Back That Light Up: Difference between revisions

Everything About Fiction You Never Wanted to Know.
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Where this is particularly prevalent is in gaming, especially if you are playing on a handheld. Take the [[Game Boy]] line.
Where this is particularly prevalent is in gaming, especially if you are playing on a handheld. Take the [[Game Boy]] line.
* The original [[Game Boy]] 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 [[Neo Geo Pocket]]. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and [[No Export for You|it never left Japan.]]
* The original [[Game Boy]] 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 [[Neo Geo Pocket]]. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and [[No Export for You|it never left Japan.]]
* The [[Game Boy Color]] didn't have a light, but a full color scheme. Some games were also dark on light, such as ''[[Pokémon Gold and Silver (Video Game)|Pokémon Gold and Silver]]''/''Crystal'' and the ports of ''[[Dragon Quest I (Video Game)|Dragon Quest I]]'', ''[[Dragon Quest II (Video Game)|II]]'', and ''[[Dragon Quest III (Video Game)|III]]''. Other games were light on dark, particularly [[NES]] ports. Same with the [[Neo Geo Pocket]] Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
* The [[Game Boy Color]] didn't have a light, but a full color scheme. Some games were also dark on light, such as ''[[Pokémon Gold and Silver]]''/''Crystal'' and the ports of ''[[Dragon Quest I]]'', ''[[Dragon Quest II|II]]'', and ''[[Dragon Quest III|III]]''. Other games were light on dark, particularly [[NES]] ports. Same with the [[Neo Geo Pocket]] Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
* The [[Game Boy Advance]] 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.
* The [[Game Boy Advance]] 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 [[Atari Lynx]], [[Game Gear]], [[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?
* Handhelds that always had backlights, such as the [[Atari Lynx]], [[Game Gear]], [[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?
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== Action Adventure ==
== Action Adventure ==


* For 200% map completion in ''[[Castlevania]] [[Castlevania Harmony of Dissonance|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.
* For 200% map completion in ''[[Castlevania]] [[Castlevania: Harmony of Dissonance|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.
* ''[[Castlevania Circle of the Moon]]'' 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.
* ''[[Castlevania: Circle of the Moon]]'' 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 [[Mis Blamed|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.
** ''Circle of the Moon'' and its color issues are often [[Mis Blamed|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.
** ''[[Harmony of Dissonance]]'' attempted to correct this by having much more color saturation and giving Juste Belmont a blue glow that <s>had no plot justification whatsoever</s> is hand-waved by stating in [[All There in the Manual|the supplementary guides]] that the Belmont and Belnades bloodlines mixed sometime shortly after Castlevania I, giving Juste magical powers including the glow.
** ''[[Harmony of Dissonance]]'' attempted to correct this by having much more color saturation and giving Juste Belmont a blue glow that <s>had no plot justification whatsoever</s> is hand-waved by stating in [[All There in the Manual|the supplementary guides]] that the Belmont and Belnades bloodlines mixed sometime shortly after Castlevania I, giving Juste magical powers including the glow.
*** As an aside, this plus a nonsensical [[An Interior Designer Is You|room decoration subquest]] has resulted in Juste Belmont having a reputation as far and away the most Fabulous member of the Belmont clan.
*** As an aside, this plus a nonsensical [[An Interior Designer Is You|room decoration subquest]] has resulted in Juste Belmont having a reputation as far and away the most Fabulous member of the Belmont clan.
* Some complained that the GBA port of ''[[The Legend of Zelda a Link To The Past]]'' made the cracks in the wall you had to break through occasionally too hard to see.
* Some complained that the GBA port of ''[[The Legend of Zelda: A Link to the Past]]'' made the cracks in the wall you had to break through occasionally too hard to see.
** At least they let you play with the SNES palette.
** At least they let you play with the SNES palette.
* Inverted with the [[Boktai]] series. 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. Afterall 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 [[SP 1]] with the backlight turned off) the screen and colors are best in direct sunlight.
* Inverted with the [[Boktai]] series. 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. Afterall 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 [[SP 1]] with the backlight turned off) the screen and colors are best in direct sunlight.
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== Driving Game ==
== Driving Game ==


