Platform: Game Boy Color
Game Boy Color: small, bright, and surprisingly mighty
The Game Boy Color was Nintendo’s answer to a question that had been brewing for years: what happens when the world’s best-selling handheld finally gets color without losing what made it great? Released in late 1998, the Game Boy Color, or simply GBC, took the sturdy backbone of the original Game Boy and layered in a color screen, a faster CPU, and clever tricks to keep battery life practical. It landed at a pivotal moment when portable gaming was struggling to balance ambition with power efficiency, and it became the bridge between the monochrome 8-bit era and the more modern handhelds that followed.
It didn’t try to be a pocket-sized home console. Instead, it doubled down on what handhelds did best: instant-on play, friendly design, and games that respected your time. In doing so, it extended the life of the Game Boy family for a few crucial years, gave us an unforgettable library, and taught developers a ton about working within tight constraints. If you ever squinted at a non-backlit screen under a lamp because you couldn’t put Zelda down, you know exactly what kind of magic it delivered.
For a concise overview and technical context, the Game Boy Color on Wikipedia is a reliable reference. What follows here dives into the story, the hardware, the games, and why it still matters today to players, developers, and collectors.
Setting the stage
By the mid-1990s, the original Game Boy had already dethroned a string of competitors thanks to a combination of smart design, approachable games, and astonishing battery life. Sega’s Game Gear impressed with a backlit color screen but burned through batteries. Atari’s Lynx was powerful yet bulky and expensive. Even after years on the market, Game Boy kept winning because it was simple, affordable, and it worked.
Then two things changed. First, technology finally made small color LCDs more practical for a mass-market device. Second, Pokémon exploded. The late-90s handheld market was a different beast after Pokémon Red and Blue, which turned link cables into cultural infrastructure. Nintendo saw an opportunity to refresh the platform in a way that would not alienate the enormous existing audience.
The result was the Game Boy Color. It wasn’t a clean break but rather a thoughtful step forward. It kept playing classic Game Boy games while giving developers access to more speed, more memory, and a palette of 32,768 colors to work with. Most importantly, it brought color without destroying battery life or price.
Launch and reception
The GBC debuted in Japan on October 21, 1998, then arrived in North America and Europe in November the same year. It came in several fun shell colors like Grape, Teal, Kiwi, Berry, and the immediately iconic Atomic Purple. The design was familiar but a little sleeker, with rounded corners, a bright red power LED, and that unmistakable reflective LCD.
Players responded quickly. Backward compatibility meant your old library came along for the ride, often with tasteful colorization applied automatically. New GBC-native games began to appear through 1999, and for a while, dual-mode cartridges dominated store shelves. There was no sense that a wall had been erected between generations. It felt continuous, and that was intentional.
Sales numbers are often grouped with the original Game Boy because Nintendo treats the family as one platform. Even so, the combined figure speaks for itself: over 118 million units sold worldwide. That staggering number tells you what the GBC did best. It kept the Game Boy era vibrant while modernizing the experience just enough to feel fresh.
Hardware overview
Part of the GBC’s appeal is how elegantly it extends the original architecture. Nintendo kept the core familiar for developers yet left enough headroom to build more ambitious games.
The CPU is a Sharp LR35902, a custom 8-bit core that is broadly compatible with the Z80 and Intel 8080 instruction families. In GBC mode, it can run at the original 4.19 MHz or at a double-speed 8.38 MHz. Many games used the faster mode for smoother scrolling, better AI, or improved sound routines, then dropped back to normal speed when it made sense for power.
System RAM doubled compared to the original Game Boy, up to 32 KB, and video RAM increased to 16 KB split across two banks. That second VRAM bank is where a lot of the magic happens on GBC, enabling per-tile color attributes and other display effects. Developers felt this as breathing room, not just raw capacity.
The screen itself stayed at 160 by 144 pixels, which preserved compatibility and the characteristic Game Boy feel. You still had the tile-based background system and sprites layered on top, with hardware scrolling and a window layer for UI. The addition of color palettes, more flexible tile attributes, and double-speed timing expanded what artists could do with color gradients, dithered lighting, and shaded backgrounds.
