The Insane Engineering of the Gameboy
Summary
TLDRThis video explores the groundbreaking engineering behind the Nintendo Gameboy, a device that, despite its initial mixed reviews and technological limitations, revolutionized portable gaming. Launched in 1989, the Gameboy's success was due to its affordability, durability, and the ingenious optimization of its limited hardware. Developers utilized creative solutions to overcome challenges like the lack of a backlight, minimal memory, and the simple yet effective use of tiles and sprites for game design. The Gameboy not only launched iconic franchises but also set a precedent for Nintendo's focus on accessibility and user experience, influencing future innovations in gaming.
Takeaways
- đź The original Gameboy, launched in 1989, was met with mixed reviews but went on to become a cultural icon.
- đ It was designed as a cheap, low-powered, portable gaming system with limitations such as no backlight and low installed memory.
- đ Despite its technological inferiority at launch, the Gameboy's success stemmed from its appeal to the masses and innovative game design.
- đ§ The lack of a backlight and a monochrome screen allowed the Gameboy to use less power, giving it longer battery life than competitors.
- đ The Gameboy used 4 AA batteries compared to the Sega Game Gear's 6, making it more compact, cost-effective, and energy-efficient.
- đ The Gameboy's simple design, influenced by its predecessor the NES, prioritized portability and user experience, tenets that Nintendo continues to value.
- đ The console featured a single speaker with 4 channels, demonstrating that creative problem-solving could produce memorable sound experiences with minimal hardware.
- đš The use of tiles and sprites allowed for efficient memory usage and the creation of iconic graphics with limited resources.
- đ Memory banking was a technique used to overcome the Gameboy's memory limitations, allowing for larger games like Pokemon Red/Blue.
- đĄ Nintendo's focus on accessibility and player-first design set it apart from competitors, leading to the creation of innovative and inclusive gaming systems like the Wii and Nintendo Switch.
- đ In a world increasingly focused on data collection, the simplicity of earlier gaming devices like the Gameboy offers a contrast to modern concerns about data privacy and security.
Q & A
When was the original Gameboy launched and what was the general reception at the time?
-The original Gameboy was launched in 1989 and it received mixed reviews. Despite being considered technologically inferior at launch, it went on to achieve great success.
How did the Gameboy's design philosophy differ from its competitors?
-The Gameboy was designed to be a cheap, low-powered, portable gaming system. It made several design compromises, such as lacking a backlight and having low installed memory, which were viewed negatively by review magazines of the time but ultimately contributed to its widespread success.
What were some of the limitations of the Gameboy in terms of hardware?
-The Gameboy had a monochrome screen with no backlight and very limited memory for coding games. It also used four AA batteries, which was fewer than its main competitor, the Sega Game Gear.
How did the Gameboy's simple design contribute to its success?
-The Gameboy's simple design, which included a straightforward and familiar controller setup,ćéŽäșćźçè性ć„NESăćźçć°ș毞ćééæŻäŸżæșæ§æéèŠçèèć çŽ ïŒGameboyć äčćȘæç«äșćŻčæçäžć性ć°ćééă
What technological limitations of the early 90s did Nintendo work around to make the Gameboy smaller and lighter?
-Nintendo had to work around the limitations of alkaline batteries, which were large, bulky, non-rechargeable, and expensive. By using fewer batteries and minimizing their use, Nintendo made the Gameboy more compact and cost-effective for consumers.
What was the significance of the Supertwisted Nematics LCD screen technology in the development of the Gameboy?
-Supertwisted Nematics LCD screen technology allowed for a sharper transition between on and off states, resulting in sharper black and white pixels. This technology was crucial in enabling the Gameboy to have low power consumption and longer battery life.
How did game developers overcome the limitation of the Gameboy's 8-bit CPU and limited memory?
-Developers used creative problem-solving techniques such as memory banking, dividing the data into smaller sections or banks, and utilizing efficient methods like tiles for graphics and byte-by-byte comparison for logo display to manage the limited memory effectively.
