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* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES]] [[FanNickname top loader]] (aka the NES-101 model) released in 1993 (a few years after the Super NES was already launched), which converted the console from a front-loading VCR-like design to a more conventional top-loading design and came packaged with a redesigned version of the controller (NES-039) that more closely resemble its Super NES counterpart (hence the dogbone nickname) rather than the original's rectangular design. The top-loading design made the cartridge insertion much more robust, cutting down on the old "flashing light" problem caused by bent connector pins. However, a manufacturing error caused most units of the remodeled NES to ship with faulty video output that causes faint vertical lines (or jailbars) to always appear on-screen. On top of that, this new unit only accepted video output via RF modulation, as it lacked the RCA output jacks from the original NES-001 model. Nintendo produced a revised version of the top-loader that fixed the jailbar effect with a new motherboard and replaced the RF output with the same multi-AV port used by the Super NES, but this revision was only distributed as a replacement unit to consumers who shipped their faulty top loaders to Nintendo for repairs, making it sought-after among collectors.

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* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES]] [[FanNickname top loader]] (aka the NES-101 model) released in 1993 (a few years after the Super NES was already launched), which converted the console from a front-loading VCR-like design to a more conventional top-loading design and came packaged with a redesigned version of the controller (NES-039) that more closely resemble its Super NES counterpart (hence the dogbone nickname) rather than the original's rectangular design. The top-loading design made the cartridge insertion much more robust, cutting down on the old "flashing light" problem caused by bent connector pins. However, a manufacturing error caused most units of the remodeled NES to ship with faulty video output that causes faint vertical lines (or jailbars) to always appear on-screen. On top of that, this new unit only accepted video output via RF modulation, as it lacked the RCA output jacks from the original NES-001 model. Nintendo produced a revised version of the top-loader that fixed the jailbar effect with a new motherboard and replaced the RF output with the same multi-AV port used by the Super NES, NES (and later by the N64 and [=GameCube=], but this revision was only distributed as a replacement unit to consumers who shipped their faulty top loaders to Nintendo for repairs, making it sought-after among collectors.



** Years before the release of the New Famicom in 1993, Sharp released a series of officially-licensed Famicom-compatible devices in Japan such as the Sharp [=C1=] in 1983 (a TV monitor with built-in Famicom console), the Twin Famicom in 1986 (a Famicom console with a built-in Disk System that already featured composite video output via RCA jacks) and the Famicom Titler in 1989 (a Famicom console designed specifically for editing gameplay footage and offered S-video output). Sharp also a released a TV set with built-in NES control deck for the U.S. market known as the Game Television.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997 known as the SNS-101 model. Besides its smaller design, the main differences between it and the original SNS-001 model was the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview add-on ended up supporting) and the fact that the SNS-101 has no support for S-Video and RGB output (at least not without internal modding). This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the console came with a slightly revised version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite this, the shapes and colors of the ABXY buttons still differed with the US-released controllers).

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** Years before the release of the New Famicom in 1993, Sharp released a series of officially-licensed Famicom-compatible devices in Japan such as the Sharp [=C1=] in 1983 (a TV monitor with built-in Famicom console), the Twin Famicom in 1986 (a Famicom console with a built-in Disk System that already featured composite video output via RCA jacks) and the Famicom Titler in 1989 (a Famicom console designed specifically for editing gameplay footage and offered S-video output). Sharp also a released a TV set with built-in NES control deck for the U.S. market known as the Game Television.
Television in 1989.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997 known as the SNS-101 model.model (also referred to as the "New-Style Super NES"). Besides its smaller design, the main differences between it and the original SNS-001 model was the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview add-on ended up supporting) and the fact that the SNS-101 has no support for S-Video and RGB output (at least not without internal modding). This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the console came with a slightly revised version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite this, the shapes and colors of the ABXY buttons still differed with the US-released controllers).



* The [[UsefulNotes/OtherSegaSystems SG-1000]], Sega's very first game console launched in 1983, was itself a consolized version of their SC-3000 personal computer launched at the same time. The main difference between the two is that the SC-3000 has an integrated keyboard, while the SG-1000 has a hardwired Atari-style joystick. Otherwise, both hardware are essentially identical internally and the SG-1000 can be turned into a personal computer with the SK-1100 keyboard, allowing it to utilize the same peripherals and programming software as the SC-3000 in addition to game catridges. A second model of the console was released in 1984 known as the SG-1000 II (a.k.a. the Mark II), which replaced the hardwired joystick with a pair of detachable Famicom-style joypads that can be stored on the side. The outer design of the SG-1000 II would end up being used (with slight changes) for Sega's succeeding console in 1985, the Sega Mark III (a.k.a. the SG-1000 [=M3=]), which is improved upon the SG-1000's specifications by adding an upgraded video processing unit and a built-in IC card slot (for Sega [=MyCard=] games that required the [=CardCatcher=] adapter on prior models). The Sega Mark III would go on to serve as the basis for the [[UsefulNotes/SegaMasterSystem Master System]] in 1986, Sega's first game console in the west.
** Incidentally the Master System would be released in Japan as a relaunched version of the Sega Mark III in 1987. However, this Japanese version of the console differs from the earlier western models by replacing the reset button on the power base with a turbo fire switch (which eliminated the possibility of accidentally resetting your game when trying to hit pause, a much welcomed benefit) and adding built-in support for the Sega [=3D=] Glasses without the need of the card slot adapter, as well as an integrated FM sound chip for games that supported it (which was sold separately as an upgrade module for the Mark III in Japan and never released in the west).

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* The [[UsefulNotes/OtherSegaSystems SG-1000]], Sega's very first game console launched in 1983, was itself a consolized version of their SC-3000 personal computer launched at the same time. The main difference between the two is that the SC-3000 has an integrated keyboard, while the SG-1000 has a hardwired Atari-style joystick. Otherwise, both hardware are essentially identical internally and the SG-1000 can be turned into a personal computer with the SK-1100 keyboard, allowing it to utilize the same peripherals and programming software as the SC-3000 in addition to game catridges.cartridges. A second model of the console was released in 1984 known as the SG-1000 II (a.k.a. the Mark II), which replaced the hardwired joystick with a pair of detachable Famicom-style joypads that can be stored on the side. The outer design of the SG-1000 II would end up being used (with slight changes) for Sega's succeeding console in 1985, the Sega Mark III (a.k.a. the SG-1000 [=M3=]), which is improved upon the SG-1000's specifications by adding an upgraded video processing unit and a built-in IC card slot (for Sega [=MyCard=] games that required the [=CardCatcher=] adapter on prior models). The Sega Mark III would go on to serve as the basis for the [[UsefulNotes/SegaMasterSystem Master System]] in 1986, Sega's first game console in the west.
** Incidentally In turn, the Master System would be released in Japan as a relaunched version of the Sega Mark III (referred to as the Mark IV internally) in 1987. However, this Japanese version of the console differs from the earlier western models by replacing the reset button on the power base with a turbo fire switch (which eliminated the possibility of accidentally resetting your game when trying to hit pause, a much welcomed benefit) and adding built-in support for the Sega [=SegaScope=] [=3D=] Glasses without the need of for the card slot adapter, as well as an integrated FM sound chip for games that supported it (which was sold separately as an upgrade module for the Mark III in Japan and never released in the west).



** In addition to the stand-alone Mega Drive/Genesis consoles, there were also a few hybrid models that have an integrated Mega CD/Sega CD unit, similar to the aforementioned Duo models of the PC Engine/[=TurboGrafx-16=]. The first of these hybrid consoles was the Wondermega, released exclusively in Japan in 1992 by both, Sega and JVC, with the Sega-branded version being the rarer of the two variants. The original Wondermega featured a built-in MIDI and microphone ports, allowing it to function as a MIDI synthesizer and as a karaoke machine as well. This was followed by the Wondermega [=M2=] in 1993, which featured a more compact design and removed the MIDI support, but still retained the karaoke functionality. This was the same model that was released in the U.S. as the [=X'Eye=] the same year. Afterward came the Sega-produced Genesis [=CDX=] (or Multi-Mega), released in North America and Europe in 1994, which lacks the karaoke support of the X'Eye, but has a much more compact design and an LED display, allowing it to function as a portable CD player. The last (and rarest) of these hybrid units, the Aiwa [=CSD-GM1=], released in limited quantities in 1994 in Japan, features an integrated an audio cassette player and functions as a portable radio.

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** In addition to the stand-alone Mega Drive/Genesis consoles, there were also a few hybrid models that have an integrated Mega CD/Sega CD unit, similar to the aforementioned Duo models of the PC Engine/[=TurboGrafx-16=]. The first of these hybrid consoles was the Wondermega, released exclusively in Japan in 1992 by both, both Sega and JVC, with the Sega-branded version being the rarer of the two variants. The original Wondermega featured a built-in MIDI and microphone ports, allowing it to function as a MIDI synthesizer and as a karaoke machine as well. This was followed by the Wondermega [=M2=] in 1993, which featured a more compact design and removed the MIDI support, but still retained the karaoke functionality. This was the same model that was released in the U.S. as the [=X'Eye=] the same year. Afterward came the Sega-produced Genesis [=CDX=] (or Multi-Mega), released in North America and Europe in 1994, which lacks the karaoke support of the X'Eye, but has a much more compact design and an LED display, allowing it to function as a portable CD player. The last (and rarest) of these hybrid units, the Aiwa [=CSD-GM1=], released in limited quantities in 1994 in Japan, features an integrated an audio cassette player and functions as a portable radio.
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** It got not one, not two, but three redesigns in 1989. The first one, the PC Engine [=CoreGrafx=], was essentially a recolored version of the original white PC Engine, but with the RF output replaced with composite A/V. The second model, the PC Engine Shuttle, was marketed towards younger players with its spaceship-like design and unique variant of the [=TurboPad=] controller, but lacked the CD-ROM expansion port in order to reduce cost. The third and last of these models was the PC Engine [=SuperGrafx=], which featured an extra video chip and more RAM. The [=SuperGrafx=] was intended to be a premium model meant to run exclusive games in addition to standard [=HuCards=] (similar to the later [=PS4=] Pro), but because the hardware advantage offered by the [=SuperGrafx=] was not significant enough to make much of a difference in performance, only a handful of [=SuperGrafx=]-specific games were produced (most notably a port of Capcom's ''[[VideoGame/GhostsAndGoblins Ghouls 'n Ghosts]]'') and many games that were planned for it were ultimately released as regular [=HuCards=] or [=CD-ROMs=]. Later variations of the console include the [=CoreGrafx II=] (a recolored version of the original [=CoreGrafx=]), the PC Engine GT (a handheld version released as the Turbo Express in the U.S.) and the PC Engine LT (another handheld variant, but with a laptop-inspired design and an expansion port for CD-ROM support).

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** It got not one, not two, but three redesigns in 1989. The first one, the PC Engine [=CoreGrafx=], was essentially a recolored version of the original white PC Engine, but with the RF output replaced with composite A/V. The second model, the PC Engine Shuttle, was marketed towards younger players with its spaceship-like design and unique variant of the [=TurboPad=] controller, but lacked the CD-ROM expansion port in order to reduce cost. The third and last of these models was the PC Engine [=SuperGrafx=], which featured an extra video chip and more RAM. The [=SuperGrafx=] was intended to be a premium model meant to run exclusive games in addition to standard [=HuCards=] (similar to the later [=PS4=] Pro), but because the hardware advantage offered by the [=SuperGrafx=] was not significant enough to make much of a difference in performance, only a handful of [=SuperGrafx=]-specific games were produced (most notably a port of Capcom's ''[[VideoGame/GhostsAndGoblins ''[[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]'') and many games that were planned for it were ultimately released as regular [=HuCards=] or [=CD-ROMs=]. Later variations of the console include the [=CoreGrafx II=] (a recolored version of the original [=CoreGrafx=]), the PC Engine GT (a handheld version released as the Turbo Express in the U.S.) and the PC Engine LT (another handheld variant, but with a laptop-inspired design and an expansion port for CD-ROM support).
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* The UsefulNotes/{{PlayStation 3}} had numerous models. Successive models following the launch [=CECHA00=] model upgraded the hard drive capacity, but at the same time reduced some features that some users didn't take too kindly to. This affected backwards compatibility for [=PS2=] discs ([=PS1=] discs still work on all models), media card slots, USB ports, among others.
** The CECH-2000 series was eventually launched in 2009, which featured a smaller form factor (hence the "[=PS3=] Slim" nickname) and added support for Dolby [=TrueHD=] and DTS-HD Master Audio bitstreaming, as well as synchronization with BRAVIA TV sets with the XMB. However, support for [=PS2=] discs was dropped though, with backwards compatibility limited to downloadable games available on the PS Store (Super Audio CD compatibility had already been dropped with the third and final generation of the original "Fat" model). [=PS1=] disc support is still present, though, via software emulation. It most notably came along with a major brand redesign, moving the banner on the box art from the left edge to the top, changing the brand colours from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 Spider-Man]]''-style font in favor of an abbreviated [=PS3=] logo. These changes were intentionally reminiscent of the incredibly popular [=PlayStation=] 2, and all remain to this day.
** The CECH-4000 series was even smaller than the Slim models (hence the "Super Slim" nickname) and replaced the motorized disc drive in favour of a top loading design with a sliding disc cover. Some versions of the super slim (specifically the [=CECH-4XXXA=] models) feature [=12GB=] of flash memory instead of a hard drive as its default memory storage.
* The UsefulNotes/PlayStationPortable was redesigned as the PSP-2000 (aka the "Slim & Lite"), gaining a better screen and TV-Out capability along with losing some weight. The PSP-3000 was later announced, the main changes apparently being a better analog stick and a microphone for Skype. The PSP Go (the [=N1000=] model) removed the UMD slot in order to reduce cost and push downloadable media, making it the first portable gaming console that does not use physical media. But after a couple years of lacklustre sales, the PSP Go was finally discontinued in 2011. Sony did try to get into the mobile market with the Xperia Play, but that also fell short. Another cost-reduced model that was exclusive to Europe, the PSP Street (the [=E1000=] model) took the opposite approach in the sense that it retained the UMD slot, but removed its Wi-Fi capabilities, making it a strictly offline device.

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* The UsefulNotes/{{PlayStation 3}} had numerous models. Successive models following the launch [=CECHA00=] model upgraded the hard drive capacity, but at the same time reduced some features that some users didn't take too kindly to. This affected backwards compatibility for [=PS2=] discs ([=PS1=] discs still work on all models), media card slots, and USB ports, among others.
** The CECH-2000 series was eventually launched in 2009, which featured a smaller form factor (hence the "[=PS3=] Slim" nickname) and added support for Dolby [=TrueHD=] and DTS-HD Master Audio bitstreaming, as well as HDMI-CEC synchronization (intended to be paired with Sony's BRAVIA TV sets sets, so their remotes could work with the XMB. [=PS3=]'s XMB). However, support for [=PS2=] discs was dropped though, dropped, with backwards compatibility limited to downloadable games available on the PS Store (Super Audio CD compatibility had already been dropped with the third and final generation of the original "Fat" model). [=PS1=] disc support is still present, though, via software emulation. It most notably came along with a major brand redesign, moving the banner on the box art from the left edge to the top, changing the brand colours colors from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 Spider-Man]]''-style font in favor of an abbreviated [=PS3=] logo. These changes were intentionally reminiscent of the incredibly popular [=PlayStation=] 2, and all remain to this day.
** The CECH-4000 series was even smaller than the Slim models (hence the "Super Slim" nickname) and replaced the motorized disc drive in favour favor of a top loading design with a sliding disc cover. Some versions of the super slim (specifically the [=CECH-4XXXA=] models) feature [=12GB=] of flash memory instead of a hard drive as its default memory storage.
* The UsefulNotes/PlayStationPortable was redesigned as the PSP-2000 (aka the "Slim & Lite"), gaining a better screen and TV-Out capability along with losing some weight.weight and the IR port that was never officially used. The PSP-3000 was later announced, the main changes apparently being a better analog stick and a microphone for Skype. The PSP Go (the [=N1000=] model) removed the UMD slot in order to reduce cost and push downloadable media, making it the first portable gaming console that does not use physical media. But after a couple years of lacklustre sales, the PSP Go was finally discontinued in 2011. Sony did try to get into the mobile market with the Xperia Play, but that also fell short. Another cost-reduced model that was exclusive to Europe, the PSP Street (the [=E1000=] model) took the opposite approach in the sense that it retained the UMD slot, but removed its Wi-Fi capabilities, making it a strictly offline device.
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* The Roku line of streaming devices has undergone so many changes and renditions since 2008 it's impossible to keep track of it all. They keep shrinking the entry-level Express device to the point that it's ''smaller than the remote''; conversely, the top-of-the-line Roku Ultra has stayed at the same size and shape, roughly resembling a small plate, for the past couple years.
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* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997 known as the SNS-101 model. Besides its smaller design, the main differences between it and the original SNS-001 model was the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview add-on ended up supporting) and the fact that the SNS-101 has no support for S-Video and RGB output (at least not without internal modding). This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the console came with a slightly revised version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite the fact that the shapes and colors of the ABXY buttons still differed between regions).

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* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997 known as the SNS-101 model. Besides its smaller design, the main differences between it and the original SNS-001 model was the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview add-on ended up supporting) and the fact that the SNS-101 has no support for S-Video and RGB output (at least not without internal modding). This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the console came with a slightly revised version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite the fact that this, the shapes and colors of the ABXY buttons still differed between regions).with the US-released controllers).
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* The first model of the UsefulNotes/ThreeDOInteractiveMultiplayer was the FZ-1 model by Panasonic, also known as the [=3DO=] REAL, which retailed at $699 when it launched in 1993 due to the fact that the [=3DO=] System wasn't technically a Panasonic product - they simply had the technology licensed out from the The [=3DO=] Company, who wished to make it an industry standard in the same sense VHS was for movies. Despite the the fact that [=3DO=] standard failed to take the industry by storm, there were still quite a few versions put out by other licensees such as Sanyo's TRY model that was available only in Japan and Goldstar's ALIVE model. Panasonic eventually released a cost-reduced model known as the FZ-10 in 1995 in order to compete with the [=PlayStation=] and Sega Saturn, which replaced the front-loading tray with a top-loading one.

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* The first model While there were multiple [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] consoles made by different hardware manufacturers, as the concept behind the platform was to make it a licensable standard for videogame consoles in the same way that VHS tapes and DVD players were to home video, Creator/{{Panasonic}} was the only company to end up making two different models of the UsefulNotes/ThreeDOInteractiveMultiplayer was [=3DO=]. Their first model, the FZ-1 model by Panasonic, also known as the [=3DO=] REAL, which or [=3DO REAL=], retailed at $699 when it launched in 1993 due to the fact that the [=3DO=] System wasn't technically and had a front-loading disc tray. Panasonic product - they simply had the technology licensed out from the The [=3DO=] Company, who wished to make it an industry standard in the same sense VHS was for movies. Despite the the fact that [=3DO=] standard failed to take the industry by storm, there were still quite a few versions put out by other licensees such as Sanyo's TRY model that was available only in Japan and Goldstar's ALIVE model. Panasonic eventually released a cost-reduced the slimmer and more affordable FZ-10 model known as the FZ-10 in 1995 1995, which featured a top-loading disc tray, in order a last-ditch attempt to compete with against the newly-launched [=PlayStation=] and Sega Saturn, which replaced the front-loading tray with a top-loading one.Saturn consoles.
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* The first model of the UsefulNotes/3DOInteractiveMultiplayer was the FZ-1 model by Panasonic, also known as the [=3DO=] REAL, which retailed at $699 when it launched in 1993 due to the fact that the [=3DO=] System wasn't technically a Panasonic product - they simply had the technology licensed out from the The [=3DO=] Company, who wished to make it an industry standard in the same sense VHS was for movies. Despite the the fact that [=3DO=] standard failed to take the industry by storm, there were still quite a few versions put out by other licensees such as Sanyo's TRY model that was available only in Japan and Goldstar's ALIVE model. Panasonic eventually released a cost-reduced model known as the FZ-10 in 1995 in order to compete with the [=PlayStation=] and Sega Saturn, which replaced the front-loading tray with a top-loading one.

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* The first model of the UsefulNotes/3DOInteractiveMultiplayer UsefulNotes/ThreeDOInteractiveMultiplayer was the FZ-1 model by Panasonic, also known as the [=3DO=] REAL, which retailed at $699 when it launched in 1993 due to the fact that the [=3DO=] System wasn't technically a Panasonic product - they simply had the technology licensed out from the The [=3DO=] Company, who wished to make it an industry standard in the same sense VHS was for movies. Despite the the fact that [=3DO=] standard failed to take the industry by storm, there were still quite a few versions put out by other licensees such as Sanyo's TRY model that was available only in Japan and Goldstar's ALIVE model. Panasonic eventually released a cost-reduced model known as the FZ-10 in 1995 in order to compete with the [=PlayStation=] and Sega Saturn, which replaced the front-loading tray with a top-loading one.
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* The UsefulNotes/GameBoy was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones, and replaced the 2-inch greenscale screen with a slightly larger grayscale one. In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. However, it required two AA batteries rather than two AAA ones and would have its runtime shortened by 40% with the backlight on. The UsefulNotes/GameBoyColor, launched a few months later worldwide, lacked the backlight, but upgraded the hardware capabilities to allow colored graphics on par with the original NES (hence the name). Because the Color was designed to play its own exclusive cartridges in addition to standard and Color-enhanced cartridges, most people count it as its own platform, despite Nintendo officially marketing it as a revision and the internal hardware being not all that different from previous monochrome-only models.

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* The UsefulNotes/GameBoy was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones, and replaced the 2-inch greenscale screen with a slightly larger grayscale one. In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. However, it required two AA batteries rather than two AAA ones and would have its runtime shortened by 40% with the backlight on. The UsefulNotes/GameBoyColor, launched a few months later worldwide, lacked the backlight, but upgraded the hardware capabilities to allow colored graphics on par with the original NES (hence the name). Because the Color was designed to play its own exclusive cartridges in addition to standard and Color-enhanced cartridges, most people count it as its own platform, despite Nintendo officially marketing classifying it as a revision (counting its sales numbers along with those of the previous Game Boy models) and the internal hardware being not all that different from previous monochrome-only models.
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* Inverted with the IBM XT/286, which was a repackaging of the IBM AT in an older design of case: that of its predecessor, the XT.
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** Another notable example would be Felicity prior to [=BeForever=] where her meet outfit was changed to a lavender one in 2005, and illustrations from her meet book were edited to reflect the change.
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* The original UsefulNotes/{{PlayStation}} underwent numerous slighty revisions, with each model having many internal and external changes, most notably the removal of the RCA output jacks in the [=SCPH-5500=] series, followed by the parallel I/O port in the [=SCPH-9000=] series. The console eventually received a smaller model in 2000, rechristened the PS One (aka the SCPH-100 series), that was designed to reduce the overheating issues that the previous models occasionally ran into. This was done so by replacing the internal power supply that the original SCPH-1000 series used with an external power supply, as well as removing the reset button and the serial I/O port required for the Link Cable (which was supported primarily by racing games). This resulted in the PS One becoming so small (only slightly larger than a CD case) that, with a portable LCD screen add-on, it makes for a decent portable system, assuming you can find an outlet for the AC adapter.

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* The original UsefulNotes/{{PlayStation}} underwent numerous slighty subtle revisions, with each model having many internal and external changes, most notably the removal of the RCA output jacks in the [=SCPH-5500=] series, followed by the parallel I/O port in the [=SCPH-9000=] series. The console eventually received a smaller model in 2000, rechristened the PS One (aka the SCPH-100 series), that was designed to reduce the overheating issues that the previous models occasionally ran into. This was done so by replacing the internal power supply that the original SCPH-1000 series used with an external power supply, as well as removing the reset button and the serial I/O port required for the Link Cable (which was supported primarily by racing games). This resulted in the PS One becoming so small (only slightly larger than a CD case) that, with a portable LCD screen add-on, it makes for a decent portable system, assuming you can find an outlet for the AC adapter.



* The UsefulNotes/{{PlayStation 2}} received a slimmer redesign as well starting with the SCPH-70000 series launched on 2004, which was slimmer than a DVD case, but lacked the expansion bay for the Hard Disk Drive add-on from the SCPH-30000 and 50000 series (although, it did have a built-in ethernet port for online gaming). In Japan it also got a "media hub" makeover as the [=PSX=] (no relation to how to the original [=PlayStation=] was [[FanNickname abbreviated]] before it was numbered), which featured an internal hard drive, digital video recording capability, and an early version of the [=XrossMediaBar=] (the same OS later used for the PSP and [=PS3=]).

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* The UsefulNotes/{{PlayStation 2}} received a slimmer redesign as well starting with the SCPH-70000 series launched on 2004, which was slimmer than a DVD case, but lacked the expansion bay for the Hard Disk Drive add-on from the SCPH-30000 and 50000 series (although, it did have a built-in ethernet Ethernet port for online gaming). In Japan it also got a "media hub" makeover as the [=PSX=] (no relation to how to the original [=PlayStation=] was [[FanNickname abbreviated]] before it was numbered), which featured an internal hard drive, digital video recording capability, and an early version of the [=XrossMediaBar=] (the same OS UI later used for the PSP and [=PS3=]).



