Crash of the Titans
Crash of the Titans is a platform game developed by Radical Entertainment and published by Vivendi Games for the PlayStation 2, PlayStation Portable and Xbox 360. The Game Boy Advance and Nintendo DS versions of the game were developed by Amaze Entertainment; the game was first released in North America on October 4, 2007, in Europe on October 12, 2007 and in Australia on October 18, 2007. It is the first game in the Crash Bandicoot series not to have a Japanese release, it was the last game to be published by Vivendi before Activision merged with the company the following year. Crash of the Titans is the fourteenth installment in the Crash Bandicoot video game series, the sixth game in the main franchise, the first in the Mutant subseries; the game's story centers on the discovery of a substance known as "Mojo", which the antagonist of the series, Doctor Neo Cortex, plans to use to turn the inhabitants of the Wumpa Islands into an army of loyal mutants known as "Titans". The protagonist of the series, Crash Bandicoot, must stop Cortex by using the technique of "jacking" to take control of and destroy Cortex's Titans while collecting the mojo.
The game received mixed reviews upon its release, while the DS version received favourable reception. Critics disparaged the game's short length, although the game's variety was seen positively, reviewers noted little outstanding in the game. Despite this mediocre reception, the game was nominated for two awards. Crash of the Titans is a beat-em-up game with platforming aspects in which the player controls Crash Bandicoot, whose main objective is to rescue his sister and save his home, the Wumpa Island, from being destroyed by the main antagonist's gigantic robot; the player's first goal is to rescue the sentient mask Aku Aku, who gives the player basic instructions, shields Crash from enemy attacks, transforms into a skateboard to help Crash traverse slippery terrain. From there, each level asks players to complete fights against large groups of enemies or progress through the episode. Crash starts the game with four lives; the length of each of Crash's lives is tied to his health meter, which decreases whenever Crash is damaged from enemy attacks or falls down a bottomless pit.
The player can replenish Crash's health meter by instructing Crash to eat Wumpa Fruit. Each time the health meter is depleted, Crash loses a life. However, the player can win an additional life for Crash by collecting 25,000 units of the magical substance Mojo or by collecting a rare type of Golden Wumpa Fruit. After the last life is lost, the player can continue playing by restarting the current episode; each episode contains a portal leading to a simple mini-game arena, where the player must accomplish a task in a set time. The task involves collecting a specified quantity of Mojo, using an enemy animal's attacks to snipe targets, or defeating a select number of enemies. At the end of each episode, the player earns a rank of silver, or gold voodoo doll. All three tasks must be accomplished in an episode if a gold voodoo doll is to be obtained for that episode. Hidden voodoo dolls unlock concept art packages for each episode; the Nintendo DS version of Crash of the Titans contains similar gameplay to that of previous Crash installments.
The game takes place on each with two levels and a boss. When a boss is defeated, a new island is unlocked; each island has its own "Pachinko board" where players can win "on-demand items". Additional content can be won at these Pachinko boards, such as gallery art, cheats and a large quantity of Mojo. Whereas the previous games featured Crash spinning into or jumping on an enemy to attack, Crash of the Titans gives him more options for attack. Early in the game, Crash has a light-powered attack and a heavy-powered attack and can block, dodge or break an enemy's block; when he defeats an enemy or destroys an object, a magical substance known as Mojo is released. When Crash collects enough Mojo, he will earn either an ability upgrade or a new move, such as the Norris Roundhouse or the Triple Dragon, his classic spin attack, named "Old Skool", is an unlockable move, along with an aerial variant that allows Crash to float over chasms. While small minions require only a single combo attack for Crash to defeat, larger enemies, known as "Titans", require more effort to subdue.
Each of the fifteen unique Titans in the game possess a star meter that indicates how close they are to being stunned. The meter rises when Crash starts attacking a Titan, depletes when he stops; when it is full, the Titan is stunned and susceptible to "jacking", meaning Crash can mount the creature and control it. While controlled by the player, the Titan possesses a similar moveset to Crash, although some jacked Titans can shoot projectiles. Besides a greater health, the Titans controlled by Crash have a purple Titan Meter; when this meter is full, players can make the Titan unleash a special attack, which drains the meter in the process. A Titan's durability depends on its size. To defeat them, Crash has to jack a smaller Titan to fight them. On defeating the larger Titan, he can dismount the Titan he jacked and directly jack the larger Titan; the dismounted Titan will be destroyed. A player using a second controller can join the game at any time in the form of a white-furred version of Crash known as "Carbon Crash".
The Sega Genesis, known as the Mega Drive in regions outside of North America, is a 16-bit home video game console developed and sold by Sega. The Genesis was the successor to the Master System. Sega released it as the Mega Drive in Japan in 1988, followed by North America as the Genesis in 1989. In 1990, it was distributed as the Mega Drive by Virgin Mastertronic in Europe, Ozisoft in Australasia, Tec Toy in Brazil. In South Korea, it was distributed by Samsung as the Super Gam*Boy and the Super Aladdin Boy. Designed by an R&D team supervised by Hideki Sato and Masami Ishikawa, the Genesis was adapted from Sega's System 16 arcade board, centered on a Motorola 68000 processor as the CPU, a Zilog Z80 as a sound controller, a video system supporting hardware sprites and scrolling, it plays a library of more than 900 games created by Sega and a wide array of third-party publishers and delivered on ROM-based cartridges. Several add-ons were released, including a Power Base Converter to play Master System games.
It was released in several different versions, some created by third parties. Sega created two network services to support the Genesis: Sega Channel. In Japan, the Mega Drive fared poorly against its two main competitors, Nintendo's Super Famicom and NEC's PC Engine, but it achieved considerable success in North America and Europe. Contributing to its success were its library of arcade game ports, the popularity of Sega's Sonic the Hedgehog series, several popular sports franchises, aggressive youth marketing that positioned the system as the cool console for adolescents; the release of the Super Nintendo Entertainment System two years after the Genesis resulted in a fierce battle for market share in the United States and Europe, termed as a "console war" by journalists and historians. As this contest drew increasing attention to the video game industry among the general public, the Genesis and several of its highest-profile games attracted significant legal scrutiny on matters involving reverse engineering and video game violence.
Controversy surrounding violent games such as Night Trap and Mortal Kombat led Sega to create the Videogame Rating Council, a predecessor to the Entertainment Software Rating Board. 30.75 million first-party Genesis units were sold worldwide. In addition, Tec Toy sold an estimated three million licensed variants in Brazil, Majesco projected it would sell 1.5 million licensed variants of the system in the United States, much smaller numbers were sold by Samsung in South Korea. By the mid-2010s, licensed third-party Genesis rereleases were still being sold by AtGames in North America and Europe. Many games have been rereleased in compilations or on online services such as the Nintendo Virtual Console, Xbox Live Arcade, PlayStation Network, Steam; the Genesis was succeeded in 1994 by the Sega Saturn. In the early 1980s, Sega Enterprises, Inc. a subsidiary of Gulf & Western, was one of the top five arcade game manufacturers active in the United States, as company revenues surpassed $200 million between July 1981 and June 1982.
A downturn in the arcade business starting in 1982 hurt the company, leading Gulf & Western to sell its North American arcade manufacturing organization and the licensing rights for its arcade games to Bally Manufacturing. The company retained Sega's North American R&D operation, as well as its Japanese subsidiary, Sega Enterprises, Ltd. With its arcade business in decline, Sega Enterprises, Ltd. president Hayao Nakayama advocated that the company leverage its hardware expertise to move into the home console market in Japan, in its infancy at the time. Nakayama received permission to proceed with this project, leading to the release of Sega's first home video game system, the SG-1000, in July 1983; the SG-1000 was not successful. Sega estimated; the SG-1000 was replaced by the Sega Mark III within two years. In the meantime, Gulf & Western began to divest itself of its non-core businesses after the death of company founder Charles Bluhdorn, so Nakayama and former Sega CEO David Rosen arranged a management buyout of the Japanese subsidiary in 1984 with financial backing from CSK Corporation, a prominent Japanese software company.
Nakayama was installed as CEO of the new Sega Enterprises, Ltd. In 1986, Sega redesigned the Mark III for release in North America as the Sega Master System; this was followed by a European release the next year. Although the Master System was a success in Europe, in Brazil, it failed to ignite significant interest in the Japanese or North American markets, which, by the mid-to-late 1980s, were both dominated by Nintendo. With Sega continuing to have difficulty penetrating the home market, Sega's console R&D team, led by Masami Ishikawa and supervised by Hideki Sato, began work on a successor to the Master System immediately after that console launched. In 1987, Sega faced another threat to its console business when Japanese computer giant NEC released the PC Engine amid great publicity. To remain competitive against the two more established consumer electronics companies and his team decided they needed to incorporate a 16-bit microprocessor into their new system to make an impact in the marketplace and once again turned to Sega's strengths in the arcade industry to adapt the successful Sega System 16 arcade board into architecture for a home console.
