Konami Holdings Corporation referred to as Konami, is a Japanese entertainment and gaming conglomerate. It operates as video game developer and publisher company. Besides those, it has casino around the world and operates health and physical fitness clubs across Japan. Konami is best known for their video games, including Metal Gear, Silent Hill, Contra, Gradius, Yu-Gi-Oh!, Suikoden and Pro Evolution Soccer. Additionally, Konami owns Bemani, known for Dance Dance Revolution and Beatmania, as well as the assets of former game developer Hudson Soft, known for Bomberman, Adventure Island, Bloody Roar and Star Soldier. Konami is the twentieth-largest game company in the world by revenue; the company originated in 1969 as a jukebox rental and repair business in Toyonaka, Japan, by Kagemasa Kōzuki, who remains the company's chairman. The name "Konami" is a portmanteau of the names Kagemasa Kozuki, Yoshinobu Nakama, Tatsuo Miyasako. Konami is headquartered in Tokyo. In the United States, Konami manages its video game business from offices in El Segundo and its casino gaming business from offices in Paradise, Nevada.
Its Australian gaming operations are located in Sydney. As of March 2016, it owns 21 consolidated subsidiaries around the world; the company was founded on March 21, 1969 and was incorporated under the name Konami Industry Co. Ltd. on March 19, 1973. The company's founder and current chairman, Kagemasa Kozuki ran a jukebox rental and repair business in Toyonaka, Osaka before transforming the business into a manufacturer of amusement machines for video arcades, their first coin-operated video game was released in 1978, they began exporting products to the United States the following year. Konami began to achieve success with hit arcade games such as 1981's Frogger and Super Cobra, many of which were licensed to other companies for stateside release, including Stern Electronics and Gremlin Industries, they established their U. S. subsidiary, Konami of America, Inc. in 1982. It was during this period that Konami began expanding their video game business into the home consumer market following a brief stint releasing video games for the Atari 2600 in 1982 for the U.
S. market. The company would release numerous games for the MSX home computer standard in 1983, followed by the Nintendo Entertainment System in 1985. Numerous Konami franchises were established during this period on both platforms, as well as the arcades, such as Gradius, Twin Bee, Ganbare Goemon and Metal Gear. Due to the success of their NES games, Konami's earnings grew from $10 million in 1987 to $300 million in 1991. In June 1991, Konami's legal name was changed to Konami Co. Ltd. and their headquarters would relocated to Minato, Tokyo in April 1993. The company started supporting the 16-bit video game consoles during this period, starting with the Super NES in 1990, followed by the PC Engine in 1991 and the Sega Genesis in 1992. After the launch of the Sega Saturn and PlayStation in 1994, Konami became a business divisional organization with the formation of various Konami Computer Entertainment subsidiaries, starting with KCE Tokyo and KCE Osaka in April 1995, followed by KCE Japan in April 1996.
Each KCE subsidiary would end up creating different intellectual properties such as KCE Tokyo's Silent Hill series and KCE Japan's Metal Gear Solid series. In 1997, Konami started producing rhythm games for arcades under the Bemani brand and branched off into the collectable card game business with the launch of the Yu-Gi-Oh! Trading Card Game. On July 2000, the company's legal English name was changed once again to Konami Corporation, the Japanese legal name remained the same; as the company transitioned into the developing video games for the sixth-generation consoles, they branched out into the health and fitness business with the acquisitions of People Co. Ltd and Daiei Olympic Sports Club, Inc. which became Konami subsidiaries. In August 2001, Konami invested in another video game developer, Hudson Soft, which became a consolidated subsidiary after Konami accepted new third-party shares issued by them. In March 2006, Konami merged all their video game development divisions into a new subsidiary known as Konami Digital Entertainment Co. as the parent company became a pure holding company.