** The CECH-2000 series was eventually launched in 2009, which featured a smaller form factor (hence the "[=PS3=] Slim" nickname) and added support for Dolby [=TrueHD=] and DTS-HD Master Audio bitstreaming, as well as synchronization with BRAVIA TV sets with the XMB. However, support for [=PS2=] discs was dropped though, with backwards compatibility limited to downloadable games available on the PS Store (Super Audio CD compatibility had already been dropped with the third and final generation of the original "Fat" model). [=PS1=] disc support is still present, though, via software emulation. It most notably came along with a major brand redesign, moving the banner on the boxart from the left edge to the top, changing the brand colours from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 Spider-Man]]''-style fonts in favor of an abbreviated [=PS3=] logo. These changes were intentionally reminiscent of the incredibly popular [=PlayStation=] 2, and all remain to this day.
** The CECH-4000 series was even smaller than the Slim models (hence the "Super Slim" nickname) and replaced the motorized disc drive in favor of a top loading design with a sliding disc cover. Some versions of the super slim (specifically the [=CECH-4XXXA=] models) feature [=12GB=] of flash memory instead of a hard drive as its default memory storage.
* The UsefulNotes/PlayStationPortable was redesigned as the PSP-2000 (aka the "Slim & Lite"), gaining a better screen and TV-Out capability along with losing some weight. The PSP-3000 was later announced, the main changes apparently being a better analog stick and a microphone for Skype. PSP Go (the [=N1000=] model) removed the UMD slot in order to reduce cost and push downloadable media, making it the first portable gaming console that does not use physical media. But after a couple years of lackluster sales, PSP Go was finally discontinued in 2011. Sony did try to get into the mobile market with the Xperia Play, but that also fell short. Another cost-reduced model that was exclusive to Europe, the PSP Street (the [=E1000=] model) took the opposite approach in the sense that it retained the UMD slot, but removed its wi-fi capabilities, making it a strictly offline device.

to:

** The CECH-2000 series was eventually launched in 2009, which featured a smaller form factor (hence the "[=PS3=] Slim" nickname) and added support for Dolby [=TrueHD=] and DTS-HD Master Audio bitstreaming, as well as synchronization with BRAVIA TV sets with the XMB. However, support for [=PS2=] discs was dropped though, with backwards compatibility limited to downloadable games available on the PS Store (Super Audio CD compatibility had already been dropped with the third and final generation of the original "Fat" model). [=PS1=] disc support is still present, though, via software emulation. It most notably came along with a major brand redesign, moving the banner on the boxart box art from the left edge to the top, changing the brand colours from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 Spider-Man]]''-style fonts font in favor of an abbreviated [=PS3=] logo. These changes were intentionally reminiscent of the incredibly popular [=PlayStation=] 2, and all remain to this day.
** The CECH-4000 series was even smaller than the Slim models (hence the "Super Slim" nickname) and replaced the motorized disc drive in favor favour of a top loading design with a sliding disc cover. Some versions of the super slim (specifically the [=CECH-4XXXA=] models) feature [=12GB=] of flash memory instead of a hard drive as its default memory storage.
* The UsefulNotes/PlayStationPortable was redesigned as the PSP-2000 (aka the "Slim & Lite"), gaining a better screen and TV-Out capability along with losing some weight. The PSP-3000 was later announced, the main changes apparently being a better analog stick and a microphone for Skype. The PSP Go (the [=N1000=] model) removed the UMD slot in order to reduce cost and push downloadable media, making it the first portable gaming console that does not use physical media. But after a couple years of lackluster lacklustre sales, the PSP Go was finally discontinued in 2011. Sony did try to get into the mobile market with the Xperia Play, but that also fell short. Another cost-reduced model that was exclusive to Europe, the PSP Street (the [=E1000=] model) took the opposite approach in the sense that it retained the UMD slot, but removed its wi-fi Wi-Fi capabilities, making it a strictly offline device.



* The UsefulNotes/PlayStation4 has had not one, but ''two'' new models launched in 2016. One is the CUH-2000 (nicknamed the [=PS4 Slim=], but simply marketed as the [=PS4=]), a slightly thinner and rounder model of the standard [=PS4=] with a quieter ventilator and no support for optical audio. The second model is the [=PS4 Pro=] (the CUH-7000 series), a roughly 50% thicker model (as in three slate-like structures instead of two) that outputs [=4K=] video and improved quality for [=PlayStation VR=], among other hardware revisions (such as a faster CPU). Despite Sony's push for Blu-ray format with the [=PS3=], the [=PS4=] Pro does not support Ultra HD Blu-ray discs.

to:

* The UsefulNotes/PlayStation4 has had not one, but ''two'' new models launched in 2016. One is the CUH-2000 (nicknamed the [=PS4 Slim=], but simply marketed as the [=PS4=]), a slightly thinner and rounder model of the standard [=PS4=] with a quieter ventilator and no support for optical audio. The second model is the [=PS4 Pro=] (the CUH-7000 series), a roughly 50% thicker model (as in three slate-like structures instead of two) that outputs [=4K=] video and improved quality for [=PlayStation VR=], among other hardware revisions (such as a faster CPU). Despite Ironically enough, despite Sony's push for Blu-ray format with the [=PS3=], the [=PS4=] Pro does not support Ultra HD Blu-ray discs.



* The UsefulNotes/SegaDreamcast received a limited-edition black "SEGA Sports" model that came prepackaged with two games, and another model, the Diver 2000 CX-1, could best be described as a CRT television with a Dreamcast built into it (and it was designed to look like [[VideoGame/SonicTheHedgehog Sonic's head]]!).

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* The UsefulNotes/SegaDreamcast received a limited-edition black "SEGA Sports" model that came prepackaged with two games, and another model, the Diver 2000 CX-1, could best be described as a CRT television with a Dreamcast built into it (and it was designed to look like [[VideoGame/SonicTheHedgehog Sonic's head]]!). Other than the latter two models, there was also an internal revision which dropped support for the MIL-CD format, which never saw use outside of Japan besides pirate and homebrew releases.

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** The Hyundai Grace and Galloper, which are licence-built copies of the Mitsubishi Delica and Pajero respectively, both received facelifts later in their lifespan. While the new fascia and tail lights did more or less blend in with the Grace, this was sadly not the case with the Galloper as the rounded front end did not make sense in comparison to the boxier, early 80s-era body derived from the first-generation Pajero.



* The [[Literature/AmericanGirlsCollection American Girl]] dolls received a number of outfit changes both with the Historical and contemporary lineup. While refreshed meet outfits for the Truly Me dolls are to be expected to align with contemporary children's fashions, the most infamous of these is the [=BeForever=] reboot which changed the historical dolls' wardrobes in hopes that they would appeal more to current tastes, which was released to mixed reception at worst.

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* The [[Literature/AmericanGirlsCollection American Girl]] dolls received a number of outfit changes both with the Historical and contemporary lineup. While refreshed meet outfits for the Truly Me dolls are to be expected to align with contemporary children's fashions, the most infamous of these is the [=BeForever=] reboot which changed the historical dolls' wardrobes in hopes that they would appeal more to current tastes, which was released to mixed reception at worst.worst, with some fans complaining that they look either too anachronistic or gaudy.
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* The [[Literature/AmericanGirlsCollection American Girl]] dolls received a number of outfit changes both with the Historical and contemporary lineup. The most infamous of these is the [=BeForever=] reboot which changed the historical dolls' wardrobes in hopes that they would appeal more to current tastes.

to:

* The [[Literature/AmericanGirlsCollection American Girl]] dolls received a number of outfit changes both with the Historical and contemporary lineup. The While refreshed meet outfits for the Truly Me dolls are to be expected to align with contemporary children's fashions, the most infamous of these is the [=BeForever=] reboot which changed the historical dolls' wardrobes in hopes that they would appeal more to current tastes.tastes, which was released to mixed reception at worst.

