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Compare and contrast GreenBoyColor, which is when video game graphics emulate the Platform/GameBoy's iconic monochromatic green palette.
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Compare and contrast GreenBoyColor, which is when video game graphics emulate the Platform/GameBoy's iconic monochromatic green palette. Contrast WhoForgotTheLights, games where you can't clearly see what's going on without adjusting your monitor's brightness.
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Compare and contrast GreenBoyColor, which is when video game graphics emulate the [=GameBoy's=] monochromatic green palette.
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Compare and contrast GreenBoyColor, which is when video game graphics emulate the [=GameBoy's=] Platform/GameBoy's iconic monochromatic green palette.
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[[caption-width-right:256:Top: [[UsefulNotes/GameBoyAdvance GBA]] version.\\
Bottom: Original [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version.]]
Bottom: Original [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] version.]]
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[[caption-width-right:256:Top: [[UsefulNotes/GameBoyAdvance [[Platform/GameBoyAdvance GBA]] version.\\
Bottom: Original[[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] version.]]
Bottom: Original
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* UsefulNotes/GameBoy:
** The original has 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-luminescent 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.
** The UsefulNotes/GameBoyColor doesn'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 {{UsefulNotes/NES}} ports. Same with the UsefulNotes/NeoGeoPocket Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
** UsefulNotes/GameBoyAdvance:
** The original has 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-luminescent 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.
** The UsefulNotes/GameBoyColor doesn'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 {{UsefulNotes/NES}} ports. Same with the UsefulNotes/NeoGeoPocket Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
** UsefulNotes/GameBoyAdvance:
to:
* UsefulNotes/GameBoy:
Platform/GameBoy:
** The original has no light and a monochrome color setup. Thus almost all games were dark colors on a light background. This was also true with theUsefulNotes/NeoGeoPocket.Platform/NeoGeoPocket. There was, however, a short-lived Game Boy Light which came with an electro-luminescent 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.
** TheUsefulNotes/GameBoyColor Platform/GameBoyColor doesn'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 {{UsefulNotes/NES}} {{Platform/NES}} ports. Same with the UsefulNotes/NeoGeoPocket Platform/NeoGeoPocket Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
**UsefulNotes/GameBoyAdvance:Platform/GameBoyAdvance:
** The original has no light and a monochrome color setup. Thus almost all games were dark colors on a light background. This was also true with the
** The
**
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* Handhelds that always had backlights, such as the UsefulNotes/AtariLynx, UsefulNotes/GameGear, 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?
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* Handhelds that always had backlights, such as the UsefulNotes/AtariLynx, UsefulNotes/GameGear, UsefulNotes/NintendoDS, [[UsefulNotes/PlayStationPortable Platform/AtariLynx, Platform/GameGear, Platform/NintendoDS, [[Platform/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?
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* ''WesternAnimation/EekTheCat'': It has a color palette dimmed down far more than most SNES games for the UsefulNotes/SuperNintendoEntertainmentSystem. s well as the UsefulNotes/{{Amiga}} game it was [[DolledUpInstallment dolled up]] from.
to:
* ''WesternAnimation/EekTheCat'': It has a color palette dimmed down far more than most SNES games for the UsefulNotes/SuperNintendoEntertainmentSystem. Platform/SuperNintendoEntertainmentSystem. s well as the UsefulNotes/{{Amiga}} Platform/{{Amiga}} game it was [[DolledUpInstallment dolled up]] from.
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* Ambient, light is just filling up the area.
* Front lit, the light source is directly between you and the medium.
* Back lit, the medium is between you and the light source (medium can't be opaque, of course).
* Front lit, the light source is directly between you and the medium.
* Back lit, the medium is between you and the light source (medium can't be opaque, of course).
to:
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* ''VideoGame/FZero: Maximum Velocity'': As one of the earliest GBA games, it uses an extremely high contrast between the road and the scenery. No matter how badly you are lighted, you can always see the road.
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* ''VideoGame/FZero: Maximum Velocity'': ''VideoGame/FZeroMaximumVelocity'': As one of the earliest GBA games, it uses an extremely high contrast between the road and the scenery. No matter how badly you are lighted, you can always see the road.
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* ''VideoGame/DonkeyKongCountry1'': Even though they all were released after the GBA SP, the ports for GBA were extremely brightened up from the originals. In particular, this makes Glimmer's Galleon in ''2'' and Floodlit Fish in ''3'' much easier due to the brighter lights.
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* ''VideoGame/DonkeyKongCountry1'': ''VideoGame/DonkeyKongCountry'': Even though they all were released after the GBA SP, the ports for GBA were extremely brightened up from the originals. In particular, this makes Glimmer's Galleon in ''2'' and Floodlit Fish in ''3'' much easier due to the brighter lights.
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* ''VideoGame/SuperMarioAdvance'': 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.
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* ''VideoGame/SuperMarioAdvance'': Ports of most of the titles depicted When it gets featured in ''VideoGame/SuperMarioAllStars'', to ports of most of those titles 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.
