Here are ten cartridges which did exactly that back in the day.
Essentially, it contained the missing half of Sonic 3 - split into two due to memory constraints - but featured a unique "lock-on" cartridge, which allowed you to slot Sonic 2 or 3 into the top. Excitingly, this revealed a few new bits to Sonic 3, or allowed you to play as wall-fisting Knuckles in Sonic 2.
Suffice to say, it might've been the first squeal of desperation from a Sega that would soon do its best to drive repeatedly off the same short pier.
As it turned out, we did. Not only were we idiots, but it turned out that the games were more playable using the Super NES pad, and you could actually work out what was going on, without having to sit beneath a very bright light, or employ some sort of audio transcription service.
Nicely, some Game Boy titles were optimised for the Super Game Boy, featuring colour(ish) graphics when played on your telly. Also: beautiful custom borders. We had it good back then.
Naturally, Nintendo wasn't content with merely releasing a camera - and there were various ways it could be used to customise your photos, and included a handful of bundled mini games. However, once your photos were printed out on the Game Boy Printer, it was fairly apparent that the device was no replacement for an actual camera. Unless, that is, you think pictures look better when viewed through some sort of monochromatic gauze.
Part of the appeal is that it offered multiplayer larks, thanks to Codemasters' patented J-Cart, which featured a couple of extra joypad ports. Pete Sampras Tennis was actually the first J-Cart game - but the system really came into its own with the sequel to the original "little cars" game. The real innovation with Micro Machines 2 is that eight players could compete at once, with two players per joypad. And for "innovation" read "step too far".
Of course, it didn't get old; it got refined, and shoved into every games controller from that point onwards.