The Insane Engineering of the Gameboy

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Published 2024-03-30
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A massive thank you to SilverWingvfx for allowing us to use their incredibly well modeled Gameboy in our animations. Check their channel out: youtube.com/silverwingvfx

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Credits:
Producer/Writer/Narrator: Brian McManus
Head of Production: Mike Ridolfi
Editor: Dylan Hennessy
Writer/Research: Josi Gold
Animator: Eli Prenten
Animator: Stijn Orlans
Sound and Production Coordinator: Graham Haerther
Sound: Donovan Bullen
Thumbnail: Simon Buckmaster
Head of Moral: Shia LeWoof

References:

Select imagery/video supplied by Getty Images
Thank you to AP Archive for access to their archival footage.

Music by Epidemic Sound: epidemicsound.com/creator

Thank you to my patreon supporters: Abdullah Alotaibi, Adam Flohr, Henning Basma, Hank Green, William Leu, Tristan Edwards, Ian Dundore, John & Becki Johnston. Nevin Spoljaric, Jason Clark, Thomas Barth, Johnny MacDonald, Stephen Foland, Alfred Holzheu, Abdulrahman Abdulaziz Binghaith, Brent Higgins, Dexter Appleberry, Alex Pavek, Marko Hirsch, Mikkel Johansen, Hibiyi Mori. Viktor Józsa, Ron Hochsprung

All Comments (21)
  • @RySoRy
    Early video game engineers were absolutely cracked. Getting as much as you can from every byte is a lost art form.
  • @douglascodes
    Can't wait for the part where he explains how the Gameboy's blunt nose cone design holds up to mach 25 reentry.
  • @Simon-jh1hf
    My parents always had to read me what to do during Link to the Past because I couldn't read yet. My 86-year-old grandfather now uses my Gameboy and plays Tetris every day. It still works.I also still play Gameboy, but on emulators.
  • @mugemobi
    The 3D art in this episode is absolutely epic!
  • @xpeterson
    The production quality in this video is insane. From the 8 bit pixel graphics for explaining the display to the game boy model that I could only tell wasn’t real because it was floating in separate pieces; it’s been so cool to watch this channel grow.
  • It’s amazing to think that the Gameboy was a low-powered budget game console when it appeared in 1989 and yet it was an expensive and coveted piece of tech for me as an Eastern European kid in the mid-90s. I was so happy to get a Gameboy in 1996 after years of saving my pocket money! When I saw a Sega Game Gear my classmate had (whose family emigrated to Canada and then came back for some reason) I wasn’t even envious, it was straight up sci-fi. I couldn’t believe that such a backlit color screen could exist in the real world.
  • This was one of the best videos about the Game Boy's hardware. Few notes: 1: channel 3 is the wave channel and channel 4 is the noise channel (not sure why they were swapped in the video) 2: that explanation of Game Boy rendering is overly simplified. 3: if you wanted to store the Game Boy screen as bitmap data, you could! And it would take up 5760 Bytes, or 8.7% of the entire addressable memory. (144 * 160 * 2 (bit) * 1/8 (byte/bit) = 5760 Bytes) 4: the trademark defense didn't work as it was not enforceable by law (Sega v. Accolade) 5: Game Boy read the Nintendo logo twice first time to display it, second time to check it, some unlicensed games sent their own logo when it was first read to display their own logo and sent Nintendo logo data for the checking process.
  • @MrMarinus18
    What made the Gameboy superior was that it was actually doing what people bought it for. it was small enough to fit in a pocket, sturdy enough to withstand rough handling, efficient enough to last a whole road trip and cheap enough people felt comfortable taking it with them in places where it could get damaged.
  • @2WaterGuns
    Regarding the trademark defense mentioned at 9:02, it turns out Sega did a similar thing for their Genesis / Mega Drive system, but when they took Accolade to court over it, they lost, establishing the precedent that it's not trademark infringement if technical aspects of the system force you to use that trademark. But of course that was after the introduction of the Game Boy, so Nintendo wouldn't have had that precedent at the time. Still, it's an annoying thing for homebrewers, who have to put a big "just kidding, not actually licensed by Nintendo" screen after the boot up sequence.
  • @LPanic.
    I paused for like 5 minutes at 7:26 just to admire the insanely detailed PCB Animation. Great work, great Video!
  • Even to this day, economics and convenience are something a lot of tech companies forget about when designing new hardware. Most people don’t want bleeding edge devices, they want something practical and durable that makes sense within their budget.
  • @FireWyvern870
    Meanwhile current game developer: ok we will use 100GB of your storage space, and we need 32GB of memory, latest gen CPU, and 4080 at minimum to run our game. Oh, and there's 65GB update that you need to install. Optimization? Whats that?
  • @ShaneGoodson
    I left my gameboy on pause overnight to finish Super Mario Land. That thing was a beast. I got it in 1990, still works.
  • @kodoyama
    Insane production values. Excellent video. I’m a 25 year VFX veteran and can fully appreciate the amount or work this video required.
  • @geuis
    FYI as someone who was a kid back then, blowing on the cartridge didn't start with the Gameboy. It was something we did to NES games.
  • @juanb8203
    A wall adapter was absolutely necessary for the Game Gear.
  • @flipsolo
    A real engineer finally giving a deep-dive of Game Boy's technological marvel, and the constraints of Nintendo engineers were working on. Another outstanding gem from this channel.
  • @bananachild1936
    While this was a fantastically put together short documentary, I must say I was more blown away by the photorealistic, pristine as hell 3D renders of everything that were presented on screen. From the Gameboy itself, the Game Gear, and all the way to the AAA Energizer battery.
  • @topdeckdog
    Were you even around in 1989? I was and I can assure you the Game Boy wasn't received with mixed reviews, it was the coolest thing EVER 0:05