* ''[[F Zero]]: Maximum Velocity'', one of the earliest GBA games, used an extremely high contrast between the road and the scenery. No matter how badly you were lighted, you could ''always'' see the road.
* ''[[F-Zero]]: Maximum Velocity'', one of the earliest GBA games, used an extremely high contrast between the road and the scenery. No matter how badly you were lighted, you could ''always'' see the road.


== Platform Game ==
== Platform Game ==
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* ''[[Final Fantasy Tactics Advance]]'' 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!
* ''[[Final Fantasy Tactics Advance]]'' 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 ''[[The Legend of Zelda the Minish Cap]]'', ''[[Sonic Advance]] 3'', ''[[Doom]]'', ''[[The Legend of Spyro]]: A New Beginning'', the GBA displays for ''[[Final Fantasy Crystal Chronicles]]'', and even the [[Pocket NES]] emulator.
** As did ''[[The Legend of Zelda: The Minish Cap]]'', ''[[Sonic Advance]] 3'', ''[[Doom]]'', ''[[The Legend of Spyro]]: A New Beginning'', the GBA displays for ''[[Final Fantasy Crystal Chronicles]]'', and even the [[Pocket NES]] emulator.


{{reflist}}
{{reflist}}

Revision as of 05:52, 9 April 2014

Different viewing media affect how colors look on them, but also are even further affected by how the medium is lit.

There are three main types of lighting that apply here:

  • 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).

There are different ways to make the light, but those just change the exact look of the colors. Those three types change the contrast. Different colors wash other colors out depending on the setup.

One effect of this is that in a presentation, you would likely use different colors for the same graphs, depending on whether a graph is on printed paper, or on a PowerPoint slide.

Where this is particularly prevalent is in gaming, especially if you are playing on a handheld. Take the Game Boy line.

  • The original Game Boy 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 Neo Geo Pocket. There was, however, a short-lived Game Boy Light which came with an electro-luminicent screen; however, it was a power guzzler, and it never left Japan.
  • The Game Boy Color didn't have a light, but a full color scheme. Some games were also dark on light, such as Pokémon Gold and Silver/Crystal and the ports of Dragon Quest I, II, and III. Other games were light on dark, particularly NES ports. Same with the Neo Geo Pocket Color. There were, however, a lot of unofficial lights that could plug in the Link Cable port.
  • The Game Boy Advance 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 Atari Lynx, Game Gear, 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?

See also Who Forgot the Lights?.

Examples of Back That Light Up include:


Action Adventure

  • For 200% map completion in Castlevania 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.
  • Castlevania: Circle of the Moon 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 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.
    • Harmony of Dissonance attempted to correct this by having much more color saturation and giving Juste Belmont a blue glow that had no plot justification whatsoever is hand-waved by stating in the supplementary guides that the Belmont and Belnades bloodlines mixed sometime shortly after Castlevania I, giving Juste magical powers including the glow.
      • As an aside, this plus a nonsensical room decoration subquest has resulted in Juste Belmont having a reputation as far and away the most Fabulous member of the Belmont clan.
  • Some complained that the GBA port of The Legend of Zelda: A Link to the Past made the cracks in the wall you had to break through occasionally too hard to see.
    • At least they let you play with the SNES palette.
  • Inverted with the Boktai series. 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. Afterall 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 SP 1 with the backlight turned off) the screen and colors are best in direct sunlight.

Driving Game

  • F-Zero: Maximum Velocity, one of the earliest GBA games, used an extremely high contrast between the road and the scenery. No matter how badly you were lighted, you could always see the road.

Platform Game

Role Playing Game