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— CH. 1 · INTRODUCTION —

Game Boy

11 min listen · Ch. 1 of 7
7 sections
  • The Game Boy launched in Japan on the 21st of April, 1989, and its entire first production run of 300,000 units vanished from shelves within two weeks. Within a few months, sales across North America had climbed to one million. By the time Nintendo finally stopped making it in 2003, the Game Boy and its successor, the Game Boy Color, had sold a combined 118.69 million units worldwide. What makes that number striking is what the Game Boy was not: it had no color display, a slower processor than its rivals, and a screen that some engineers inside Nintendo mockingly called DameGame, meaning "hopeless." How did a deliberately underpowered toy become the bestselling game console of its era? The answer runs through a fractious design team, a backroom betrayal over a screen deal, a near-cancellation by Nintendo's own president, and a Soviet puzzle game that changed everything.

  • Nintendo Research and Development 1 was the team behind the Mario Bros. and Donkey Kong arcade games, and it had also given the company the Game and Watch series of pocket-sized handhelds. By 1983, Game and Watch sales in Japan were beginning to fall. At the same time, a rival internal team, Nintendo Research and Development 2, had just shipped the Family Computer, piling pressure on R&D1 to find something new.

    On the 10th of June, 1987, division director Gunpei Yokoi told his team that Nintendo's president, Hiroshi Yamauchi, wanted a Game and Watch successor priced under a target figure. From that first meeting the team settled on a dot-matrix display, the kind that could run multiple games rather than the fixed, pre-printed LCD layouts that locked each Game and Watch to a single title. They codenamed the project Dot Matrix Game, a name that would eventually become the console's official model number: DMG-01.

    Yokoi and his assistant director Satoru Okada almost immediately clashed over what the device should be. Yokoi wanted a simple, affordable toy. Okada wanted something closer to a portable NES, with interchangeable cartridges and real processing power. Some on the team believed Yokoi's resistance was partly territorial, a way of avoiding any association with the NES, which had been built by their rivals at R&D2. After a heated meeting, Yokoi relented and handed Okada full responsibility for the project's design.

  • Choosing the right display almost killed the project before it began. R&D1 initially tested dot-matrix screens from Sharp but found them prone to severe ghosting. They then approached Citizen, Epson, Hosiden, Matsushita, and Seiko. Most declined, but Citizen, which already produced LCD panels for portable televisions, was keen to work with Nintendo.

    Citizen offered two options: a color screen or a monochrome one at a lower price. Following Yokoi's philosophy of using reliable, low-cost technology over cutting-edge alternatives, the team chose monochrome. The color screens used more power and cost more to produce, and competing color handhelds would later prove the wisdom of that call by suffering from notoriously short battery life. R&D1 finalized a deal with Citizen on the 1st of September, 1987.

    Then Yamauchi canceled it. As Citizen's representatives were leaving Nintendo's offices, they crossed paths with a team from Sharp arriving for a meeting with Yamauchi. Without giving R&D1 any explanation, Yamauchi awarded the screen contract to Sharp instead. To manage the fallout, R&D1 told Citizen they were interested in purchasing color screens the following year, even going so far as to fabricate project documents to support the story. Citizen later supplied color screens to Sega for its Game Gear, and that device bore a striking resemblance to Nintendo's fake design paperwork. Citizen never publicly acknowledged sharing the design.

  • Sharp, it turned out, was not ready to deliver the screens R&D1 needed. Months of delays followed. Early prototypes used low-quality twisted nematic displays that looked so poor that members of the team started calling the project DameGame, using a Japanese word meaning hopeless.

    In the summer of 1988, R&D1 showed a prototype to Yamauchi. He canceled the project on the spot, saying the display was unacceptable. Team members argued that small adjustments or a modest budget increase could fix the problem, but Yamauchi refused. Some suspected other teams had already persuaded him the device would be a commercial failure. With the NES still performing well and the Super Nintendo on the horizon, a new handheld felt unnecessary.

    Most of the team, including Okada, was reassigned to other work. Yokoi stayed and kept refining the display in defiance of Yamauchi's decision. During a conversation with a Sharp director he knew from the Game and Watch days, Yokoi learned of a super-twisted nematic display, or STN, that Sharp had secretly in development. It had a green tint and slightly lower contrast than ideal, but it dramatically widened the viewing angle. Yokoi maneuvered a Sharp board member into revealing the technology, R&D1 secured a prototype, and they installed it in a Game Boy chassis.

    Three months after canceling the project, Yamauchi saw the STN prototype. He was still not enthusiastic about the screen, but he approved the console for production. Some observers believe delays in SNES development, which had pushed that console roughly two years out, may have influenced his thinking. Using the STN display raised production costs enough that the original target price of 10,000 yen could not be met. To make the Game Boy feel like good value at its higher retail price, Yamauchi decided to include headphones and four AA batteries in the box.