And then there’s the power system. Two AA batteries, roughly 10 hours of play depending on the game and whether double-speed was used heavily. The absence of a backlight cut both ways. It was hard to see in a dark car, but you could toss it in a backpack and trust it to work for a weekend trip without a charger. As always, Nintendo optimized around real-world use.
Display and color modes
The GBC’s color system is often misunderstood, so it’s worth walking through the basics. Internally, the palette supports 32,768 possible colors. Of those, the hardware lets you define a set of palettes for background tiles and for sprites. In practical terms, the GBC can show up to 56 distinct colors on screen at once when using a typical configuration, since it assigns colors through palette indices rather than true 15-bit color per pixel.
For native GBC games, artists chose background palettes and sprite palettes carefully to create scenes that felt more colorful than the raw number might suggest. Clever use of dithering and palette swapping gave the illusion of gradients and lighting. The results could be striking, especially in titles like Wario Land 3 and the Zelda Oracle games.
When running classic Game Boy titles, the GBC offered preset color palettes at boot. Pressing different combinations of the D-pad and A or B while the Nintendo logo scrolls down applies a different palette set. It’s a small touch that made old games feel refreshed without changing their design. Admittedly, some color choices were questionable, but discovering your favorite palette for Tetris was practically a mini-game.
Backward compatibility and cartridge types
Backward compatibility was a pillar of the GBC’s strategy, and Nintendo designed cartridges to make this clear at a glance. There were three common types that you could spot from the shell color:
- Gray cartridges: Original Game Boy games that run in monochrome on older systems, and with optional palette colorization on GBC. No GBC features are used.
- Black cartridges: Dual-mode games that run on classic Game Boy and take advantage of color and possibly extra features on GBC. These were a gentle on-ramp for developers and players.
- Clear cartridges: GBC-exclusive titles that require the newer hardware. These are where you’ll find the system’s most ambitious games.
This physical signaling was smart. Even before reading the fine print on the box, you knew what to expect. Developers sometimes smuggled in tiny GBC-only bonuses in black cartridges like minigames or improved sound. Meanwhile, clear-cart releases jumped headlong into colorful worlds, denser levels, and animation that would have overwhelmed the older models.
Audio and sound palette
Sound on the GBC remains one of its most charming characteristics. It uses the same general PSG-style setup as the original Game Boy: two pulse channels, one wave channel that can play custom waveforms, and one noise channel for percussion and effects. Stereo output through the headphone jack allows for panning, which many composers exploited to add space to the mix.
Because it is still essentially a chiptune-style sound system, GBC games lean on catchy composition, creative use of duty cycles, and arpeggios. Some cartridges streamed small snippets of voice or richer samples using the wave channel, a minor miracle given the limitations. If you ever heard a few syllables of digitized speech in a GBC game and smiled, that was a team squeezing blood from a stone.
Power, batteries, and real-life portability
No backlight meant compromise, but it also meant freedom. The reflective LCD preserved the series’ legendary battery life. You could play in daylight forever, which is where handhelds shine. At night, you improvised with a lamp, a worm light accessory, or that perfect angle in front of a window lit by a streetlamp. Was it ideal? Not at all. Did it make road-trip gaming strangely cozy? Absolutely.
Two AA batteries were widely available and cheap. Rechargeable options existed if you invested in them, but the default worked fine. In an era before USB chargers and power banks were everywhere, that mattered. For school kids and parents on budgets, the GBC was reliable and low maintenance.
Communication and accessories
If the original Game Boy’s signature accessory was the link cable, the GBC expanded the concept without abandoning it. The link port returned for head-to-head battles and item trading, with compatibility across many GB and GBC games. Pokémon Gold, Silver, and Crystal used it extensively for battles and trades, and there were adapters for more than two players in some titles.
The GBC also introduced an infrared port on the top edge. It was rarely used, but when it was, it felt futuristic. Pokémon’s Mystery Gift feature used IR for quick data exchanges, and a few other games experimented with it. Some cartridges like Mission Impossible included their own IR routines for TV remote tricks, which felt like magic even if it was not the most practical feature.
