Its fully 3D wireframe engine allows for free-range movement across a planetary surface rather than being restricted to rail-based motion, and there’s even a mission structure at work. In some ways, X hints more toward Star Fox 2. Obviously, running on a monochrome handheld with no enhancement chips leaves X technologically inferior to its 16-bit sibling, but the spirit is much the same. The Game Boy community is alive and well.An absolute tour-de-force of Game Boy technical prowess, X came to us from the same people who would deliver Star Fox a year later for Super NES. Parts must be replaced from used Game Boys or using third party reproductions.
![]() ![]() ![]() No, the game we’re highlighting here came several years later, toward the end of Game Boy’s life and nearly two decades after Space Invaders first took over arcades around the world. Space Invaders (Taito/Nintendo, 1994)Space Invaders shipped early in the Game Boy’s life in a Japan-only release. Just burn through the comical monsters with your undead fireballs and reclaim Dracula’s place as King of the Damned, OK?Space Invaders Taito/Nintendo 21. It’s kind of weird to imagine the murderous, blood-drinking tyrant as a happy-go-lucky kid, but this isn’t really the sort of game experience where you’re intended to question the underlying morality. Oh, and on top of that, you can also boot the system to run the Super NES version of Space Invaders, which could also be purchased separately. Not only do you get special frames and color palettes for Super Game Boy, you also open up unique SGB-only alternate modes. But insert it into a Super Game Boy to run on Super NES and suddenly it transforms into a different experience altogether. Plug it into a Game Boy and it’s just, you know, the same Space Invaders that shipped four years prior. Macos sierra for mac pro2015A mediocre Metroid is still a heck of a Game Boy release, and if this sequel falls short of true excellence it’s only because it tries to do so much. Metroid II: Return of Samus (Nintendo, 1991)While Metroid II is admittedly the weakest of the numbered Metroid games, that doesn’t make it a bad game in its own right. It’s one of the wildest things ever to have been done with a Game Boy.Metroid II: Return of Samus Nintendo 20. In a lot of ways, it feels like the Nintendo take on the box-pushing Game Boy standard puzzler seen in Boxxle (aka Soukoban): While built around similar principles of navigating an object to a goal through mazes, it introduces player actions beyond pushing while incorporating additional play elements and hazards. And as with EAD’s three other Game Boy projects, this is a smart game that maximizes the hardware and shines with thoughtful choices from start to finish. Although Metroid II is a bit sluggish at times and suffers from visual repetition that makes orienteering your way through its massive caverns a hassle at times, it really builds on the foundations of the first game and does a lot more with both Samus and the universe she inhabits.Long overlooked by fans due to its late release, Mole Mania was one of the few Game Boy projects designed by Shigeru Miyamoto’s team at EAD (most first-party Game Boy releases were managed by Gunpei Yokoi’s R&D1 division). There are fewer pixel-perfect jumps and unavoidable enemy traps to deal with, while the action moves at a speedier clip. Although it makes use of many of the same not-quite-canon mechanics of its portable predecessor ( Castlevania: The Adventure), it incorporates them into a journey that feels much better designed. Belmont’s Revenge is the one stand-out, a game that actually ranks with the finest entries in the franchise. Castlevania II: Belmont’s Revenge (Konami, 1991)The first and third Castlevania releases for Game Boy were, to be frank, quite poor.
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