  • R&D1 built Super Mario Land as the console's flagship launch title. But Okada and Yokoi were drawn to a different game: Tetris. A team within R&D1 was already porting the Soviet puzzle game to the NES when someone recognized that it was perfectly suited for a handheld device. The Game Boy version was not ready in time for the Japanese launch, but it was finished by July 1989, in time for the North American debut.

    Henk Rogers had acquired the rights to Tetris and went to Nintendo of America to make his case. He convinced Nintendo of America's president, Minoru Arakawa, to bundle Tetris with the Game Boy in place of Super Mario Land. His argument was direct: Mario primarily appealed to young boys, while Tetris appealed to everyone. The data would eventually support him. By 1995, Nintendo of America reported that 46% of Game Boy players were female, compared to 29% for the NES and just 14% for the Super Nintendo.

    Tetris became the bestselling single game for the Game Boy, shipping more than 35 million copies. The top-selling franchise on the platform would eventually be Pokémon Red, Blue, and Yellow, the first installments of the Pokémon series, which collectively sold more than 46 million copies. It was Okada who had, years earlier, personally developed the Game Link Cable that made Pokémon's battle and trade mechanics possible, drawing on his experience with a much earlier Nintendo project called Computer Mah-jong Yakuman that had used a cable connection for two-player play.

  • Inside the Game Boy sat a custom system on a chip that Nintendo called the DMG-CPU and its manufacturer, Sharp, called the LR35902. The main processor was a Sharp SM83, a hybrid of the Intel 8080 and Zilog Z80 chips, running at a clock rate of 4.194304 MHz. The display was a 2.5-inch reflective STN LCD with a resolution of 160 by 144 pixels in a 10:9 aspect ratio, showing four shades of grey-green. Four AA batteries powered it, and under typical conditions the console could run for up to 30 hours on a single set.

    The first hardware change came on the 20th of March, 1995, nearly six years after launch, when Nintendo introduced the Play It Loud! campaign. This was purely cosmetic, offering the original hardware in red, yellow, green, blue, black, white, and transparent casings. The real upgrade arrived in 1996 with the Game Boy Pocket, a slimmed-down model that switched to two AAA batteries and replaced the STN screen with a film compensated STN display that produced a true black-and-white image rather than the original green tint. The Game Boy Pocket launched in Japan on the 20th of July, 1996, and in North America on the 2nd of September, 1996. A reviewer at the Los Angeles Times described it as Nintendo repacking the same old black-and-white stuff and selling it as new.

    The last revision for the original line was the Game Boy Light, released exclusively in Japan on the 14th of April, 1998. It was the first Game Boy to include a backlight, an electroluminescent panel that emitted a blue-green glow. Two AA batteries gave it approximately 12 hours of gameplay with the backlight on and up to 20 hours with it off. The Game Boy Light launched at the same time Pokémon was becoming a cultural phenomenon in Japan, and the timing gave sales of the entire Game Boy line a significant boost.

  • Before the Game Boy Color arrived, over 59.89 million units of the monochrome Game Boy models had been sold worldwide. Nintendo then reported only combined figures for the original line and the Color. By discontinuation in 2003, the two together had reached 118.69 million units: 32.47 million in Japan, 44.06 million in the Americas, and 42.16 million elsewhere. At that moment the Game Boy line held the record as the bestselling game console of all time. It was later overtaken by the Nintendo DS, PlayStation 2, and Nintendo Switch, leaving it as the fourth-bestselling console as of 2025.

    An original 1989 Game Boy is on display at the Smithsonian's National Museum of American History as part of the American Enterprise exhibition. In 2009, the console was inducted into the U.S. National Toy Hall of Fame. The Nintendo Museum in Kyoto also features it.

    Beyond museums, the Game Boy has a living afterlife in the chiptune music scene, where artists compose original music using the hardware through homebrew trackers called Little Sound DJ and Nanoloop. An active online community continues to release new games for the platform using tools like GB Studio, a free game-building engine. In October 2025, Lego released a Game Boy set in partnership with Nintendo, underscoring that the console's cultural reach has outlasted not just its competitors, but several generations of successor hardware.

Common questions

When was the Game Boy first released?

The Game Boy was released in Japan on the 21st of April, 1989, in North America on the 31st of July, 1989, and in Europe on the 28th of September, 1990. Its entire initial Japanese production run of 300,000 units sold out within two weeks.

How many Game Boy units were sold worldwide?

The Game Boy and Game Boy Color together sold a combined 118.69 million units worldwide by the time of discontinuation in 2003. This broke down to 32.47 million in Japan, 44.06 million in the Americas, and 42.16 million in other regions.

Who designed the Game Boy?

The Game Boy was designed by Nintendo Research and Development 1 under division director Gunpei Yokoi and assistant director Satoru Okada. The project was internally codenamed Dot Matrix Game, reflected in the console's official model number DMG-01.

Why did the Game Boy have a black and white screen instead of color?

