In 1994 Nintendo gave its newest project its title, the aforementioned Project Atlantis. Project Atlantis was to be the successive hardware to the original game boy. The remit was simple. Create an efficient, profitable piece of hardware that would carry on the legacy of the GameBoy. Nintendo after the work that had been done with the SuperFX chip partnered with the British company's Argonaut and later ARM for the Project Atlantis, the aim was a chip that could if possible emulate the SNES as closely as possible. The targeted release was 1996, Nintendo at the time felt a two year turnover was completely possible and 1996 would allow the new handheld to fit in after the Christmas launch of the Ultra Nintendo.
The decision to work with British companies was new ground for Nintendo a company seen as very traditional that was used to working with Japanese developers for its hardware and the decision to work with those from the outside was a strange choice as they tended to be wary of doing so. But Argonaut would prove itself with its Super FX and Super FX2 chips that worked with critically acclaimed games such as Star Fox and Super Mario World 2. Whilst ARM offered a CPU series that seemed a natural fit for the console, although ARM was brought in later when Nintendo failed to produce a CPU they felt fit the console ARM was there and presented a CPU to Nintendo which they decided was a perfect fit to the project. The result was remarkable for the day as ARM delivered a ARM7 chip that was fully capable of almost doing what the SNES could whilst Argonaut delivered a Mini Super FX chip which whilst not to the level of the SNES counterpart was still a significant accomplishment considering the size of the chip, it served as a Coprocessor to the ARM chip. This was in a sense a downgrade, but also an upgrade. With the chip onboard the hardware rather than on the cartridge some of the issues with reading data were eliminated. But there were other issues relating to cost and the heat the console generated as well as power concerns with it being placed directly into the hardware. There were also some initial problems with developing for the console as many felt it complicated to work with, but this was a problem that time and experience would solve. Nintendo's own developers with the assistance of Argonauts programmers had a much easier start as they had worked on SuperFX and SuperFX 2 games together and that gave them some idea of how to best use the hardware.
Overall, the hardware was very strong for the package it was delivered in. It was able to best the SNES in some areas, but fell short when it came to trying to emulate a SNES running a SuperFX title.
The development of the console itself was plagued by issues however, changing CPU’s and changing chassis size which was originally on par that of the Gameboy soon escalated by the month as new chassis were brought in. The CPU issue was resolved when ARM were brought onboard once Nintendo had failed to find another supplier locally who could fit the bill. There was also the power and heat issue, the console was powered by five AA batteries, up from the four that the gameboy was using and came in at approximately 12 hours although it varied and could be higher. Heat was also the other issue, all the components together heated the console up to the point some felt very uncomfortable. Although there were no injuries it was still problematic for some after an hour or so after play. Die shrinks later on would solve this issue permanently as the smaller less power consuming hardware took the heat issue away. These problems and issues however would not be resolved until 2001, and in many eyes was a damaging start to Nintendo's reputation who had until this point had a strong tradition of hardware that was well designed whilst being resilient.
In early 1996 the board of directors had to make a big decision regarding the future of GameBoy. In 1996 a small team made a proposal to the Nintendo board of directors of a GameBoy Pocket. They believed that a cheaply made smaller version of the original GameBoy could be produced which would bring in further sales until Project Atlantis could be finished which had just been granted a delay as there were issues as mentioned above. There were three schools of thought on how to proceed.
In the end the argument was resolved after a long debate among the members of the board. The vote was cast in favour of dissolving the smaller team and absorbing it into the Atlantis Project as had happened with the Virtual GameBoy in late 1994. Nintendo did not unanimously agree with the decision but once it was made they moved forward. All hands were now firmly towards the releases of the Super GameBoy and Ultra Nintendo. However, one takeaway from this was Nintendo would ensure the Super GameBoy was backwards compatible as they noted developers were starting to shift resource to the new platform prematurely while Nintendo felt a year could still be dragged out of the old console. It was hoped not too many would transfer over and effectively leave the original console stranded with no sales incoming. Considering the issues that would follow development it was a wise choice as without this decision Nintendo’s Handheld sales could have been severely impacted. Another trend that emerged from this was with the Super GameBoy and Ultra Nintendo, the company had shifted from utilising cheap components to using more expensive hardware to power its systems, something that would impact Nintendo’s approach for years to come.
The name of course was already decided with the Super Gameboy. Marketing all agreed calling the console the Super Gameboy would make it easy to sell to consumers as the successor to the Gameboy due to the similarity between the evolution of the Nintendo Entertainment System and Super Nintendo Entertainment System. This would be the easiest thing Nintendo’s marketing would do, it was the next steps on that road that would be the much tougher challenge. The primary challenge being that the Super Gameboy was bigger than its predecessor.