What is the role of tiles in creating graphics for Gameboy games?
-Tiles are 8x8 pixel squares used to build the background and characters in Gameboy games. By using tiles, developers could efficiently create graphics and animations without having to address each individual pixel, saving memory and processing power.
How did the Gameboy achieve its iconic 4 shades of green?
-The Gameboy achieved its 4 shades of green by quickly pulsing the pixels on and off. Faster pulses resulted in darker shades, while slower pulses produced lighter shades. This technique is similar to how LEDs brighten and dim.
What was the strategy behind the Gameboy's audio design?
-The Gameboy's audio design was minimalistic, featuring only one speaker controlled by 4 channels. This included two square wave tone generators, one white noise maker, and a separate channel for custom waveforms stored in the game cartridge.
How did the Gameboy's memory management system work for games with larger data requirements?
-The Gameboy used a technique called memory banking, where games divided their data into smaller sections or banks. The hardware dynamically switched between these banks to access a larger pool of data than the system could read at once.
What was Nintendo's ethos that set it apart from competitors and contributed to the Gameboy's success?
-Nintendo's ethos focused on accessibility and player experience rather than just increasing hardware specs. The company aimed to make gaming accessible to a wide audience, as evidenced by the affordable launch price of the Gameboy and its emphasis on user-friendly design.
Outlines
đź The Birth and Design Philosophy of the Gameboy
The original Gameboy was launched in 1989 and, despite mixed reviews due to its technological limitations, became a cultural icon. Its design focused on affordability, low power consumption, and portability, which were seen as negatives by review magazines but turned out to be key to its success. The Gameboy's limitations in screen backlighting and memory capacity pushed engineers to innovate, leading to the creation of timeless games and franchises. The console borrowed design elements from its predecessor, the NES, and prioritized size and weight to ensure portability. The Gameboy's success was also due to its efficient use of alkaline batteries, which were bulky and expensive at the time. Nintendo minimized battery use, giving the Gameboy an edge over competitors like the Sega Game Gear. The Gameboy's engineering ingenuity and focus on user experience have been defining traits of Nintendo to this day.
đ Powering the Gameboy: Battery Life and Screen Technology
The Gameboy's main competitor, the Sega Game Gear, used 6 AA batteries, while the Gameboy only required 4, saving space, making it more compact, and reducing costs for consumers. The Gameboy's batteries lasted significantly longer, despite having less energy available, due to its low power consumption design. The Game Gear consumed 4.5 watts and drained its batteries in just 3 hours, whereas the Gameboy operated at 0.7 watts and offered up to 30 hours of gameplay. Nintendo's success was partly due to recognizing the limitations of alkaline batteries and working around them. The Gameboy featured a monochrome screen capable of displaying 4 shades of green, a compromise that resulted from the technological constraints of the time. The development of Supertwisted Nematics LCD screens allowed for sharper transitions between on and off states, addressing the low contrast issue of early passive matrix displays.
đ Innovative Memory and Graphics Management on the Gameboy
The Gameboy's 8-bit CPU could only handle 64 kilobytes of memory, which posed a challenge for game development. Developers had to be creative in programming, as all game functions, math, and logic were managed within this limited memory. The game cartridges contained hard-coded data that the Gameboy read during startup to display the Nintendo logo, a technique that also served as a way to prevent bootlegged games. The limited memory was further managed through the use of tiles, which allowed for efficient graphics creation. The screen was rendered in a three-step process involving a background made of 32x32 tiles, a viewing box for smooth scrolling, and sprites for movable objects. The Gameboy's line scan technique for drawing the screen was inherited from the NES and allowed for animations through mid-frame pauses. The console's audio was produced with just one speaker and 4 channels, yet it created a nostalgic style of music that is still loved today.
