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Re:Gameboy CT scan – design lessons learned by ogogmad on Monday January 03, 2022 @06:22AM (#29779652)
> I got an Advance at release and the screen was really nice when I could strain my eyes enough to see anything.

I seem to remember you could get the picture to fill up the screen. I wouldn't be surprised if this introduced some artifacts though.

Re:Gameboy CT scan – design lessons learned by vanderZwan on Monday January 03, 2022 @06:59AM (#29779885)
I think GP is referring to the unlit, relatively low-contract LCD screen that was only readable in bright light conditions.

The SP was better, but only somewhat: it had a button for front-lit lighting so the image quality was still pretty mediocre. I presume to save battery life, since a back-lit would have lead to much more light loss.

Re:Gameboy CT scan – design lessons learned by max-m on Monday January 03, 2022 @07:18AM (#29780008)
A couple years after the GBA SP (AGS-001) a new revision of it, the AGS-101, came to market. That revision used a backlit screen and the toggle button allowed you to switch between a dim and bright backlight mode. If my memory serves right games on that revision looked like they would on the original Nintendo DS. Obviously battery life took a significant hit compared to playing on the AGS-001 with the frontlight disabled.
Re:Gameboy CT scan – design lessons learned by DrBoring on Monday January 03, 2022 @02:21PM (#29785080)
There was also the backlit Gameboy Light, which was only released in Japan. It was essentially a Gameboy Pocket with a electroluminescent back-light. It glowed green like those old Indiglo wrist watches.

I've got one, but sadly the LCD has a bunch of dead lines. Apparently, that can be repaired pretty easily.

https://en.wikipedia.org/wiki/Game_Boy_family#Game_Boy_Light

Re:Gameboy CT scan – design lessons learned by philistine on Monday January 03, 2022 @10:43AM (#29781834)
The AGS-101 was never advertised outside North America and stayed relatively unknown. I don't fault OP for not knowing about it.