Game Boy Game Pak

Video game cartridge

Game Boy Game Pak

Game Boy Game Paks from left to right: original, Color, Advance

Media type| ROM cartridge
Encoding| Digital
Capacity|

* Original/Color: ROM: 32 KB–8 MB, RAM: 8–128 KB
* Advance: ROM: up to 32 MB, RAM: up to 128 KB

Standard| Proprietary
Developed by| Nintendo
Dimensions|

* Original/Color: 6.5 cm (2.6 in) high × 5.8 cm (2.3 in) wide
* Advance: 3.5 cm (1.4 in) high × 6 cm (2.4 in) wide

Usage|

* Game Boy
* Game Boy Pocket
* Game Boy Color
* Game Boy Advance
* Nintendo DS

Released|

* Original: April 21, 1989 (1989-04-21)
* Advance: March 21, 2001

Discontinued|

* Original/Color: 2006
* Advance: 2012 (2012)[1]

Game Boy Game Pak is the brand name of the ROM cartridges used to store video game data for the Game Boy family of handheld video game consoles, part of Nintendo's line of Game Pak cartridges. Early Game Boy games were limited to 32 kilobytes (KB) of read-only memory (ROM) storage due to the system's 8-bit architecture. Nintendo later incorporated a memory bank controller into cartridges to allow for more storage by switching between ROM banks. This change allowed Game Paks to reach 8 megabytes (MB) of storage, allowing for more complex games.

In addition to ROM, cartridges could also include random-access memory (RAM) chips that could be used for increased performance or to save game progress. A battery in the cartridge would keep the RAM powered when the Game Boy was off. Later cartridges could also include real-time clock functionality that could keep track of time even when the device was off or a Rumble Pak to add vibration feedback to enhance gameplay.

Game Paks for the Game Boy Advance, which uses a 32-bit architecture, could accommodate up to 32 MB of game ROM. The Game Boy Advance was the last major handheld device to use cartridges as its primary storage format. Later systems, like the Nintendo DS and Nintendo 3DS, use game cards, which are similar to SD cards.

## Background

[edit]

### Original and Color

[edit]

Game Boy Game Pak board. Clockwise from top right: battery, ROM chip, SRAM chip, MBC chip, crystal oscillator (under white tape) for real-time clock, and supervisor chip.
(Annotated version)

The Game Boy Game Pak cartridges store the game's code and data using ROM chips. However, the original Game Boy's 8-bit architecture limited the CPU's access to just 32 KB of ROM at a time, restricting early games to this size.[2]

Nintendo overcame this limitation with a chip called the memory bank controller (MBC) placed within the cartridge. A similar solution had been by previously used on the Nintendo Entertainment System Game Pak. The MBC chip banks the second half of the ROM ($4000-$7FFF) with the first half ($0-$3FFF) usually fixed; this portion contains the CPU vectors and core game routines. While the NES typically used a separate graphics ROM to store game graphics as raw data, the Gameboy used the more conventional setup of storing the graphics in compressed format in the main ROM; the game engine must unpack graphics data and copy it to video RAM as needed. The more varied banking options NES mappers offered such as 8k and 32k granularity were not available on the Game Boy.

While the Game Boy had no territorial lockout as the main Nintendo consoles did, games were required to run a check routine to prevent the use of unlicensed cartridges--the Game Boy logo that is displayed at power on was a graphic reading "NINTENDO" that Nintendo required to be stored in the ROM of all games. A small boot loader ROM would scan for the presence of the graphic and refuse to boot unless it was a pixel-perfect copy of the graphic contained in the boot ROM. While this system was not hard to evade, Nintendo were concerned less with the technical than legal aspects of it--they decided that they could sue a game publisher for unauthorized trademark use if they put the logo in a cartridge and displayed it on screen. However some developers found workarounds to pass the boot check without actually displaying the Nintendo logo and a small number of unlicensed Game Boy cartridges did get released.[3]

Using this technology, Nintendo was able to create cartridges that used up to 8 MB of ROM,[4][5] vastly expanding game size and complexity. Cartridges for the original Game Boy range from 32k to up to 512k in size, while standard sizes for Game Boy Color cartridges are between 1MB and 4MB.

