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
- š® The original Gameboy, launched in 1989, was met with mixed reviews but went on to become a cultural icon.
- š It was designed as a cheap, low-powered, portable gaming system with limitations such as no backlight and low installed memory.
- š Despite its technological inferiority at launch, the Gameboy's success stemmed from its appeal to the masses and innovative game design.
- š§ The lack of a backlight and a monochrome screen allowed the Gameboy to use less power, giving it longer battery life than competitors.
- š The Gameboy used 4 AA batteries compared to the Sega Game Gear's 6, making it more compact, cost-effective, and energy-efficient.
- š The Gameboy's simple design, influenced by its predecessor the NES, prioritized portability and user experience, tenets that Nintendo continues to value.
- š The console featured a single speaker with 4 channels, demonstrating that creative problem-solving could produce memorable sound experiences with minimal hardware.
- šØ The use of tiles and sprites allowed for efficient memory usage and the creation of iconic graphics with limited resources.
- š Memory banking was a technique used to overcome the Gameboy's memory limitations, allowing for larger games like Pokemon Red/Blue.
- š” 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.
- š 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,åé“äŗå®ēč大å„NESćå®ēå°ŗåÆøåééęÆä¾æęŗę§ęéč¦ēččå ē“ ļ¼Gameboyå ä¹åŖęē«äŗåƹęēäøå大å°åééć
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
š® 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.
š 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.
š 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.
š¹ļø 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
š”Gameboy
š”Technological Inferior Product
š”Portable Gaming System
š”Low Power Consumption
š”Ingenious Methods
š”Franchises
š”User Experience
š”Alkaline Batteries
š”Supertwisted Nematics
š”Memory Banking
š”Data 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,åé“äŗå ¶åč¾NESēęåē»éŖ.
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 launchedĀ in 1989 and was received withĀ Ā
mixed reviews. While its success isĀ ingrained in our cultural memory now,Ā Ā
when it was launched it was aĀ technologically inferior product.
The Gameboy was designedĀ to be a cheap, low-powered,Ā Ā
portable gaming system. It was limitedĀ in many ways. No backlight for theĀ Ā
screen and incredibly low installedĀ memory available for coding games.
Review magazines of the time viewed theseĀ features as a negative, but these compromisesĀ Ā
in design were exactly why the GameboyĀ succeeded. This was a console for the masses.
Even with these limitations, engineersĀ and programmers came up with ingeniousĀ Ā
methods to create games that haveĀ not only stood the test of time
but launched some of the most valuable franchisesĀ Ā
in the history of the entertainment industry.Ā TV shows, movies, toys, and even theme parks.
This is the insane engineeringĀ of the Nintendo Gameboy.
The Game Boy's simple design borrowsĀ much of its success from its olderĀ Ā
brother the NES. A straightforwardĀ and familiar controller setup.
Nintendo knew that size and weight were the mostĀ important factors for a system to be portable.
The Gameboy was almost half theĀ size and half the weight of itsĀ Ā
competitors. Just under 15 cm in height and 3Ā centimeters thick, it weighed only 220 grams.
This 35-year-old console doesnāt feel oversizedĀ like the mobile phones of this era. GameboyĀ Ā
focused on user experience from the get-go, anĀ ethos that has defined Nintendo to this very day.
But how did Nintendo manage to make the GameboyĀ so much smaller and lighter? To begin, one ofĀ Ā
the primary technological limitationsĀ of the early 90s were these things.
Alkaline batteries. While our Gen ZĀ audience may recognize these as theĀ Ā
batteries they have to replace in their TVĀ remote once in a blue moon. These thingsĀ Ā
were everywhere in the 90s. Costing about 50Ā cents each, or about 1.16 in todayās money.
I spent every penny of my pocket money gettingĀ these batteries to power my Gameboy in the 90s.
Large, bulky, non-rechargeable,Ā and expensive. Minimising theirĀ Ā
use as much as possible was going to giveĀ Nintendo an edge over their competitors.
The Game Boy's main competitor,Ā Ā
the Sega Game Gear, used 6 AA batteries.Ā While the Gameboy used just 4. This ofĀ Ā
course saved space, made the Gameboy moreĀ compact, and saved money for the consumer.
Especially as the Gameboy batteries lasted vastlyĀ longer despite having less energy available.