đčïž Nintendo's Player-Centric Approach and Data Privacy
Nintendo's design philosophy prioritized player accessibility and experience over high hardware specifications. The Gameboy, with its affordable launch price and low running costs, was a testament to this ethos. It introduced many to the world of video games and became a defining piece of design for its generation. In contrast to today's hyperconnected devices, the Gameboy was simple, requiring no personal data or constant internet connection. In the current era of data collection and breaches, privacy has become a significant concern. The sponsor Incogni offers a service to protect user data by removing personal information from data brokers, illustrating the contrast between past and present approaches to technology and user privacy.
Mindmap
Keywords
đĄGameboy
đĄTechnological Inferior Product
đĄPortable Gaming System
đĄLow Power Consumption
đĄIngenious Methods
đĄFranchises
đĄUser Experience
đĄAlkaline Batteries
đĄSupertwisted Nematics
đĄMemory Banking
đĄData Brokers
Highlights
The original Gameboy was launched in 1989 and was initially received with mixed reviews but eventually became a cultural icon.
Despite being technologically inferior at launch, the Gameboy's success can be attributed to its design compromises that made it accessible to the masses.
The Gameboy was designed as a cheap, low-powered, portable gaming system with limitations such as no backlight and low installed memory.
Nintendo's innovative engineering allowed for the creation of timeless games and franchises, despite the Gameboy's hardware limitations.
The Gameboy's simple design and familiar controller setup,ćéŽäșć ¶ćèŸNESçæćç»éȘ.
The Gameboy was significantly smaller and lighter than its competitors, with a focus on user experience that has become a defining characteristic of Nintendo.
Nintendo managed to make the Gameboy smaller and lighter by minimizing the use of large, bulky alkaline batteries, which were expensive and non-rechargeable.
The Gameboy's main competitor, the Sega Game Gear, used 6 AA batteries, while the Gameboy used just 4, leading to longer battery life and cost savings for consumers.
One of the keys to Nintendo's success was recognizing the limitations of early 90s technology and working around them, such as using a monochrome screen instead of a fully lit colored LCD screen.
The Gameboy's engineers were determined to use low-powered screens, leading to the development of Supertwisted Nematics, which allowed for sharper black and white pixels.
The Gameboy created different shades of green by quickly pulsing the pixels on and off, a technique also used by LEDs to brighten and dim.
The 8-bit CPU of the Gameboy could only handle 64 kilobytes of memory, requiring creative problem-solving for game development within these constraints.
Nintendo used a technique called memory banking to divide game data into smaller sections or banks, allowing for larger pools of data despite hardware limitations.
The Gameboy's hardware and design choices, such as its screen technology and memory management, made it significantly cheaper than its competitors and more accessible to a wide audience.
Nintendo's focus on player-first design and accessibility has been a consistent theme throughout their product lineup, from the Wii to the Switch.
The Gameboy was a generational defining piece of design, offering a simpler approach to gaming that did not rely on personal data collection or constant internet connectivity.
In a world where data privacy is a concern, the Gameboy represents a time when devices did not require personal information or constant data transmission.
Transcripts
The original Gameboy was launched in 1989 and was received with Â
mixed reviews. While its success is ingrained in our cultural memory now, Â
when it was launched it was a technologically inferior product.
The Gameboy was designed to be a cheap, low-powered, Â
portable gaming system. It was limited in many ways. No backlight for the Â
screen and incredibly low installed memory available for coding games.
Review magazines of the time viewed these features as a negative, but these compromises Â
in design were exactly why the Gameboy succeeded. This was a console for the masses.
Even with these limitations, engineers and programmers came up with ingenious Â
methods to create games that have not only stood the test of time
but launched some of the most valuable franchises Â
in the history of the entertainment industry. TV shows, movies, toys, and even theme parks.
This is the insane engineering of the Nintendo Gameboy.
The Game Boy's simple design borrows much of its success from its older Â
brother the NES. A straightforward and familiar controller setup.
Nintendo knew that size and weight were the most important factors for a system to be portable.
