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* This happened twice with Thomson 8-bit computers:
** The TO-7/70, introduced at the same time as the lower-end MO-5, was a minor upgrade and face-lift to the original TO-7 model. Along with more built-in RAM, improved colors and better light pen support, the case was mechanically improved, with the most obvious difference being the removal of a dangerous protruding heat sink.
** The MO-5E was an upgraded version of the MO-5 with the power supply and joystick expansion built in and a full-stroke keyboard instead of the MO-5's UsefulNotes/ZXSpectrum-like rubber keys. The E originally stood for "export," since the model was first released in West Germany with a QWERTY-layout keyboard instead of the AZERTY layout used by most French keyboards, including that of the eventual French version of the MO-5E.

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* This happened twice several times with Thomson 8-bit computers:
** The TO-7/70, [=TO7/70=], introduced at the same time as the lower-end MO-5, [=MO5=], was a minor upgrade and face-lift to the original TO-7 [=TO7=] model. Along with more built-in RAM, improved colors and better light pen support, the case was mechanically improved, with the most obvious difference being the removal of a dangerous protruding heat sink.
** The MO-5E [=MO5-E=] was an upgraded version of the MO-5 [=MO5=] with the power supply and joystick expansion built in and a full-stroke keyboard instead of the MO-5's [=MO5=]'s UsefulNotes/ZXSpectrum-like rubber keys. The E originally stood for "export," since the model was first released in West Germany with a QWERTY-layout keyboard instead of the AZERTY layout used by most French keyboards, including that of the eventual French version of the MO-5E.[=MO5-E=].
** The [=TO8-D=] was a minor variant of the [=TO8=] with a built-in floppy disk drive, eliminating the need to connect one externally.
** The [=MO5-NR=] is an inversion, being a [=MO6=]-level computer repackaged in a [=MO5-E=] case. It accordingly lacked the [=MO6=]'s built-in tape deck and printer port, but it also included an interface to the Leanord Nanoréseau network.
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* The UsefulNotes/NintendoSwitch:
** The Nintendo Switch Lite released in 2019. Serving as a budget model, it abandoned the hybrid format of the original Switch to become a pure handheld device; the controllers were built into the system with features like rumble and the infrared camera removed, and it cannot be placed in a Dock for TV output. The Lite also released alongside the more energy-efficient HAC-001 variant of original.
** The Nintendo Switch OLED released in 2021, and as the name implies, featured an OLED display. Additionally, it had 64GB of internal storage versus the 32GB of the other versions, enhanced audio, a magnesium alloy body instead of plastic, and a wider adjustable stand for tabletop mode. The OLED also came with a new dock that included a wired LAN port.

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* The UsefulNotes/NintendoSwitch:
** The Nintendo Switch Lite released in 2019. Serving as a budget model, it abandoned the hybrid format of the original Switch to become a pure handheld device; the controllers were built into the system with features like rumble and the infrared camera removed, and it cannot be placed in a Dock for TV output. The Lite also released alongside the A more energy-efficient HAC-001 variant version of original.
the original Switch (HAC-001) quietly replaced that system around the same time.
** The Nintendo Switch OLED released in 2021, and as the name implies, featured an OLED display.display instead of a LCD screen. Additionally, it had 64GB of internal storage versus the 32GB of the other versions, enhanced audio, a magnesium alloy body instead of plastic, and a wider adjustable stand for tabletop mode. The OLED also came with a new dock that included a wired LAN port.

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updated and merged Nintendo stuff