Their headquarters would be relocated once again, this time to headquarters was moved to Minato, Tokyo, in 2007. The absorption of Hudson Soft in 2012 resulted in the addition of several other franchises including: Adventure Island, Bloody Roar, Far East of Eden and Star Soldier. In April 2015, Konami delisted itself from the New York stock exchange following the dissolution of their Kojima Productions subsidiary. In a translated interview with Nikkei Trendy Net published in the following month, the newly appointed CEO of Konami Digital Entertainment, Hideki Hayakawa announced that Konami will shift their focus towards mobile gaming for a while, claiming that, "Mobile is where the future of gaming lies." The trade name of the company was changed from Konami Corporation to Konami Holdings Corporation during the same month. In 2017, Konami is to publicly announce that they would be reviving some of the company's other well-known video game titles following the success of their Nin
Nintendo Entertainment System
The Nintendo Entertainment System is an 8-bit home video game console developed and manufactured by Nintendo. It is a remodeled export version of the company's Family Computer platform in Japan known as the Famicom for short, which launched on July 15, 1983; the NES was launched through test markets in New York City and Los Angeles in 1985, before being given a wide release in the rest of North America and parts of Europe in 1986, followed by Australia and other European countries in 1987. Brazil saw only unlicensed clones until the official local release in 1993. In South Korea, it was packaged as the Hyundai Comboy and distributed by SK Hynix, known as Hyundai Electronics; the best-selling gaming console of its time, the NES helped revitalize the US video game industry following the North American video game crash of 1983. With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute titles for Nintendo's platform.
It was succeeded by the Super Nintendo Entertainment System. Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom, short for Family Computer. Masayuki Uemura designed the system. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president Hiroshi Yamauchi rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he believed that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools; because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early Famicom games were written on a system that ran on an NEC PC-8001 computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.
The code name for the project was "GameCom", but Masayuki Uemura's wife proposed the name "Famicom", arguing that "In Japan,'pasokon' is used to mean a personal computer, but it is neither a home or personal computer. We could say it is a family computer." Meanwhile, Hiroshi Yamauchi decided that the console should use a red and white theme after seeing a billboard for DX Antenna which used those colors. During the creation of the Famicom, the ColecoVision, a video game console made by Coleco to compete against Atari's Atari 2600 Game system in The United States, was a huge influence. Takao Sawano, chief manager of the project, brought a ColecoVision home to his family, who were impressed by the system's capability to produce smooth graphics at the time, which contrasted with the flickering and slowdown seen on Atari 2600 games. Uemura, head of Famicom development, stated that the ColecoVision set the bar that influenced how he would approach the creation of the Famicom. Original plans called for the Famicom's cartridges to be the size of a cassette tape, but they ended up being twice as big.
Careful design attention was paid to the cartridge connectors since loose and faulty connections plagued arcade machines. As it necessitated taking 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors in-house rather than use ones from an outside supplier; the controllers were hard-wired to the console with no connectors for cost reasons. The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team wanted to use arcade-style joysticks taking apart ones from American game consoles to see how they worked. There were concerns regarding the durability of the joystick design and that children might step on joysticks left on the floor. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and caused no discomfort. Though, they installed a 15-pin expansion port on the front of the console so that an optional arcade-style joystick could be used.
Uemura added an eject lever to the cartridge slot, not necessary, but he believed that children could be entertained by pressing it. He added a microphone to the second controller with the idea that it could be used to make players' voices sound through the TV speaker; the console was released on July 15, 1983 as the Family Computer for ¥14,800 alongside three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr. and Popeye. The Famicom was slow to gather momentum. Following a product recall and a reissue with a new motherboard, the Famicom's popularity soared, becoming the best-selling game console in Japan by the end of 1984. Encouraged by this success, Nintendo turned its attention to the North American market, entering into negotiations with Atari to release the Famicom under Atari's name as the Nintendo Advanced Video Gaming System; the deal was set to be finalized and signed at the Summer Consumer Electronics Show in June 1983. However, Atari discovered at that show that its competitor Coleco was illegally demonstrating its Coleco Adam computer with Nintendo's Donkey Kong game.