The Game Gearās 6 AA batteries supplied 4.5Ā watts to power its electronics. Draining theĀ Ā
6 batteries in just 3 hours. Costing aboutĀ 2 dollars and 30 cents per hour of gameplay.
The GameBoy, with its 4 batteries allowed up to 30Ā Ā
hours of gameplay. It cost justĀ 16 cents per hour of gameplay.
Imagine being me in the 90s. Trying to explainĀ to my father, who remembers when someone got aĀ Ā
car for the first time in his village, thatĀ I needed money for a new set of batteriesĀ Ā
every two weeks. Well, for the Sega GameĀ Gear that was likely closer to every day.
One of the keys to Nintendo's success wasĀ recognizing this limitation and working around it.
While the Game Gear featured a fully litĀ coloured LCD screen. The Gameboy featuredĀ Ā
a monochrome screen that was capable ofĀ displaying just 4 shades of green thatĀ Ā
were impossible to see in darknessĀ because it didnāt have a backlight.
While the Game Gear may have gotten betterĀ reviews with its power-hungry electronics,Ā Ā
the Gameboy got the customers withĀ a system that drew just 0.7 watts.
The Game Boy's engineers were determined to useĀ low-powered screens, and despite this screen beingĀ Ā
a huge part of our nostalgia today, it almostĀ led to the cancellation of the entire project.
The best available low-powered LCDĀ screens in the 80s worked by havingĀ Ā
a passive matrix of electrodesĀ that controlled a grid of pixels.
A pixel consisted of some liquidĀ crystals sandwiched between twoĀ Ā
perpendicular polarising filters. At rest,Ā these liquid crystals twist the light thatĀ Ā
bounces off the backplate, which allows theĀ light to pass through the set of filters.
These crystals respond to voltage changes,Ā untwisting as voltage is applied, when thisĀ Ā
happens less light can pass through. EarlyĀ prototypes of the original Gameboy used liquidĀ Ā
crystals that naturally twisted only 90 degreesĀ at rest. These 90-degree structures slowly untwistĀ Ā
with voltage with the amount of light transmittedĀ being proportional to the voltage applied.
However, there was a problem. This slope isĀ not steep enough. This was a problem for theĀ Ā
low-powered passive grid matrix displaysĀ used in the early versions of the GameBoy.Ā Ā
The low-power screen used tiny changes inĀ voltage to differentiate between on and off,Ā Ā
and the difference in voltage needed toĀ turn the pixels on and off was too large.
A slight difference in voltage resulted in aĀ very subtle difference in the amount of lightĀ Ā
emitted by individual "on" and "off" pixels.Ā In other words, the contrast was very low.
This got worse as the passive matrixĀ created an interconnected set of pixelsĀ Ā
where voltage could leak into neighbouringĀ pixels. So neighbouring pixels would alsoĀ Ā
be slightly activated resulting in a blurryĀ image that looked even worse from the sides.
When Nintendo's President HiroshiĀ Yamauchi tested a version of theĀ Ā
Gameboy with these 90-degree twist screensĀ he actually cancelled the entire project.
However, a breakthrough occurred inĀ the late 1980s. SHARP perfected a newĀ Ā
type of LCD screen known as Supertwisted Nematics.
These screens used crystals with twistsĀ between 180 and 270 degrees. These extraĀ Ā
twists made a sharper transitionĀ between on and off possible.
This is what a super twisted crystalĀ transition curve looks like. TheĀ Ā
transmitted light drops off rapidlyĀ with a much smaller voltage change.
This technology resulted in sharper black andĀ white pixels, with the green colour of the gameboyĀ Ā
being a byproduct of the polarising filters tint,Ā but how did the gameboy create 4 shades of green.
It was not possible to create these shadesĀ with 4 different voltages settings. InsteadĀ Ā
the gameboy created different shadesĀ by quickly pulsing the pixels on andĀ Ā
off. Faster pulses result in darker shades,Ā while slower pulses result in lighter shades.
This is the same technique thatĀ LEDs use to brighten and dim. WeĀ Ā
canāt perceive the pulsing with ourĀ eyes, but cameras can pick it up.
The quest to make the system as cheap asĀ possible of course created limitations elsewhere.
The 8-bit CPU could only handle 64 kilobytes ofĀ memory, less than a single frame in this video.
Programming a game like Super Mario Land with soĀ Ā
little memory available requiredĀ some creative problem-solving.
All of the Gameboy functions, maths,Ā Ā
and logic happened by simply reading orĀ modifying those 64 kilobtyes. Some areĀ Ā
read from the Gameboy itself while othersĀ are read from the inserted game cartridge.
These 48 numbers, for example, are read fromĀ the cartridge every time the Gameboy is turnedĀ Ā
on and every licensed game cartridge has to haveĀ the exact same hard-coded data at this location.
This is the data it reads, just numbers. But,Ā Ā
by rearranging them and converting themĀ to binary we can start to see a familiarĀ Ā
pattern. Turning off the pixels with ones weĀ can make out that nostalgic logo that droppedĀ Ā
into the screen before any game. Inside theĀ Gameboy, there is a copy of these same numbers.
During the boot-up process, the GameĀ Boy displayed the logo stored in theĀ Ā
cartridge while comparing it to theĀ one in the system, byte by byte.
If a faulty connection caused a byte to be readĀ incorrectly, the Game Boy would not start up.
Unintentionally, this sparked aĀ magical tradition among kids worldwide.
A technique that transferred acrossĀ cultures and continents before theĀ Ā
internet existed to share thatĀ knowledge. Take the cartridgeĀ Ā
out and blow on it to remove any dustĀ that may be causing faulty connections.
For this byte-by-byte comparison, they couldĀ have used any numbers or any image. ButĀ Ā
they intentionally used the trademarkedĀ Nintendo logo to curb bootlegged games.
If you were an unlicensed gameĀ developer, this forced you toĀ Ā
display Nintendoās trademarked logo, andĀ if Nintendo did not permit you to use it,Ā Ā
you would be breaking trademark lawsĀ even if the games themselves were not.
However, using individual bytes to create theĀ image, the way the Nintendo logo was displayed,Ā Ā
is not a very efficient way ofĀ populating the full screen for games.
If the 160 by 144 pixel wideĀ screen had to address eachĀ Ā
individual pixel it would needĀ a list of over 23,000 numbers.
Dedicating a whole 35% of the available directoryĀ only to set the screen makes no sense. The realĀ Ā
amount of space dedicated to creating imagesĀ is only 12.5% of the available directory.
But how did such a small memory createĀ graphics? The key here is the use of tiles.
These are the tiles for the game Super MarioĀ Land 2, a classic Super Mario scrollingĀ Ā
game. Each tile consisted of a square of 8x8.Ā Rather than building the frame pixel by pixel,Ā Ā
The Gameboy system rendered theĀ screen in a three-step process.
The CPU would first assemble aĀ background made out of 32x32 tiles.
But the size of the Gameboy screen onlyĀ fits 20 tiles on one side and 18 on theĀ Ā
other. So a viewing box has to beĀ placed on top of this background.Ā Ā
This view box could move along theĀ background enabling smooth scrolling.
It also has a local coordinate systemĀ that allows non-movable information,Ā Ā
like lives or scores, to be visualisedĀ consistently in the same location.
Movable objects like Mario orĀ goombas that can interact withĀ Ā
the background have a specialĀ name, they are called sprites.
Sprites are just 8x8 pixel-wide tiles that canĀ be flipped or rotated. For larger charactersĀ Ā
like Mario, a set of 4 sprites wasĀ needed to make the full character.
Once the frame was ready to be visualised,Ā Ā
the Gameboy went line by line setting the pixelĀ values on the screen. This is called a line scan.
This practice was a bleed-over from theĀ NES, which was designed to be used withĀ Ā
the tracing rays of cathode ray tubeĀ screens. CRTS work by altering theĀ Ā
path of a beam of electrons to hit againstĀ a screen coated with fluorescent chemicals.
This technique allowed programmers to createĀ animations. At the end of each line scan,Ā Ā
Nintendo gave the programmers the choice to pauseĀ Ā
the line scanning mid-frame to adjustĀ the position of the viewing window.
This is the intro to the Links AwakeningĀ game. This was all created using a staticĀ Ā
background. Once the background was assembledĀ the tiles and the screen location were set,Ā Ā
and the line scan would start. Here a pause wouldĀ happen and the viewing window would be moved aĀ Ā
tiny bit. Then the line-scan would restart theĀ drawing and the end product emulated movement.