[[folder:Nintendo (home consoles)]]
* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES 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-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion 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 caused 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 (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 for repairs, making it sought-after among collectors.
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset (Albeit only in mono sound unlike the original NES), which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** 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 US market, known as the Game Television, in 1989.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997, known as the SNS-101 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 controllers).
** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14 and 21 inch sizes. Unlike the [=C1=] before it, only a few units were sold due to its price that time, making it sought after by collectors like the NES-101's AV-only version.
* A third-party version of the UsefulNotes/{{Nintendo GameCube}} by Panasonic, known as the Q, was released exclusively in Japan several months after the original console, with the ability to play both [=GameCube=] discs and video [=DVDs=]. However, it was commercially unsuccessful due to it costing more than the combined price of a regular [=GameCube=] console and a separate DVD player together. The DVD playback functioned separately from the [=GameCube=] functionality, despite using the same disc drive.
* Nintendo released the Wii Mini (the RVL-201 model), a compact redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray and lacked backwards compatibility with [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), the SD card slot, support for component cables and all online connectivity (which meant no way to download [=WiiWare=] and Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Remote Plus controller (a facelifted Wii Remote controller that also includes an integrated Wii Motion Plus sensor) and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much as the bundle itself).
* 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, calling it the Nintendo Switch Lite. By not having to include the components for the detachable Joy-cons (such as rumble and an infrared 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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[[folder:Nintendo (home consoles)]]
[[folder:Nintendo]]
* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES 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-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion 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 caused 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 (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 for repairs, making it sought-after among collectors.
UsefulNotes/NintendoEntertainmentSystem:
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset (Albeit only in mono sound unlike the original NES), which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** 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=], [=C1=] in 1983 (a TV monitor with a 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 a built-in NES control deck for the US market, known as the Game Television, in 1989.
* ** The [[UsefulNotes/SuperNintendoEntertainmentSystem page image is the NES-101, released in 1993 (a few years after the Super NES]] would get a compact redesign of NES was already launched), which converted the console from its own in 1997, front-loading, VCR-esque design to a more conventional top-loading design -- hence it's nickname as the "NES top loader" -- and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart, known as "the dogbone". The top-loading design was done to address the issue of the previous VCR design, cutting down on the old "flashing light" problem caused by bent connector pins. This new unit only accepted video output via RF modulation, lacking the RCA output jacks from the original NES-001 model; there existed a revised version of the top-loader that replaced the RF output with the same multi-AV port used by the SNES, but they were only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs.[[note]]Most units of the remodeled NES originally shipped with a faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen.[[/note]]
** Shortly after its release in North America, the top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom, with some slight changes to make room for the Disk System's RAM Adapter. Nicknamed the AV Famicom due to its selling point of supporting composite AV output (the original Famicom only supported RF), the system also swapped out the hardwired controller of the original Famicom for a pair of NES-style controller ports. The two included controllers lacked the built-in microphone of the original Famicom's second controller, but a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
* UsefulNotes/GameBoy:
** The original "brick" system 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 (giving it 10 hours of gameplay versus the original's 30 hours), and replaced the greenscale screen with a 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. The handheld required two AA batteries rather than two AAA ones, which give it approximately 12 gameplay hours with the backlight on and 20 hours with the light off.
** The UsefulNotes/GameBoyColor released in 1998 as well, and shared most of its hardware specifications with the Pocket. The main differences were a slightly smaller screen and (most importantly) colored graphics on par with the original NES/Famicom. It also developed a substantial library of exclusive GBC titles and "Color-enhanced" Game Boy games, resulting in a large number of fans considering it to be its own handheld rather than a revision.
* UsefulNotes/SuperNintendoEntertainmentSystem:
** The
SNS-101 model (also released in 1997, also referred to as the "New-Style Super NES"). NES" in the West and the "Super Famicom Jr." in Japan. Besides its smaller design, the main differences between it and the original SNS-001 model was were the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview UsefulNotes/{{Satellaview}} add-on ended up supporting) and the fact that the SNS-101 has no lack of support for S-Video and RGB output (at least not without internal modding).output. This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the The revised console also came with a slightly revised new 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 controllers).
logo.
** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14 14-inch and 21 inch sizes. Unlike 21-inch sizes, though the [=C1=] before it, only a exorbitant price of these [=TVs=] meant few units were sold sold.
* UsefulNotes/GameBoyAdvance:
** In 2003, the system 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 and 3DS families. The SP also added a frontlight that could be toggled on and off with a button; using the frontlight would shorten the SP's runtime from 18 hours to a mere 10 hours, and the later AGS-101 revision would swap it out for a backlight. The cartridge slot was moved to the bottom of the device -- which made playing motion control games such as ''VideoGame/WarioWare Twisted'' difficult
due to its price that time, making it sought them being built for earlier top-loading models -- and the headphone jack was removed entirely (prompting the release of an adapter).
** In 2005, the Game Boy Micro would come out a few months
after by collectors like the NES-101's AV-only version.
* A third-party version of
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 {{UsefulNotes/BackwardsCompatibility}} for original Game Boy and Game Boy Color cartridges. As the name implies, it was also significantly smaller than all previous Game Boy models, returning to a bar design and being smaller than even an NES controller.
*
UsefulNotes/{{Nintendo GameCube}} by Panasonic, saw a licensed third-person revision from Panasonic known as the Q, was "Q", released exclusively in Japan several months after the original console, with the ability to play both [=GameCube=] discs and video [=DVDs=]. However, it was commercially unsuccessful due to it costing and never left Japan.
* UsefulNotes/NintendoDS:
** In 2006, the original "phat" model was followed by the Nintendo DS Lite, which boasted a smaller and
more than the combined price of sleek appearance, a regular [=GameCube=] console longer-lasting battery, and brighter screens.
** The Nintendo [=DSi=] released in 2008, showcasing more RAM
and a separate DVD player together. The DVD playback functioned separately faster CPU. It also added both an internal and external 0.3-megapixel camera, and an SD slot for expanded storage and Wi-Fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit). However, the GBA cartridge slot was removed. A year later, the [=DSi=] XL released, which (as the name implies), was a larger variant with bigger screens, originally intended for use by [[CoolOldGuy seniors who could benefit from a bigger screen]] (hence why they came with an extra, larger pen-like stylus).
* UsefulNotes/{{Wii}}:
** A budget variant of
the Wii (model number RVL-101), sometimes known as the "Family Edition", was released in 2011. The revision removed all [=GameCube=] functionality, despite using including the same disc drive.
*
[=GameCube=] controller ports and memory card slots, and doesn't include a stand (the system is intended to be positioned horizontally, with the Wii logo re-positioned to match).
**
Nintendo released the Wii Mini (the RVL-201 model), (model number RVL-201), a compact compact, budget redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. United States and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray tray, and lacked backwards compatibility with in addition to removing [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), functionality, it removed the SD card slot, support for component cables and all online connectivity (preventing access to UsefulNotes/WiiWare, UsefulNotes/VirtualConsole, and online multiplayer).
* UsefulNotes/Nintendo3DS:
** The Nintendo [=3DS=] XL released in 2012, with the screens being 90% larger than the original 3DS.
** In 2013, a revision called the Nintendo 2DS released. Billed as an "entry-level" budget system for children, it used a hinge-less slate design and removes the stereoscopic [=3D=] capabilities of the handheld.
** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor
(which meant no way helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to download [=WiiWare=] accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Remote Plus controller (a facelifted Wii Remote controller that also includes an integrated Wii Motion Plus sensor) and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much SNES titles) or had New 3DS exclusive features (such as the bundle itself).
*
[=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').
**
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, New Nintendo decided to drop this functionality [=2DS=] XL released in 2017, a few months after the Nintendo Switch. The revision ditched the hingeless design of the original [=2DS=] and make it a pure handheld, calling it adds all the enhancements from the New [=3DS=], minus the 3D display.
* The UsefulNotes/NintendoSwitch:
** The
Nintendo Switch Lite. By not having to include Lite released in 2019. Serving as a budget model, it abandoned the components for hybrid format of the detachable Joy-cons (such as original Switch to become a pure handheld device; the controllers were built into the system with features like rumble and an the infrared camera) camera removed, and the it cannot be placed in a Dock for TV output, output. The Lite also released alongside the more energy-efficient HAC-001 variant of original.
** The Nintendo
Switch Lite was able to shave off a decent amount of size OLED released in 2021, and weight -- as the name implies, featured an OLED display. Additionally, it had 64GB of internal storage versus the 32GB of the other versions, enhanced audio, a magnesium alloy body instead of plastic, and $100 off its sale price.a wider adjustable stand for tabletop mode. The OLED also came with a new dock that included a wired LAN port.