Nintendo's design team chose a monochrome display following Gunpei Yokoi's philosophy of using mature, low-cost technology over cutting-edge alternatives. Color screens cost more and consumed significantly more power, a tradeoff that left competing color handhelds with notably short battery lives while the Game Boy could run up to 30 hours on four AA batteries.

Why was Tetris bundled with the Game Boy instead of Super Mario Land?

Henk Rogers, who held the rights to Tetris, persuaded Nintendo of America president Minoru Arakawa that Mario appealed primarily to young boys while Tetris appealed to everyone. Tetris was bundled with the Game Boy in every region except Japan, and it went on to ship more than 35 million copies, making it the bestselling single game on the platform.

What was the bestselling game franchise on the Game Boy?

The bestselling franchise on the Game Boy was Pokemon Red, Blue, and Yellow, the first installments of the Pokemon video game series, which sold more than 46 million copies combined. The Game Link Cable that enabled Pokemon's battle and trade mechanics was personally developed by Satoru Okada.

All sources

86 references cited across the entry

  1. 2Magazineretrodiary: 1 April – 28 AprilApril 2011
  2. 3MagazineGameboy ClubDave White — July 1989
  3. 4Consolidated Sales Transition by RegionNintendo — April 26, 2016
  4. 6BookVideogames Hardware HandbookDamien McFerran — 2016
  5. 9BookThe History of Nintendo Vol.4: 1989–1999 The Incredible History of the Game BoyFlorent Gorges — Omaké books — 2024
  6. 10NewsNintendo Console Codenames and Product CodesGavin Lane — May 6, 2020
  7. 11Satoru Okada – 2022 Retrospective InterviewFumio Kurokawa — 4gamer.net — 2022
  8. 13BookBefore Mario: the fantastic toys from the video game giant's early daysErik Voskuil — Omaké books — March 19, 2011
  9. 14BookSuper Mario: How Nintendo Conquered AmericaJeff Ryan — Portfolio Penguin — 2011
  10. 19NewsIGN Presents the History of Game BoyTravis Fahs — July 27, 2009
  11. 23BookThe Ultimate History of Video GamesSteve L. Kent — Prima Publishing — 2001
  12. 24Game Boy: Complete Technical ReferenceJoonas Javanainen — February 22, 2025
  13. 25The Nintendo Game Boy, Part 1: The Intel 8080 and the Zilog Z80RealBoy Emulator Blog — January 2, 2013
  14. 27BookGame Boy Programming ManualNintendo — December 3, 1999
  15. 28GameBoy User ManualNintendo of America — 1989
  16. 31Game Boy Owner's ManualNintendo of America — 1989
  17. 32Game Boy Owner's ManualNintendo of America — 1989
  18. 34Game Boy Owner's ManualNintendo of America — 1989
  19. 35BookGame OnMeguro Masuyama — Universe Publishing — 2002
  20. 36Game Boy Owner's ManualNintendo of America — 1989
  21. 38MagazineCart QueriesAugust 1994
  22. 40Boy, Oh Game Boy: Play It Loud!David Oxford — February 14, 2019
  23. 41MagazineThe Incredible Shrinking Game Boy PocketZiff Davis — July 1996
  24. 42MagazineGame Boy RelaunchedAugust 1996
  25. 44Game Boy / Color Architecture – A Practical AnalysisRodrigo Copetti — February 21, 2019
  26. 45MGB-xCPU schematicJoonas Javanainen — July 18, 2023
  27. 47MagazinePocket CoolZiff Davis — December 1996
  28. 48NewsA game that's small enough to score where it countsMike Cameron — September 19, 1996
  29. 49NewsThe Expo Challenge: Dodging the PretendersAaron Curtiss — May 30, 1996
  30. 50MagazineTidbits...Ziff Davis — May 1997
  31. 51MagazineGame Boy Lights UpZiff Davis — April 1998
  32. 55Game Boy VersionsJune 14, 2018
  33. 57Game Boy (original) GamesNintendo of America
  34. 58Game Boy Color GamesNintendo of America
  35. 59Game List – Released TitlesNintendo of America — January 19, 2001
  36. 62All-time best-selling Pokémon games 2024Jessica Clement — May 2024
  37. 63'Tetris' by the numbersMarc Saltzman — June 12, 2009
  38. 66Remembering the Game Boy's Launch TitlesDrew Swanson — January 5, 2023
  39. 67Game Boy Launch TitlesAndrew Duncan — April 21, 2019
  40. 70A Time of Endings, Part 2: EpyxJimmy Maher — December 22, 2016
  41. 71MagazineEGM's Special Report: Which System Is Best?Ziff Davis — March 1998
  42. 72NewsMakers Of Games Focus On GirlsJanuary 15, 1995
  43. 73Magazine年末といったらこれ 最新出荷台数調査!December 26, 1997
  44. 76NewsThe Game Boy at 35: a portal to other magical worldsKeza MacDonald — April 21, 2024
  45. 86Can Anyone Make Chiptune Music?Julia Hardy — July 9, 2015