The enemies in Link's Awakening like this or theĀ intro to some games like TITUS were all createdĀ Ā
using these techniques. Even racing games usedĀ mid-frame pauses to create the curves in the road.
This design ideology of simplifyingĀ also affected the audio of the console.Ā Ā
The Gameboy came with only one speakerĀ that was controlled by only 4 channels.
Two square wave tone generators, one whiteĀ noise maker, and a separate channel thatĀ Ā
could load any custom waveform that isĀ stored in the game cartridge. That's it.
Lets create a song by sending the desiredĀ Ā
frequencies and timings to theĀ first two square wave channels.
Now lets add our custom chipped triangle waveĀ Ā
to the fourth channel with itāsĀ frequency and timing parameters.
Now, the final touch, a littleĀ percussion to highlight the beats,Ā Ā
made with the white noise channel.
This style of music is a huge partĀ of our nostalgia and love for theĀ Ā
Gameboy. I can hear the intro to theĀ pokemon games in my head to this day.
But games are more than just images and sounds,Ā Ā
they are fully fledged storiesĀ that need data and space for logic.
Of the 65,000 numbers that the Gameboy reads,Ā Ā
only half of them are read from the cartridge.Ā This worked fine for simple games like Tetris,Ā Ā
where the full instructions and data neededĀ to run the game was less than 32,000 numbers.
Limited data was common in the 80's so gameĀ developers developed a technique calledĀ Ā
memory banking where the game divides the dataĀ into smaller sections or banks. Essentially,Ā Ā
the game dynamically switches betweenĀ different banks of memory to access aĀ Ā
larger pool of data than theĀ hardware originally allowed.
The Game Boy's hardware can only readĀ 32 KB of data but Pokemon Red/Blue hasĀ Ā
a memory size of 373 kB. The dataĀ had to be divided into 44 banks.
As the player explores different areas,Ā the game seamlessly switches between theseĀ Ā
memory banks to load and unload the relevant data.Ā
This is controlled with a smallĀ chip inside the cartridge. Ā
When the Pokedex was opened the chipĀ would access āBank 2Bā where all theĀ Ā
151 Pokemon had a 100-character descriptionĀ that was printed on the screen using tiles.
If the player entered a PokemartĀ the chip would access Bank 1 toĀ Ā
get the prices of each item. As theĀ player moves between towns, locations,Ā Ā
or activities, the game continues toĀ manage these memory banks dynamically.
The engineers in Nintendo madeĀ a choice that allowed them toĀ Ā
get consoles into the hands of gamersĀ around the world. For many, like me,Ā Ā
it was their first experience of video games.Ā With a launch price of just 89 dollars it wasĀ Ā
significantly cheaper than either of its twoĀ main competitors, and vastly cheaper to run.
This ethos of player first is what definedĀ Nintendo as a company. While its competitorsĀ Ā
focused on ever increasing hardware specs,Ā Nintendo focused on accessibility. The NintendoĀ Ā
Wii with its motion controllers introducedĀ hundreds of thousands of older people who werenātĀ Ā
familiar with traditional game controls to gaming.Ā The Nintendo switch doubles as both a portableĀ Ā
gaming console and docked home console, withĀ detachable controllers that have allowed me andĀ Ā
my friends to have impromptu mario kart sessionsĀ in airports and hotel rooms. Nintendo are mastersĀ Ā
of interactive design and the Nintendo GameboyĀ was a generational defining piece of design.
Devices like the GameBoy wereĀ designed for a simpler time,Ā Ā
when the only way to add software wasĀ a physical cartridge and the only wayĀ Ā
to input or output information from the outsideĀ world was a link cable. Decades later any device,Ā Ā
even if only intended for gaming, willĀ require some sort of account loginĀ Ā
connected to personal data and will constantlyĀ transmit your data with a variety of servers.
In this hyper connected world, collecting userĀ data is big business. Data brokers specialiseĀ Ā
in collecting every bit of public informationĀ available about you to sell to marketing agenciesĀ Ā
or in some cases, more malicious actors. DataĀ breaches are getting more and more common too.
You might have noticed an increase inĀ spam calls and spam emails as a result,Ā Ā
and getting out to these data brokersĀ list is a tedious process that requiresĀ Ā
contacting each one by one and usingĀ the exact legal language necessary toĀ Ā
force them to remove it. But you don'tĀ have to, thanks to our sponsor Incogni.
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