TheGBA is part of the sixth generation of video game consoles. The original model was followed in 2003 by the Game Boy Advance SP, a redesigned model with a frontlit screen and clamshell form factor. A newer revision of the SP with a backlit screen was released in 2005. A miniaturized redesign, the Game Boy Micro, was released in September 2005.
As of June 2010[update], 81.51 million units of the Game Boy Advance series have been sold worldwide.[7] Its successor, the Nintendo DS, was released in November 2004[10] and is backward compatible with Game Boy Advance software.
When the original Game Boy was first introduced in 1989, many questioned why Nintendo had chosen to develop a monochrome handheld, considering competitors like the Atari Lynx and Sega Game Gear boasted color screens. However, Nintendo's gamble paid off. The rivals' color displays, while visually impressive, were criticized for their poor battery life and bulky size. The Game Boy, in contrast, offered superior portability and longevity, propelling it to immense popularity.[11][12] Publicly, Nintendo pledged to develop a color Game Boy only when technology addressed the limitations of existing color handhelds.[13]
Internally, however, a team led by Satoru Okada, who played a key role in the original Game Boy's design, was already experimenting with color displays. Their early-1990s prototype, codenamed "Project Atlantis," featured a color screen and a powerful 32-bit processor designed by Advanced RISC Machines (ARM).[14][15][16] The team was not satisfied with the outcome and shelved further development by 1997.[17][18][19]
However, Nintendo was under pressure from other companies who were introducing next-generation handhelds, including the Neo Geo Pocket and WonderSwan. To maintain consumer interest in the Game Boy, the company decided to pair the color screen they had been testing for Project Atlantis with a faster version of the existing Game Boy's 8-bit processor.[18] The Game Boy Color launched in 1998.[13]
Still under pressure from its competitors more technically advanced handhelds, Nintendo quickly started developing a successor to the Game Boy Color, with news of the project emerging at the Space World trade show in late August 1999. The project, codenamed the Advanced Game Boy (AGB), would bring the 32-bit processing power envisioned in Project Atlantis to market.[20]
Nintendo officially announced the Game Boy Advance on September 1, 1999, revealing details about the system's specifications and teasing that the handheld would first be released in Japan in August 2000, with the North American and European launch dates slated for the end of the same year.[21] On August 21, 2000, IGN showed images of a GBA development kit running a demonstrational port of Yoshi's Story,[22] and on August 22, pre-production images of the GBA were revealed in Famitsu magazine in Japan.[23]
Nintendo revealed the console to the public on August 24, 2000, along with the Japanese and North American launch dates and 10 launch games.[24] Unlike the Game Boy and Game Boy Color, which have the "portrait" form factor (designed by Gunpei Yokoi), the Game Boy Advance has a "landscape" form factor, putting the buttons to the sides of the device instead of below the screen. It was designed by the French designer Gwnal Nicolas and his Tokyo-based design studio Curiosity Inc.[25][26]
The Game Boy Advance uses a custom system on a chip (SoC), integrating the CPU and other major components into a single package, named the CPU AGB by Nintendo and manufactured by the Sharp Corporation. The CPU AGB contains two completely different CPUs: the ARM7TDMI running at a clock rate of 16.78 megahertz (MHz) for Game Boy Advance games and the Sharp SM83 running at either 4.194304 MHz or 8.388608 MHz for backward compatibility with Game Boy and Game Boy Color games. As such, the console has two operating modes: GBA mode using the ARM7TDMI and the backward-compatible CGB mode using the SM83.[32]
The ARM7TDMI is a 32-bit processor developed by Advanced RISC Machines (ARM) that maximizes performance under power and storage constraints, making it more suitable for use in a handheld device. Like all processors using the ARM architecture, the ARM7TDMI uses a reduced instruction set computer (RISC) design with sixteen 32-bit registers. Although the console was marketed as a 32-bit system, to reduce costs, Nintendo mixed 16-bit and 32-bit buses between the different modules within the CPU AGB. As a result, the majority of the console's memory is only accessible through a 16-bit bus.[32]
The SM83 is a hybrid between two other 8-bit processors: the Intel 8080 and the Zilog Z80. The SM83 has the seven 8-bit registers of the 8080 (compared to 14 on the Z80), but uses the Z80's programming syntax and extra bit manipulation instructions. Like the Game Boy Color, the SM83 in the Advance could be commanded to operate at either 4.194304 MHz when playing games compatible with the original Game Boy or at 8.388608 MHz when playing games designed for the Game Boy Color.[33][34][35] The SoC also contains a 2 KB "bootstrap" ROM which is used to start up the device in CGB mode.[36]
The CPU CGB incorporates an updated version of Nintendo's venerable Picture Processing Unit (PPU), which was used in the Game Boy, Game Boy Color, and Super Nintendo Entertainment System. The PPU is essentially a basic GPU that renders visuals using 96 kilobyte (KB) of Video RAM located inside the CPU CGB. Inside the PPU itself is 1 KB of object attribute memory and 1 KB of palette RAM, which are optimized for fast rendering.[32] The display itself is a 2.9-inch (diagonal) thin-film transistor (TFT) color liquid-crystal display (LCD), measuring 61.2 millimeters (2.41 in) wide by 40.8 millimeters (1.61 in) high. The screen is 240 pixels wide by 160 pixels high in a 3:2 aspect ratio.