The decision to use a Motorola 68000 as the system's main CPU was made late in development, while a Zilog Z80 was used as a secondary CPU to handle the sound due to f
Traveller's Tales is a British video game developer and a subsidiary of TT Games. Traveller's Tales was founded in 1989 by Andy Ingram. A small company focused on its own content, it grew in profile through developing games with larger companies such as Sega and Disney Interactive Studios. In 2004, development on Lego Star Wars: The Video Game started with Giant Interactive Entertainment, the exclusive rights holder to Lego video games. Traveller's Tales bought the company in 2005, the two merged to create TT Games, with Traveller's Tales becoming the new company's development arm. Traveller's Tales started developing games with Psygnosis, which were most notable for creating 3D effects, their first game was Leander known as The Legend of Galahad. With Psygnosis they developed a video game adaption of Bram Stoker's Dracula, as well as other original productions like Puggsy. Thanks to an agreement between Psygnosis, Sony Imagesoft and Disney Interactive Studios, Traveller's Tales could produce several games based on Disney's properties, such as the Mickey Mouse game Mickey Mania: The Timeless Adventures of Mickey Mouse and other games based on Pixar movies like Toy Story, A Bug's Life, Toy Story 2: Buzz Lightyear to the Rescue and Finding Nemo.
However, Traveller's Tales was best known in the 1990s and early 2000's for their second-party collaboration with Sega to develop games based on the Sonic the Hedgehog franchise, resulting in Sonic 3D Blast and Sonic R, which were produced in close effort with Sega's Sonic Team. Both games were regarded as technical achievements in the Mega Drive and the Sega Saturn, adding to the high-tech development status they had with games like Puggsy, Mickey Mania and Toy Story, they were responsible for Crash Twinsanity, under the Vivendi label. The game has gained a Cult following and is considered the best Crash Bandicoot game post-Naughty Dog era, they developed Lego Star Wars: The Video Game as well as its follow-ups. Outside of the Lego games, their work includes the franchise Crash Bandicoot, The Chronicles of Narnia, Super Monkey Ball Adventure, World Rally Championship and F1 Grand Prix for the PlayStation Portable; the company was purchased by Warner Bros. Interactive Entertainment at the end of 8 November 2007, but continued to operate independently with the development of Lego Batman: The Videogame, released in September 2008.
Thereafter they continued their work on licensed titles such as Lego Indiana Jones 2: The Adventure Continues, Lego Harry Potter: Years 5–7, Lego The Lord of the Rings, Lego Batman 2: DC Super Heroes, Lego Marvel Super Heroes. It was announced during the Star Wars Celebration VI that a Lego Star Wars IV was in production, though no in-game image or released date were shown; the company has produced games based on existing and new Lego properties such as a trilogy of Lego games based on the Chima universe and Lego City Undercover, the first Lego game to be published by Nintendo for Wii U. The Lego Movie Videogame was released on 7 February 2014, together with The Lego Movie. Traveller's Tales has won two BAFTAs, one for Gameplay with Lego Star Wars II: The Original Trilogy, one for Children's Videogame of the Year for Lego Batman: The Videogame
Bebe's Kids (video game)
Bébé's Kids is a side-scrolling beat-'em-up video game developed by Radical Entertainment, released for the Super Nintendo Entertainment System in 1994. It is based on the 1992 animated film of the same title. Players must watch out for security guards, disgruntled mascots, pirates. Other stages include a haunted house, a pirate ship, the pits. Both characters have their own special attacks. Reception for the game has been negative; the Nostalgia Critic has criticized the game for how many hits enemies need to take until they die as well as the game's time limit. Nintendo Power stated. Enemies take huge amounts of damage so battles seem endless" and "poor play control." Bébé's Kids at MobyGames
Kinect Star Wars
Kinect Star Wars is a Star Wars video game developed by Terminal Reality and published by LucasArts and Microsoft Studios for the Xbox 360 that uses the Kinect motion peripheral. The game features four game modes: the primary game mode. In Jedi Destiny, players assume the role models of Jedi Padawans as they wield their lightsabers and use the Force to attack enemies from the prequel trilogy using gestures. Podracing is a race-based game mode, Rancor Rampage is a destruction-based game mode, Galactic Dance-off is a dance-based game mode similar to the Dance Central series. Microsoft Studios had planned to make a Star Wars game that utilizes the Kinect since the early development of the motion-sensing system; the game was formally announced at E3 2011 and released worldwide on April 3, 2012. It was the last game to be published by LucasArts. Craig Derrick served as lead producer on the game. Kinect Star Wars received mixed reviews, with reviewers praising the game's art and presentation but criticizing the perceived underdeveloped gameplay, weak writing, inaccurate controls.