This violation of Atari's exclusive license with Nintendo to publish the game for its own computer systems delayed the implementation of Nintendo's game console marketing contract with Atari. Atari's CEO Ray Kassar was fired the next month, so the deal went nowhere, Nintendo decided to market its sys
Nemesis 2 (MSX)
Nemesis 2 is a side-scrolling shoot'em up video game released for the MSX computer in 1987 by Konami. The game is a sequel to Nemesis, the MSX version of Gradius, but is unrelated to the arcade game Gradius II; this version was ported to the Sharp X68000 computer under the name Nemesis'90 Kai, with some graphical and aural enhancements. In a departure from other games, instead of controlling Vic Viper, the available ship is called Metalion. Unlike other titles, this game has a heavier focus on story, told by cut-scenes; the gameplay is unchanged from the rest of the series, though there are some powerups that temporally gives the ship some enhancements. When the bosses are being defeated, if the Metalion flies where they are, a mini-level can be accessed in order to obtain new permanent upgrades, if the mini levels are cleared; the Director General of Space Science Agency Dr. Venom was exiled to Planet Sard for a failed coup d'état. In the year 6665, he escapes and invades Planet Nemesis and the seven planets it controls with the help of Bacterion.
The Nemesis High Council sends James Burton, ex-pilot of the Vic Viper, to pilot Metalion and attack Dr. Venom and the Bacterion invaders; the game takes place during the year 6666. This Sharp X68000 port is an enhanced remake of Nemesis 2 with graphical quality on par with Gradius III, it includes two new stages exclusive to this version of the game, 4 new bosses Aside from being remade as Nemesis'90 Kai, Nemesis 2 was ported to mobile phones in 2006 and Sony PSP in 2007 as part of the Salamander Portable collection. They were re-released for Wii's Virtual Console in 2009, for Project EGG in 2015, for Wii U Virtual Console in 2016 in Japan. Extensive Japanese page on Nemesis'90 Kai Extensive Japanese page on Nemesis 2 Japanese page of Nemesis 2 covering the introduction Nemesis 2 at MobyGames
Nintendo Co. Ltd. is a Japanese multinational consumer electronics and video game company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo developed into a video game company in the 1970s becoming one of the most influential in the industry and one of Japan's most-valuable companies with a market value of over $37 billion in 2018. Nintendo was founded as a playing card company by Fusajiro Yamauchi on 23 September 1889. Based in Kyoto, the business marketed Hanafuda cards; the handmade cards soon became popular, Yamauchi hired assistants to mass-produce cards to satisfy demand.
In 1949, the company adopted the name Nintendo Karuta Co. Ltd. doing business as The Nintendo Playing Card Co. outside Japan. Nintendo continues to manufacture playing cards in Japan and organizes its own contract bridge tournament called the "Nintendo Cup"; the word Nintendo can be translated as "leave luck to heaven", or alternatively as "the temple of free hanafuda". In 1956, Hiroshi Yamauchi, grandson of Fusajiro Yamauchi, visited the U. S. to talk with the United States Playing Card Company, the dominant playing card manufacturer there. He found. Yamauchi's realization that the playing card business had limited potential was a turning point, he acquired the license to use Disney characters on playing cards to drive sales. In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co. Ltd; the company began to experiment in other areas of business using newly injected capital during the period of time between 1963 and 1968. Nintendo set up a taxi company called Daiya; this business was successful.
However, Nintendo was forced to sell it because problems with the labour unions were making it too expensive to run the service. It set up a love hotel chain, a TV network, a food company and several other ventures. All of these ventures failed, after the 1964 Tokyo Olympics, playing card sales dropped, Nintendo's stock price plummeted to its lowest recorded level of ¥60. In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time. Yokoi was moved from maintenance to the new "Nintendo Games" department as a product developer. Nintendo continued to produce popular toys, including the Ultra Machine, Love Tester and the Kousenjuu series of light gun games. Despite some successful products, Nintendo struggled to meet the fast development and manufacturing turnaround required in the toy market, fell behind the well-established companies such as Bandai and Tomy. In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, set up in abandoned bowling alleys.