Some Game Boy cartridges included random-access memory (RAM) usually for save game RAM. This memory typically came in the form of an 8 KB EEPROM chip, a 32 KB SRAM chip, or later, a 128 KB flash memory chip. SRAM chips required a battery to retain data when the Game Boy was powered off. These batteries had a limited lifespan and needed to be desoldered for replacement. The SRAM chips were later phased out in favor of Flash memory chips, which can store data without the need for a battery.[4][6] Later revisions introduced even more functionality. Real-time clock capabilities kept track of time using a crystal oscillator.[7] Rumble Pak cartridges added vibration feedback to enhance gameplay.[4]

The standard cartridge measured 5.8 centimeters (2.3 in) wide and 6.5 centimeters (2.6 in) high. However, some games, such as the Game Boy Camera, boasted custom-designed, larger casings to accommodate special features. On the original Game Boy a plastic tab slid across into a notch at the top of the cartridge when the console was powered on. To save space, this locking mechanism was removed from all subsequent devices. The notch was not present on Game Boy Color Game Paks to prevent them from being used in the original Game Boy. If these Game Boy Color Game Paks were inserted into a Game Boy Pocket or Light, an error message would be shown on the screen.[4]

### Advance

[edit]

Game Boy Advance Game Pak board. Includes EEPROM chip (left) and ROM (right)

The Game Boy Advance used a significantly shorter standard cartridge design at 3.5 centimeters (1.4 in) high. The top of the cartridge was wider at 6 centimeters (2.4 in) wide to prevent insertion into older Game Boy devices, but the bottom retained the same width of 5.8 centimeters (2.3 in).[8][better source needed]

The Game Boy Advance Game Pak could accommodate up to 32 MB of game ROM, although special Game Boy Advance Video cartridges could hold 64 MB of video on ROM. Standard ROM sizes were 4MB, 8MB, 16MB, and 32MB.

Cartridges could also include RAM, however these were mostly used to save game progress and not to increase the device's performance.[9] This memory typically came in the form of an 4 or 64 KB EEPROM chip, a 256 or 512 KB SRAM chip, or later, a 512 KB or 1 MB flash memory chip. SRAM chips required a battery to retain data when the Game Boy was powered off. These batteries had a limited lifespan and needed to be desoldered for replacement.[6]

The Game Boy Advance Game Pak also had a notch on a bottom rear corner. When inserted into a Game Boy Advance, this notch avoided pressing a switch (called a shape detector) within the slot, allowing the device to boot into its native mode. When an older Game Boy Game Pak was inserted, this switch would be depressed, triggering the device to boot into its backward compatibility mode.[9]

The Nintendo DS retained backward compatibility with Game Boy Advance cartridges but not older Game Boy games. To accomplish this, the shape detector was replaced with a solid piece of plastic, preventing older Game Boy cartridges from being inserted.[citation needed]

## Types

[edit]

Excluding game-specific variations, there are four types of cartridges compatible with Game Boy systems:

### Original Game Boy Game Pak

[edit]

Original Game Boy Game Pak

The original Game Boy Game Pak (also known as class A or grey cartridges) is compatible with all Game Boy systems, excluding Game Boy Micro. All original Game Boy games are of this type. The games on these cartridges are programmed in monochrome (using four shades of grey or green).

When these games are played on the Game Boy Color and subsequent systems, the device applies a limited color palette (typically dark green) using four to ten colors to enhance games originally intended to be presented in four shades of gray. Many games were programmed to call for a default color palette.[10][11][12] However, for games without a default, users could choose from 12 different palettes using button combinations.[13] A dedicated palette option replicates the original Game Boy's grayscale experience.[14]

Additionally, a limited number of cartridges released between 1994 and 1998 feature enhancements compatible with the Super Game Boy.

Although most original Game Boy Game Paks were encased in grey plastic, some used special colors that match the game's theme, including notably, Pokémon Red, Blue, and Yellow and the Donkey Kong Land series, which utilized yellow cartridges.

### Color-enhanced Game Boy Game Pak

[edit]

Color-enhanced Game Boy Game Pak

The color-enhanced Game Boy Game Pak (also known as class B, dual mode, or black cartridges) improved the gameplay experience on the Game Boy Color and subsequent systems while maintaining compatibility with older monochrome devices.

These cartridges can use the full color capabilities of the Game Boy Color and subsequent systems, displaying up to 56 colors simultaneously out of a palette of 32,768 while remaining compatible with the original Game Boy where they were presented in four shades of gray. However, this compatibility comes at the expense of not being able to utilize the handheld's increased processing speed and memory.[13][15]

Some color-enhanced games, like Wario Land II and The Legend of Zelda: Link's Awakening DX were colorized re-releases of originally monochrome games, however, Nintendo insisted that developers include gameplay enhancements (beyond simply adding color) to differentiate the games from their monochrome counterparts.[4] Some color-enhanced cartridges also boasted features later seen in clear cartridges, such as the Rumble Pak in Pokémon Pinball[16] and infrared communications in Robopon Sun, Star, and Moon Versions.

Although most color-enhanced Game Boy Game Paks were encased in black plastic, some used special colors that matched the game's theme, including notably Pokémon Yellow and Pokémon Gold and Silver.

### Game Boy Color Game Pak

[edit]

Game Boy Color Game Pak

The Game Boy Color Game Pak (also known as class C or clear cartridges) introduced unique features for players on the Game Boy Color and subsequent systems. They boast a wider color range (up to 56 colors) and benefit from the increased processing speed and memory introduced with the Game Boy Color. Because of this reliance on the newer hardware, these games are incompatible with the older monochrome Game Boy models.[17] They lacked the notch in the top-right corner, and thus physically prevented the power switch of a monochrome Game Boy from being turned on when one was inserted.

Certain cartridges also had additional features to enhance gameplay, including rumble feedback, utilized in Perfect Dark, and tilt sensors, employed in Kirby Tilt 'n' Tumble.[18]

Most original Game Boy Game Paks were encased in translucent plastic, but similar to previous generations, some were released in special colors that match the game's theme, like Pokémon Crystal.

### Game Boy Advance Game Pak

[edit]

Game Boy Advance Game Pak

The Game Boy Advance Game Pak (also known as class D cartridges) is half the size of all earlier cartridges and is compatible with Game Boy Advance and later systems, including the Nintendo DS.

Some Advance cartridges have built-in features, including rumble features (Drill Dozer),[19] tilt sensors (WarioWare: Twisted!, Yoshi's Universal Gravitation)[20] and solar sensors (Boktai).[21]

Although most Game Boy Advance Game Paks were encased in dark grey plastic, some used special colors that matched the game's theme, including notably Pokémon Emerald.

## References

[edit]

1. ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. April 26, 2016. Archived from the original (PDF) on October 11, 2016. Retrieved October 23, 2016.
2. ^ Copetti, Rodrigo (February 21, 2019). "Game Boy / Color Architecture – A Practical Analysis". Copetti.org. Archived from the original on April 13, 2024. Retrieved April 29, 2024.
3. ^ https://catskull.net/gameboy-boot-screen-logo.html
4. ^ a b c d e "Game Boy Programming Manual" (PDF). December 3, 1999. p. 299. Retrieved April 30, 2024.
5. ^ Byers, Brendan. "Exploring the Gameboy Memory Bank Controller". Brendan's Website. Archived from the original on April 29, 2024. Retrieved April 29, 2024.
6. ^ a b Ziegler, Reiner (2008). "ROM cartridge interface". Archived from the original on November 27, 2023. Retrieved May 3, 2024.
7. ^ Javanainen, Joonas. "Game Boy cartridges". Game Boy hardware database. Archived from the original on May 10, 2024. Retrieved May 3, 2024.
8. ^ "What are the Game Boy Advance (GBA) Game Pak ROM cartridge physical dimensions (length x width x height)?". Arqade. Archived from the original on May 5, 2024. Retrieved May 5, 2024.
9. ^ a b Copetti, Rodrigo (August 18, 2019). "Game Boy Advance Architecture - A Practical Analysis". Copetti.org. Archived from the original on September 4, 2022. Retrieved May 5, 2024.
10. ^ Paternostro, Emi (June 29, 2023). "Game Boy Color Modes". GB Studio Central. Retrieved May 27, 2024.
11. ^ "Notes:Game Boy Color Bootstrap ROM - The Cutting Room Floor". tcrf.net. Retrieved May 27, 2024.
12. ^ "Game Boy Color boot ROM". GitHub. Retrieved May 27, 2024.
13. ^ a b Day, Ashley (2016). Videogames Hardware Handbook. Vol. 1 (2nd ed.). Bournemouth: Imagine Publishing. pp. 236–239\. ISBN 978-1-78546-239-9.
14. ^ "Changing the Color Palette on Game Boy Advance Systems". Customer Service. Nintendo. Archived from the original on January 13, 2009. Retrieved January 4, 2009.
15. ^ "Disassembling the GBC Boot ROM". Archived from the original on December 3, 2020. Retrieved August 13, 2020.
16. ^ "Why Game Boy Color games with the built-in rumble feature were the coolest". The Diamondback. Archived from the original on July 9, 2018. Retrieved July 9, 2018.
17. ^ "Game Pak Troubleshooting – All Game Boy Systems". Nintendo of America customer support. Archived from the original on September 28, 2017. Retrieved September 27, 2017.
18. ^ "Kirby Tilt 'n' Tumble Developer Interview from Nintendo Online Magazine". Game In Japanese. May 14, 2020. Archived from the original on April 27, 2021. Retrieved April 27, 2021.
19. ^ スクリューブレイカー 轟振どりるれろ | Wii U | 任天堂. 任天堂ホームページ. Archived from the original on April 27, 2021. Retrieved April 27, 2021.
20. ^ Yoshi: Universal Gravitation – IGN, January 12, 2005, archived from the original on April 27, 2021, retrieved April 27, 2021
21. ^ Staff, Ars (March 27, 2020). "Kojima's GBA experiment—and the sunny island childhood it changed forever". Ars Technica. Archived from the original on April 29, 2021. Retrieved April 27, 2021.

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