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* The UsefulNotes/XboxOne received its first facelift at E3 2016 as the 'Xbox One S', a white, 40% smaller system that includes 4K video support (including support for Ultra HD Blu-ray, something that curiously the [=PS4=] Pro lacked, despite Sony's investment in the Blu-ray format) and an internal power supply (rather than requiring a bulky power brick), among other improvements. However, aside from some marginal performance improvement, the Xbox One S was still in its core just a slimmer less expensive version of the standard Xbox One. That's where the Xbox One X comes in. Officially unveiled at E3 2017 after being teased in the previous year's show, the Xbox One X (formerly Project Scorpio) is an enhanced model designed specifically for 4K gaming that features a faster CPU, more RAM and a 6 teraflops GPU (in contrast to the 4.2 teraflops of the [=PS4=] Pro), while somehow being smaller than the Xbox One S (which itself is already smaller than the launch Xbox One). It is also much more expensive than the Xbox One S with a [=$499=] price tag, hence why the Xbox One S will still be offered as the standard model.

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* The UsefulNotes/XboxOne received its first facelift at E3 2016 as the 'Xbox One S', a white, 40% smaller system that includes 4K video support (including support for Ultra HD Blu-ray, something that curiously the [=PS4=] Pro lacked, despite Sony's investment in the Blu-ray format) and an internal power supply (rather than requiring a bulky power brick), among other improvements. However, aside from some marginal performance improvement, the Xbox One S was still in its core just a slimmer less expensive version of the standard Xbox One. That's where the Xbox One X comes in. Officially unveiled at E3 2017 after being teased in the previous year's show, the Xbox One X (formerly (codenamed Project Scorpio) is an enhanced model designed specifically for 4K gaming that features a faster CPU, more RAM and a 6 teraflops GPU (in contrast to the 4.2 teraflops of the [=PS4=] Pro), while somehow being smaller than the Xbox One S (which itself is already smaller than the launch Xbox One). It is also much more expensive than the Xbox One S with a [=$499=] price tag, hence why the Xbox One S will still be offered as the standard model.



* Creator/LeapFrog has done this with the [=LeapFrog=] Epic, having released variants of the Android-powered educational tablet such as the Academy Edition and the [=LeapPad=] Academy, all of which were essentially identical to the base Epic save for a different silicone bumper and the Academy programme being bundled with the later edition tablets.



[[folder:Non-video games]]

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[[folder:Non-video games]]game examples]]



* When Amstrad ran out of 3" floppy drives for their PCW wordprocessors, they switched to 3.5" drives. The 9512 case didn't need many tweaks to accommodate these, and the result was called 9512+. The older 8000-series models were redesigned to match the 9512, the result becoming the 9256.

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* When Amstrad ran out of 3" floppy drives for their PCW wordprocessors, word processors, they switched to 3.5" drives. The 9512 case didn't need many tweaks to accommodate these, and the result was called 9512+. The older 8000-series models were redesigned to match the 9512, the result becoming the 9256.


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* The [[Literature/AmericanGirlsCollection American Girl]] dolls received a number of outfit changes both with the Historical and contemporary lineup. The most infamous of these is the [=BeForever=] reboot which changed the historical dolls' wardrobes in hopes that they would appeal more to current tastes.
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* The UsefulNotes/NintendoSwitch's big selling point was that it could be used as either a home console or a handheld. When it came time to make a second model, Nintendo decided to drop this functionality and make it a pure handheld. By not having to include the components for separate controllers, TV output, or features like rumble and an infrared camera, the Switch Lite was able to shave off a decent amount of size and weight -- and $100 off its sale price.

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* The UsefulNotes/NintendoSwitch's big selling point was that it could be used as either a home console or a handheld. When it came time to make a second model, Nintendo decided to drop this functionality and make it a pure handheld. handheld, calling it the Nintendo Switch Lite. By not having to include the components for separate controllers, TV output, or features like the detachable Joy-cons (such as rumble and an infrared camera, camera) and the Dock for TV output, the Switch Lite was able to shave off a decent amount of size and weight -- and $100 off its sale price.
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* The UsefulNotes/SegaDreamcast received a limited-edition black "SEGA Sports" model that came prepackaged with two games, and another model, the Diver 2000 CX-1, could best be described as a CRT television with a Dreamcast built into it (and it was designed to look like [[Franchise/SonicTheHedgehog Sonic's head]]!).

to:

* The UsefulNotes/SegaDreamcast received a limited-edition black "SEGA Sports" model that came prepackaged with two games, and another model, the Diver 2000 CX-1, could best be described as a CRT television with a Dreamcast built into it (and it was designed to look like [[Franchise/SonicTheHedgehog [[VideoGame/SonicTheHedgehog Sonic's head]]!).

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* The UsefulNotes/NintendoSwitch's big selling point was that it could be used as either a home console or a handheld. When it came time to make a second model, Nintendo decided to drop this functionality and make it a pure handheld. By not having to include the components for separate controllers, TV output, or features like rumble and an infrared camera, the Switch Lite was able to shave off a decent amount of size and weight -- and $100 off its sale price.



* Because Nintendo's portables have always been consistently popular due to the lack of any serious competition, unlike their home consoles, each of them has saw multiple designs, with some of them going as far as to actually enhance the actual hardware capabilities long before the likes of the [=PS4=] and Xbox One did the same with their Pro and X revisions respectively.
** The UsefulNotes/GameBoy was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones, and replaced the 2-inch greenscale screen with a slightly larger grayscale one. In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. However, it required two AA batteries rather than two AAA ones and would have its runtime shortened by 40% with the backlight on. The UsefulNotes/GameBoyColor, launched a few months later worldwide, lacked the backlight, but upgraded the hardware capabilities to allow colored graphics on par with the original NES (hence the name). Because the Color was designed to play its own exclusive cartridges in addition to standard and Color-enhanced cartridges, most people count it as its own platform, despite Nintendo officially marketing it as a revision and the internal hardware being not all that different from previous monochrome-only models.
** The UsefulNotes/GameBoyAdvance was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=] and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS family. The SP also added a frontlight that could be toggled on and off with a button. Similarly to the Game Boy Light, activating the frontlight would shorten the SP's runtime from 18 hours to a mere 10 (the later AGS-101 revision added a backlight as well for much clearer visuals). Two years later, the Game Boy Micro would come out at the same time as the original Nintendo DS. It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels, but lacked support for original Game Boy and Game Boy Color cartridges (much like the original Nintendo DS). As the name implies, it was also significantly smaller than all previous Game Boy models, being smaller than even an NES controller.
** The UsefulNotes/NintendoDS was followed by the Nintendo DS Lite, which was a smaller and more energy-efficient version of the portable. Then came the Nintendo [=DSi=], which added an internal camera and wi-fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit), but removed the GBA cartridge slot. Finally, there's the [=DSi=] XL, which is a ''larger'' version of the [=DSi=], made predominantly for use by [[CoolOldGuy seniors who could benefit from a bigger screen and different lighting]]. It's an interesting sign of the change in Nintendo's target demographic from the time of the DS Lite release to the XL's.
** The UsefulNotes/Nintendo3DS was followed by a bigger model called the Nintendo [=3DS=] XL and then with a kid-friendlier, hingeless version called the Nintendo 2DS, which removes the [=3D=] visual effects (a "feature" aimed at kids whose eyes could be damaged by staring at the effect for too long, [[NeverNeedsSharpening believe or not]]). They followed it up with the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL, which were upgraded models similar to the [=DSi=] in the sense that they have some better tech under the hood, specifically a faster processor (which helps cut down on load times), stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, some games (both retail cards and downloads from the [=eShop=]) are incompatible with the original 3DS (such as ''Xenoblade Chronicles [=3D=]'' or ''Fire Emblem Warriors''), or have certain features available only on the New [=3DS=] (such as the [=3D=] display mode in ''Hyrule Warriors Legends''). The latest to come out is the New Nintendo [=2DS=] XL, which ditches hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=] minus the 3D display.

to:

* Because Nintendo's portables have always been consistently popular due to the lack of any serious competition, unlike their home consoles, each of them has saw multiple designs, with some of them going as far as to actually enhance the actual hardware capabilities long before the likes of the [=PS4=] and Xbox One did the same with their Pro and X revisions respectively.
** * The UsefulNotes/GameBoy was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones, and replaced the 2-inch greenscale screen with a slightly larger grayscale one. In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. However, it required two AA batteries rather than two AAA ones and would have its runtime shortened by 40% with the backlight on. The UsefulNotes/GameBoyColor, launched a few months later worldwide, lacked the backlight, but upgraded the hardware capabilities to allow colored graphics on par with the original NES (hence the name). Because the Color was designed to play its own exclusive cartridges in addition to standard and Color-enhanced cartridges, most people count it as its own platform, despite Nintendo officially marketing it as a revision and the internal hardware being not all that different from previous monochrome-only models.
** * The UsefulNotes/GameBoyAdvance was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=] and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS family. The SP also added a frontlight that could be toggled on and off with a button. Similarly to the Game Boy Light, activating the frontlight would shorten the SP's runtime from 18 hours to a mere 10 (the later AGS-101 revision added a backlight as well for much clearer visuals). Two years later, the Game Boy Micro would come out at the same time as the original Nintendo DS. It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels, but lacked support for original Game Boy and Game Boy Color cartridges (much like the original Nintendo DS). As the name implies, it was also significantly smaller than all previous Game Boy models, being smaller than even an NES controller.
** * The UsefulNotes/NintendoDS was followed by the Nintendo DS Lite, which was a smaller and more energy-efficient version of the portable. Then came the Nintendo [=DSi=], which added an internal camera and wi-fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit), but removed the GBA cartridge slot. Finally, there's the [=DSi=] XL, which is a ''larger'' version of the [=DSi=], made predominantly for use by [[CoolOldGuy seniors who could benefit from a bigger screen and different lighting]]. It's an interesting sign of the change in Nintendo's target demographic from the time of the DS Lite release to the XL's.
** * The UsefulNotes/Nintendo3DS was followed by a bigger model called the Nintendo [=3DS=] XL and then with a kid-friendlier, hingeless version called the Nintendo 2DS, which removes the [=3D=] visual effects (a "feature" aimed at kids whose eyes could be damaged by staring at the effect for too long, [[NeverNeedsSharpening believe or not]]). They followed it up with the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL, which were upgraded models similar to the [=DSi=] in the sense that they have some better tech under the hood, specifically a faster processor (which helps cut down on load times), stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, some games (both retail cards and downloads from the [=eShop=]) are incompatible with the original 3DS (such as ''Xenoblade Chronicles [=3D=]'' or ''Fire Emblem Warriors''), or have certain features available only on the New [=3DS=] (such as the [=3D=] display mode in ''Hyrule Warriors Legends''). The latest to come out is the New Nintendo [=2DS=] XL, which ditches hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=] minus the 3D display.
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* The [[UsefulNotes/AppleII Apple IIe]] received a "platinum edition" in 1987, with the case color and logo more in line with the UsefulNotes/AppleMacintosh design at the time.
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* In 1986, the UsefulNotes/Commodore 64 was reissued in a sleeker, smaller case, which resembled the Commodore 128. Due to its smaller size, it was dubbed the Commodore 64C.

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* In 1986, the UsefulNotes/Commodore 64 UsefulNotes/Commodore64 was reissued in a sleeker, smaller case, which resembled the Commodore 128. Due to its smaller size, it was dubbed the Commodore 64C.
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Added DiffLines:

* In 1986, the UsefulNotes/Commodore 64 was reissued in a sleeker, smaller case, which resembled the Commodore 128. Due to its smaller size, it was dubbed the Commodore 64C.
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** The CECH-2000 series was eventually launched in 2009, which featured a smaller form factor (hence the "[=PS3=] Slim" nickname) and added support for Dolby [=TrueHD=] and DTS-HD Master Audio bitstreaming, as well as synchronization with BRAVIA TV sets with the XMB. However, support for [=PS2=] discs was dropped though, with backwards compatibility limited to downloadable games available on the PS Store. [=PS1=] disc support is still present, though. It most notably came along with a major brand redesign, moving the banner on the boxart from the left edge to the top, changing the brand colours from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 Spider-Man]]''-style fonts in favor of an abbreviated [=PS3=] logo. These changes were intentionally reminiscent of the incredibly popular [=PlayStation=] 2, and all remain to this day.

to:

** The CECH-2000 series was eventually launched in 2009, which featured a smaller form factor (hence the "[=PS3=] Slim" nickname) and added support for Dolby [=TrueHD=] and DTS-HD Master Audio bitstreaming, as well as synchronization with BRAVIA TV sets with the XMB. However, support for [=PS2=] discs was dropped though, with backwards compatibility limited to downloadable games available on the PS Store. Store (Super Audio CD compatibility had already been dropped with the third and final generation of the original "Fat" model). [=PS1=] disc support is still present, though.though, via software emulation. It most notably came along with a major brand redesign, moving the banner on the boxart from the left edge to the top, changing the brand colours from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 Spider-Man]]''-style fonts in favor of an abbreviated [=PS3=] logo. These changes were intentionally reminiscent of the incredibly popular [=PlayStation=] 2, and all remain to this day.
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[[quoteright:300:[[UsefulNotes/NintendoEntertainmentSystem https://static.tvtropes.org/pmwiki/pub/images/nes_console_set.jpg]]]]
[[quoteright:300:[[UsefulNotes/NintendoEntertainmentSystem https://static.tvtropes.org/pmwiki/pub/images/1200px_nes_101_console_set.jpg]]]]

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[[quoteright:300:[[UsefulNotes/NintendoEntertainmentSystem https://static.tvtropes.org/pmwiki/pub/images/nes_console_set.jpg]]]]
org/pmwiki/pub/images/nes.png]]]]
[[quoteright:300:[[UsefulNotes/NintendoEntertainmentSystem https://static.tvtropes.org/pmwiki/pub/images/1200px_nes_101_console_set.jpg]]]]org/pmwiki/pub/images/nintendo_nes_101_toploader_console.png]]]]
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->''Nintendo taught me it's okay to be self-conscience about my appearance since they obviously were with the [[UsefulNotes/Nintendo3DS 3DS]] after changing it like 12 times.''

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->''Nintendo taught me it's okay to be self-conscience self-conscious about my appearance since they obviously were with the [[UsefulNotes/Nintendo3DS 3DS]] after changing it like 12 times.''
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* The UsefulNotes/{{Xbox}} was one of the only systems to do this with a ''controller'' exclusively; after the backlash received for the [[ThatsNoMoon launch controller]] over its girth (earning it the FanNickname The Duke), Microsoft created an S controller for the Japanese market, who have smaller hands. The S controller then quietly replaced the original and [[OrwellianEditor Microsoft pretended the original never existed]]... until 2018 when they supported a re-release of the controller for the Xbox One for nostalgia.

to:

* The UsefulNotes/{{Xbox}} was one of the only systems to do this with a ''controller'' exclusively; after the backlash received for the [[ThatsNoMoon launch controller]] over its girth (earning it the FanNickname The Duke), "The Duke"), Microsoft created an S controller for the Japanese market, who have smaller hands. The S controller then quietly replaced the original and [[OrwellianEditor [[CanonDiscontinuity Microsoft pretended the original never existed]]... until 2018 when they supported a re-release of the controller for the Xbox One for nostalgia.



* The UsefulNotes/XboxOne received its first facelift at E3 2016 as the 'Xbox One S', a white, 40% smaller system that includes 4K video support (including support for Ultra HD Blu-ray, something that curiously the [=PS4=] Pro lacked, despite Sony's investment in the Blu-ray format) and an internal power supply (rather than requiring a bulky power brick), among other improvements. However, aside from some marginal performance improvement, the Xbox One S was still in its core just a slimmer less expensive version of the standard Xbox One. That's where the Xbox One X comes in. Officially unveiled at E3 2017 after being teased in the previous year's show, the Xbox One X (formerly Project Scorpio) is an enhanced model designed specifically for [=4k=] gaming that features a faster CPU, more RAM and a 6 teraflops GPU (in contrast to the 4.2 teraflops of the [=PS4=] Pro), while somehow being smaller than the Xbox One S (which itself is already smaller than the launch Xbox One). It is also much more expensive than the Xbox One S with a [=$499=] price tag, hence why the Xbox One S will still be offered as the standard model.

to:

* The UsefulNotes/XboxOne received its first facelift at E3 2016 as the 'Xbox One S', a white, 40% smaller system that includes 4K video support (including support for Ultra HD Blu-ray, something that curiously the [=PS4=] Pro lacked, despite Sony's investment in the Blu-ray format) and an internal power supply (rather than requiring a bulky power brick), among other improvements. However, aside from some marginal performance improvement, the Xbox One S was still in its core just a slimmer less expensive version of the standard Xbox One. That's where the Xbox One X comes in. Officially unveiled at E3 2017 after being teased in the previous year's show, the Xbox One X (formerly Project Scorpio) is an enhanced model designed specifically for [=4k=] 4K gaming that features a faster CPU, more RAM and a 6 teraflops GPU (in contrast to the 4.2 teraflops of the [=PS4=] Pro), while somehow being smaller than the Xbox One S (which itself is already smaller than the launch Xbox One). It is also much more expensive than the Xbox One S with a [=$499=] price tag, hence why the Xbox One S will still be offered as the standard model.
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->''Nintendo taught me it's okay to be self-conscience about my appearance since they obviously were with the [[UsefulNotes/Nintendo3DS 3DS]] after changing it like 12 times.''
-->-- '''WebVideo/ScottTheWoz''', ''[[https://www.youtube.com/watch?v=1shtj40kjQw Console Redesigns]]''
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* The UsefulNotes/SegaSaturn had two main models released: the launch HST-3200 model featured oval-shaped power and reset buttons along [=LEDs=] for power and access, while the HST-3220 model released in 1996 removed the [=LEDs=] and replaced the oval power and reset buttons into round ones. In Japan these two models were distinguished by the color of their cases: the Model 1 consoles have gray casing with blue power/reset/eject buttons, while the Model 2 consoles have white casing with a red eject button and gray power/reset buttons. The standard-issue controller was also recolored to match the consoles, with the Model 2 controller having the ABC buttons now colored green, yellow and blue (and the start button was red). In the U.S. and Europe, Sega made no distinction between the two models, having released both of them in black casing, although the Model 2 consoles in the west did come with a black version of the Japanese-style controller instead of the crappily-redesigned U.S. controller.

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* The UsefulNotes/SegaSaturn had two main models released: the launch HST-3200 model featured oval-shaped power and reset buttons along [=LEDs=] for power and access, while the HST-3220 model released in 1996 removed the [=LEDs=] and replaced the oval power and reset buttons into round ones. In Japan these two models were distinguished by the color of their cases: the Model 1 consoles have gray casing with blue power/reset/eject buttons, while the Model 2 consoles have white casing with a red eject button and gray power/reset buttons. The standard-issue controller was also recolored to match the consoles, with the Model 2 controller having the ABC buttons now colored green, yellow and blue (and (the shoulder buttons and the start button was were red). In the U.S. and Europe, Sega made no distinction between the two models, having released both of them in black casing, although the Model 2 consoles in the west did come with a black version of the Japanese-style controller instead of the crappily-redesigned U.S. controller.

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* The [[UsefulNotes/OtherSegaSystems SG-1000]], Sega's very first game console launched in 1983, was itself a consolized version of their SC-3000 personal computer launched at the same time. The main difference between the two is that the SC-3000 has an integrated keyboard, while the SG-1000 has a hardwired Atari-style joystick. Otherwise, both hardware are essentially identical internally and the SG-1000 can be turned into a personal computer with the SK-1100 keyboard, allowing it to utilize the same peripherals and programming software as the SC-3000 in addition to game catridges. A second model of the console was released in 1984 known as the SG-1000 II (a.k.a. the Mark II), which replaced the hardwired joystick with a pair of detachable Famicom-style joypads that can be stored on the side. The outer design of the SG-1000 II would end up being used (with slight changes) for Sega's succeeding console in 1985, the Sega Mark III (a.k.a. the SG-1000 [=M3=]), which is improved upon the SG-1000's specifications by adding an upgraded video processing unit and a built-in IC card slot (for Sega My Card games that required the Card Catcher adapter on prior models). The Sega Mark III would go on to serve as the basis for the [[UsefulNotes/SegaMasterSystem Master System]] in 1986, Sega's first game console in the west.

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* The [[UsefulNotes/OtherSegaSystems SG-1000]], Sega's very first game console launched in 1983, was itself a consolized version of their SC-3000 personal computer launched at the same time. The main difference between the two is that the SC-3000 has an integrated keyboard, while the SG-1000 has a hardwired Atari-style joystick. Otherwise, both hardware are essentially identical internally and the SG-1000 can be turned into a personal computer with the SK-1100 keyboard, allowing it to utilize the same peripherals and programming software as the SC-3000 in addition to game catridges. A second model of the console was released in 1984 known as the SG-1000 II (a.k.a. the Mark II), which replaced the hardwired joystick with a pair of detachable Famicom-style joypads that can be stored on the side. The outer design of the SG-1000 II would end up being used (with slight changes) for Sega's succeeding console in 1985, the Sega Mark III (a.k.a. the SG-1000 [=M3=]), which is improved upon the SG-1000's specifications by adding an upgraded video processing unit and a built-in IC card slot (for Sega My Card [=MyCard=] games that required the Card Catcher [=CardCatcher=] adapter on prior models). The Sega Mark III would go on to serve as the basis for the [[UsefulNotes/SegaMasterSystem Master System]] in 1986, Sega's first game console in the west.



** Curiously, the SG-1000 and SG-1000 II (along with the SC-3000), as well as the Mark III and Master System, are all counted as separate platforms by Sega in Japan, despite sharing the same hardware and software. This is why the Mega Drive had the codename Mark V during development.

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** Curiously, the SG-1000 and SG-1000 II (along with the SC-3000), as well as the Mark III and Master System, are all counted as separate platforms by Sega in Japan, despite sharing the same hardware and software. This is why the Mega Drive had the codename Mark V during development.development (the Saturn was Mark VI-- one of the reasons for the name, the other being previous/concurrent Sega console projects had planet-themed codenames).



* The [[UsefulNotes/SegaGenesis Mega Drive/Genesis]] underwent through three basic designs, not counting the various minor revisions and later consoles-on-a-chip. After the original model, there was the first redesign in 1993, known as the Mega Drive 2 in Japan and Europe and sold simply as the Genesis (without the Sega prefix) in North America. It lacked the headphone jack and volume slider that was on front of the original model, as well as the DE-9 port of the back (which only the Japan-only Mega Modem add-on ended up supporting). The Genesis 3 was released in 1997 exclusively in North America as a budget console by Majesco and has an even more compact design due to the removal of the expansion port and simplified internal components. Unfortunately this made the Genesis 3 incompatible with the Sega CD and [=32X=] add-ons, as well as certain games such as ''Virtua Racing'' and ''Gargoyles''.

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* The [[UsefulNotes/SegaGenesis Mega Drive/Genesis]] underwent through three basic designs, not counting the various minor revisions and later consoles-on-a-chip. After the original model, there was the first redesign in 1993, known as the Mega Drive 2 in Japan and Europe and sold simply as the Genesis Core System (without the Sega prefix) in North America. It lacked the headphone jack and volume slider that was on front of the original model, as well as the DE-9 port of the back (which only the Japan-only Mega Modem add-on ended up supporting). The Genesis 3 was released in 1997 exclusively in North America as a budget console by Majesco and has an even more compact design due to the removal of the expansion port and simplified internal components. Unfortunately this made the Genesis 3 incompatible with the Sega CD and [=32X=] add-ons, as well as certain games such as ''Virtua Racing'' and ''Gargoyles''.



* The UsefulNotes/SegaSaturn had two main models released: the launch HST-3200 model featured oval-shaped power and reset buttons along [=LEDs=] for power and access, while the HST-3220 model released in 1996 removed the [=LEDs=] and replaced the oval power and reset buttons into round ones. In Japan these two models were distinguished by the color of their cases: the Model 1 consoles have gray casing with blue power/reset/eject buttons, while the Model 2 consoles have white casing with a red eject button and gray power/reset buttons. The standard-issue controller was also recolored to match the consoles, with the Model 2 controller having the ABC buttons now colored green, yellow and blue. In the U.S. and Europe, Sega made no distinction between the two models, having released both of them in black casing, although the Model 2 consoles in the west did come with a black version of the Japanese-style controller instead of the redesigned U.S. controller.
* The UsefulNotes/SegaDreamcast received a limited-edition black "SEGA Sports" model that came prepackaged with two games, and another model, the Diver 2000 CX-1, could best be described as a CRT television with a Dreamcast built into it.

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* The UsefulNotes/SegaSaturn had two main models released: the launch HST-3200 model featured oval-shaped power and reset buttons along [=LEDs=] for power and access, while the HST-3220 model released in 1996 removed the [=LEDs=] and replaced the oval power and reset buttons into round ones. In Japan these two models were distinguished by the color of their cases: the Model 1 consoles have gray casing with blue power/reset/eject buttons, while the Model 2 consoles have white casing with a red eject button and gray power/reset buttons. The standard-issue controller was also recolored to match the consoles, with the Model 2 controller having the ABC buttons now colored green, yellow and blue.blue (and the start button was red). In the U.S. and Europe, Sega made no distinction between the two models, having released both of them in black casing, although the Model 2 consoles in the west did come with a black version of the Japanese-style controller instead of the redesigned crappily-redesigned U.S. controller.
** Said white-colored model may have influenced the design of the Dreamcast (especially the 3D Control Pad, which directly led to the Dreamcast controller's design), and it was also partially responsible for the creation of ''Advertising/SegataSanshiro''.
* The UsefulNotes/SegaDreamcast received a limited-edition black "SEGA Sports" model that came prepackaged with two games, and another model, the Diver 2000 CX-1, could best be described as a CRT television with a Dreamcast built into it.it (and it was designed to look like [[Franchise/SonicTheHedgehog Sonic's head]]!).