The system remained compatible with popular Game Boy accessories like the Game Boy Camera and Printer. On the more experimental end, some games included rumble motors in the cartridge, powered by an internal battery or the console itself. Pokémon Pinball’s rumble feedback and Metal Gear’s rumble cues were surprisingly effective in a pocket device.
And then there was the link to the living room. Through the Nintendo 64 Transfer Pak, certain games on N64 could read data from your GBC cartridges. Mario Golf and Mario Tennis shared characters and stats between handheld and console, which genuinely felt ahead of its time.
Cartridge memory and special chips
Despite its tiny form, a lot happens inside those plastic carts. Memory Bank Controllers, or MBC chips, handled larger ROM sizes by letting the CPU switch banks on the fly. MBC3 added a real-time clock used famously by Pokémon Gold and Silver for their day and night cycle and timed events. MBC5 supported even larger ROMs, along with variants that included rumble.
The expansion beyond 1 MB ROMs was critical. It let developers pack in bigger worlds, better music, and more elaborate animations. Some late GBC titles pushed memory sizes hard, which is part of why those carts are collector favorites today. Cartridges were a living extension of the system, each with a design tailored for the game’s needs.
Development constraints and creativity
GBC games are a masterclass in smart constraint handling. The display pipeline is tile based. Backgrounds are made of 8 by 8 pixel tiles laid out in maps with hardware scroll registers. Each tile can reference a palette and attributes like flip or priority. Sprites are blended on top with their own palettes. On paper this sounds rigid. In practice, it led to elegant design patterns.
Developers used tile animations for water and fire, palette cycling for lighting effects, and sprite overlays for subtle color improvements. They streamed map data from ROM to simulate large worlds without loading screens. Double-speed mode was toggled dynamically to accelerate specific routines. And when the screen threatened to tear during heavy scenes, they reframed action or simplified sprites. The result was not just technically efficient but aesthetically distinct.
As a player, you felt this as a sort of clarity. The screen was small, so information had to be legible. UI was usually crisp and readable. Movement was tuned to the refresh rate and the feel of the hardware. You could tell when a team understood the GBC deeply, because everything felt balanced and snappy.
Iconic and exclusive games
Any conversation about the GBC’s legacy becomes a conversation about its library. It is both broad and surprisingly deep. A few titles are essential starting points, not just as fun games, but as demonstrations of what the machine could do.
Before listing specific examples, it’s worth noting that many of the GBC’s best games were either dual releases with thoughtful color upgrades or exclusives that leaned into the hardware. That mix gave the platform personality while leveraging the massive base of original Game Boy fans.
- Pokémon Gold and Silver: These sequels are often cited as the series at its most elegantly designed. The real-time clock, day and night cycles, and the postgame trip to Kanto were quietly revolutionary. They are also fascinating as cross-generation titles that scaled between Game Boy and GBC. The palette work and UI refinements made them sing on the newer hardware. See Pokémon Gold and Silver.
- The Legend of Zelda: Link’s Awakening DX: A colorized and expanded version of the classic, with an extra color dungeon and minor tweaks. Link’s Awakening remains one of the most beloved portable adventure games ever, and DX was a showcase for how color could enhance an already perfect design.
- The Legend of Zelda: Oracle of Ages and Oracle of Seasons: Two interlinked adventures designed by Capcom’s Flagship studio for GBC specifically, each with a different focus. Ages leans into puzzles, Seasons leans into combat and seasonal manipulation. The way they connect through passwords and secrets makes them feel like one larger adventure. Check the combined entry Oracle of Ages and Oracle of Seasons.
- Wario Land 3: A platformer that replaces lives with puzzle-filled exploration and item gating. Wario’s moveset expands as you find treasures, and levels transform over time. The color palette and animations are among the system’s best. It is a brilliant example of how to design for GBC’s strengths.
- Metal Gear: Ghost Babel: Known simply as Metal Gear Solid in the West on GBC, this stealth game is astonishingly ambitious. With tight controls, smart level design, and a full story, it captured the spirit of the console series while fitting into a pocket. See Metal Gear: Ghost Babel.