Foreground objects are sprites with up to 128 per frame, sized from 88 to 6464 pixels, and with 16 or 256 colors. Backgrounds can be rendered in one of six different modes. The first three are the "character modes," which use traditional tile map graphics: Mode 0 offers four static layers, Mode 1 has three layers with one affine transformation layer (which can be rotated and/or scaled), and Mode 2 has two affine layers. The other three are the "bitmap modes" which allow for rendering 3D geometry: Mode 3 has a single full-sized, fully-colored (32,768 colors) frame, Mode 4 provides two full-sized frames with 256 colors each, and Mode 5 provides two half-sized (160128 pixels), fully-colored frames. Having two bitmaps allows "page-flipping" to avoid the artifacts that can sometimes appear when re-drawing a bitmap. While the bitmap modes were considered cutting-edge, most games avoided using them because they cost a lot of CPU resources.[32][37]
For sound, the Game Boy Advance features two PCM sample player channels, which work in combination with the Audio Processing Unit (APU), a programmable sound generator first used by the legacy Game Boy. The APU has four channels: a pulse wave generation channel with frequency and volume variation, a second pulse wave generation channel with only volume variation, a wave channel that can reproduce any waveform recorded in RAM, and a white noise channel with volume variation.[32][38]
Several Pokmon-themed limited-edition systems were made available in Pokmon Center stores in Japan. These editions include: Gold Pokmon edition (Gold with Pikachu and Pichu on bezel), Suicune edition (blue/grey with greyscale Pikachu and Pichu on bezel, and a Pokmon Center sticker on the back), Celebi edition (olive green with Celebi images on bezel), and Latias/Latios edition (pink/red and purple, with images of Latias and Latios on bezel).
With hardware performance comparable to the Super Nintendo Entertainment System, the Game Boy Advance represents progress for sprite-based technology. The system's library includes platformers, SNES-like role-playing video games, and games ported from various 8-bit and 16-bit systems of the previous generations. This includes the Super Mario Advance series, and the system's backward compatibility with all earlier Game Boy titles. Though most GBA games primarily employ 2D graphics, developers have ambitiously designed some 3D GBA games that push the limits of the hardware, including first-person shooters like a port of Doom, racing games like V-Rally 3, and even platformers, like Asterix & Obelix XXL.
An add-on for the GameCube, known as the Game Boy Player, was released in 2003 as the successor to the Super Game Boy peripheral for the Super Nintendo Entertainment System. This add-on allows Game Boy Advance, Game Boy, and Game Boy Color games to be played on the GameCube. However, some games may have compatibility issues due to certain features requiring extra hardware; for instance, WarioWare: Twisted! would require the console to be rotated manually due to its nature as a tilt sensor game.
The GBA is the last Nintendo handheld system to bear the Game Boy name. Games developed for it are incompatible with older Game Boy systems, and each game's box carries a label indicating that the game is "not compatible with other Game Boy systems." Conversely, games designed for older Game Boy systems are compatible with the Game Boy Advance, with options to play such games on either their standard aspect ratios or a stretched fullscreen.
Game Boy Advance cartridges are compatible with Nintendo DS models that support them with a dedicated GBA cartridge slot beneath the touch screen (specifically the original model and the Nintendo DS Lite), although they do not support multiplayer or features involving the use of GBA accessories due to the absence of the GBA's external peripheral port on the DS. They can also be used to unlock original content found in Nintendo DS games. The Nintendo DSi and Nintendo DSi XL lack a GBA cartridge slot, and therefore do not support backward compatibility with the GBA.
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