![]() Internally, the Super Game Boy includes special palettes for several games that came out before the release of the Super Game Boy, for example Alleyway, Yoshi's Cookie, Kirby's Pinball Land and Solar Striker have one 1 of the 32 default colors by default. A few Super Game Boy games will not allow the palette to be changed. ![]() Color Palette: Choose from one of 32 pre-made color palettes, the Super Game Boy enhanced palette(s) (if available), or a user-created palette (if available). ![]() The system menu is accessed by pressing the L and R buttons at the same time the menu has five options to choose from: The game is recognized internally as "METROID2" and uses the 4-G color palette. The Super Game Boy also plays the audio for games, and the program of the games, about 4% faster than the original hardware. The Super Game Boy actually consists of the same hardware as the Game Boy inside the cartridge is a separate CPU that processes the games while the Super NES only provided means for user-input, output of graphics to the screen, and the additional coloring. Static screens could display all 10 colors.Īround the same time of the Super Game Boy's release, a Super Game Boy Player's Guide was packaged with an issue of Nintendo Power featuring six pages on Metroid II: Return of Samus, with codes to change the colors for certain parts of the game. Colorization was applied to the screen itself, and did not scroll with the background. The adapter could support up to 64 colors for the border, and 12 colors for the screen. The unit could map the four shades of grey to various colors on the screen. The Super Game Boy was compatible with the original monochrome Game Boy cartridges and black Game Boy Color cartridges, although it would display the latter in monochrome.
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