Kinect Star Wars features four subgames. In its primary mode, known as Jedi Destiny: Dark Side Rising, players take control of one of multiple Jedi Padawans. Using the Kinect, the player uses their hands to wield a lightsaber in combat. Players can lift and throw objects with the Force using specific gestures; the story takes place during the prequel trilogy timeline of the Star Wars universe, beginning shortly after Star Wars: Episode I – The Phantom Menace and concluding with the events of Star Wars: Episode III – Revenge of the Sith. Body movement to control vehicles in specific sections of this mode. A second Jedi-centric mode, Duels of Fate, allows players to experience one-on-one duels with characters from the Jedi Destiny campaign as well as famous Star Wars villains such as Darth Vader; the game's podracing utilizes the Kinect to simulate the dual throttle controls on podracers. Players extend arms to operate at full speed, retract their arm to throttle back on one or both engines. Multiple courses are offered.
Rancor Rampage, the games third mode, allows players to control one of multiple species of rancor which are let loose in various Star Wars locales. Arm movements synchronize between the player and their rancor, players can execute special attacks in this destruction-based game mode; the final game mode in Kinect Star Wars is Galactic Dance-off. Here players control one of several famous Star Wars characters through the use of the Kinect. Gameplay is similar to the Dance Central series in which players must dance in synchronization with the on-screen character. Cues to upcoming dance moves are shown to the player to ensure they can stay in synchronization with the character; the song selection consists of parodies with title and lyrics rewritten in a Star Wars theme. For example, Gwen Stefani's "Hollaback Girl" is rewritten as "Hologram Girl", Village People's "Y. M. C. A." is rewritten as "Empire Today". Dance locales are themed to the character and a particular moment for them in the Star Wars saga story.
Microsoft Studios had planned to develop a Star Wars game since early in the development of the Kinect system. Kudo Tsunoda, creative director for Kinect, said of this decision: "It's one of those things where you can see how the unique parts of Kinect can bring to life the fantasy of being a Jedi in a way no other game console or media can do." The release of the game was formally announced at the Electronic Entertainment Expo on June 6, 2011, where the first gameplay trailer and portions of the game were shown. A social media application was released for iOS, Windows Phone mobile devices, it combined Facebook feeds on the game in the style of the Star Wars opening crawl. Craig Derrick was LucasArts' lead producer on Kinect Star Wars; the visuals of the animation were augmented in such a way to make the Jedi fighting techniques appear realistic because according to Derrick "What we found early in development is that no one wants to look like'Star Wars kid' in front of their friends." It was the last game to be published by LucasArts.
Five individual downloadable content pieces are available. The first, a podracer piloted by an adult Anakin Skywalker, is only available through a promotion with Brisk. Select bottles of iced tea feature a Microsoft M-Tag barcode which can be scanned by the Kinect to unlock the podracer; the remaining four consist of playable characters in different modes: a Snow Rancor, a Korriban Rancor, bounty hunter Aurra Sing and Jedi Master Kit Fisto. It was released worldwide on April 3, 2012. A limited-edition console bundle was launched alongside the game with the Xbox 360 S set designed to look like R2-D2; the bundle included the console with a 320 GB hard drive, a white Kinect sensor and the gold controller modeled after C-3PO. The bundle was sold for a MRP of $449.99 in the United States and £349.99 in the United Kingdom and is the first custom Xbox 360 bundle to be released. Kinect Star Wars has received mixed reviews at aggregate website Metacritic, with scores ranging from 30/100 to 80/100. Reviewers praised the game's art and presentation, but had complaints about the perceived underdeveloped gameplay, weak writing and inaccurate controls.