- Shantae: A late-era GBC exclusive that pushed the hardware hard with fluid animation, parallax tricks, and vibrant art. It started a beloved indie franchise and remains a technical showcase. More on Shantae.
- Tetris DX: Colorized, refined Tetris with battery-backed saves and new modes. It is arguably the definitive classic Tetris for the Game Boy line, endlessly replayable. See Tetris DX.
- Mario Golf and Mario Tennis: The GBC entries added RPG-style progression and story elements that gave portable play a unique flavor. Link them with the N64 counterparts for character transfer and extra features. Start with Mario Golf (1999 video game).
- Pokémon Crystal: An enhanced version of Gold and Silver that was more GBC-forward, adding animations, the Battle Tower, and the ability to choose a female protagonist. It remains a fan favorite for good reasons.
- Resident Evil Gaiden: A curiosity and a cult favorite. It reimagined survival horror as a top-down exploration game with an unusual combat system. Not perfect, but brave.
Plenty more deserve love, from Dragon Warrior Monsters to Bionic Commando: Elite Forces and Warlocked. The GBC’s best games reflect variety rather than raw horsepower. You could sink a weekend into puzzlers, adventures, platformers, and RPGs, often in bite-sized sessions.
Regional library and localization
Localization on the GBC era straddled old and new practices. Japanese RPGs like the Dragon Quest spinoffs and various simulation titles made their way overseas more consistently than on the original Game Boy. At the same time, Europe received some games that never crossed the Atlantic, and vice versa. The tail end of the library, especially in 2001 and 2002, saw a mix of ambitious originals and licensed tie-ins. Some late releases are famously scarce, either due to limited runs or region-specific availability. That regional flavor contributes to today’s collector landscape, where certain cartridges spark lively debates and bidding wars.
Multiplayer and social play
Pokémon popularized link cable culture, but the GBC kept that momentum going. Trading and battling were the headline activities, yet other titles explored cooperation and competition in creative ways. Mario Golf matches via cable were fast, and puzzle games like Puyo Puyo clones became late-night rituals among friends.
The infrared port’s Mystery Gift antics were the lunch break special. If you’ve ever held two GBCs together on a school bus and watched a tiny beam of joy skip between them, you know the vibe. It was local, physical, and curiously satisfying in a world that now defaults to online everything.
Competitors and market dynamics
The GBC did not exist in a vacuum. SNK’s Neo Geo Pocket Color was a credible rival with a sharp screen and excellent fighting games. Bandai’s WonderSwan, later the WonderSwan Color, had strong support in Japan and clever design. Tiger’s Game.com targeted a niche with a resistive touchscreen and modem oddities. All of them had moments of brilliance.
Still, Nintendo’s backward compatibility, first-party support, and global reach proved decisive. The GBC rode the Pokémon wave, nurtured a wide-ranging library, and prepared the market for the eventual leap to the Game Boy Advance in 2001. Rather than chasing feature checklists, Nintendo offered stability, affordability, and trust. It turned out those mattered more than raw specs.
Impact on game design
Designers learned a lot from building for the GBC. Memory budgets forced clarity. The tile and sprite system encouraged rhythm in level layouts and emphasis on readable silhouettes. Palette planning became an art, as did using sound to elevate simple visuals. Perhaps most importantly, the GBC encouraged playing to the format. Games were easy to pick up and pause, designed to deliver satisfaction in short bursts without sacrificing long-term depth.
Several franchises used GBC entries to experiment. Portable Zeldas explored new narrative structures and puzzle grammar. Mario sports games adopted RPG elements that wouldn’t have been as comfortable on a console at the time. Portable Metal Gear distilled stealth to its core. These experiments later influenced design choices on more powerful systems.
Preservation, emulation, and modern access
Handhelds age differently than consoles because screens and batteries are consumables. Many GBC units still work perfectly, but original LCDs can have ghosting or contrast quirks. Enthusiasts often replace the screen with modern IPS panels and add rechargeable battery mods, transforming the experience while keeping original logic intact.
On the software side, preservation is strong. Emulation of the GBC is mature, and legal re-releases have given newcomers an easy path in. The Nintendo 3DS Virtual Console offered many Game Boy and Game Boy Color titles, and more recently Nintendo brought a selection of Game Boy and Game Boy Color games to Nintendo Switch Online’s library. You can browse broader details on Nintendo Switch Online, which documents when Game Boy and Game Boy Color games were added for subscribers. Whether through official services or original hardware, access today is better than it has been in years.
Collecting and hardware variations
Collecting for the GBC is a friendly rabbit hole. Aside from the variety of shell colors, there were limited editions and region-exclusive hues. The Atomic Purple clear shell remains one of the era’s defining industrial design objects. Transparent plastics were a moment, and the GBC nailed the look.
Carts themselves vary. Some have built-in batteries for save games or real-time clocks, which eventually need replacement. Others include rumble motors or motion sensors. Labels on late-print runs sometimes differ subtly from earlier ones. For those who enjoy hardware tinkering, the GBC is easy to open and clean. It is a system that invites care and rewards it with decades of reliable play.
Anecdotes and curiosities
The GBC’s personality lives in small details and a few delightful oddities. It is the kind of hardware that invites affectionate stories.
One tiny feature that still feels neat is the boot palette selection for classic Game Boy games. As the Nintendo logo scrolls in, holding different button combinations selects a distinct color palette. Tetris in a cool blue or warm autumn hues changes the mood significantly. It is a testament to how a small interface touch can refresh familiar experiences.
Infrared communications are another curiosity. They were not common, yet when used, they felt like secret handshakes. Pokémon’s Mystery Gift, Mission Impossible’s TV remote mode, and a few other experiments made you feel like the GBC had a hidden talent that only certain games tapped.
Dual-mode cartridges deserve a nod. The idea that your new game could scale itself to two different hardware classes seamlessly was not common at the time. It reduced friction for players and bought developers time to explore the GBC fully.
And of course, there’s the screen. Everyone who grew up with a GBC has a memory of finding the perfect angle under a lamp, or using a worm light accessory during a long car ride. I remember trading Mystery Gifts at a cafeteria table, the infrared ports lined up carefully while we tried not to laugh and knock them out of alignment. It was local and tactile in a way that cloud saves will never be.
Legacy in Nintendo’s handheld line
The Game Boy Color’s immediate legacy is the Game Boy Advance. Nintendo took the lessons of color, double-speed timing, and cartridge-based capability and built a more modern 32-bit handheld. Yet the GBC’s influence reaches further.
It validated the concept of partial generational steps. Not every platform leap has to abandon the previous one completely. Smooth transitions respect players’ investments and keep communities intact. The GBC also demonstrated that constraints can be features. Designers used them to sharpen ideas and create games with lasting clarity and charm.
Finally, it secured the idea that handheld entries in major franchises could be as meaningful as console ones. Zelda, Pokémon, Wario, and even Metal Gear on GBC are not footnotes. They are core chapters that shaped their series.
Why it still matters today
It is easy to treat the GBC as a historical bridge, but that understates its enduring value. The games hold up. The hardware, despite its age, remains delightful to use, especially if you are the kind of person who enjoys feeling the directness of buttons and seeing art that is all design and no gloss. The community around it is generous and creative, with homebrew developers still making new cartridges, modders perfecting screens and shells, and fans sharing tips for battery swaps and save repair.
When you pick up a Game Boy Color today, you feel a philosophy that prioritizes joy over flash. It starts instantly. It asks little of you. It delivers a lot. The wildest thing is that in a world of infinite entertainment options, that approach feels fresh again.
If you have never tried it, grab a GBC, pop in Wario Land 3 or one of the Oracle Zeldas, and settle into a couch by a window with good daylight. The screen will look better than you remember. The controls will feel right immediately. Within minutes you will understand why this small, bright machine earned its place in the pantheon.
And if you are returning to it, consider this your nudge to check your saved games, dust the contacts, and listen to that cheerful startup chime. The Game Boy Color still has stories to tell, and it is very happy to tell them anywhere you are.
Most played games
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Grimace's BirthdayStory 0h 13mExtras 0h 24mComplete 0h 43m
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Super Mario Land 2 DXStory 1h 47mExtras 3h 51mComplete 3h 20m
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Pokémon PrismStory 24h 49mExtras 33h 24mComplete 149h 53m
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Tetris DXStory 0h 37mExtras 2h 11mComplete -
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Yu-Gi-Oh! Dark Duel StoriesStory 8h 56mExtras 9h 4mComplete 10h 17m
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Wendy: Every Witch WayStory 1h 1mExtras 1h 6mComplete 4h 0m
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Wario Land IIStory 5h 15mExtras 7h 6mComplete 13h 44m
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Wario Land 3Story 9h 59mExtras 13h 27mComplete 20h 38m
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The Legend of Zelda: Oracle of SeasonsStory 15h 46mExtras 18h 29mComplete 22h 21m
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The Legend of Zelda: Oracle of AgesStory 17h 33mExtras 20h 8mComplete 25h 7m
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The Legend of Zelda: Link's Awakening DXStory 14h 5mExtras 16h 30mComplete 15h 44m
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Super Mario LandStory 1h 8mExtras 1h 25mComplete 1h 27m
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Super Mario Land 2: 6 Golden CoinsStory 2h 17mExtras 3h 0mComplete 3h 29m
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Super Mario Bros. DeluxeStory 2h 54mExtras 6h 3mComplete 12h 3m
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ShantaeStory 8h 49mExtras 10h 49mComplete 12h 22m
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Resident Evil GaidenStory 4h 13mExtras 6h 44mComplete 7h 1m
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Pokémon Yellow: Special Pikachu EditionStory 28h 3mExtras 43h 48mComplete 79h 13m
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Pokémon Trading Card Game (2000)Story 11h 51mExtras 17h 24mComplete 30h 47m
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Pokémon Red and BlueStory 26h 56mExtras 47h 7mComplete 103h 1m
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Pokémon Puzzle ChallengeStory 3h 49mExtras 12h 3mComplete -
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Pokémon PinballStory 14h 12mExtras 26h 52mComplete 34h 12m
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Pokémon Gold and SilverStory 30h 27mExtras 71h 43mComplete 169h 44m
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Pokémon CrystalStory 27h 57mExtras 50h 39mComplete 140h 3m
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Pokémon Card GB2: Great Rocket-Dan Sanjou!Story 14h 33mExtras 22h 52mComplete -
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Metal Gear Solid (2000)Story 5h 24mExtras 7h 43mComplete 10h 6m
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Mega Man XtremeStory 1h 36mExtras 3h 11mComplete 4h 14m
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Mario TennisStory 8h 38mExtras 11h 17mComplete 24h 26m
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Mario Golf (GBC)Story 12h 34mExtras 14h 16mComplete 22h 56m
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Kirby's Dream LandStory 0h 49mExtras 1h 6mComplete 1h 44m
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Kirby Tilt 'n' TumbleStory 2h 48mExtras 2h 51mComplete 7h 19m
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Harry Potter and the Philosopher's StoneStory 6h 2mExtras 7h 23mComplete 8h 38m
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Harry Potter and the Chamber of SecretsStory 6h 58mExtras 9h 48mComplete 12h 24m
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Hamtaro: Ham-Hams Unite!Story 5h 6mExtras 4h 23mComplete 8h 14m
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Dragon Warrior MonstersStory 31h 38mExtras 44h 43mComplete 70h 56m
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Dragon Warrior Monsters 2: Cobi's JourneyStory 19h 38mExtras 29h 49mComplete 33h 57m
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Dragon Quest II: Luminaries of the Legendary LineStory 16h 10mExtras 17h 43mComplete 18h 26m
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Dragon Quest III: The Seeds of SalvationStory 27h 10mExtras 32h 49mComplete 33h 59m
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Dragon Warrior I & IIStory 25h 36mExtras 32h 38mComplete 35h 12m
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Dragon QuestStory 8h 52mExtras 10h 3mComplete 11h 36m
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Donkey Kong CountryStory 4h 10mExtras 5h 4mComplete 6h 46m