Gil_Hamilton wrote:powerspike wrote:As for the link cable comment I meant that I'd never seen a super gameboy game that used the link port with two snes. Usually they'd just allow you to use the second controller or the 4 player adapter.
Any SGB game with GameLink support could do it with any combination of Super Gameboys and regular GameBoys and Gameboy Colors and Gameboy Advances, because it's a standard 8-bit GameBoy gamelink.
You could trade PokeMon from SNES to SNES, if you were so inclined.
The tragic part of the gamelink is that very few games supported it in general. It was rather poorly documented and difficult to use, so gamelink support was the first thing axed if a game started to get behind schedule.
Nach: What Gameboy games support the mouse? I'm curious.
Well. I'm sure you meant "SGB2" up there considering that it was the only one with a link port and you know so much
Nach wrote:Gil_Hamilton wrote:
Nach: What Gameboy games support the mouse? I'm curious.
All of them actually. The SGB could do some whacky stuff to any game if you had the mouse plugged in. The SGB did more than pallete and built in borders.
Although games which actually want the mouse... there was some Japanese ones which I read about, don't recall exact details.
Wario Blast also isn't the only game with Multitap support, Bomberman GB 2 and 3 support it, and other Japanese games which again I don't recall.
Could it be Mario's Picross? Picross 2? Mario's Picross was released here but the only cool SGB features I remember were special codes to give it Play It Loud seies GB borders (A clear GB border for your SGB? Kick ass!)
blackmyst wrote:Gil_Hamilton wrote:Yeah, I remember the Mario Paint thing. Always struck me as rather silly, but... *shrugs*
Actually, I had loads of fun with that as a kid. I got a booklet that offered some suggestions on how to use it. Aside from just creating your own frame, you could also draw over the game screen itself.
One suggestion was to use it to make notes of were to go or other info in Zelda and similar games. Or drawing some blob in the middle of the screen to make Mario Land harder. Heh.
To me, it was actually my first exposure to digital drawing tools (I didn't have the mouse yet so I had to use the controller) and I sometimes just paused the game, drew over the whole screen with white, and then just draw on it for fun, even though the tools and the pad control were complete rubbish compared to Mario Paint. and you couldn't even save. You can imagine the world that opened to me when I finally got the actual Mario Paint and mouse.
I also liked how every frame had its own idle animation. Some were pretty elaborate like the one with the box with windows looking out to the sky, you got huge sprite animations of Mario and Peach and....a formula one car? And the one with the tree and the house that gradually turned to nighttime and the lights in the house went on and you saw shooting stars and stuff. Ah, memories. :<
I hope you didn't spend ages waiting for those "screen savers" like Ichinisan and I originally did.
After Nintendo Power released the SGB credits code (L,L,L,R,R,R,L,L,L,R,R,R,R) we accidentally figured out that L,L,L,L,R will trigger the screensaver immediately. We didn't know what it did at first because we were usually on the default border with no animation and only heard a chime.
creaothceann wrote:blackmyst wrote:Actually, I had loads of fun with that as a kid. I got a booklet that offered some suggestions on how to use it. Aside from just creating your own frame, you could also draw over the game screen itself.
I saw something like that in Nintendo's magazine, I think - one of the examples was a quite good drawing of a soccer player. I'll scan it if I find it again...
It's called the "Super Gameboy Player's Guide". My friend got one for free for being a subscriber and when I called and asked about it they sent me one too. They eventually started selling the SGB in a much larger box with it.