[[folder:Nintendo (handhelds)]]
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 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.
* 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), but it was overall much better received because at least the games were actually visible on a more consistent basis (with the higher-quality graphics of GBA games benefiting especially well from a frontlight and backlight). The only real caveats aside from this is that the cartridge slot is on the bottom, which makes playing early motion control games difficult due to them being built for earlier top-loading Game Boy models (GBA motion control games like ''[=WarioWare: Twisted!=]'' had to include an auto-calibrate feature for this reason), and the headphone jack is removed entirely for no clear reason, leading Nintendo to release an adapter that plugs into the link cable port for SP owners. 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 only compatible with the New 3DS (such as ''Xenoblade Chronicles [=3D=]'' or ''Fire Emblem Warriors'' or even Virtual Console SNES titles), or have certain features not available on the standard [=3DS=] (such as the [=3D=] display mode in ''Hyrule Warriors Legends''). The latest to come out is the New Nintendo [=2DS=] XL, which ditches the hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=] minus the 3D display.
[[/folder]]

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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, the PC Engine Shuttle, was marketed towards younger players, with its spaceship-like design and unique variant of the [=TurboPad=] controller, but did away with 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. It 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=] wasn't 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/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 US), and the PC Engine LT (another handheld variant, but with a laptop-inspired design and an expansion port for CD-ROM support).
** The CD-ROM[[superscript:2]] add-on also underwent a revision as well. The original CD-ROM[[superscript:2]] System launched in 1988 (and later redesigned as the [=TurboGrafx-CD=] for the US in 1990), consists of three main components: the actual CD-ROM drive (which functioned as a portable audio CD player by itself), the interface unit that connects the CD drive to the console[[note]]The US version of the interface unit has a different design in order to accommodate the different shape of the [=TG16=] console.[[/note]] and the System Card (a [=HuCard=] that contained the BIOS required to play CD-ROM[[superscript:2]] games). NEC later released the Super System Card upgrade for the CD-ROM[[superscript:2]] System in 1991, which featured additional RAM and an updated BIOS required for Super CD-ROM[[superscript:2]] discs. But PC Engine owners who didn't already own the original CD-ROM[[superscript:2]] add-on could purchase the Super CD-ROM[[superscript:2]] System instead, which combined the CD-ROM drive, interface unit and Super System Card into one convenient unit.
** This culminated with the PC Engine Duo, a PC Engine console with built-in Super CD-ROM[[superscript:2]] unit that also launched in 1991 (it was released as the Turbo Duo in the US alongside the Super System Card in 1992). The original model has a headphone jack and a battery slot that allows it to be turned into a portable game console, with a separately available chargeable battery and a mini-LCD monitor. The PC Engine Duo-R was released in 1993, and had a different chassis (white instead of black), updated the NEC logo, and removed the headphone jack and battery slot to reduce manufacturing cost. The final model of the Duo (and consequently, the final model of the PC Engine ever), the PC Engine Duo-RX, was released in 1994, with some minor coloring changes from the Duo-R, an improved CD-ROM drive, and a six-button joypad in lieu of the standard two-button pad, in response to the popularity of fighting games as a result of ''VideoGame/StreetFighterII'''s success (curiously, it had no built-in support for Arcade Card games despite being launched after the release of that add-on, likely to keep manufacturing costs down).

to:

** 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, the PC Engine Shuttle, was marketed towards younger players, with its spaceship-like design and unique variant of the [=TurboPad=] controller, but did away with 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. It 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=] wasn't 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/GhostsNGoblins Ghouls 'n Ghosts]]''), Ghosts]]'' and the only game version of the anime ''Magical King Granzort''), 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 US), and the PC Engine LT (another handheld variant, but with a laptop-inspired design and an expansion port for CD-ROM support).
** The CD-ROM[[superscript:2]] add-on also underwent a revision as well. The original CD-ROM[[superscript:2]] System launched in 1988 (and later redesigned as the [=TurboGrafx-CD=] for the US in 1990), consists of three main components: the actual CD-ROM drive (which functioned as a portable audio CD player by itself), the interface unit that connects the CD drive to the console[[note]]The US version of the interface unit has a different design in order to accommodate the different shape of the [=TG16=] console.[[/note]] which [=YouTube=] gaming channel My Life in Gaming nicknamed it "The Briefcase" due to looking like one when closed, and the System Card (a [=HuCard=] that contained the BIOS required to play CD-ROM[[superscript:2]] games). NEC later released the Super System Card upgrade for the CD-ROM[[superscript:2]] System in 1991, which featured additional RAM and an updated BIOS required for Super CD-ROM[[superscript:2]] discs. But PC Engine owners who didn't already own the original CD-ROM[[superscript:2]] add-on could purchase the Super CD-ROM[[superscript:2]] System instead, which combined the CD-ROM drive, interface unit and Super System Card into one convenient unit.
** This culminated with the PC Engine Duo, a PC Engine console with a built-in Super CD-ROM[[superscript:2]] unit that also launched in 1991 (it was released as the Turbo Duo in the US alongside the Super System Card in 1992). The original model has a headphone jack and a battery slot that allows it to be turned into a portable game console, with a separately available chargeable battery and a mini-LCD monitor. The PC Engine Duo-R was released in 1993, and had a different chassis (white instead of black), updated the NEC logo, and removed the headphone jack and battery slot to reduce manufacturing cost. The final model of the Duo (and consequently, the final model of the PC Engine ever), the PC Engine Duo-RX, was released in 1994, with some minor coloring changes from the Duo-R, an improved CD-ROM drive, and a six-button joypad in lieu of the standard two-button pad, in response to the popularity of fighting games as a result of ''VideoGame/StreetFighterII'''s success (curiously, it had no built-in support for Arcade Card games despite being launched after the release of that add-on, likely to keep manufacturing costs down).



* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES 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-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion 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 caused 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 (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 for repairs, making it sought-after among collectors.
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset, which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).

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* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES 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-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion 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 caused 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 (and later by the N64 and [=GameCube=], [=GameCube=]), but this revision was only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs, making it sought-after among collectors.
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset, outset (Albeit only in mono sound unlike the original NES), which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).



** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14 and 21 inch sizes. Unlike the [=C1=] before it, only a few units were sold due to its price that time, making it sought after by collectors like the NES-101's AV-only version.



* 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 only compatible with the New 3DS (such as ''Xenoblade Chronicles [=3D=]'' or ''Fire Emblem Warriors''), or have certain features not available on the standard [=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/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 only compatible with the New 3DS (such as ''Xenoblade Chronicles [=3D=]'' or ''Fire Emblem Warriors''), Warriors'' or even Virtual Console SNES titles), or have certain features not available on the standard [=3DS=] (such as the [=3D=] display mode in ''Hyrule Warriors Legends''). The latest to come out is the New Nintendo [=2DS=] XL, which ditches the hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=] minus the 3D display.



** There was another revision of the original [=PlayStation=] that was exclusive to Southeast Asia: the [=SCPH-5903=], which unlike the other models, is a white colored model that also adds support for playing Video [=CDs=], a format that is popular in the region.



** 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 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.functionality and also made the controllers wireless via infrared (You could still use your existing controllers however, as the connectors are in the back of the console). This was the same model that was released in the U.S. as the [=X'Eye=] the same year.year, which in turn ditched the S-Video connector and removed the wireless infrared controllers. 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.



** Like with Sharp doing third-party Famicoms, JVC and Hitachi also made third-party Saturns too in Japan (And one made by Samsung in Korea only), with the differences being the startup sequence to show the V-Saturn (for JVC made ones) and Hi-Saturn (for Hitachi made ones) logos. Like the regular Sega Saturn, the differences on the aesthetics being the colors of the units and buttons on both Model 1 and Model 2 versions, having Victor (JVC) or Hitachi branded controllers, and the Hitachi models also including the MPEG card, which is sold separately on other models.
** Also from Hitachi is a more rarer model of their Sega Saturn, the Game & Car Navi Hi-Saturn MMP-1000NV, which allows it to be used on a vehicle so it can also be used as a GPS navigation system, alongside its game and karaoke capabilities. This model is also a rarity for collectors.



* Similar to the Lada example, the second-generation Mitsubishi Delica is still produced and sold in Indonesia and the Philippines to its day, where it is marketed as a utility or business fleet vehicle. It did receive some modest updates like a more rounded fascia, and in the Philippines, a Euro 4-compliant diesel engine (with the ride hight brought up somewhat to account for the newer powerplant, but is otherwise essentially identical to the model first introduced in 1979.

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* Similar to the Lada example, the second-generation Mitsubishi Delica is still produced and sold in Indonesia and the Philippines to its day, where it is marketed as a utility or business fleet vehicle. It did receive some modest updates like a more rounded fascia, and in the Philippines, a Euro 4-compliant diesel engine (with the ride hight height brought up somewhat to account for the newer powerplant, powerplant), but is otherwise essentially identical to the model first introduced in 1979.
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* 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). Ironically enough, despite Sony's push for Blu-ray format with the [=PS3=], the [=PS4=] Pro does not support Ultra HD Blu-ray discs.

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* 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 with improved quality for [=PlayStation VR=], among other hardware revisions internal specifications (such as a faster CPU).CPU and GPU) that allow it to output [=4K=] video and run [=PlayStation VR=] titles with improved quality. Ironically enough, despite Sony's push for Blu-ray format with the [=PS3=], the [=PS4=] Pro does not support Ultra HD Blu-ray discs.
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* Newer models of the Nvidia Shield TV/gaming box are much smaller than the first release (going from about the size of a [=PSOne=] to slightly bigger than a deck of cards) and do away with the hard-off power switch, so that the only way to fully turn off the console (as opposed to putting it to sleep) is to unplug it. The controllers are also made a bit smaller, with an unusual "faceted" texture and a relocated start button.

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* Newer models of the Nvidia Shield TV/gaming box are much smaller than the first release (going from about the size of a [=PSOne=] [=PS2=] Slim to slightly bigger than a deck of cards) and do away with the hard-off power switch, so that the only way to fully turn off the console (as opposed to putting it to sleep) is to unplug it. The controllers are also made a bit smaller, with an unusual "faceted" texture and a relocated start button.
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Added DiffLines:

* Newer models of the Nvidia Shield TV/gaming box are much smaller than the first release (going from about the size of a [=PSOne=] to slightly bigger than a deck of cards) and do away with the hard-off power switch, so that the only way to fully turn off the console (as opposed to putting it to sleep) is to unplug it. The controllers are also made a bit smaller, with an unusual "faceted" texture and a relocated start button.
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[[caption-width-right:300:The original NES and its 1993 "New-Style" redesign. Same system, different shell. (But with some changes, like being region-free and just generally being more reliable)]]

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[[caption-width-right:300:The [-[[caption-width-right:300:The original NES and its 1993 "New-Style" redesign. Same system, different shell. (But with some changes, like being region-free and just generally being more reliable)]]
reliable.)]]-]
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The system has been out for a while, but what was once new hotness is now yesterday's headlines. The system has built up a great library, but everybody already has [[KillerApp the best games]]. You've dropped the price, but maybe the [[UsefulNotes/ConsoleWars next generation]] is starting to horn in on your sales. What's a video game company to do? The answer is simple. Send the console in for reconstructive surgery: keep the functionality but repackage it into a slick new design.

to:

The system has been out for a while, but what was once new hotness is now yesterday's headlines. The system has It's built up a great library, but everybody already has [[KillerApp the best games]]. You've dropped the price, but maybe the [[UsefulNotes/ConsoleWars next generation]] is starting to horn in on your sales. What's a video game company to do? The answer is simple. Send the console in for reconstructive surgery: keep the functionality but repackage it into a slick new design.



Thus the company gets those late adopters who want to dive into a huge established library without paying the sometimes exorbitant prices of a brand new console while also getting to redesign the exterior to make it look newer than the original. On the other hand, they run the risk of alienating those fans who bought the old version six months before the spiffy new model came out.

to:

Thus the The company gets those late adopters who want to dive into a huge established library without paying the sometimes exorbitant prices of a brand new console console, while also getting to redesign the exterior to make it look newer than the original. On the other hand, they run the risk of alienating those fans who bought the old version six months before the spiffy new model came out.



* The original UsefulNotes/Atari2600 had a wood look to it that was popular in TheSeventies. Throughout TheEighties 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.
* The UsefulNotes/AtariLynx was followed by the Lynx II, which was slimmer and bumped the battery life from four hours to five.

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* The original UsefulNotes/Atari2600 had a wood look to it wooden finish that was popular in TheSeventies. Throughout TheEighties TheEighties, it had various versions that kept the design intact while having but with slight differences. In 1986 the 2600 1986, it was modernized as a smaller, black looking system black-looking system, similar to the UsefulNotes/Atari7800 UsefulNotes/Atari7800, and was marketed as a budget console that could play classic games.
* The UsefulNotes/AtariLynx was followed by the Lynx II, which was slimmer and bumped the battery life from four hours to five.five hours.



* The [[UsefulNotes/TurboGrafx16 PC Engine]], launched in 1987, was one of the most successful game consoles in Japan; a far cry from its American counterpart, the [=TurboGrafx-16=], which held a distant third place during the Super NES vs. Sega Genesis console war. As a result, it enjoyed a variety of redesigns exclusive to the region along with expandibility options.
** 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/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).
** The CD-ROM[[superscript:2]] add-on also underwent a revision as well. The original CD-ROM[[superscript:2]] System launched in 1988 (and later redesigned as the [=TurboGrafx-CD=] for the U.S. in 1990), consists of three main components: the actual CD-ROM drive (which functioned as a portable audio CD player by itself), the interface unit that connects the CD drive to the console[[note]]The U.S. version of the interface unit has a different design in order to accommodate the different shape of the [=TG16=] console.[[/note]] and the System Card (a [=HuCard=] that contained the BIOS required to play CD-ROM[[superscript:2]] games). NEC later released the Super System Card upgrade for the CD-ROM[[superscript:2]] System in 1991, which featured additional RAM and an updated BIOS required for Super CD-ROM[[superscript:2]] discs. But PC Engine owners who didn't already own the original CD-ROM[[superscript:2]] add-on could purchase the Super CD-ROM[[superscript:2]] System instead, which combined the CD-ROM drive, interface unit and Super System Card into one convenient unit.
** This culminated with the PC Engine Duo also launched in 1991 (released as the Turbo Duo in the U.S. alongside the Super System Card in 1992), a PC Engine console with built-in Super CD-ROM[[superscript:2]] unit. The original model has a headphone jack and a battery slot that allows it to be turned into a portable game console with a separately available chargeable battery and a mini-LCD monitor. The PC Engine Duo-R was then released in 1993, which has a different chassis (colored white instead of black), updated the NEC logo and removed the headphone jack and battery slot to reduce manufacturing cost. The final model of the Duo (and consequently, the final model of the PC Engine ever), the PC Engine Duo-RX released in 1994, has some minor coloring changes from the Duo-R, an improved CD-ROM drive, and came packaged with a 6-button joypad in lieu of the standard 2-button pad in response to the popularity of fighting games as a result of ''VideoGame/StreetFighterII'''s success (curiously it had no built-in support for Arcade Card games despite being launched after the release of that add-on, likely done so to keep manufacturing costs down)

to:

* The [[UsefulNotes/TurboGrafx16 PC Engine]], launched in 1987, was one of the most successful game consoles in Japan; a far cry from its American counterpart, the [=TurboGrafx-16=], which held a distant third place during the console war between the Super NES vs. and the Sega Genesis console war. Genesis. As a result, it enjoyed a variety of redesigns exclusive to the region region, along with expandibility options.
** It got not one, not two, but three ''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, second, the PC Engine Shuttle, was marketed towards younger players players, with its spaceship-like design and unique variant of the [=TurboPad=] controller, but lacked did away with 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=] It 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 wasn't 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/GhostsNGoblins Ghouls 'n Ghosts]]'') 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.) US), and the PC Engine LT (another handheld variant, but with a laptop-inspired design and an expansion port for CD-ROM support).
** The CD-ROM[[superscript:2]] add-on also underwent a revision as well. The original CD-ROM[[superscript:2]] System launched in 1988 (and later redesigned as the [=TurboGrafx-CD=] for the U.S. US in 1990), consists of three main components: the actual CD-ROM drive (which functioned as a portable audio CD player by itself), the interface unit that connects the CD drive to the console[[note]]The U.S. US version of the interface unit has a different design in order to accommodate the different shape of the [=TG16=] console.[[/note]] and the System Card (a [=HuCard=] that contained the BIOS required to play CD-ROM[[superscript:2]] games). NEC later released the Super System Card upgrade for the CD-ROM[[superscript:2]] System in 1991, which featured additional RAM and an updated BIOS required for Super CD-ROM[[superscript:2]] discs. But PC Engine owners who didn't already own the original CD-ROM[[superscript:2]] add-on could purchase the Super CD-ROM[[superscript:2]] System instead, which combined the CD-ROM drive, interface unit and Super System Card into one convenient unit.
** This culminated with the PC Engine Duo also launched in 1991 (released as the Turbo Duo in the U.S. alongside the Super System Card in 1992), Duo, a PC Engine console with built-in Super CD-ROM[[superscript:2]] unit. unit that also launched in 1991 (it was released as the Turbo Duo in the US alongside the Super System Card in 1992). The original model has a headphone jack and a battery slot that allows it to be turned into a portable game console console, with a separately available chargeable battery and a mini-LCD monitor. The PC Engine Duo-R was then released in 1993, which has and had a different chassis (colored white (white instead of black), updated the NEC logo logo, and removed the headphone jack and battery slot to reduce manufacturing cost. The final model of the Duo (and consequently, the final model of the PC Engine ever), the PC Engine Duo-RX Duo-RX, was released in 1994, has with some minor coloring changes from the Duo-R, an improved CD-ROM drive, and came packaged with a 6-button six-button joypad in lieu of the standard 2-button pad two-button pad, in response to the popularity of fighting games as a result of ''VideoGame/StreetFighterII'''s success (curiously (curiously, it had no built-in support for Arcade Card games despite being launched after the release of that add-on, likely done so to keep manufacturing costs down)down).



* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES 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 (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.
** Shortly after its release in North America, the NES top-loader was brought in to Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its U.S. counterpart with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset, which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both, a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom has. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** 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 in 1989.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997 known as the SNS-101 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).
* A third-party version of the UsefulNotes/{{Nintendo GameCube}} by Panasonic known as the Q was released exclusively in Japan several months after the original console; this console featured the ability to play both [=GameCube=] discs and video [=DVDs=], but was commercially unsuccessful due to it costing more than the combined price of a regular [=GameCube=] console and a separate DVD player together. The DVD playback functioned separately from the [=GameCube=] functionality, despite using the same disc drive.

to:

* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES top loader]] (aka the NES-101 model) model), released in 1993 (a few years after the Super NES was already launched), which converted the console from a front-loading VCR-like front-loading, VCR-esque design to a more conventional top-loading design design, and came packaged with a redesigned version of the controller (NES-039) that more closely resemble resembles its Super NES counterpart (hence the dogbone nickname) rather than the original's rectangular design. nickname). 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 caused 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 (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.
** Shortly after its release in North America, the NES top-loader was brought in to into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its U.S. counterpart US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset, which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both, both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom has.Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** Years before the release of the New Famicom in 1993, Sharp released a series of officially-licensed officially licensed Famicom-compatible devices in Japan Japan, such as the Sharp [=C1=] [=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) 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 US market, known as the Game Television Television, in 1989.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997 1997, known as the SNS-101 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 US controllers).
* A third-party version of the UsefulNotes/{{Nintendo GameCube}} by Panasonic Panasonic, known as the Q Q, was released exclusively in Japan several months after the original console; this console featured console, with the ability to play both [=GameCube=] discs and video [=DVDs=], but [=DVDs=]. However, it was commercially unsuccessful due to it costing more than the combined price of a regular [=GameCube=] console and a separate DVD player together. The DVD playback functioned separately from the [=GameCube=] functionality, despite using the same disc drive.
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* The original UsefulNotes/Atari2600 had a wood look to it that was popular in TheSeventies. Throughout TheEighties 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".

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* The original UsefulNotes/Atari2600 had a wood look to it that was popular in TheSeventies. Throughout TheEighties 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".



* 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 (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.

to:

* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES]] [[FanNickname NES 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 (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.



* The UsefulNotes/PlayStation2 received a slimmer redesign as well starting with the SCPH-70000 series launched in 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 UI later used for the PSP and [=PS3=]).

to:

* The UsefulNotes/PlayStation2 received a slimmer redesign as well starting with the SCPH-70000 series launched in 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]] abbreviated before it was numbered), which featured an internal hard drive, digital video recording capability, and an early version of the [=XrossMediaBar=] (the same UI later used for the PSP and [=PS3=]).



* 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[[note]]The reason being that the circuit board was already designed by someone less-skilled and the shell had to fit around it[[/note]], 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 [[CanonDiscontinuity Microsoft pretended the original never existed]]... until 2018 when they supported a re-release of the controller for the Xbox One for nostalgia.

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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[[note]]The reason being that the circuit board was already designed by someone less-skilled and the shell had to fit around it[[/note]], 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 [[CanonDiscontinuity Microsoft pretended the original never existed]]... until 2018 when they supported a re-release of the controller for the Xbox One for nostalgia.
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* Nintendo released the Wii Mini (the RVL-201 model), a compact redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray and lacked backwards compatibility with [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), the SD card slot, support for component cables and all online connectivity (which meant no way to download [=WiiWare=] and Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Motion Plus controller and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much as the bundle itself).

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* Nintendo released the Wii Mini (the RVL-201 model), a compact redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray and lacked backwards compatibility with [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), the SD card slot, support for component cables and all online connectivity (which meant no way to download [=WiiWare=] and Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Remote Plus controller (a facelifted Wii Remote controller that also includes an integrated Wii Motion Plus controller sensor) and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much as the bundle itself).
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* The original UsefulNotes/{{PlayStation}} underwent numerous 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.
** While some consoles did this in the past, [[TropeCodifier the PS One]] started the trend of making a slimmer and more affordable revision of a console, particularly close to the release of the follow-up for those who can't afford the next console or mid-way through a system's life cycle to push sales and capitalize on an established games lineup. Interestingly, with the exception of the PSP Slim & Lite listed below, [[BeamMeUpScotty none of the redesigned PlayStation consoles have officially been called a "Slim"]] (they were simply marketed under the same name as the original model).
* 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 UI later used for the PSP and [=PS3=]).
* 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, so their remotes could work with the [=PS3=]'s XMB). However, support for [=PS2=] discs was 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 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.

to:

* The original UsefulNotes/{{PlayStation}} UsefulNotes/PlayStation underwent numerous 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 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 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.
** While some consoles did this in the past, [[TropeCodifier the PS One]] one]] started the trend of making a slimmer and more affordable revision of a console, particularly close to the release of the follow-up for those who can't afford the next console or mid-way through a system's life cycle to push sales and capitalize on an established games lineup. Interestingly, with the exception of the PSP Slim & Lite listed below, [[BeamMeUpScotty none of the redesigned PlayStation consoles have officially been called a "Slim"]] (they were simply marketed under the same name as the original model).
* The UsefulNotes/{{PlayStation 2}} UsefulNotes/PlayStation2 received a slimmer redesign as well starting with the SCPH-70000 series launched on in 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 UI later used for the PSP and [=PS3=]).
* The UsefulNotes/{{PlayStation 3}} UsefulNotes/PlayStation3 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, so their remotes could work with the [=PS3=]'s XMB). However, support for [=PS2=] discs was 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 colors from red to blue and dropping the all-caps "PLAYSTATION 3" logo with the ''[[Film/SpiderMan1 ''[[Film/SpiderManTrilogy 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 UsefulNotes/{{PlayStation Vita}} also got a slimmed down version, the PCH-2000 series, which dropped the OLED screen for an LCD.

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* The UsefulNotes/{{PlayStation Vita}} UsefulNotes/PlayStationVita also got a slimmed down version, the PCH-2000 series, which dropped the OLED screen for an LCD.
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* 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 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.

to:

* 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 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 lackluster 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.



* 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 [=3DO=]. Their first model, the FZ-1 or [=3DO REAL=], retailed at $699 and had a front-loading disc tray. Panasonic released the slimmer and more affordable FZ-10 model in 1995, which featured a top-loading disc tray, in a last-ditch attempt to compete against the newly-launched [=PlayStation=] and Sega Saturn consoles.

to:

* 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}} Panasonic was the only company to end up making two different models of the [=3DO=]. Their first model, the FZ-1 or [=3DO REAL=], retailed at $699 and had a front-loading disc tray. Panasonic released the slimmer and more affordable FZ-10 model in 1995, which featured a top-loading disc tray, in a last-ditch attempt to compete against the newly-launched [=PlayStation=] and Sega Saturn consoles.



* Franchise/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.

to:

* Franchise/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 program being bundled with the later edition tablets.



** 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.

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** The Hyundai Grace and Galloper, which are licence-built license-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.
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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 (the shoulder buttons and the start button 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 original 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 [=LEDs=], replaced the oval power and reset buttons into round ones.ones and combined the two SH-2 [=CPUs=] into one processor (allowing the price to be reduced). 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 (the shoulder buttons and the start button 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 original 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 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.

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* The [[UsefulNotes/OtherSegaSystems [[UsefulNotes/{{SG1000}} 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 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.
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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 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; later runs of the Model 1 had already omitted the port anyway). 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 Power Base Converter, 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 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; later runs of the Model 1 had already omitted the port anyway). 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 Power Base Converter, Sega CD UsefulNotes/SegaCD and [=32X=] [[UsefulNotes/Sega32X 32X]] add-ons, as well as certain games such as ''Virtua Racing'' and ''Gargoyles''.
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[[caption-width-right:300:The original NES and the 1993 redesign. Same system, different shell. (But with some changes, like being region-free and just generally being more reliable)]]

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[[caption-width-right:300:The original NES and the its 1993 "New-Style" redesign. Same system, different shell. (But with some changes, like being region-free and just generally being more reliable)]]



The system has been out for awhile. What was once new hotness is now yesterday's headlines. The system has built up a great library, but everybody already has [[KillerApp the best games]]. You've dropped the price, but maybe the [[UsefulNotes/ConsoleWars next generation]] is starting to horn in on your sales. What's a video game company to do?