The decision to work with British companies was new ground for Nintendo a company seen as very traditional that was used to working with Japanese developers for its hardware and the decision to work with those from the outside was a strange choice as they tended to be wary of doing so. But Argonaut would prove itself with its Super FX and Super FX2 chips that worked with critically acclaimed games such as Star Fox and Super Mario World 2. Whilst ARM offered a CPU series that seemed a natural fit for the console, although ARM was brought in later when Nintendo failed to produce a CPU they felt fit the console ARM was there and presented a CPU to Nintendo which they decided was a perfect fit to the project. The result was remarkable for the day as ARM delivered a ARM7 chip that was fully capable of almost doing what the SNES could whilst Argonaut delivered a Mini Super FX chip which whilst not to the level of the SNES counterpart was still a significant accomplishment considering the size of the chip, it served as a Coprocessor to the ARM chip. This was in a sense a downgrade, but also an upgrade. With the chip onboard the hardware rather than on the cartridge some of the issues with reading data were eliminated. But there were other issues relating to cost and the heat the console generated as well as power concerns with it being placed directly into the hardware. There were also some initial problems with developing for the console as many felt it complicated to work with, but this was a problem that time and experience would solve. Nintendo's own developers with the assistance of Argonauts programmers had a much easier start as they had worked on SuperFX and SuperFX 2 games together and that gave them some idea of how to best use the hardware.
Overall, the hardware was very strong for the package it was delivered in. It was able to best the SNES in some areas, but fell short when it came to trying to emulate a SNES running a SuperFX title.
The development of the console itself was plagued by issues however, changing CPU’s and changing chassis size which was originally on par that of the Gameboy soon escalated by the month as new chassis were brought in. The CPU issue was resolved when ARM were brought onboard once Nintendo had failed to find another supplier locally who could fit the bill. There was also the power and heat issue, the console was powered by five AA batteries, up from the four that the gameboy was using and came in at approximately 12 hours although it varied and could be higher. Heat was also the other issue, all the components together heated the console up to the point some felt very uncomfortable. Although there were no injuries it was still problematic for some after an hour or so after play. Die shrinks later on would solve this issue permanently as the smaller less power consuming hardware took the heat issue away. These problems and issues however would not be resolved until 2001, and in many eyes was a damaging start to Nintendo's reputation who had until this point had a strong tradition of hardware that was well designed whilst being resilient.
In early 1996 the board of directors had to make a big decision regarding the future of GameBoy. In 1996 a small team made a proposal to the Nintendo board of directors of a GameBoy Pocket. They believed that a cheaply made smaller version of the original GameBoy could be produced which would bring in further sales until Project Atlantis could be finished which had just been granted a delay as there were issues as mentioned above. There were three schools of thought on how to proceed.
- Produce the console giving the GameBoy an additional length of time for its existence.
- Dissolve the smaller team and integrate it into Project Atlantis.
- One board member proposed halting Atlantis and carrying on with the GameBoy until the technology became cheaper for a successor and making Pocket as an intermediate.
In the end the argument was resolved after a long debate among the members of the board. The vote was cast in favour of dissolving the smaller team and absorbing it into the Atlantis Project as had happened with the Virtual GameBoy in late 1994. Nintendo did not unanimously agree with the decision but once it was made they moved forward. All hands were now firmly towards the releases of the Super GameBoy and Ultra Nintendo. However, one takeaway from this was Nintendo would ensure the Super GameBoy was backwards compatible as they noted developers were starting to shift resource to the new platform prematurely while Nintendo felt a year could still be dragged out of the old console. It was hoped not too many would transfer over and effectively leave the original console stranded with no sales incoming. Considering the issues that would follow development it was a wise choice as without this decision Nintendo’s Handheld sales could have been severely impacted. Another trend that emerged from this was with the Super GameBoy and Ultra Nintendo, the company had shifted from utilising cheap components to using more expensive hardware to power its systems, something that would impact Nintendo’s approach for years to come.
The name of course was already decided with the Super Gameboy. Marketing all agreed calling the console the Super Gameboy would make it easy to sell to consumers as the successor to the Gameboy due to the similarity between the evolution of the Nintendo Entertainment System and Super Nintendo Entertainment System. This would be the easiest thing Nintendo’s marketing would do, it was the next steps on that road that would be the much tougher challenge. The primary challenge being that the Super Gameboy was bigger than its predecessor.
Last edited: