with its 32k palette and 56 onscreen colors. There are a few instances where it does look like it lives up to that, but in most practical scenarios it actually comes across as barely even being able to keep up with the NES (aside from having a larger master palette). Does it have to do with sprites and color groups?
Both Master System and Game Gear have worse specs than GBC in both palette and onscreen colors but there's no question both of them look way better than GBC.
You feel old? How do you think I feel, I was a senior in high school when it came out...
You feel old? One of my advertising first jobs was the launch campaign for Game Boy Color.
More like a design choice. This is a gbc game:The color capabilities of the GBC has always confused me since on paper it should be exponentially more colorful than the NES with its 32k palette and 56 onscreen colors. There are a few instances where it does look like it lives up to that, but in most practical scenarios it actually comes across as barely even being able to keep up with the NES (aside from having a larger master palette). Does it have to do with sprites and color groups?
Both Master System and Game Gear have worse specs than GBC in both palette and onscreen colors but there's no question both of them look way better than GBC.
While the screen isn't as clear as a NGPC, I still find it perfectly legible. Compared to the other Gameboys and the Wonderswan Color there's no ghosting and it is quite clear. It's just a tad small if I had to nitpick.It is the most disappointing Game Boy in my opinion. It still had a dark, illegible screen.
I got a rechargeable battery pack for my GBC, which gave its rear a more tumorlike appearance, but hey, at least no purchasing AA's the the amount of Pokemon Red and Gold I played on it.
Thanks for the hard work! Was the Color a success there? My impression about Europe is they aren't overly into Nintendo there.
You feel old? One of my advertising first jobs was the launch campaign for Game Boy Color.
Is it safe to say the GBC had the most sophisticated true 8-bit games ever?
This was the first piece of hardware that I really appreciated the physical design of when I was a kid. I was too young to really think about things like that before, but when I got my hands on the GBC I definitely took note.
Also Link's Awakening DX is my first case of being an "original version" purist lol. monochrome or bust
What negative differences are there between playing the original and the DX version on a black and white Gameboy? I played DX to completion on my Pocket at the time but I never played the original to compare to.This was the first piece of hardware that I really appreciated the physical design of when I was a kid. I was too young to really think about things like that before, but when I got my hands on the GBC I definitely took note.
Also Link's Awakening DX is my first case of being an "original version" purist lol. monochrome or bust
Man, that's cool, Chittagong. Did you get to keep any of the PR materials?
Thanks! I saved a small porffolio of stuff I worked on - Nintendo magazines, Pokemon launch promo burger bar trays for both Red & Blue and the first film, Nintendo 64 "Feel Everything" price drop leaflet and stuff like that.
It is the most disappointing Game Boy in my opinion. It still had a dark, illegible screen. At NES ballpark, it felt woefully underpowered (remember, it came out after N64, when Super NES was already considered last gen). The big titles were mostly rereleases.
One thing not mentioned in the OP is that black carts meant they could be played in OG GB and GBC alike (with notch), while transparent ones would only play on GBC (no notch).
The dual cart has always intrigued me. How did it work? Did it have a CGB and DMG executable? How did OG GB know to ignore the GBC data it couldn't read?
I'm sure it's totally fine, and I'd probably enjoy it if I tried it, but my bias for the original is 100% irrational hahaWhat negative differences are there between playing the original and the DX version on a black and white Gameboy? I played DX to completion on my Pocket at the time but I never played the original to compare to.
All I remember was that there was an exclusive Color dungeon I couldn't get into (without using a GBC to start it off).
The dual cart has always intrigued me. How did it work? Did it have a CGB and DMG executable? How did OG GB know to ignore the GBC data it couldn't read?
Close, but backwards :) There was a flag in the Gameboy console that had one value for normal Gameboy, a different value for GBC. So the game would check that flag and decide what to do. Most dual-carts just had parts of the code that were like "if GBC do this, else do this", but there was at least one cart that had two entire copies of the game on the cartridge, one for GBC, one for normal Gameboy, and it chose which one to run at the start based on the console it was plugged into. Fun fact: dedicated GBC carts wouldn't even turn on in a standard Gameboy, due to removing a notch in the corner of the cartridge, but some dedicated games still checked that "GBC or not" flag and displayed a special screen if somehow turned on in a normal Gameboy, something that can be seen in emulators.My guess would just be a simple pointer in the start up code. The GBC would likely be looking for a special flag to say that this is a regular GB game, a GBC color-enhaced backwards compatible cart or a full GBC exclusive.
The problem is the dual-console games, that supported both black and white and color Gameboys. The easiest way to support both was to just create a single color palette used for the whole game, using the exact same artwork as the black and white game but assigning a set of 4 colors per tile. When doing that games didn't look very colorful at all. Games designed specifically for GBC, though, were definitely more colorful than an NES.The color capabilities of the GBC has always confused me since on paper it should be exponentially more colorful than the NES with its 32k palette and 56 onscreen colors. There are a few instances where it does look like it lives up to that, but in most practical scenarios it actually comes across as barely even being able to keep up with the NES (aside from having a larger master palette). Does it have to do with sprites and color groups?
Both Master System and Game Gear have worse specs than GBC in both palette and onscreen colors but there's no question both of them look way better than GBC.
What negative differences are there between playing the original and the DX version on a black and white Gameboy? I played DX to completion on my Pocket at the time but I never played the original to compare to.
All I remember was that there was an exclusive Color dungeon I couldn't get into (without using a GBC to start it off).
Close, but backwards :) There was a flag in the Gameboy console that had one value for normal Gameboy, a different value for GBC. So the game would check that flag and decide what to do. Most dual-carts just had parts of the code that were like "if GBC do this, else do this", but there was at least one cart that had two entire copies of the game on the cartridge, one for GBC, one for normal Gameboy, and it chose which one to run at the start based on the console it was plugged into. Fun fact: dedicated GBC carts wouldn't even turn on in a standard Gameboy, due to removing a notch in the corner of the cartridge, but some dedicated games still checked that "GBC or not" flag and displayed a special screen if somehow turned on in a normal Gameboy, something that can be seen in emulators.
One thing to note, those dual carts weren't able to access GBC's "double speed mode", it had to be a dedicated GBC game to use that.
The problem is the dual-console games, that supported both black and white and color Gameboys. The easiest way to support both was to just create a single color palette used for the whole game, using the exact same artwork as the black and white game but assigning a set of 4 colors per tile. When doing that games didn't look very colorful at all. Games designed specifically for GBC, though, were definitely more colorful than an NES.
It's similar to WonderSwan, only the "not backward compatible" color games could display high color graphics (the WS Color has more RAM compared to the original model).Close, but backwards :) There was a flag in the Gameboy console that had one value for normal Gameboy, a different value for GBC. So the game would check that flag and decide what to do. Most dual-carts just had parts of the code that were like "if GBC do this, else do this", but there was at least one cart that had two entire copies of the game on the cartridge, one for GBC, one for normal Gameboy, and it chose which one to run at the start based on the console it was plugged into. Fun fact: dedicated GBC carts wouldn't even turn on in a standard Gameboy, due to removing a notch in the corner of the cartridge, but some dedicated games still checked that "GBC or not" flag and displayed a special screen if somehow turned on in a normal Gameboy, something that can be seen in emulators.
One thing to note, those dual carts weren't able to access GBC's "double speed mode", it had to be a dedicated GBC game to use that.
Alone in the Dark is impressive (colorful backgrounds, software scaling for the main character sprite) but also very limited in what it could offer which is why the encounters with the enemies happen in a totally different mode with much more modest graphics: