Game Boy

Short description: Handheld game console made by Nintendo

For other uses, see Engineering:Game Boy (disambiguation).

Game Boy

The original gray Game Boy

Also known as| DMG-01

* KR: Mini Comboy

Developer| Nintendo R&D1
Manufacturer| Nintendo
Product family| Game Boy[1]
Type| Handheld game console
Generation| Fourth
Introductory price|

* ¥12,500 (equivalent to ¥14,327 in 2019)
* US$89.99 (equivalent to $228 in 2024)
* GB£69.99 (equivalent to £160 in 2023)[2]

Discontinued|

* WW: March 31, 2003

Media| Game Boy Game Pak
CPU| Sharp SM83
Memory| 8 KB RAM, 8 KB Video RAM
Display|

* Original: STN LCD
* Pocket/Light: FSTN LCD
* 160 × 144 px

Power|

* Original: 4 × AA batteries (Up to 30 hours)
* Pocket: 2 × AAA batteries (Up to 10 hours)
* Light: 2 × AA batteries (Up to 12 hours w/ backlight on, 20 w/ backlight off)

Predecessor|

* Game & Watch
* Computer Mah-jong Yakuman

Successor| Game Boy Color[3]

The Script error: The function "nihongo_foot" does not exist. is a handheld game console developed and marketed by Nintendo. It was released in Japan on April 21, 1989, in North America on July 31, 1989, and in Europe on September 28, 1990. Nintendo's first handheld to use ROM cartridges, it succeeded the Game & Watch line of handheld electronic games and competed with Sega's Game Gear, Atari's Lynx, and NEC's TurboExpress in the fourth generation of video game consoles.

Nintendo Research & Development 1, under Gunpei Yokoi and Satoru Okada, designed the Game Boy. To expand on the single-game Game & Watch, Nintendo adopted a dot-matrix display and interchangeable game cartridges. They prioritized affordability, battery life, and durability over the faster processors and color graphics of its competitors; following Yokoi's philosophy of using mature, low-cost technology, the Game Boy has a monochromatic display and an 8-bit processor. It retains the Game & Watch D-pad and the Game Link Cable, developed by Okada, enables multiplayer connectivity and data transfer.

In North America and Europe, the Game Boy was backed by a large marketing campaign and bundled with Tetris, which increased its appeal beyond traditional video game audiences. Although its monochromatic display and technical limitations drew criticism, the Game Boy's low price, long battery life, and extensive game library drove strong sales worldwide. The success of Nintendo's Pokémon series helped maintain its popularity late into the 1990s. Nintendo released multiple redesigns, including the smaller Game Boy Pocket (1996) and the Japan-exclusive, backlit Game Boy Light (1998).

Nintendo continued to support the Game Boy following the 1998 release of the Game Boy Color (GBC). The Game Boy is forward compatible with many GBC games, while the GBC and its 2001 successor, the Game Boy Advance, are backward compatible with Game Boy games. The Game Boy and GBC sold an estimated 118.69 million combined. They were the bestselling console at the time of their discontinuation in 2003, and remain the fourth-bestselling console as of 2025. Journalists credit the Game Boy with establishing handheld gaming as a mass-market category and for introducing video games to a generation of players.

## Contents

* 1 History and development
* 1.1 Background
* 1.2 Start of development
* 1.3 Choosing the hardware
* 1.4 Near cancellation
* 1.5 Launch and success
* 2 Hardware
* 2.1 Revisions
* 2.1.1 Play It Loud!
* 2.1.2 Game Boy Pocket
* 2.1.3 Game Boy Light
* 2.2 Technical specifications
* 3 Games
* 3.1 Launch titles
* 4 Reception
* 4.1 Critical reception
* 4.2 Sales
* 4.3 Cultural legacy
* 5 Notes
* 6 References
* 7 External links

## History and development

### Background

The Game Boy was designed by Nintendo Research & Development 1 (R&D1), the team behind the Mario Bros. and Donkey Kong arcade games and the successful Game & Watch series of handhelds, which had helped stabilize Nintendo financially.[7][8][9] By 1983, while Game & Watch remained popular internationally, sales in Japan had begun to decline, pressuring R&D1 to innovate. At the same time, they faced competition from Nintendo Research & Development 2 (R&D2), an in-house rival created by Nintendo president Hiroshi Yamauchi. That same year, R&D2 had launched the Family Computer, intensifying the pressure on R&D1. Looking to improve Game & Watch, R&D1 researched new screens from supplier Sharp, including dot-matrix displays that could support multiple games—unlike Game & Watch, which used pre-printed segmented LCDs, limiting each device to a single game.[10]

### Start of development

On June 10, 1987, division director Gunpei Yokoi informed R&D1 that Yamauchi wanted a successor to Game & Watch priced under ¥10,000 (equivalent to ¥11,796 in 2019).[10] From the very first meeting, the team knew they wanted to use a dot-matrix display and codenamed the project Dot Matrix Game (DMG), a name later reflected in the Game Boy's official model number: DMG-01.[11]

Within R&D1, Yokoi championed Script error: The function "nihongo_foot" does not exist. a design philosophy which eschewed cutting-edge technology in favor of finding innovative uses of mature technologies, which tended to be more affordable and reliable.[7] This led to early clashes between Yokoi and his assistant director Satoru Okada. Yokoi envisioned a simple toy, akin to an advanced Game & Watch, while Okada pushed for a more powerful system with interchangeable cartridges—essentially a portable NES.[8] Some within R&D1 believed Yokoi resisted the idea simply to avoid links to the NES, developed by their rivals at R&D2. Eventually, in a heated meeting, Yokoi relented, approving Okada's vision and giving him full responsibility for the project.[10][8]

### Choosing the hardware

Initially, R&D1 considered using a Ricoh CPU, similar to the NES, for potential compatibility.[12] However, R&D2—then building the Super Nintendo Entertainment System (SNES)—blocked this, claiming it would strain Ricoh's resources. R&D1 suspected this was simply an attempt to hinder their project. Ultimately, they opted for a Sharp CPU. A key side effect of this choice was the CPU's built-in communication feature.[8] In the early 1980s, Okada had worked on an earlier Nintendo project called Computer Mah-jong Yakuman that featured multiplayer gaming over a cable connection between two devices. He saw an opportunity to implement a similar feature.[13][14] Despite skepticism from his team that the feature would be too difficult to use, he personally developed the Game Link Cable technology,[12] which later enabled Pokémon's "battle" and "trade" game mechanics.[13] The Game Boy also retained a key innovation from Game & Watch: the D-pad. Yokoi had designed it as a compact alternative to joysticks, making it ideal for handheld devices. Its use on the NES controller also helped ease the transition for players.

Early in development, R&D1 evaluated dot-matrix displays from Sharp but found them unsuitable due to severe ghosting. Seeking alternatives, they approached Citizen, Epson, Hosiden, Matsushita, and Seiko. Most declined, but Citizen, already producing LCDs for portable TVs, was eager to collaborate. The team was impressed by Citizen's chip-on-glass technology, which integrated the screen controller into the display, reducing cost and production time. They offered Nintendo a monochrome screen for ¥1,300 or a color version for ¥3,900. However, following Yokoi's philosophy, the team rejected color due to higher power consumption and cost, opting for a simple grayscale screen without a backlight.[15] This decision proved wise, as competing color handhelds would suffer from poor battery life, giving the Game Boy a significant advantage.[7]

However, Sharp was still an important partner, so Nintendo asked if they could match Citizen on technology and price. Sharp responded with vague answers on their screen technologies and quoted a price of ¥2,500 to ¥3,000 per screen. In response, Citizen lowered its price to ¥1,000. With Yamauchi's approval, R&D1 finalized a deal with Citizen on September 1, 1987. However, as Citizen's representatives left Nintendo's offices, they saw Sharp's team arriving for a meeting with Yamauchi. Without explanation, Yamauchi canceled the Citizen deal and awarded the contract to Sharp. To soften the blow, R&D1 fabricated a story, telling Citizen they were interested in buying color screens the next year, even drafting fake project documents. Citizen later supplied color screens for Sega's Game Gear, which had a design closely resembling Nintendo's fake project. Citizen never admitted to sharing the design.[10]

### Near cancellation

The R&D1 team soon discovered that Sharp was unprepared to make the screens they needed, leading to months of delays. Early prototypes with low-quality twisted nematic (TN) screens sparked internal skepticism, with some employees mockingly referring to the project as DameGame (with dame (だめ) meaning "hopeless" in Japanese).[16][17] In the summer of 1988, R&D1 presented a prototype to Yamauchi, who immediately canceled the project, citing the poor visibility of the display. Team members argued that minor screen adjustments or a slightly higher budget could resolve the issue, but Yamauchi refused, leading them to suspect other teams had already convinced him the device would be a commercial failure. Furthermore, with the NES still thriving and the SNES on the horizon, a Game & Watch successor was no longer seen as essential.[10]

Most of R&D1, including Okada, was reassigned. However, Yokoi remained committed to the project. Defying Yamauchi's decision, he continued refining the display. During discussions with a Sharp director involved in Game & Watch, the team learned of a super-twisted nematic (STN) display secretly in development. While it had a green tint and slightly lower contrast, it dramatically improved the viewing angle. Yokoi devised a plan. In a meeting with a Sharp board member, he pressed them about new technologies, leading them to reveal the STN display. R&D1 secured a prototype and installed it in a Game Boy.[10]

Three months after canceling the project, Yamauchi was shown the STN prototype. Though still unimpressed by the screen, he approved the console for sale, perhaps influenced by delays in SNES development, which was now two years away from launch.[10]

Using the STN display significantly increased production costs. To mitigate expenses, the team reduced the screen's size, though it was too late in development to shrink the console's overall dimensions.[13][18] The target price of ¥10,000 was ultimately not met due to the cost of the display, and the Game Boy would retail for ¥12,500 (equivalent to ¥14,327 in 2019).[19] To enhance the perceived value of the product, Yamauchi decided to include headphones and four AA batteries in the box, which cost Nintendo very little but made the Game Boy appear like a better deal.[10]

### Launch and success

Original gray Game Boy

On January 17, 1989, Nintendo officially announced the Game Boy. It launched in Japan on April 21, selling out its initial production run of 300,000 units within the first two weeks.[20] By August, sales had reached 720,000 consoles and 1.9 million games across just four launch titles.[10] The Game Boy debuted in North America on July 31, 1989,[20] at a retail price of US$89.99 (equivalent to $228 in 2024),[21] and backed by a US$20 million marketing campaign (equivalent to $51 million in 2024) aimed at making it the must-have, hard-to-find holiday toy.[22][23] On its release day, 40,000 units were sold, and within just a few weeks, sales reached one million.[20][24]

Learning from one of the NES launch's shortcomings, Okada pushed to offer third-party developers a development manual and development kit, built by Intelligent Systems, to encourage software creation for the Game Boy.[8][13] Meanwhile, R&D1 developed Super Mario Land as the console's flagship title,[20] but another game captured the attention of Okada and Yokoi—Tetris. While a team within R&D1 was porting the Soviet-made puzzle game to the NES, they recognized its potential for a handheld platform.[10] Although the Game Boy version of Tetris would not be ready for the console's Japanese debut, it was completed in time for its North American launch in July 1989. Henk Rogers, who had acquired the rights to Tetris, convinced Nintendo of America president Minoru Arakawa to make it the pack-in game with the Game Boy instead of Super Mario Land, arguing that while Mario primarily appealed to young boys, Tetris would appeal to everyone.[23] As a result, Tetris was bundled with the Game Boy in every region except Japan.[7]

## Hardware

The original Game Boy motherboard (annotated version)

The Game Boy uses a custom system on a chip (SoC), to house most of the components, named the DMG-CPU by Nintendo and the LR35902 by its manufacturer, the Sharp Corporation.[25]: 11