Following some success, Nintendo developed several more light gun machines for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had found a new market. Nintendo's first venture into the video gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo began to produce its own hardware in 1977, with the Color TV-Game home video game consoles. Four versions of these consoles were produced, each including variations of a single game. A student product developer named, he worked for Yokoi, one of his first tasks was to design the casing for several of the Color TV-Game consoles. Miyamoto went on to create and produce some of Nintendo's most famous video games and become one of the most recognizable figures in the video game industry. In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda, several more games followed.
Nintendo had some small success with this venture, but the release of Donkey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities gave Nintendo a huge boost in profit and in addition, the game introduced an early iteration of Mario known in Japan as Jumpman, the eventual company mascot. In 1979, Gunpei Yokoi conceived the idea of a handheld video game, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to Game & Watch. In 1980, Nintendo launched Watch -- a handheld video game series developed by Yokoi; these systems do not contain interchangeable cartridges and thus the hardware was tied to the game. The first Game & Watch game, was distributed worldwide; the modern "cross" D-pad design was developed by Yokoi for a Donkey Kong version. Proven to be popular, the design was patented by Nintendo, it earned a Technology & Engineering Emmy Award.
In 1983, Nintendo launched the Family Computer home video game console in Japan, alongside ports of its most popular arcade games. In 1985, a cosmetically reworked version of the system known
The PlayStation Portable is a handheld game console, developed by Sony Computer Entertainment and competed with the Nintendo DS as part of the seventh generation of video-game consoles. Development of the handheld console was announced during E3 2003 and it was unveiled on May 11, 2004, at a Sony press conference before the next E3; the system was released in Japan on December 12, 2004. The PSP was the most powerful portable console, it was the first real competitor of Nintendo's handheld consoles after many challengers, such as SNK's Neo Geo Pocket and Nokia's N-Gage, had failed. Its advanced graphics made the PSP a popular mobile-entertainment device, which can connect to the PlayStation 2 and PlayStation 3 games consoles, computers running Microsoft Windows and Apple Macintosh software, other PSPs and the Internet; the PSP is the only handheld console to use an optical disc format – Universal Media Disc – as its primary storage medium. It was received positively by most video-game critics and sold 76 million units by 2012.
Several models of the console were released. The PSP line was succeeded by the PlayStation Vita, released in December 2011 in Japan and worldwide in February 2012; the Vita has backward compatibility with many PSP games that were released on the PlayStation Network through the PlayStation Store, which became the main method of purchasing PSP games after Sony shut down access to the PlayStation Store from PSPs on March 31, 2016. Hardware shipments ended worldwide in 2014. Production of UMDs ended when the last Japanese factory making them closed in late 2016. Sony Computer Entertainment first announced development of the PlayStation Portable at a press conference preceding E3 2003. Although samples were not presented, Sony released extensive technical details. CEO Jose Villeta called the device the "Walkman of the 21st century". Several gaming websites were impressed with the handheld's computing capabilities and looked forward to its potential as a gaming platform. In the 1990s, Nintendo had dominated the handheld market since launching its Game Boy in 1989, experiencing close competition only from Bandai's WonderSwan in Japan and Sega's Game Gear.
In January 1999, Sony had released the successful PocketStation in Japan as its first foray into the handheld gaming market. The SNK Neo Geo Pocket and Nokia's N-Gage failed to cut into Nintendo's share. According to an IDC analyst in 2004, the PSP was the "first legitimate competitor to Nintendo's dominance in the handheld market"; the first concept images of the PSP appeared in November 2003 at a Sony corporate strategy meeting and showed it having flat buttons and no analog joystick. Although some reviewers expressed concern about the lack of an analog stick, these fears were allayed when the PSP was unveiled at the Sony press conference during E3 2004. Sony released a list of 99 developer companies. Several game demos such as Konami's Metal Gear Acid and SCE Studio Liverpool's Wipeout Pure were shown at the conference. On October 17, 2004, Sony announced that the PSP base model would be launched in Japan on December 12 that year for ¥19,800 while the Value System would launch for ¥24,800.