The Gameboy was almost half the size and half the weight of its Â
competitors. Just under 15 cm in height and 3Â centimeters thick, it weighed only 220 grams.
This 35-year-old console doesnât feel oversized like the mobile phones of this era. Gameboy Â
focused on user experience from the get-go, an ethos that has defined Nintendo to this very day.
But how did Nintendo manage to make the Gameboy so much smaller and lighter? To begin, one of Â
the primary technological limitations of the early 90s were these things.
Alkaline batteries. While our Gen Z audience may recognize these as the Â
batteries they have to replace in their TV remote once in a blue moon. These things Â
were everywhere in the 90s. Costing about 50Â cents each, or about 1.16 in todayâs money.
I spent every penny of my pocket money getting these batteries to power my Gameboy in the 90s.
Large, bulky, non-rechargeable, and expensive. Minimising their Â
use as much as possible was going to give Nintendo an edge over their competitors.
The Game Boy's main competitor, Â
the Sega Game Gear, used 6 AA batteries. While the Gameboy used just 4. This of Â
course saved space, made the Gameboy more compact, and saved money for the consumer.
Especially as the Gameboy batteries lasted vastly longer despite having less energy available.
The Game Gearâs 6 AA batteries supplied 4.5 watts to power its electronics. Draining the Â
6 batteries in just 3 hours. Costing about 2 dollars and 30 cents per hour of gameplay.
The GameBoy, with its 4 batteries allowed up to 30Â Â
hours of gameplay. It cost just 16 cents per hour of gameplay.
Imagine being me in the 90s. Trying to explain to my father, who remembers when someone got a Â
car for the first time in his village, that I needed money for a new set of batteries Â
every two weeks. Well, for the Sega Game Gear that was likely closer to every day.
One of the keys to Nintendo's success was recognizing this limitation and working around it.
While the Game Gear featured a fully lit coloured LCD screen. The Gameboy featured Â
a monochrome screen that was capable of displaying just 4 shades of green that Â
were impossible to see in darkness because it didnât have a backlight.
While the Game Gear may have gotten better reviews with its power-hungry electronics, Â
the Gameboy got the customers with a system that drew just 0.7 watts.
The Game Boy's engineers were determined to use low-powered screens, and despite this screen being Â
a huge part of our nostalgia today, it almost led to the cancellation of the entire project.
The best available low-powered LCD screens in the 80s worked by having Â
a passive matrix of electrodes that controlled a grid of pixels.
A pixel consisted of some liquid crystals sandwiched between two Â
perpendicular polarising filters. At rest, these liquid crystals twist the light that Â
bounces off the backplate, which allows the light to pass through the set of filters.
These crystals respond to voltage changes, untwisting as voltage is applied, when this Â
happens less light can pass through. Early prototypes of the original Gameboy used liquid Â
crystals that naturally twisted only 90 degrees at rest. These 90-degree structures slowly untwist Â
with voltage with the amount of light transmitted being proportional to the voltage applied.
However, there was a problem. This slope is not steep enough. This was a problem for the Â
low-powered passive grid matrix displays used in the early versions of the GameBoy. Â
The low-power screen used tiny changes in voltage to differentiate between on and off, Â
and the difference in voltage needed to turn the pixels on and off was too large.
A slight difference in voltage resulted in a very subtle difference in the amount of light Â
emitted by individual "on" and "off" pixels. In other words, the contrast was very low.
This got worse as the passive matrix created an interconnected set of pixels Â
where voltage could leak into neighbouring pixels. So neighbouring pixels would also Â
be slightly activated resulting in a blurry image that looked even worse from the sides.
When Nintendo's President Hiroshi Yamauchi tested a version of the Â
Gameboy with these 90-degree twist screens he actually cancelled the entire project.
However, a breakthrough occurred in the late 1980s. SHARP perfected a new Â
type of LCD screen known as Supertwisted Nematics.
These screens used crystals with twists between 180 and 270 degrees. These extra Â
twists made a sharper transition between on and off possible.
This is what a super twisted crystal transition curve looks like. The Â
transmitted light drops off rapidly with a much smaller voltage change.
This technology resulted in sharper black and white pixels, with the green colour of the gameboy Â
being a byproduct of the polarising filters tint, but how did the gameboy create 4 shades of green.
It was not possible to create these shades with 4 different voltages settings. Instead Â
the gameboy created different shades by quickly pulsing the pixels on and Â
off. Faster pulses result in darker shades, while slower pulses result in lighter shades.
This is the same technique that LEDs use to brighten and dim. We Â
canât perceive the pulsing with our eyes, but cameras can pick it up.
The quest to make the system as cheap as possible of course created limitations elsewhere.
The 8-bit CPU could only handle 64 kilobytes of memory, less than a single frame in this video.
Programming a game like Super Mario Land with so Â
little memory available required some creative problem-solving.
All of the Gameboy functions, maths, Â
and logic happened by simply reading or modifying those 64 kilobtyes. Some are Â
read from the Gameboy itself while others are read from the inserted game cartridge.
These 48 numbers, for example, are read from the cartridge every time the Gameboy is turned Â
on and every licensed game cartridge has to have the exact same hard-coded data at this location.
This is the data it reads, just numbers. But, Â
by rearranging them and converting them to binary we can start to see a familiar Â
pattern. Turning off the pixels with ones we can make out that nostalgic logo that dropped Â
into the screen before any game. Inside the Gameboy, there is a copy of these same numbers.
During the boot-up process, the Game Boy displayed the logo stored in the Â
cartridge while comparing it to the one in the system, byte by byte.
If a faulty connection caused a byte to be read incorrectly, the Game Boy would not start up.
Unintentionally, this sparked a magical tradition among kids worldwide.
A technique that transferred across cultures and continents before the Â
internet existed to share that knowledge. Take the cartridge Â
out and blow on it to remove any dust that may be causing faulty connections.
For this byte-by-byte comparison, they could have used any numbers or any image. But Â
they intentionally used the trademarked Nintendo logo to curb bootlegged games.
If you were an unlicensed game developer, this forced you to Â
display Nintendoâs trademarked logo, and if Nintendo did not permit you to use it, Â
you would be breaking trademark laws even if the games themselves were not.
However, using individual bytes to create the image, the way the Nintendo logo was displayed, Â
is not a very efficient way of populating the full screen for games.
If the 160 by 144 pixel wide screen had to address each Â
individual pixel it would need a list of over 23,000 numbers.
Dedicating a whole 35% of the available directory only to set the screen makes no sense. The real Â
amount of space dedicated to creating images is only 12.5% of the available directory.
But how did such a small memory create graphics? The key here is the use of tiles.
These are the tiles for the game Super Mario Land 2, a classic Super Mario scrolling Â
game. Each tile consisted of a square of 8x8. Rather than building the frame pixel by pixel, Â
The Gameboy system rendered the screen in a three-step process.
The CPU would first assemble a background made out of 32x32 tiles.
But the size of the Gameboy screen only fits 20 tiles on one side and 18 on the Â
other. So a viewing box has to be placed on top of this background. Â
This view box could move along the background enabling smooth scrolling.
It also has a local coordinate system that allows non-movable information, Â
like lives or scores, to be visualised consistently in the same location.
Movable objects like Mario or goombas that can interact with Â
the background have a special name, they are called sprites.
Sprites are just 8x8 pixel-wide tiles that can be flipped or rotated. For larger characters Â
like Mario, a set of 4 sprites was needed to make the full character.
Once the frame was ready to be visualised, Â
the Gameboy went line by line setting the pixel values on the screen. This is called a line scan.
This practice was a bleed-over from the NES, which was designed to be used with Â
the tracing rays of cathode ray tube screens. CRTS work by altering the Â
path of a beam of electrons to hit against a screen coated with fluorescent chemicals.
This technique allowed programmers to create animations. At the end of each line scan, Â
Nintendo gave the programmers the choice to pause Â
the line scanning mid-frame to adjust the position of the viewing window.
This is the intro to the Links Awakening game. This was all created using a static Â
background. Once the background was assembled the tiles and the screen location were set, Â
and the line scan would start. Here a pause would happen and the viewing window would be moved a Â
tiny bit. Then the line-scan would restart the drawing and the end product emulated movement.
The enemies in Link's Awakening like this or the intro to some games like TITUS were all created Â
using these techniques. Even racing games used mid-frame pauses to create the curves in the road.
This design ideology of simplifying also affected the audio of the console. Â
The Gameboy came with only one speaker that was controlled by only 4 channels.
Two square wave tone generators, one white noise maker, and a separate channel that Â
could load any custom waveform that is stored in the game cartridge. That's it.
Lets create a song by sending the desired Â
frequencies and timings to the first two square wave channels.
Now lets add our custom chipped triangle wave Â
to the fourth channel with itâs frequency and timing parameters.
Now, the final touch, a little percussion to highlight the beats, Â
made with the white noise channel.
This style of music is a huge part of our nostalgia and love for the Â
Gameboy. I can hear the intro to the pokemon games in my head to this day.
But games are more than just images and sounds, Â
they are fully fledged stories that need data and space for logic.
Of the 65,000 numbers that the Gameboy reads, Â
only half of them are read from the cartridge. This worked fine for simple games like Tetris, Â
where the full instructions and data needed to run the game was less than 32,000 numbers.
Limited data was common in the 80's so game developers developed a technique called Â
memory banking where the game divides the data into smaller sections or banks. Essentially, Â
the game dynamically switches between different banks of memory to access a Â
larger pool of data than the hardware originally allowed.
The Game Boy's hardware can only read 32 KB of data but Pokemon Red/Blue has Â
a memory size of 373 kB. The data had to be divided into 44 banks.
As the player explores different areas, the game seamlessly switches between these Â
memory banks to load and unload the relevant data.Â
This is controlled with a small chip inside the cartridge. Â
When the Pokedex was opened the chip would access âBank 2Bâ where all the Â
151 Pokemon had a 100-character description that was printed on the screen using tiles.
If the player entered a Pokemart the chip would access Bank 1 to Â
get the prices of each item. As the player moves between towns, locations, Â
or activities, the game continues to manage these memory banks dynamically.
The engineers in Nintendo made a choice that allowed them to Â
get consoles into the hands of gamers around the world. For many, like me, Â
it was their first experience of video games. With a launch price of just 89 dollars it was Â
significantly cheaper than either of its two main competitors, and vastly cheaper to run.
This ethos of player first is what defined Nintendo as a company. While its competitors Â
focused on ever increasing hardware specs, Nintendo focused on accessibility. The Nintendo Â
Wii with its motion controllers introduced hundreds of thousands of older people who werenât Â
familiar with traditional game controls to gaming. The Nintendo switch doubles as both a portable Â
gaming console and docked home console, with detachable controllers that have allowed me and Â
my friends to have impromptu mario kart sessions in airports and hotel rooms. Nintendo are masters Â
of interactive design and the Nintendo Gameboy was a generational defining piece of design.
Devices like the GameBoy were designed for a simpler time, Â
when the only way to add software was a physical cartridge and the only way Â
to input or output information from the outside world was a link cable. Decades later any device, Â
even if only intended for gaming, will require some sort of account login Â
connected to personal data and will constantly transmit your data with a variety of servers.
In this hyper connected world, collecting user data is big business. Data brokers specialise Â
in collecting every bit of public information available about you to sell to marketing agencies Â
or in some cases, more malicious actors. Data breaches are getting more and more common too.
You might have noticed an increase in spam calls and spam emails as a result, Â
and getting out to these data brokers list is a tedious process that requires Â
contacting each one by one and using the exact legal language necessary to Â
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