Within the DMG-CPU, the main processor is a Sharp SM83,[25]: 15 a hybrid of the Intel 8080 and Zilog Z80 processors. It combines the seven 8-bit registers of the 8080 (omitting the alternate registers of the Z80) with the programming syntax and additional bit manipulation instructions of the Z80. The SM83 also includes new instructions optimized for operations specific to the Game Boy's hardware arrangement.[7][26][27] It operates at a clock rate of 4.194304 MHz.[25]: 12

The DMG-CPU also incorporates the Picture Processing Unit, essentially a basic GPU, that renders visuals using an 8 KB bank of Video RAM located on the motherboard.[28]: 11 The display is a 2.5-inch (diagonal) reflective super-twisted nematic (STN) monochrome liquid-crystal display (LCD), measuring 47 millimeters (1.9 in) wide by 43 millimeters (1.7 in) high with a resolution of 160 pixels wide by 144 pixels high in a 10:9 aspect ratio.[29] The screen displays four shades of grey/green.[28]: 16

Additionally, the SoC includes a 256 byte "bootstrap" ROM[30] which is used to start up the device, 127 bytes of High RAM that can be accessed faster (similar to a CPU cache), and the Audio Processing Unit, a programmable sound generator with four channels: a pulse wave generation channel with frequency and volume variation, a second pulse wave generation channel with only volume variation, a wave channel that can reproduce any waveform recorded in RAM, and a white noise channel with volume variation.[28]: 79 [31] The motherboard also contains an 8 KB "work RAM" chip providing storage for general operations.[28]: 16

The Game Boy's physical controls include a D-pad (directional pad), four action buttons (labeled 'A', 'B', 'SELECT', 'START'), a sliding power switch with a cartridge lock to prevent accidental removal, along with volume and contrast dials on either side of the device.[32]

The original Game Boy was powered internally by four AA batteries.[33] For extended use, an optional AC adapter or rechargeable battery pack can be connected via a coaxial power connector on the left side.[34] The right side also has a Game Link Cable[lower-alpha 1] port for connecting to up to four Game Boy devices for multiplayer games or data transfer.[36] For sound output, the Game Boy includes a single monaural speaker and a 3.5 mm headphone jack that offered stereo sound.[37]

### Revisions

Clear "Play It Loud!" edition

The Game Boy remained a strong seller throughout the 1990s, driven by popular releases like Pokémon, which kept demand high. Around 1992, Game Boy sold around 10 million[38] copies. However, its continued success presented a challenge for Nintendo: while the hardware was aging, the company was reluctant to replace it due to its strong sales.

At a press conference in San Francisco on March 14, 1994, Peter Main, Nintendo's vice president of marketing, answered queries about when Nintendo was coming out with a color handheld system by stating that sales of the Game Boy were strong enough that it had decided to hold off on developing a successor handheld for the near future.[39] Instead, Nintendo would introduce several updates over the following years to extend the system's relevance.[7]

#### Play It Loud!

The first update to the Game Boy's hardware design came on March 20, 1995, nearly six years after the console was first released, when Nintendo introduced various colored cases as part of the "Play It Loud!" campaign,[40] known in Japan as Script error: The function "nihongo_foot" does not exist.[41] This revision was purely cosmetic, with consoles available in red, yellow, green, blue, black, white, and transparent; with screens featuring a bezel in a darker shade of gray compared to the original model.

#### Game Boy Pocket

A major revision to the Game Boy came in 1996 with the introduction of the Game Boy Pocket, a slimmed-down unit that required just two smaller AAA batteries, albeit at the expense of providing just 10 hours of gameplay.[42] The other major change was that the screen was changed to a much-improved film compensated super-twisted nematic (FSTN) LCD with a larger viewable area. The screen's visibility and pixel response-time had been improved, mostly eliminating ghosting.[43] Additionally, the film compensation layer produced a true black-and-white display, rather than the green hues of the original Game Boy.[44] The Pocket also has a smaller Game Link Cable port, which requires an adapter to link with the original Game Boy. This smaller port design would be used on all subsequent Game Boy models.[45] Internally, the Game Boy Pocket had a new SoC, the CPU MGB, which moved the Video RAM from the motherboard to the SoC.[46][47]

The Game Boy Pocket launched in Japan on July 20, 1996, and in North America on September 2, 1996, for US$69.99 (equivalent to $140 in 2024).[48] The Game Boy Pocket helped to revitalize hardware sales and its release was ultimately well-timed as it coincided with the massively successful launch of Pokémon in Japan, which further fueled Game Boy sales.[7] Reviewers praised the device's compact size and improved display,[43][49] though some critics dismissed it as a minor upgrade with the Los Angeles Times remarking that Nintendo was, "repacking the same old black-and-white stuff and selling it as new".[50] The device also faced criticism for its relatively short 10-hour battery life and the absence of a power LED, which had been used in previous models to indicate battery strength.[51][52]

In early 1997, a revision was released featuring the return of the power LED, a broader range of case colors (red, green, yellow, black, gold metal, clear, and blue, in addition to the launch silver), and a price drop to US$54.95 (equivalent to $108 in 2024).[51] By mid-1998, just before the launch of the Game Boy Color, the price had dropped further to US$49.95 (equivalent to $96 in 2024).[53]

#### Game Boy Light

The Game Boy Light, released exclusively in Japan on April 14, 1998, retained all of the Pocket's improvements, including a more compact design and clearer FSTN LCD screen, while introducing several enhancements of its own. The most notable addition was an electroluminescent backlight, enabling gameplay in low-light conditions for the first time without external accessories. The backlight emitted a blue-green glow, similar to the illumination used in digital wristwatches at the time. To address the criticism of the Pocket's battery life, the Game Boy Light used two AA batteries with greater capacity, offering approximately 12 hours of gameplay with the backlight on and up to 20 hours with it off. These upgrades resulted in a slightly larger and heavier form factor compared to the Game Boy Pocket, though it remained significantly smaller and lighter than the original Game Boy. The Game Boy Light was available in gold and silver color variants and launched at a retail price of ¥6,800 (equivalent to ¥6,892 in 2019).[52][54]

### Technical specifications

| Game Boy[29][55] | Game Boy Pocket[55] | Game Boy Light

|
|
|

Height  | 148 mm (5 7⁄8 in)  | 127.6 mm (5 in)  | 135 mm (5 3⁄8 in)
Width  | 90 mm (3 1⁄2 in)  | 77.6 mm (3 in)  | 80 mm (3 1⁄8 in)
Depth  | 32 mm (1 1⁄4 in)  | 25.3 mm (1 in)  | 27 mm (1 1⁄8 in)
Weight  | 220 g (7.8 oz)  | 125 g (4.4 oz)  | 138 g (4.9 oz)
Display  | 2.5-inch reflective super-twisted nematic (STN) liquid-crystal display (LCD)  | 2.5-inch reflective film compensated STN (FSTN) LCD  | 2.5-inch FSTN LCD with electroluminescent backlight
Screen size (playable)[56] | 45.5 × 41.5 mm (1 3⁄4 × 1 5⁄8 in)  | 47.5 × 42.5 mm (1 7⁄8 × 1 5⁄8 in)  | 47 × 42 mm (1 7⁄8 × 1 5⁄8 in)
Resolution | 160 (w) × 144 (h) pixels (10:9 aspect ratio)
Refresh rate | 59.727500569606 Hz[57]
Color support  | 2-bit, four shades of green:  0x0 0x1 0x2 0x3 | 2-bit, four shades of grey:  0x0 0x1 0x2 0x3
System on a chip (SoC)  | Nintendo DMG-CPU (Sharp LR35902)  | Nintendo CPU MGB
CPU  | Sharp SM83 (custom Intel 8080/Zilog Z80 hybrid, 8-bit) @ 4.194304 MHz
Memory  |

* On SoC: 256 B ROM, 127 B High RAM, 128 B Audio RAM, 1.12KB object attribute RAM
* Internal: 8 KB RAM, 8 KB Video RAM

* On SoC: 256 B ROM, 127 B High RAM, 8 KB Video RAM, 128 B Audio RAM, 1.12KB object attribute RAM
* Internal: 8 KB RAM

External: (in the game cartridge) up to 1 MB ROM, up to 128 KB RAM
Power  |

* Consumption: 70–80 mA
* Internal: 4 × AA batteries
* External: 0.7 W at 6 V DC from 3.5 mm × 1.35 mm coaxial connector

* Consumption: 80–90 mA
* Internal: 2 × AAA batteries
* External: 0.7 W at 3 V DC from 2.35 mm × 0.75 mm coaxial connector

* Internal: 2 × AA batteries
* External: 0.6 W at 3 V DC from 2.35 mm × 0.75 mm coaxial connector

Battery life  | Up to 30 hours  | Up to 10 hours  |

* Up to 20 hours (backlight off)
* Up to 12 hours (backlight on)

Sound  |

* Channels: 2 pulse wave, 1 wave, 1 noise
* Outputs: Built-in mono speaker, stereo 3.5mm headphone jack

I/O  |

* Game Link Cable (8 kbit/s between up to 4 devices)[28]: 28
* Game Boy Game Pak slot

Controls  |

* 4-way D-pad
* Four action buttons (A, B, Start, Select)
* Volume potentiometer
* Contrast potentiometer
* Power switch

## Games

The standard gray Game Boy Game Pak

More than 1,000 games were released for the Game Boy, excluding cancelled and unlicensed games.[58] Additionally, more than 300 games developed for the Game Boy Color were backward compatible with the monochrome Game Boy models.[59][60]

Games are stored on cartridges called the Game Boy Game Pak, using read-only memory (ROM) chips. Initially, due to the limitations of the 8-bit architecture of the device, ROM size was limited to 32 KB. However, Nintendo overcame this limitation with a Memory Bank Controller (MBC) inside the cartridge. This chip sits between the processor and the ROM chips. The CPU can only access 32 KB at a time, but the MBC can switch between several banks of 32 KB ROM. Using this technology, Nintendo created Game Boy games that used up to 1 megabyte of ROM. Game Paks could also provide additional functionality to the Game Boy system. Some cartridges included up to 128 KB of RAM to increase performance, which could also be battery-backed to save progress when the handheld was off, real-time clock chips could keep track of time even when the device was off and Rumble Pak cartridges added vibration feedback to enhance gameplay.[28]: 299 [46][61]

The top-selling franchise for the Game Boy were Pokémon Red, Blue, and Yellow, the first installments of the Pokémon video game series, which sold more than 46 million copies.[62][63] The best-selling single game was Tetris, with more than 35 million copies shipped, it was a pack-in game included with the purchase of many original Game Boy devices.[64][65]

Beyond the platform's official titles, as of 2025[update], an active online community continues to create new games for the Game Boy and Game Boy Color through tools like GB Studio, a free and user-friendly game-building engine that simplifies the process compared to manual coding.[66]

### Launch titles

When the Game Boy launched in Japan in April 1989, it featured four launch titles: Alleyway (a Breakout clone), Baseball (a port of the NES game), Super Mario Land (an adaptation of the Mario franchise for the handheld format) and Yakuman (a Japanese mahjong game).[67] When the console debuted in North America, two additional launch titles were added: Tetris and Tennis (another NES port), while Yakuman never saw a wide international release.[68][69]

## Reception

One common criticism of the original Game Boy was its lack of a backlight, prompting third-party accessories to make play possible in low-light conditions.

### Critical reception

Though it was less technically advanced than the Game Gear, Atari Lynx, NEC TurboExpress and other competitors, notably by not supporting color, the Game Boy's lower price along with longer battery life made it a success.[70][71]

The console received mixed reviews from critics. In a 1997 year-end review, a team of four Electronic Gaming Monthly editors gave the Game Boy scores of 7.5, 7.0, 8.0, and 2.0. The reviewer who contributed the 2.0 panned the system due to its monochrome display and motion blur, while his three co-reviewers praised its long battery life and strong games library, as well as the sleek, conveniently sized design of the new Game Boy Pocket model.[72]

### Sales

The Game Boy launched in Japan on April 21, 1989, with an initial shipment of 300,000 units, which sold out within two weeks.[20] In the United States, 40,000 units were sold on its release day, July 31, 1989, and sales reached one million within weeks.[20][24] By 1995, Nintendo of America reported that 46% of Game Boy players were female, a higher proportion than for the Nintendo Entertainment System (29%) and Super Nintendo Entertainment System (14%).[73]

Before the introduction of the Game Boy Color, over 59.89 million units of the various monochrome Game Boy models had been sold worldwide as of 30 September 1997[update].[74] Nintendo subsequently reported only combined sales figures for the Game Boy and Game Boy Color. By the time of the system's discontinuation in 2003, the monochrome Game Boy models and the Game Boy Color had sold a combined total of 118.69 million units globally: 32.47 million in Japan, 44.06 million in the Americas, and 42.16 million in other regions.[75]

At the time of its discontinuation, the Game Boy line was the best-selling game console of all time. It was later surpassed by the Nintendo DS, PlayStation 2, and Nintendo Switch, making it the fourth-best-selling console as of 2025[update].[76]

By 1997, the Game Boy and Game Boy Pocket had sold over 64 million units worldwide. Combined lifetime sales of the Game Boy and Game Boy Color models reached approximately 118.69 million units worldwide by the time of discontinuation.

### Cultural legacy

Beyond its commercial success, the Game Boy has had a lasting cultural impact. It helped popularize handheld gaming through an affordable, durable design that brought video games into daily life. The system is frequently cited in retrospectives as a gateway to gaming for a generation of players.[77]

Smithsonian Magazine describes the Game Boy as a permanent fixture of American cultural history, citing its economic significance and enduring appeal.[78] Reflections in The Guardian characterize it as "a portal to other magical worlds",[77] with players recalling formative gaming experiences.[79]

An original 1989 Game Boy is on display at the Smithsonian's National Museum of American History as part of the "American Enterprise" exhibition, alongside early mobile devices.[78] It is also featured in the Nintendo Museum in Kyoto, Japan.[80] In 2009, the Game Boy was inducted into the U.S. National Toy Hall of Fame.[81]

The Game Boy has become a staple within the chiptune scene as hardware for composing music through homebrew music trackers such as Little Sound DJ and Nanoloop.[82][83][84][85][86][87]

Lego created a set based on the Game Boy in partnership with Nintendo. The set came out October 2025.[88]

## Notes

1. ↑ The Game Link Cable port was also called the Video Link cable and extension connector in early Owner's Manuals.[35]

## References

1. ↑ Ishihara; Morimoto. "Pokémon HeartGold Version & Pokémon SoulSilver Version". Iwata Asks (Interview: Transcript). Interviewed by Satoru Iwata. Nintendo. Retrieved September 25, 2022.
2. ↑ Nintendo Game Boy Original - UK TV Commercial (1990) on YouTube
3. ↑ Umezu; Sugino. "Nintendo 3DS (Volume 3 – Nintendo 3DS Hardware Concept)". Iwata Asks (Interview: Transcript). Interviewed by Satoru Iwata. Nintendo. Archived from the original on July 25, 2015. Retrieved January 1, 2026.
4. ↑ White, Dave (July 1989). "Gameboy Club". Nintendo Power (7): 84.
5. ↑ "retrodiary: 1 April – 28 April". Retro Gamer (Bournemouth) (88): 17. April 2011. ISSN 1742-3155. OCLC 489477015.
6. ↑ "Consolidated Sales Transition by Region". Nintendo. April 26, 2016. https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf.
7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 McFerran, Damien (2016). Videogames Hardware Handbook. 1 (2nd ed.). Bournemouth. pp. 157–163. ISBN 978-1-78546-239-9. https://archive.org/details/Videogames_Hardware_Handbook_Vol_1_2nd_RE_2016_UK.
8. ↑ 8.0 8.1 8.2 8.3 8.4 "Satoru Okada talks Game & Watch, Game Boy and Nintendo DS development". Retro Gamer Magazine. 2016. http://www.japanesenintendo.com/post/155107688449.
9. ↑ Yokoi, Gunpei (November 1996). "ゲームボーイを開発した伝説の技術者・横井軍平「私はなぜ任天堂を辞めたか」" (in ja). Bungeishunju. https://bunshun.jp/articles/-/6659. Retrieved March 20, 2025.
10. ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 Gorges, Florent (2024). The History of Nintendo Vol.4: 1989–1999 The Incredible History of the Game Boy. Omaké books. ISBN 9798338221631.
11. ↑ Lane, Gavin (May 6, 2020). "Nintendo Console Codenames and Product Codes". Nintendo Life. https://www.nintendolife.com/news/2020/05/feature_nintendo_console_codenames_and_product_codes.
12. ↑ 12.0 12.1 Kurokawa, Fumio (2022). "Satoru Okada – 2022 Retrospective Interview". 4gamer.net. https://shmuplations.com/okada2022/.
13. ↑ 13.0 13.1 13.2 13.3 Kurokawa, Fumio (July 15, 2022). "ゲームボーイの生みの親・岡田 智氏が任天堂での開発者時代を語った「黒川塾 八十八（88）」聴講レポート" (in ja). 4Gamer.net. https://www.4gamer.net/games/999/G999905/20220720007/.
14. ↑ Voskuil, Erik (March 19, 2011). "Mah-jong Yakuman". Before Mario: the fantastic toys from the video game giant's early days. Omaké books (published November 20, 2014). ISBN 978-2-919603-10-7. http://blog.beforemario.com/2011/03/nintendo-computer-mah-jong-yakuman-1983.html. Retrieved May 26, 2024.
15. ↑ Ryan, Jeff (2011) (in en). Super Mario: How Nintendo Conquered America. New York: Portfolio Penguin. pp. 102–105. ISBN 978-1-59184-405-1.
16. ↑ Audureau, William (March 18, 2015). "NX, Ultra 64, Revolution… Petite histoire de Nintendo à travers ses noms de code" (in fr). Le Monde.fr. ISSN 1950-6244. http://www.lemonde.fr/pixels/article/2015/03/18/nx-ultra-64-revolution-petite-histoire-de-nintendo-a-travers-ses-noms-de-code_4595183_4408996.html.
17. ↑ "駄目". https://en.wiktionary.org/wiki/駄目.
18. ↑ Kurokawa, Fumio (March 29, 2022). "元任天堂・岡田 智氏の独立独歩 後編 ひたすらに意志を貫いたゲームボーイ＆ゲームボーイアドバンス開発 「ビデオゲームの語り部たち」：第28部" (in ja). 4Gamer.net. https://www.4gamer.net/games/999/G999905/20220316093/.
19. ↑ Edwards, Benj (April 21, 2019). "Happy 30th B-Day, Game Boy: Here are six reasons why you're #1". Ars Technica. https://arstechnica.com/gaming/2019/04/game-boy-20th-anniversary/.
20. ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Fahs, Travis (July 27, 2009). "IGN Presents the History of Game Boy". IGN: p. 2. http://www.ign.com/articles/2009/07/27/ign-presents-the-history-of-game-boy.
21. ↑ Moriarty, Colin (October 15, 2013). "The Real Cost of Gaming: Inflation, Time, and Purchasing Power". IGN. https://www.ign.com/articles/2013/10/15/the-real-cost-of-gaming-inflation-time-and-purchasing-power.
22. ↑ Shiver Jr., Jube (November 29, 1989). "Toys: It's serious business as Nintendo's Game Boy goes head to head with Atari's Lynx". Los Angeles Times. https://www.latimes.com/archives/la-xpm-1989-11-20-fi-193-story.html.
23. ↑ 23.0 23.1 Moss, Richard (April 19, 2019). "How Nintendo introduced the Game Boy, Tetris, and Pokémon to the West" (in en-US). https://www.polygon.com/2019/4/19/18295061/game-boy-history-timeline-tetris-pokemon-nintendo.
24. ↑ 24.0 24.1 Kent, Steve L. (2001). The Ultimate History of Video Games (1 ed.). Roseville, Calif.: Prima Publishing. pp. 416. ISBN 978-0-7615-3643-7. "According to an article in Time magazine, the one million Game Boys sent to the United States in 1989 met only half the demand for the product. That allotment sold out in a matter of weeks and its black and white (except for Konami/Factor 5 games and SeaQuest DSV), was shown in color like the Game Gear version."
25. ↑ 25.0 25.1 25.2 Javanainen, Joonas (February 22, 2025). "Game Boy: Complete Technical Reference". https://gekkio.fi/files/gb-docs/gbctr.pdf.
26. ↑ "The Nintendo Game Boy, Part 1: The Intel 8080 and the Zilog Z80". RealBoy Emulator Blog. January 2, 2013. https://realboyemulator.wordpress.com/2013/01/01/the-nintendo-game-boy-1/.
27. ↑ "CPU Comparison with Z80" (in en). https://gbdev.io/pandocs/CPU_Comparison_with_Z80.
28. ↑ 28.0 28.1 28.2 28.3 28.4 28.5 Game Boy Programming Manual. Nintendo. December 3, 1999. https://archive.org/details/GameBoyProgManVer1.1. Retrieved November 21, 2024.
29. ↑ 29.0 29.1 "GameBoy User Manual". Nintendo of America. 1989. p. 12. https://www.flickr.com/photos/30348074@N00/5439992398/in/set-72157626034398554/.
30. ↑ "Cherryroms :: View topic - "Manually" extracting a ROM". May 7, 2006. http://forums.cherryroms.com/viewtopic.php?t=3848&start=75.
31. ↑ "Game Boy Advance Service Manual" (in en). Nintendo. p. 3. https://drive.google.com/file/d/1IpKe2BRdcZLUURvhrvxnleMZf3MEI6tc/view?usp=embed_facebook.
32. ↑ "Game Boy Owner's Manual". Nintendo of America. 1989. p. 3. https://www.flickr.com/photos/30348074@N00/5439387075/in/album-72157626034398554/.
33. ↑ "Game Boy Owner's Manual". Nintendo of America. 1989. p. 6. https://www.flickr.com/photos/30348074@N00/5439992276/in/album-72157626034398554/. "Remove the cover on the back of the GAME BOY and insert the four AA batteries (supplied) as shown in the illustration."
34. ↑ "Nintendo Game Boy (DMG-001)". 2006. http://www.vidgame.net/NINTENDO/GB.html.
35. ↑ "Game Boy Owner's Manual". Nintendo of America. 1989. p. 8. https://www.flickr.com/photos/30348074@N00/5439992312/in/album-72157626034398554/.
36. ↑ Masuyama, Meguro (2002). "Pokémon as Japanese Culture?". in Lucien King. Game On. New York, NY: Universe Publishing. p. 39. ISBN 0-7893-0778-2. "Pokémon allowed more than metaphorical communication; it made use of a system that created actual communication — a network game."
37. ↑ "Game Boy Owner's Manual". Nintendo of America. 1989. p. 5. https://www.flickr.com/photos/30348074@N00/5439387125/in/album-72157626034398554/. "(10) Headphone jack (PHONES) — Connect the stereo headphones that come with the GAME BOY to enjoy the impressive sounds of games without disturbing others around you. (11) Speaker — A small built-in external speaker. It will turn on automatically if the headphones are not plugged into the headphones jack."
38. ↑ Rothstein, Edward (1997-12-08). "TECHNOLOGY: CONNECTIONS; Nintendo's Game Boy lives as nostalgia for simpler computer games catches on." (in en-US). The New York Times. ISSN 0362-4331. https://www.nytimes.com/1997/12/08/business/technology-connections-nintendo-s-game-boy-lives-nostalgia-for-simpler-computer.html.
39. ↑ "Cart Queries". GamePro (71): 14. August 1994.
40. ↑ "Color it loud with hot new Game Boys; Game Boy reflects players own style with five exciting new colors". http://www.thefreelibrary.com/Color+it+loud+with+hot+new+Game+Boys;+Game+Boy+reflects+players+own...-a016001521.
41. ↑ Oxford, David (February 14, 2019). "Boy, Oh Game Boy: Play It Loud!". https://www.oldschoolgamermagazine.com/boy-oh-game-boy-play-it-loud/.
42. ↑ "The Incredible Shrinking Game Boy Pocket". Electronic Gaming Monthly (Ziff Davis) (84): 16. July 1996.
43. ↑ 43.0 43.1 "Pocket Cool". Electronic Gaming Monthly (Ziff Davis) (89): 204. December 1996.
44. ↑ "Game Boy Relaunched". Next Generation (20): 26. August 1996.
45. ↑ "Link Cable Adapter" (in en-GB). https://www.nintendo.com/en-gb/Support/Game-Boy-Pocket-Color/Accessories/Link-cable-adapter/Link-cable-adapter-619614.html.
46. ↑ 46.0 46.1 Copetti, Rodrigo (February 21, 2019). "Game Boy / Color Architecture – A Practical Analysis" (in en). https://www.copetti.org/writings/consoles/game-boy/.
47. ↑ Javanainen, Joonas (July 18, 2023). "MGB-xCPU schematic". https://github.com/Gekkio/gb-schematics/blob/main/MGB-xCPU/schematic/MGB-xCPU.pdf.
48. ↑ "1998 Sears Christmas Book, Page 161 – Christmas Catalogs & Holiday Wishbooks". https://christmas.musetechnical.com/ShowCatalogPage/1998-Sears-Christmas-Book/161.
49. ↑ Cameron, Mike (September 19, 1996). "A game that's small enough to score where it counts". Hamilton Spectator: p. 11. https://infoweb.newsbank.com/apps/news/document-view?p=AWNB&docref=news/10B30EFFA5830318.
50. ↑ Curtiss, Aaron (May 30, 1996). "The Expo Challenge: Dodging the Pretenders". Los Angeles Times. https://www.latimes.com/archives/la-xpm-1996-05-30-ca-10272-story.html.
51. ↑ 51.0 51.1 "Tidbits...". Electronic Gaming Monthly (Ziff Davis) (94): 19. May 1997.
52. ↑ 52.0 52.1 "Game Boy Lights Up". Electronic Gaming Monthly (Ziff Davis) (105): 26. April 1998.
53. ↑ "Nintendo unchallenged as big Boy in town". USA Today: p. 4D. July 29, 1998. https://infoweb.newsbank.com/apps/news/document-view?p=AWNB&docref=news/0EB77359B6744FE3.
54. ↑ "Error: no `|title=` specified when using {{Cite web}}" (in ja). Nintendo. https://www.nintendo.co.jp/n02/dmg/hardware/light/index.html.Error:+no+`|title=`+specified when+using+{{[[Template:Cite+web|Cite+web]]}}&rft.atitle=&rft.pub=[[Company:Nintendo|Nintendo]]&rft_id=https://www.nintendo.co.jp/n02/dmg/hardware/light/index.html&rfr_id=info:sid/en.wikibooks.org:Engineering:Game_Boy">
55. ↑ 55.0 55.1 "Technical data" (in en-GB). https://www.nintendo.co.uk/Support/Game-Boy-Pocket-Color/Product-information/Technical-data/Technical-data-619585.html.
56. ↑ "Game Boy Versions" (in en-US). June 14, 2018. https://www.retrorgb.com/gbversions.html.
57. ↑ "TASVideos / Platform Framerates". http://tasvideos.org/PlatformFramerates.html.
58. ↑ "Game Boy (original) Games". Nintendo of America. http://www.nintendo.com/consumer/downloads/dmg_games.pdf.
59. ↑ "Game Boy Color Games". Nintendo of America. http://www.nintendo.com/consumer/downloads/cgb_games.pdf.
60. ↑ "Game List – Released Titles". Nintendo of America. January 19, 2001. http://www.gameboy.com:80/gamelist.html.
61. ↑ Byers, Brendan. "Exploring the Gameboy Memory Bank Controller" (in en-us). https://b13rg.github.io/Gameboy-MBC-Analysis/.
62. ↑ "'Pokken Tournament' and Pokemon's $1.5 Billion Brand". The Huffington Post (AOL). March 19, 2017. http://www.huffingtonpost.com/gobankingratebuls/pokken-tournament-and-pok_b_9501260.html.
63. ↑ Clement, Jessica (May 2024). "All-time best-selling Pokémon games 2024" (in en). https://www.statista.com/statistics/1072224/pokemon-unit-sales-worldwide/.
64. ↑ Saltzman, Marc (June 12, 2009). "'Tetris' by the numbers". http://content.usatoday.com/communities/gamehunters/post/2009/06/68024593/1.
65. ↑ Takahashi, Dean (June 1, 2009). "After 25 years, Tetris has sold 125 million copies". https://venturebeat.com/entrepreneur/after-25-years-tetris-has-sold-125-million-copies/.
66. ↑ McGlynn, Anthony (May 2, 2021). "Why are game-makers creating new Game Boy games in 2021?" (in en-US). Ars Technica. https://arstechnica.com/gaming/2021/05/meet-the-developers-making-og-game-boy-games-in-2021/.
