History Main / BackThatLightUp

10th Jul '16 1:13:13 AM KBABZ
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* Happened with the ''Super Mario Advance'' games, ports of most of the titles depicted in ''VideoGame/SuperMarioAllStars'', to account for the original GBA's lack of a backlight. The middle and bottom rows of [[http://www.spriters-resource.com/resources/sheets/4/4340.gif this image]] depict the specific palette shift involved from SNES to GBA.
7th Mar '16 5:53:43 PM Prfnoff
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* ''WesternAnimation/EekTheCat'' for the UsefulNotes/SuperNintendoEntertainmentSystem has a color palette dimmed down far more than most SNES games as well as the UsefulNotes/{{Amiga}} game it was [[DolledUpInstallment dolled up]] from.
17th Feb '16 12:13:11 PM GrammarNavi
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* Handhelds that always had backlights, such as the UsefulNotes/AtariLynx, UsefulNotes/GameGear, UsefulNotes/{{DS}}, UsefulNotes/{{PSP}}, have generally the same color setups as home console games. Unfortunately, backlit displays wash out completely in bright sunlight. At least you can see okay indoors, eh?

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* Handhelds that always had backlights, such as the UsefulNotes/AtariLynx, UsefulNotes/GameGear, UsefulNotes/{{DS}}, UsefulNotes/{{PSP}}, UsefulNotes/NintendoDS, [[UsefulNotes/PlayStationPortable PSP]], have generally the same color setups as home console games. Unfortunately, backlit displays wash out completely in bright sunlight. At least you can see okay indoors, eh?
27th Aug '15 3:05:15 PM NateTheGreat
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* As did ''Videogame/TheLegendOfZeldaTheMinishCap'', ''SonicAdvance 3'', ''VideoGame/{{Doom}}'', ''VideoGame/TheLegendOfSpyro: A New Beginning'', the GBA displays for ''Videogame/FinalFantasyCrystalChronicles'', and even the PocketNES emulator.

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* ** As did ''Videogame/TheLegendOfZeldaTheMinishCap'', ''SonicAdvance 3'', ''VideoGame/{{Doom}}'', ''VideoGame/TheLegendOfSpyro: A New Beginning'', the GBA displays for ''Videogame/FinalFantasyCrystalChronicles'', and even the PocketNES emulator.
27th May '15 5:40:30 PM ShinyTsukkomi
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* As did ''Videogame/TheLegendOfZeldaTheMinishCap'', ''SonicAdvance 3'', ''VideoGame/{{Doom}}'', ''TheLegendOfSpyro: A New Beginning'', the GBA displays for ''Videogame/FinalFantasyCrystalChronicles'', and even the PocketNES emulator.

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* As did ''Videogame/TheLegendOfZeldaTheMinishCap'', ''SonicAdvance 3'', ''VideoGame/{{Doom}}'', ''TheLegendOfSpyro: ''VideoGame/TheLegendOfSpyro: A New Beginning'', the GBA displays for ''Videogame/FinalFantasyCrystalChronicles'', and even the PocketNES emulator.
18th May '15 3:18:35 AM Totema
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** The early development kits for the GBA did not display colors the way the GBA itself would display colors, resulting in the earlier games appearing too dark. Nintendo quickly learned of the problems and sent updated devkits to all developers to mitigate the problem until the SP came around.

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** The early development kits for the GBA did not display colors the way the GBA itself would display colors, resulting in the earlier games appearing too dark. (This led to a lot of early GBA titles, such as ''VideoGame/CastlevaniaCircleOfTheMoon'', to be rather poorly received.) Nintendo quickly learned of the problems and sent updated devkits to all developers to mitigate the problem until the SP came around.
13th Dec '14 3:36:59 PM GlennMagusHarvey
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* The original UsefulNotes/GameBoy had no light and a monochrome color setup. Thus almost all games were dark colors on a light background. This was also true with the UsefulNotes/NeoGeoPocket. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and [[NoExportForYou it never left Japan.]]

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* The original UsefulNotes/GameBoy had no light and a monochrome color setup. Thus almost all games were dark colors on a light background. This was also true with the UsefulNotes/NeoGeoPocket. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and [[NoExportForYou it never left Japan.]]]] Various third-party devices, such as the Handy Boy, also attempted to introduce some light sources, with mixed results.
7th Oct '14 8:42:32 AM rexpensive
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Where this is particularly prevalent is in gaming, especially if you are playing on a handheld. Take the GameBoy line.
* The original GameBoy had no light and a monochrome color setup. Thus almost all games were dark colors on a light background. This was also true with the NeoGeoPocket. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and [[NoExportForYou it never left Japan.]]
* The GameBoyColor didn't have a light, but a full color scheme. Some games were also dark on light, such as ''VideoGame/PokemonGoldAndSilver''/''Crystal'' and the ports of ''VideoGame/DragonQuestI'', ''[[VideoGame/DragonQuestII II]]'', and ''[[VideoGame/DragonQuestIII III]]''. Other games were light on dark, particularly {{NES}} ports. Same with the NeoGeoPocket Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
* The GameBoyAdvance has either no light (original model), a frontlight (first SP line AGS-001), or a backlight (second SP line AGS-101 and Micro). This can actually affect the contrast of the colors. No light is actually harder to see than the other systems. Front light is easy to see, but washes out all the colors a bit. Back light is most like a regular TV. Games made specifically for the GBA also had different color setups than ports from the SNES and other home systems.

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Where this is particularly prevalent is in gaming, especially if you are playing on a handheld. Take the GameBoy UsefulNotes/GameBoy line.
* The original GameBoy UsefulNotes/GameBoy had no light and a monochrome color setup. Thus almost all games were dark colors on a light background. This was also true with the NeoGeoPocket.UsefulNotes/NeoGeoPocket. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and [[NoExportForYou it never left Japan.]]
* The GameBoyColor UsefulNotes/GameBoyColor didn't have a light, but a full color scheme. Some games were also dark on light, such as ''VideoGame/PokemonGoldAndSilver''/''Crystal'' and the ports of ''VideoGame/DragonQuestI'', ''[[VideoGame/DragonQuestII II]]'', and ''[[VideoGame/DragonQuestIII III]]''. Other games were light on dark, particularly {{NES}} ports. Same with the NeoGeoPocket Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
* The GameBoyAdvance UsefulNotes/GameBoyAdvance has either no light (original model), a frontlight (first SP line AGS-001), or a backlight (second SP line AGS-101 and Micro). This can actually affect the contrast of the colors. No light is actually harder to see than the other systems. Front light is easy to see, but washes out all the colors a bit. Back light is most like a regular TV. Games made specifically for the GBA also had different color setups than ports from the SNES and other home systems.



* Handhelds that always had backlights, such as the AtariLynx, GameGear, {{DS}}, {{PSP}}, have generally the same color setups as home console games. Unfortunately, backlit displays wash out completely in bright sunlight. At least you can see okay indoors, eh?

to:

* Handhelds that always had backlights, such as the AtariLynx, GameGear, {{DS}}, {{PSP}}, UsefulNotes/AtariLynx, UsefulNotes/GameGear, UsefulNotes/{{DS}}, UsefulNotes/{{PSP}}, have generally the same color setups as home console games. Unfortunately, backlit displays wash out completely in bright sunlight. At least you can see okay indoors, eh?



* ''FinalFantasyTacticsAdvance'' had several color settings supposed to even out the color differences between different forms of display. Not just for light and no light, but also one optimized for TV using the Game Boy Player!
** As did ''TheLegendOfZeldaTheMinishCap'', ''SonicAdvance 3'', ''VideoGame/{{Doom}}'', ''TheLegendOfSpyro: A New Beginning'', the GBA displays for ''FinalFantasyCrystalChronicles'', and even the PocketNES emulator.

to:

* ''FinalFantasyTacticsAdvance'' ''Videogame/FinalFantasyTacticsAdvance'' had several color settings supposed to even out the color differences between different forms of display. Not just for light and no light, but also one optimized for TV using the Game Boy Player!
** * As did ''TheLegendOfZeldaTheMinishCap'', ''Videogame/TheLegendOfZeldaTheMinishCap'', ''SonicAdvance 3'', ''VideoGame/{{Doom}}'', ''TheLegendOfSpyro: A New Beginning'', the GBA displays for ''FinalFantasyCrystalChronicles'', ''Videogame/FinalFantasyCrystalChronicles'', and even the PocketNES emulator.
10th Aug '14 3:34:39 PM DragonQuestZ
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** The early development kits for the GBA did not display colors the way the GBA itself would display colors, resulting in the earlier games appearing too dark. Nintendo quickly learned of the problems and sent updated devkits to all developers to mitigate the problem until the SP came around.



*** ''Circle of the Moon'' and its color issues are often [[MisBlamed wrongly attributed]] to Konami. The early development kits for the GBA did not display colors the way the GBA itself would display colors, resulting in the earlier games appearing too dark. Nintendo quickly learned of the problems and sent updated devkits to all developers to mitigate the problem until they could develop a backlit version of the handheld.
10th Aug '14 4:38:00 AM erforce
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* For 200% map completion in ''Franchise/{{Castlevania}} [[CastlevaniaHarmonyOfDissonance Harmony of Dissonance]]'', you may have to switch to Game Boy Player just to see the castle map better, since it is hard to tell which rooms you've missed on the original GBA.
* ''VideoGame/CastlevaniaCircleOfTheMoon'' is difficult to play on the original GBA because the colors were too dark in the beginning, and using a light accessory doesn't help.
** ''Circle of the Moon'' and its color issues are often [[MisBlamed wrongly attributed]] to Konami. The early development kits for the GBA did not display colors the way the GBA itself would display colors, resulting in the earlier games appearing too dark. Nintendo quickly learned of the problems and sent updated devkits to all developers to mitigate the problem until they could develop a backlit version of the handheld.
** ''VideoGame/CastlevaniaHarmonyOfDissonance'' attempted to correct this by having much more color saturation and giving Juste Belmont a blue glow that [[strike:had no plot justification whatsoever]] is hand-waved by stating in [[AllThereInTheManual the supplementary guides]] that the Belmont and Belnades bloodlines mixed sometime shortly after Castlevania I, giving Juste magical powers including the glow.

to:

* For 200% map completion in ''Franchise/{{Castlevania}} [[CastlevaniaHarmonyOfDissonance Harmony of Dissonance]]'', you may have to switch to Game Boy Player just to see the castle map better, since it is hard to tell which rooms you've missed on the original GBA.
*
''Franchise/{{Castlevania}}''
**
''VideoGame/CastlevaniaCircleOfTheMoon'' is difficult to play on the original GBA because the colors were too dark in the beginning, and using a light accessory doesn't help.
** *** ''Circle of the Moon'' and its color issues are often [[MisBlamed wrongly attributed]] to Konami. The early development kits for the GBA did not display colors the way the GBA itself would display colors, resulting in the earlier games appearing too dark. Nintendo quickly learned of the problems and sent updated devkits to all developers to mitigate the problem until they could develop a backlit version of the handheld.
** ''VideoGame/CastlevaniaHarmonyOfDissonance'' attempted to correct this by having much more color saturation and giving Juste Belmont a blue glow that [[strike:had no plot justification whatsoever]] is hand-waved by stating in [[AllThereInTheManual the supplementary guides]] that the Belmont and Belnades bloodlines mixed sometime shortly after Castlevania I, ''VideoGame/CastlevaniaI'', giving Juste magical powers including the glow.



* Some complained that the GBA port of ''TheLegendOfZeldaALinkToThePast'' made the cracks in the walls, that you had to break through occasionally, too hard to see.

to:

*** For 200% map completion in ''[[VideoGame/CastlevaniaHarmonyOfDissonance Harmony of Dissonance]]'', you may have to switch to Game Boy Player just to see the castle map better, since it is hard to tell which rooms you've missed on the original GBA.
* Some complained that the GBA port of ''TheLegendOfZeldaALinkToThePast'' ''VideoGame/TheLegendOfZeldaALinkToThePast'' made the cracks in the walls, that you had to break through occasionally, too hard to see.
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