Kinect Star Wars debuted at number one on the UK All Formats Chart, making it the first Kinect-exclusive game to do so in the UK. It is the first Star Wars game to top the charts since 2008, it appeared on numerous lists of the worst Star Wars games developed. Anthony Gallegos of IGN felt that the game was a collection of min
Scarface: The World Is Yours
Scarface: The World Is Yours is a 2006 open world action-adventure video game developed by Radical Entertainment for PlayStation 2, Xbox and Windows published by Vivendi Games. In 2007, a version with enhanced graphics was released for the Wii. An Xbox 360 version was being developed, but was cancelled; the game is not a direct adaptation of the 1983 film directed by Brian De Palma, but is instead a pseudo-sequel which changes the ending of the film so that Tony Montana survives, sets about exacting revenge on those who ousted him from power by re-establishing his drug empire in Miami. The game features Al Pacino's likeness in the character of Montana, but Pacino does not voice the character, as he and the game's producers felt his voice had changed too much since 1983. Instead, Montana is voiced by André Sogliuzzo, selected by Pacino himself. Actors from the original film who did voice work for the game include Steven Bauer, Robert Loggia and Al Israel; the game received mixed to positive reviews, with many critics comparing it favorably to both 2002's Grand Theft Auto: Vice City and 2004's Grand Theft Auto: San Andreas.
It was praised for maintaining the tone of the film, for its humor, for the accuracy of the depiction of Montana himself. The game was a commercial success, selling over one and a half million units across all platforms. Scarface is an open world action-adventure game played from a third-person perspective, in which the player controls Tony Montana as he attempts to regain control of Miami's drug trade, destroy rival gangs, restore his own reputation in the criminal underworld; the basic gameplay and game mechanics fall into the subgenre of Grand Theft Auto clones. As such, Montana can commandeer vehicles, can move around the map on foot, can interact with civilians and NPCs both hostile and non-hostile, can engage in primary and sub-missions, can wield a variety of weaponry. In a departure from most Grand Theft Auto-style games, Montana cannot kill innocent people. If the player tries to shoot a non-aggressive target, Montana will refuse. However, as the game progresses, the player acquires access to some of Montana's employees.
When these employees have been unlocked, the player can switch control from Montana to any one of them, when playing as the enforcer or the assassin, the player can kill innocent people. When shooting, the player can lock on to the enemy or can aim manually, hitting specific body parts to produce different reactions. For example, if Montana shoots an opponent in the leg, they will fall down, but will continue to fire. If he hits an opponent in the arm, they will remain on their feet, but their aim will be compromised. Hitting opponents by aiming manually earns Montana more "balls" than using the lock-on system. Earning balls fills the "Balls meter,", an essential component of combat in the game. Once the meter is full, "Blind Rage" mode becomes available. In this mode, the game switches to first-person and goes into slow motion, aim becomes automatic, the player acquires infinite ammo and doesn't have to reload their weapon, each enemy killed earns Montana health. Montana can acquire balls by taunting defeated opponents, insulting drivers who have hit his car, winning street races, completing missions, having conversations with random people.
There are four main geographical regions. At the start of the game, the entire map is available to explore, but Montana cannot carry out missions, attack rival gangs or purchase property anywhere except Little Havana; each turf must be controlled 100 %. Acquiring 100% requires the player to perform certain actions within each region. To purchase fronts, Montana must perform a mission for the owner before they will sell the business to him - these missions, coupled with storyline missions, form the core of the main game. Once purchased, fronts can come under attack from rival gangs. To combat this, Montana can install security cameras to alert him to an imminent attack and guards to fend off attackers until he arrives on the scene. Once he has purchased the requisite number of fronts in a region, he must take control of that region's storehouse, which will be in the possession of a rival gang. A major part of the gameplay is "Reputation." There are eight Reputation levels, certain items and missions cannot be unlocked until the player has reached a certain Reputation level.