67. ↑ Swanson, Drew (January 5, 2023). "Remembering the Game Boy's Launch Titles" (in en). https://gamerant.com/game-boy-launch-title-retrospective-tetris-super-mario-land/.
68. ↑ Duncan, Andrew (April 21, 2019). "Game Boy Launch Titles" (in en). https://www.gamegrin.com/articles/game-boy-launch-titles/.
69. ↑ "Yakuman for Game Boy (1989) – MobyGames". http://www.mobygames.com/game/gameboy/yakuman.
70. ↑ "AtariAge – Lynx History". AtariAge. http://www.atariage.com/Lynx/history.html. "Eventually the Lynx was squeezed out of the picture and the handheld market was dominated by the Nintendo GameBoy with the Sega Game Gear a distant second."
71. ↑ Maher, Jimmy (December 22, 2016). "A Time of Endings, Part 2: Epyx". http://www.filfre.net/2016/12/a-time-of-endings-part-2-epyx/.
72. ↑ "EGM's Special Report: Which System Is Best?". Electronic Gaming Monthly 1998 Video Game Buyer's Guide (Ziff Davis): 58. March 1998.
73. ↑ "Makers Of Games Focus On Girls". The Gainesville Sun: p. 15. January 15, 1995. https://news.google.com/newspapers?id=AUNWAAAAIBAJ&pg=1966,3565771.
74. ↑ "年末といったらこれ 最新出荷台数調査!" (in ja). Weekly Famitsu 379 (471): 8. December 26, 1997.
75. ↑ "A Brief History of Game Console Warfare: Game Boy". McGraw-Hill. http://images.businessweek.com/ss/06/10/game_consoles/source/7.htm.
76. ↑ "Lifetime sales of video game consoles worldwide as of February 2024". March 2024. https://www.statista.com/statistics/1101872/unit-sales-video-game-consoles/.
77. ↑ 77.0 77.1 MacDonald, Keza (April 21, 2024). "The Game Boy at 35: a portal to other magical worlds" (in en-GB). The Guardian. ISSN 0261-3077. https://www.theguardian.com/games/2024/apr/21/the-game-boy-at-35-a-portal-to-other-magical-worlds.
78. ↑ 78.0 78.1 Kindy, David (July 29, 2019). "Thirty Years Ago, Game Boy Changed the Way America Played Video Games" (in en). https://www.smithsonianmag.com/innovation/thirty-years-ago-game-boy-changed-way-america-played-video-games-180972743/.
79. ↑ MacDonald, Keza (April 24, 2024). "Pushing Buttons: readers' memories of the game-changing Game Boy at 35" (in en-GB). The Guardian. ISSN 0261-3077. https://www.theguardian.com/games/2024/apr/24/pushing-buttons-game-boy-35-years-old-readers-memories-nintendo.
80. ↑ MacDonald, Keza (September 25, 2024). "Pushing Buttons: At Nintendo's new museum in Japan, I found a nostalgia-laced trip down memory lane – not a history lesson" (in en-GB). The Guardian. ISSN 0261-3077. https://www.theguardian.com/games/2024/sep/25/pushing-buttons-nintendo-museum-kyoto.
81. ↑ "Ball, Game Boy, Big Wheel enter toy hall of fame". Rochester Business Journal. http://www.rbj.net/article.asp?aID=181826.
82. ↑ Carnes, Aaron (December 12, 2016). "LA's Chiptune Scene Is More Than Just Nerds with Game Boys". https://www.vice.com/en/article/las-chiptune-scene-is-more-than-just-nerds-with-game-boys.
83. ↑ "Boston Bitdown fest celebrates music from vintage video games". March 5, 2025. https://www.wbur.org/news/2025/03/05/chiptune-boston-bitdown-video-game-music.
84. ↑ Rose, Janus (May 30, 2011). "Well This Is Cool: The Inner Workings Of A Gameboy Chip-Tune Virtuoso". https://www.vice.com/en/article/well-this-is-cool-the-chip-tune-game-boy-virtuoso.
85. ↑ "Quit Wasting Time on Phone Games and Write Chiptunes Instead". November 15, 2016. https://www.popularmechanics.com/technology/apps/a23888/how-to-make-chiptunes-smartphone. "Of all the different music apps you can find on iOS and Android, one called Nanoloop caught my eye. The descendent of a chiptune program created for real Game Boys, Nanoloop's iOS and Android versions require no special hardware, and have all kinds of additional features."
86. ↑ Rosenthal, Emerson (April 21, 2014). "On Its 25th Birthday, Game Boy Is Alive And Well In The Art World". https://www.vice.com/en/article/on-its-25th-birthday-game-boy-is-alive-and-well. "Shanshui Records’ owner and operator is a chiptune guru named Sulumi. Best-known for making 8-bit tones into electro techno, by running hacked Game Boy cartridges into a computer, the producer takes the 25-year young technology and radically transforms it into something new."
87. ↑ Hardy, Julia (July 9, 2015). "Can Anyone Make Chiptune Music?". https://www.vice.com/en/article/it-sounds-so-basic-but-can-anyone-make-chiptune-music-658. "If you’re making chiptune, you need more than just some retro hardware—you need to be able to hack the shit out of it, courtesy of some handy software."
88. ↑ "Take a trip down memory lane and celebrate a gaming icon with the LEGO Game Boy model building set". Nintendo. July 23, 2025. https://www.nintendo.com/us/whatsnew/take-a-trip-down-memory-lane-and-celebrate-a-gaming-icon-with-the-lego-game-boy-model-building-set/?srsltid=AfmBOoprlXMs5bYwmkb_EpK-6i94DfPNEnj0F6TlsvYnyO_EtqFDPBDC.

Nintendo IR — Hardware & Software Sales Units (Game Boy: 118.69 million units) PBS NewsHour – “Nintendo’s Game Boy turns 25” (noting combined Game Boy + Game Boy Color sales over 118 million)

## External links

* Official website archived at the Wayback Machine

Template:Game Boy line

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Tiger|

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VTech|

* 3D Gamate
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Other handhelds|

| 1970s|

* Microvision

|

1980s|

* Children's Discovery System
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1990s|

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2000s|

* Tapwave Zodiac
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2010s|

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2020s|

* Evercade

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