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		<id>https://gbdev.gg8.se/wiki/index.php?action=history&amp;feed=atom&amp;title=GBC_approval_process</id>
		<title>GBC approval process - Revision history</title>
		<link rel="self" type="application/atom+xml" href="https://gbdev.gg8.se/wiki/index.php?action=history&amp;feed=atom&amp;title=GBC_approval_process"/>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_approval_process&amp;action=history"/>
		<updated>2026-04-16T04:32:38Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.25.1</generator>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_approval_process&amp;diff=975&amp;oldid=prev</id>
		<title>PinoBatch: We appear not to have Cite.php installed</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_approval_process&amp;diff=975&amp;oldid=prev"/>
				<updated>2020-11-17T16:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;We appear not to have Cite.php installed&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:15, 17 November 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:''This article gives historical information about a business process.''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:''This article gives historical information about a business process.''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Game Boy Color hardware applies automatic colorization to monochrome games, with one 4-color palette for backgrounds and two 3-color palettes for sprites. Because of past &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;severe &lt;/del&gt;underuse of Super Game Boy features,&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;ref&amp;gt;Christine Love. &amp;quot;&lt;/del&gt;[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;https://loveconquersallgam.es/post/2487450388/fuck-the-super-game-boy-kirbys-dream-land-2 F the Super Game Boy: Kirby’s Dream Land 2&lt;/del&gt;]&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;. ''Love Conquers All Games'', 2010-12-27. Accessed 2020-11-17.&amp;lt;/ref&amp;gt; &lt;/del&gt;Nintendo required Game Boy Color games to appear more colorful than this automatic colorization. Thus Nintendo required publishers to keep Nintendo in the loop at three points in development. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/del&gt;Mario Club&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; &lt;/del&gt;division evaluated games on whether color was being used appropriately. Some things Mario Club looked at were variety of colors, both within a scene and between scenes; choice of colors appropriate to a game's art style, such as objects being distinguishable and trees being colored like trees; and contrast between foreground and background to emphasize color saturation.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Game Boy Color hardware applies automatic colorization to monochrome games, with one 4-color palette for backgrounds and two 3-color palettes for sprites. Because of past underuse of Super Game Boy features &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;even in first-party games&lt;/ins&gt;,[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1&lt;/ins&gt;] Nintendo required Game Boy Color games to appear more colorful than this automatic colorization. Thus Nintendo required publishers to keep Nintendo in the loop at three points in development. The Mario Club division evaluated games on whether color was being used appropriately. Some things Mario Club looked at were variety of colors, both within a scene and between scenes; choice of colors appropriate to a game's art style, such as objects being distinguishable and trees being colored like trees; and contrast between foreground and background to emphasize color saturation.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For both original and ported games, the initial written game design document needed to explain and illustrate how color would be used, as well as a project schedule, estimated ROM and RAM size, and whether the ROM was [[GBC dual compatibility|dual compatible]] or GBC-only. Ports of a monochrome game (such as ''Tetris DX'', ''Link's Awakening DX'', or ICOM's ''MacVenture'' series) to Game Boy Color were subject to concept pre-approval, unlike original games. A port's proposal needed to explain what new gameplay content (other than just colorization) it would include, such as levels, characters, or items.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For both original and ported games, the initial written game design document needed to explain and illustrate how color would be used, as well as a project schedule, estimated ROM and RAM size, and whether the ROM was [[GBC dual compatibility|dual compatible]] or GBC-only. Ports of a monochrome game (such as ''Tetris DX'', ''Link's Awakening DX'', or ICOM's ''MacVenture'' series) to Game Boy Color were subject to concept pre-approval, unlike original games. A port's proposal needed to explain what new gameplay content (other than just colorization) it would include, such as levels, characters, or items.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L8&quot; &gt;Line 8:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;references &lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[1] Christine Love. &amp;quot;[https:&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;/loveconquersallgam.es/post/2487450388/fuck-the-super-game-boy-kirbys-dream-land-2 F the Super Game Boy: Kirby’s Dream Land 2]&amp;quot;. ''Love Conquers All Games'', 2010-12-27. Accessed 2020-11-17.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

	<entry>
		<id>https://gbdev.gg8.se/wiki/index.php?title=GBC_approval_process&amp;diff=974&amp;oldid=prev</id>
		<title>PinoBatch: Summarize the part of That One Manual that hasn't been superseded</title>
		<link rel="alternate" type="text/html" href="https://gbdev.gg8.se/wiki/index.php?title=GBC_approval_process&amp;diff=974&amp;oldid=prev"/>
				<updated>2020-11-17T16:13:46Z</updated>
		
		<summary type="html">&lt;p&gt;Summarize the part of That One Manual that hasn&amp;#039;t been superseded&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;:''This article gives historical information about a business process.''&lt;br /&gt;
&lt;br /&gt;
Game Boy Color hardware applies automatic colorization to monochrome games, with one 4-color palette for backgrounds and two 3-color palettes for sprites. Because of past severe underuse of Super Game Boy features,&amp;lt;ref&amp;gt;Christine Love. &amp;quot;[https://loveconquersallgam.es/post/2487450388/fuck-the-super-game-boy-kirbys-dream-land-2 F the Super Game Boy: Kirby’s Dream Land 2]&amp;quot;. ''Love Conquers All Games'', 2010-12-27. Accessed 2020-11-17.&amp;lt;/ref&amp;gt; Nintendo required Game Boy Color games to appear more colorful than this automatic colorization. Thus Nintendo required publishers to keep Nintendo in the loop at three points in development. The &amp;quot;Mario Club&amp;quot; division evaluated games on whether color was being used appropriately. Some things Mario Club looked at were variety of colors, both within a scene and between scenes; choice of colors appropriate to a game's art style, such as objects being distinguishable and trees being colored like trees; and contrast between foreground and background to emphasize color saturation.&lt;br /&gt;
&lt;br /&gt;
For both original and ported games, the initial written game design document needed to explain and illustrate how color would be used, as well as a project schedule, estimated ROM and RAM size, and whether the ROM was [[GBC dual compatibility|dual compatible]] or GBC-only. Ports of a monochrome game (such as ''Tetris DX'', ''Link's Awakening DX'', or ICOM's ''MacVenture'' series) to Game Boy Color were subject to concept pre-approval, unlike original games. A port's proposal needed to explain what new gameplay content (other than just colorization) it would include, such as levels, characters, or items.&lt;br /&gt;
&lt;br /&gt;
At 50 percent milestone and near completion, the publisher would submit a ROM image to Mario Club for feedback on use of color and other aspects of game design.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>PinoBatch</name></author>	</entry>

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