Reputation can be increased by various means, such as completing missions and buying fronts, completing side-missions, buying "exotics". Rising in Reputation and increasing Montana's balls count unlocks "femme fatales." If Montana can persuade these women to come to his mansion, they will give him stat increases, such as higher stamina. The foundation of Montana's empire is dealing cocaine. To acquire cocaine to sell, players must complete side-missions called "Felix leads." These involve Montana carrying out a mission for his contact Felix. Upon completing the mission, Felix will put Montana in touch with a cocaine supplier
The Game Boy is an 8-bit handheld game console developed and manufactured by Nintendo. The first handheld in the Game Boy line, it was first released on April 21, 1989 in Japan, followed by North America three months and in Europe nearly a year after. Designed by the same team that developed the Game & Watch and several Nintendo Entertainment System games, it was created and published by Satoru Okada, Gunpei Yokoi, Nintendo Research & Development 1. Nintendo's second handheld game console, the Game Boy combined features from both the NES and the Game & Watch; the console features a dot-matrix screen, five control buttons, a 2 voice speaker, like its rivals, uses cartridges as physical media. At launch, it was sold either as a standalone unit, or bundled with the one of several games, including Super Mario Land and Tetris. Several accessories were developed for the Game Boy, including a carrying pouch and the Game Boy Printer. Despite being technically inferior to its competitors, the Game Boy received praise for its battery life and durability, outsold the competition, selling one million units in the United States within a few weeks.
Together with its successor, the Game Boy Color, the handheld has sold an estimated 118 million units worldwide. It is one of the most recognizable devices from the 1980s, becoming a cultural icon in the years following its release. Several redesigns were released during the console's lifetime, including the Game Boy Pocket and the Game Boy Light. Production of the Game Boy continued into the early 2000s, until it was discontinued following the release of its successor, the Game Boy Advance, in 2001; the original internal codename for the Game Boy was "Dot Matrix Game", these initials came to be featured on the final product's model number, "DMG-01". The internal reception of the device was very poor; the Game Boy has four operation buttons labeled "A", "B", "SELECT", "START", as well as a directional pad. There is a volume control dial on the right side of the device and a similar dial on the left side to adjust the contrast. At the top of the Game Boy, a sliding on-off switch and the slot for the Game Boy cartridges are located.
The on-off switch includes a physical lockout to prevent users from either inserting or removing a cartridge while the unit is switched on. Nintendo recommends users leave a cartridge in the slot to prevent dust and dirt from entering the system; the Game Boy contains optional input and/or output connectors. On the left side of the system is an external 3.5 mm × 1.35 mm DC power supply jack that allows users to use an external rechargeable battery pack or AC adapter instead of four AA batteries. The Game Boy requires 6 V DC of at least 150 mA. A 3.5 mm stereo headphone jack is located on the bottom side of the unit which allows users to listen to the audio with the bundled headphones or external speakers. The right-side of the device offers a port which allows a user to connect to another Game Boy system via a link cable, provided both users are playing the same game; the port can be used to connect a Game Boy Printer. The link cable was designed for players to play head-to-head two-player games such as in Tetris.
However, game developer Satoshi Tajiri would use the link cable technology as a method of communication and networking in the popular Pokémon video game series. CPU: Custom 8-bit Sharp LR35902 at 4.19 MHz. This processor is similar to an Intel 8080 in that none of the registers introduced in the Z80 are present. However, some of the Z80's instruction set enhancements over the 8080 bit manipulation, are present. Still other instructions are unique to this particular flavor of 8080/Z80 CPU. Parity flag, half of conditional and all input-output instructions were removed from 8080 instruction set also; the IC contains integrated sound generation. RAM: 8 kiB internal S-RAM Video RAM: 8 kiB internal ROM: On-CPU-Die 256-byte bootstrap; the unit only has one speaker. Display: Reflective STN LCD 160 × 144 pixels Frame rate: Approximately 59.7 frames per second Vertical blank duration: Approx 1.1 ms Screen size: 66 mm diagonal Color palette: 2-bit Communication: 2 Game Boys can be linked together via built-in serial ports, up to 4 with a DMG-07 4-player adapter.
And 16 in maximum. Power: 6 V, 0.7 W Dimensions: 90 mm × 148 mm × 32 mm / 3.5″ × 5.8″ × 1.3″ Weight: 220 g On March 20, 1995, Nintendo released several Game Boy models with colored cases, advertising them in the "Play It Loud!" campaign, known in Japan as Game Boy Bros. Specifications for this unit remain the same as the original Game Boy, including the monochromatic screen; this new line of colored Game Boys would set a precedent for Nintendo handhelds. Play It Loud! units were manufactured in red, black, white and clear or sometimes called X-Ray in the UK. Most common are the yellow, red and black, Green is scarce but blue and white are the rarest. Blue was a Europe and Japan only release, White was a Japanese majority release with UK Toys R Us s