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Changed line(s) 53 (click to see context) from:
* ''VideoGame/DonkeyKongCountry'': Even though they all were released after the GBA SP, the ports for GBA were extremely brightened up from the originals. In particular, this makes Glimmer's Galleon in ''2'' and Floodlit Fish in ''3'' much easier due to the brighter lights.
to:
* ''VideoGame/DonkeyKongCountry'': ''VideoGame/DonkeyKongCountry1'': Even though they all were released after the GBA SP, the ports for GBA were extremely brightened up from the originals. In particular, this makes Glimmer's Galleon in ''2'' and Floodlit Fish in ''3'' much easier due to the brighter lights.
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** ''VideoGame/FinalFantasyCrystalChronicles1'': Playing the original title with the original GBAs means it's not always easy to see what is going on in your info screen.
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** ''VideoGame/FinalFantasyCrystalChronicles1'': Playing the original title with the original GBAs GBA means it's not always easy to see what is going on in your info screen.
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** ''VideoGame/CastlevaniaCircleOfTheMoon'': It's difficult to play on the original GBA because the colors were too dark in the beginning, and using a light accessory doesn't help. Later systems and subsequently ports lack this issue.
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** ''VideoGame/CastlevaniaCircleOfTheMoon'': It's difficult to play on the original GBA because the colors were are too dark in the beginning, and using a light accessory doesn't help. Later systems and subsequently ports lack this issue.
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* ''VideoGame/{{Boktai}}'': {{Inverted}}. All of the GBA games require sunlight and the DS game can use sunlight. (There was an actual UV sensor in the cart that affected gameplay. After all, you ''are'' killing vampires in this game.) Anyone who has used a TV knows that sunlight + screen = glare. However if you play it on the original GBA (or [=SP1=] with the backlight turned off) the screen and colors are best in direct sunlight.
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* ''VideoGame/{{Boktai}}'': {{Inverted}}. All of the GBA games require sunlight and the DS game can use sunlight. (There was an actual UV sensor in the cart that affected gameplay. After all, you ''are'' killing vampires in this game.) Anyone who has used a TV knows that sunlight + screen = glare. However However, if you play it on the original GBA (or [=SP1=] with the backlight turned off) the screen and colors are best in direct sunlight.
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** ''VideoGame/CastlevaniaCircleOfTheMoon'': It's difficult to play on the original GBA because the colors were too dark in the beginning, and using a light accessory doesn't help.
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** ''VideoGame/CastlevaniaCircleOfTheMoon'': It's difficult to play on the original GBA because the colors were too dark in the beginning, and using a light accessory doesn't help. Later systems and subsequently ports lack this issue.
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* ''VideoGame/FinalFantasyTacticsAdvance'': It has 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.
to:
* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyCrystalChronicles1'': Playing the original title with the original GBAs means it's not always easy to see what is going on in your info screen.
** ''VideoGame/FinalFantasyTacticsAdvance'': It has 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 BoyPlayer.
Player.
[[AC:Shooters]]
* ''VideoGame/{{Doom}}'':
** The Game Boy Advance version has more than one color scheme to compensate for the different lighting possibilities of that system.
** An early patch adds several "gamma correction" settings to lighten the game, to help compensate for the terrible backlighting of CRT monitors commonplace at the time.
** ''VideoGame/FinalFantasyCrystalChronicles1'': Playing the original title with the original GBAs means it's not always easy to see what is going on in your info screen.
** ''VideoGame/FinalFantasyTacticsAdvance'': It has 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
[[AC:Shooters]]
* ''VideoGame/{{Doom}}'':
** The Game Boy Advance version has more than one color scheme to compensate for the different lighting possibilities of that system.
** An early patch adds several "gamma correction" settings to lighten the game, to help compensate for the terrible backlighting of CRT monitors commonplace at the time.
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* ''VideoGame/SonicAdvanceTrilogy'': The third game has different color settings to suit different Game Boy Advance backlight arrangements.
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* ''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.
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* ''VideoGame/FinalFantasyTacticsAdvance'' had ''VideoGame/FinalFantasyTacticsAdvance'': It has 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.
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[[AC:Action Adventure]]
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* ''VideoGame/TheLegendOfZeldaALinkToThePast'': The GBA port makes the cracks in the walls, which you have to break through occasionally, too hard to see. Fortunately, it can be played with the SNES palette.
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* ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The GBA port makes the cracks in the walls, which you have to break through occasionally, too hard to see. Fortunately, it can be played with the SNES palette.
** ''VideoGame/TheLegendOfZeldaTheMinishCap'': Several color settings are included to account for the different ways the game can be played. On television with the [=GameCube's=] Game Boy Player, on Game Boy Advance, on Game Boy Advance SP, etc.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': The GBA port makes the cracks in the walls, which you have to break through occasionally, too hard to see. Fortunately, it can be played with the SNES palette.
** ''VideoGame/TheLegendOfZeldaTheMinishCap'': Several color settings are included to account for the different ways the game can be played. On television with the [=GameCube's=] Game Boy Player, on Game Boy Advance, on Game Boy Advance SP, etc.