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[[folder:Atari]]
* The original UsefulNotes/Atari2600 had a wood look to it that was popular in the 1970s. Throughout the 1980s it had various versions that kept the design intact while having slight differences. In 1986 the 2600 was modernized as a smaller, black looking system similar to the UsefulNotes/Atari7800 and marketed as a budget console that could play classic games. This model has been given the FanNickname of the "Atari Jr".
* The original 1982 model of the UsefulNotes/Atari5200 uses a rather unconventional switchbox in which the console's power was not provided through a power outlet, but by using the TV's own power supply instead, the idea being that it was more convenient to simply have the console and TV set shared the same socket on a power outlet. This proved to be more trouble than it was worth and the 1983 model ended up using a more conventional AC adapter instead. This new model also added backwards compatibility with 2600 cartridges through an adapter, but reduced the number of controller ports from four to two.
[[/folder]]

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[[folder:Atari]]
* The original UsefulNotes/Atari2600 had a wood look to it that was popular in the 1970s. Throughout the 1980s it had various versions that kept the design intact while having slight differences. In 1986 the 2600 was modernized as a smaller, black looking system similar to the UsefulNotes/Atari7800 and marketed as a budget console that could play classic games. This model has been given the FanNickname of the "Atari Jr".
* The original 1982 model of the UsefulNotes/Atari5200 uses a rather unconventional switchbox in which the console's power was not provided through a power outlet, but by using the TV's own power supply instead, the idea being that it was more convenient to simply have the console and TV set shared the same socket on a power outlet. This proved to be more trouble than it was worth and the 1983 model ended up using a more conventional AC adapter instead. This new model also added backwards compatibility with 2600 cartridges through an adapter, but reduced the number of controller ports from four to two.
[[/folder]]


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** Curiously, the SG-1000 and SG-1000 II (along with the SC-3000), as well as the Mark III and Master System, are all counted as separate platforms by Sega in Japan, despite sharing the same hardware and software. This is why the Mega Drive had the codename Mark V during development.


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[[folder:Other Hardware Manufacturers]]
* The original UsefulNotes/Atari2600 had a wood look to it that was popular in the 1970s. Throughout the 1980s it had various versions that kept the design intact while having slight differences. In 1986 the 2600 was modernized as a smaller, black looking system similar to the UsefulNotes/Atari7800 and marketed as a budget console that could play classic games. This model has been given the FanNickname of the "Atari Jr".
* The first model of the UsefulNotes/3DOInteractiveMultiplayer was the FZ-1 model by Panasonic, also known as the [=3DO=] REAL, which retailed at $699 when it launched in 1993 due to the fact that the [=3DO=] System wasn't technically a Panasonic product - they simply had the technology licensed out from the The [=3DO=] Company, who wished to make it an industry standard in the same sense VHS was for movies. Despite the the fact that [=3DO=] standard failed to take the industry by storm, there were still quite a few versions put out by other licensees such as Sanyo's TRY model that was available only in Japan and Goldstar's ALIVE model. Panasonic eventually released a cost-reduced model known as the FZ-10 in 1995 in order to compete with the [=PlayStation=] and Sega Saturn, which replaced the front-loading tray with a top-loading one.
*The UsefulNotes/NeoGeoPocket and the UsefulNotes/{{Wonderswan}} got their respective Color revisions in 1999 and 2000 respectively. Because of this, SNK skipped over the original Neo Geo Pocket in favor of the Color revision when they brought the platform to the west in 1999. The Wonderswan never left Japan in any of its forms.
[[/folder]]
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** The UsefulNotes/GameBoyAdvance was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=] and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS family. The SP also added a frontlight that could be toggled on and off with a button. Similarly to the Game Boy Light, activating the frontlight would shorten the SP's runtime from 18 hours to a mere 10 (the later AGS-101 revision added a backlight as well for much clearer visuals). Two years later, the Game Boy Micro would come out at the same time as the original Nintendo DS. Much like the Nintendo DS, the Micro lacked backwards compatibility with original Game Boy and Game Boy Color catridges, utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels. As the name implies, it was also significantly smaller than all previous Game Boy models, being roughly the size of an NES controller.
** The UsefulNotes/NintendoDS was followed by the Nintendo DS Lite, which was a smaller and more energy-efficient (albeit slightly more fragile) version of the portable. Then came the Nintendo [=DSi=], which added an internal camera and wi-fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit), but removed the GBA cartridge slot. Finally, there's the [=DSi=] XL, which is a ''larger'' version of the [=DSi=], made predominantly for use by [[CoolOldGuy seniors who could benefit from a bigger screen and different lighting]]. It's an interesting sign of the change in Nintendo's target demographic from the time of the DS Lite release to the XL's.

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** The UsefulNotes/GameBoyAdvance was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=] and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS family. The SP also added a frontlight that could be toggled on and off with a button. Similarly to the Game Boy Light, activating the frontlight would shorten the SP's runtime from 18 hours to a mere 10 (the later AGS-101 revision added a backlight as well for much clearer visuals). Two years later, the Game Boy Micro would come out at the same time as the original Nintendo DS. Much like the Nintendo DS, the Micro lacked backwards compatibility with original Game Boy and Game Boy Color catridges, It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels. levels, but lacked support for original Game Boy and Game Boy Color cartridges (much like the original Nintendo DS). As the name implies, it was also significantly smaller than all previous Game Boy models, being roughly the size of smaller than even an NES controller.
** The UsefulNotes/NintendoDS was followed by the Nintendo DS Lite, which was a smaller and more energy-efficient (albeit slightly more fragile) version of the portable. Then came the Nintendo [=DSi=], which added an internal camera and wi-fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit), but removed the GBA cartridge slot. Finally, there's the [=DSi=] XL, which is a ''larger'' version of the [=DSi=], made predominantly for use by [[CoolOldGuy seniors who could benefit from a bigger screen and different lighting]]. It's an interesting sign of the change in Nintendo's target demographic from the time of the DS Lite release to the XL's.
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* Because Nintendo's portables have always been consistently popular due to the lack of any serious competition, unlike their home consoles, each of them has been multiple designs, with some of them going as far as to actually enhance the capabilities of the internal hardware long before the likes of the [=PS4=] and Xbox One did the same with their Pro and X revisions respectively.
** The UsefulNotes/GameBoy was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones, and replaced the 2-inch greenscale screen with a slightly larger (and slightly easier to see) grayscale one. In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. However, it required two AA batteries rather than two AAA ones and would have its runtime shortened by 40% with the backlight on. The UsefulNotes/GameBoyColor, launched a few months later worldwide, lacked the backlight, but upgraded the hardware capabilities to allow colored graphics on par with the original NES (hence the name). Because the Game Boy Color was designed to play its own exclusive cartridges in addition to dual-compatible cartridges designed to also run on the previous monochrome models, most people count it as its own platform, despite Nintendo officially marketing it as a revision and the internal hardware being not all that different from previous models.

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* Because Nintendo's portables have always been consistently popular due to the lack of any serious competition, unlike their home consoles, each of them has been saw multiple designs, with some of them going as far as to actually enhance the actual hardware capabilities of the internal hardware long before the likes of the [=PS4=] and Xbox One did the same with their Pro and X revisions respectively.
** The UsefulNotes/GameBoy was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones, and replaced the 2-inch greenscale screen with a slightly larger (and slightly easier to see) grayscale one. In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. However, it required two AA batteries rather than two AAA ones and would have its runtime shortened by 40% with the backlight on. The UsefulNotes/GameBoyColor, launched a few months later worldwide, lacked the backlight, but upgraded the hardware capabilities to allow colored graphics on par with the original NES (hence the name). Because the Game Boy Color was designed to play its own exclusive cartridges in addition to dual-compatible cartridges designed to also run on the previous monochrome models, standard and Color-enhanced cartridges, most people count it as its own platform, despite Nintendo officially marketing it as a revision and the internal hardware being not all that different from previous monochrome-only models.

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