The launch was a success. Color variations were sold in bundle packs that cost around $200. Sony announced on February 3, 2005, that the PSP would go on sale in North America on March 24 in one configuration for an MSRP of US$249/CA$299; some commentators expressed concern over the high price, US$20 higher than that of the Japanese model and more than $100 higher than the Nintendo DS. Despite these concerns, the PSP's North American launch was a success. Sony said 500,000 units were sold in the first two days, though it was reported that this figure was below expectations; the PSP was intended to have a simultaneous PAL region and North American launch, but on March 15, 2005, Sony announced that the PAL region launch would be delayed because of high demand for the console in Japan and North America. The next month it announced that the PSP would be launched in the PAL region on September 1, 2005, for €249/£179. Sony defended the high price by saying North American consumers had to pay local sales taxes and that the Value Added Tax was higher in the UK than the US.
Despite the high price, the console's PAL region launch was a success, selling more than 185,000 units in the UK. All stock of the PSP in the UK sold out within three hours of launch, more than doubling the previous first-day sales record of 87,000 units set by the Nintendo DS; the system enjoyed great success in other areas of the PAL region. The PlayStation Portable uses the common "bar" form factor; the original model measures 6.7 by 2.9 by 0.9 inches and weighs 9.9 ounces. The front of the console is dominated by the system's 4.3-inch LCD screen, capable of 480 × 272 pixel video playback with 24-bit color, outperforming the Nintendo DS. On the unit's front are four PlayStation face buttons; the system has two shoulder buttons, a USB 2.0 mini-B port on the top of the console, a WLAN switch and power cable input on the bottom. The back of the PSP features a read-only Universal Media Disc drive for access to movies a
Nemesis 3: The Eve of Destruction
Nemesis 3: The Eve of Destruction is a 1988 computer game and published by Konami for the MSX platform in 1988. It was only released in Europe; the game is part of the long running Gradius series of side-scrolling shooters and is a spin-off of Gradius II: Gofer no Yabou. It is the second game of the series to be released for the MSX after Nemesis 2. In terms of the story; the game takes place 200 years after the crisis with Dr. Venom and James Burton has died in the year 6718; the Vic Viper is replaced by a new ship called the Vixen. Four distinct classes of Vixen can be chosen; the first one resembles the original Vic Viper. The second one is a twisted version of Vic Viper, featuring the new "Photon Missile"; the third one is more like Metalion from Nemesis 2, featuring "Napalm Missile" and "Fire Blaster". The fourth one is more like the Sabel Tiger from Salamander, featuring the 2-way missile approach and "Ripple Laser". All four classes may choose between the classic "Shield" or the "Force Field", which takes less hits to expire, but protects from any direction.
It is possible to choose the behavior of "Option", from the original shadow movement, "Fixed" and "Rolling", like the "Option Warrior" from Nemesis 2. The game retains several of the new weapons introduced in Nemesis 2 like "Up Laser", "Fire Blaster" and "Vector Laser" as well as Salamander weapons like "Meteor Laser" and "Screw Laser"; this is the only game in the Nemesis series. In order to upgrade the ship's weapons, secret spots must be found, just like the secret stages in Nemesis 2 and the predictions in Salamander. Information about stage selects
Game Boy family
The Game Boy line is a line of handheld game consoles developed and marketed by Nintendo, consisting of the Game Boy, Game Boy Color and Game Boy Advance. The product line has sold 200 million units worldwide; the original Game Boy and Game Boy Color combined sold 118.69 million units worldwide. All versions of the Game Boy Advance combined have sold 81.51 million units. All Game Boy systems combined have sold 200.20 million units worldwide. The Game Boy line was succeeded by the Nintendo DS line. A number of Game Boy, Game Boy Color, Game Boy Advance games have been rereleased digitally through the Virtual Console service for the Nintendo 3DS and Wii U. Nintendo's Game Boy handheld was first released in 1989; the gaming device was the brainchild of long-time Nintendo employee Gunpei Yokoi, the person behind the Ultra Hand, an expanding arm toy created and produced by Nintendo in 1970, long before Nintendo would enter the video game market. Yokoi was responsible for the Game & Watch series of handhelds when Nintendo made the move from toys to video games.
When Yokoi designed the original Game Boy, he knew that to be successful, the system needed to be small, light and durable, as well as have a varied, recognizable library of games upon its release. By following this simple mantra, the Game Boy line managed to gain a vast following despite technically superior alternatives which would have color graphics instead; this is apparent in the name, which connotes a smaller "sidekick" companion to Nintendo's consoles. Game Boy continues its success to this day and many at Nintendo have dedicated the handheld in Yokoi's memory. Game Boy celebrated its 15th anniversary in 2004, which nearly coincided with the 20-year anniversary of the original Nintendo Entertainment System. To celebrate, Nintendo released the Classic NES Series and an NES controller-themed color scheme for the Game Boy Advance SP. In 2006, Nintendo president Satoru Iwata said on the rumored demise of the Game Boy brand: "No, it's not true after all. What we are saying is that for whichever platform, we are always conducting research and development for the new system, be it the Game Boy, or new console or whatever.
And what we just told the reporter was that in thinking about the current situation where we are enjoying great sales with the DS and that we are now trying to launch the Wii, it's unthinkable for us to launch any new platform for the handheld system, including the new version of the GBA... They misunderstood a part of this story, but as far as the handheld market is concerned we want to focus on more sales of the DS; the original gray Game Boy was first released in Japan on April 21, 1989. Based on a Z80 processor, it has a black and green reflective LCD screen, an eight-way directional pad, two action buttons, Start and Select buttons with the controls being identical to the NES controller, it plays games from ROM-based media contained in cartridges. Its graphics are 8-bit; the game that pushed the Game Boy into the upper reaches of success was Tetris. Tetris was popular, on the handheld format could be played anywhere, it came packaged with the Game Boy, broadened its reach. Releasing Tetris on the Game Boy was selected as #4 on GameSpy's "25 Smartest Moments in Gaming".
The original Game Boy was one of the first cartridge-based systems that supported more than four players at one time. In fact, it has been shown. However, this feature was only supported in Faceball 2000. In 1995, the "Play it Loud" version of the original Game Boy was released in five different colors. With sports variations in between; the Game Boy Pocket is a redesigned version of the original Game Boy having the same features. It was released in 1996. Notably, this variation is lighter, it comes in seven different colors. Another notable improvement over the original Game Boy is a black-and-white display screen, rather than the green-tinted display of the original Game Boy, that featured improved response time for less blurring during motion; the Game Boy Pocket takes two AAA batteries as opposed to four AA batteries for ten hours of gameplay. The first model of the Game Boy Pocket did not have an LED to show battery levels, but the feature was added due to public demand. In April 1998, a variant of the Game Boy Pocket named Game Boy Light was released in Japan.
The differences between the original Game Boy Pocket and the Game Boy Light is that the Game Boy Light takes on two AA batteries rather than two AAA batteries and has an electroluminescent screen that can be turned on or off. This electroluminescent screen allowed the use of it in darkened areas, it comes in six different colors. The Game Boy Light was superseded by the Game Boy Color six months and was the only Game Boy to have a backlit screen until the release of the Game Boy Advance SP AGS-101 model in 2003. First released in Japan on October 21, 1998, the Game Boy Color added a color screen to a form factor similar in size to the Game Boy Pocket, it has double the processor speed, three times as much memory, an infrared communications port. Technologically, it was likened to the 8-bit NES video game console from the 1980s although the Game Boy Color has a much larger color palette (56 si