Easy: Send the console in for some reconstructive surgery -- keep the functionality, but repackage it into a slick new design. In order to move aging product and take advantage of late adopters whose primary concern is price over all else, as well as advancements in manufacturing, it's a common practice to put out a new version of its old products, especially video game consoles, about three to five years after launch. There are usually up to four reasons to do this:

to:

The system has been out for awhile. What a while, but what was once new hotness is now yesterday's headlines. The system has built up a great library, but everybody already has [[KillerApp the best games]]. You've dropped the price, but maybe the [[UsefulNotes/ConsoleWars next generation]] is starting to horn in on your sales. What's a video game company to do?

Easy:
do? The answer is simple. Send the console in for some reconstructive surgery -- surgery: keep the functionality, functionality but repackage it into a slick new design. design.

In order to move sell an aging product and take advantage of late adopters whose primary concern is price over all else, as else (as well as advancements in manufacturing, manufacturing), it's a common practice to put out a new version of its old products, especially video game consoles, about three to five years after launch. There are usually up to four reasons to do this:



* Technical issues. Many systems, most infamously the UsefulNotes/Xbox360, launch with hardware issues that are solved in a redesign. The UsefulNotes/NintendoEntertainmentSystem pictured right is good example: the top-loader revision is much more reliable with cartridges than the original front-loading design.
* Cost. Advancing technology means the same functions can be achieved with cheaper hardware. Or the cost is reduced by ''removing'' parts: the [[UsefulNotes/PlayStation2 PS2]] Emotion Engine parts were removed to lower the [=PlayStation=] 3 price, while the [[UsefulNotes/NintendoWii Wii Mini]] removes Component, SCART and S-Video support.
* Added functionality. Sometimes minor features are added to the system to make it more appealing to new buyers. Examples include the lit screen of the [[UsefulNotes/GameBoyAdvance Game Boy Advance SP]], or Video Out port of the [[UsefulNotes/PlayStationPortable PSP-2000]].

Thus the company gets those late adopters who want to dive into a huge established library without paying the sometimes-exorbitant prices of a brand new console, while also getting to redesign the exterior to make it look newer than the launch system. On the other hand, they run the risk of alienating those fans who bought the old version six months before the spiffy new model came out.

Not just limited to consoles, Product Facelifts can happen to many other kinds of goods like cars and toys, often for similar reasons.

to:

* Technical issues. Many systems, most infamously the UsefulNotes/Xbox360, launch with hardware issues that are can be solved in with a redesign. The UsefulNotes/NintendoEntertainmentSystem pictured right is a good example: the top-loader revision is much more reliable with cartridges than the original front-loading design.
* Cost. Advancing technology means that the same functions can be achieved with cheaper hardware. Or the cost is reduced by ''removing'' parts: the [[UsefulNotes/PlayStation2 PS2]] Emotion Engine parts were removed to lower price of the [=PlayStation=] 3 price, 3, while the [[UsefulNotes/NintendoWii Wii Mini]] removes removed Component, SCART and S-Video support.
* Added functionality. Sometimes minor features are added to the system to make it more appealing to new buyers. Examples include the lit screen of the [[UsefulNotes/GameBoyAdvance Game Boy Advance SP]], or SP]] and the Video Out port of the [[UsefulNotes/PlayStationPortable PSP-2000]].

Thus the company gets those late adopters who want to dive into a huge established library without paying the sometimes-exorbitant sometimes exorbitant prices of a brand new console, console while also getting to redesign the exterior to make it look newer than the launch system.original. On the other hand, they run the risk of alienating those fans who bought the old version six months before the spiffy new model came out.

Not just limited to consoles, Product Facelifts can happen to many other kinds of goods like cars and toys, often for similar reasons.reasons as stated above.
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* 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/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 only compatible with the original New 3DS (such as ''Xenoblade Chronicles [=3D=]'' or ''Fire Emblem Warriors''), or have certain features not available only on the New standard [=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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[[caption-width-right:300:The original NES and the 1993 redesign. Same system, different shell. (But with some changes, like being region-free, lacking A/V, and just generally being more reliable)]]

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[[caption-width-right:300:The original NES and the 1993 redesign. Same system, different shell. (But with some changes, like being region-free, lacking A/V, region-free and just generally being more reliable)]]

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[[folder:Atari]]
* The original UsefulNotes/Atari2600 had a wood look to it that was popular in TheSeventies. Throughout TheEighties 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 UsefulNotes/AtariLynx was followed by the Lynx II, which was slimmer and bumped the battery life from four hours to five.
[[/folder]]



* The original UsefulNotes/Atari2600 had a wood look to it that was popular in TheSeventies. Throughout theEighties 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".
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[[caption-width-right:300:The original NES and the 1993 redesign. Same system, different shell. (But with some changes, like being region free, lacking A/V, and just generally being more reliable)]]

->''"Nintendo taught me it's okay to be self-conscious about my appearance since they obviously were with the 3DS after changing it like 12 times."''

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[[caption-width-right:300:The original NES and the 1993 redesign. Same system, different shell. (But with some changes, like being region free, region-free, lacking A/V, and just generally being more reliable)]]

->''"Nintendo ->''"Creator/{{Nintendo}} taught me it's okay to be self-conscious about my appearance since they obviously were with the 3DS [[UsefulNotes/Nintendo3DS 3DS]] after changing it like 12 times."''



* The [[UsefulNotes/TurboGrafx16 PC Engine]], launched in 1987, was one of the most successful game consoles in Japan. A far cry from its American counterpart, the [=TurboGrafx-16=], which held a distant third place during the Super NES vs. Sega Genesis console war. As a result, it enjoyed a variety of redesigns exclusive to the region along with expandibility options.

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* The [[UsefulNotes/TurboGrafx16 PC Engine]], launched in 1987, was one of the most successful game consoles in Japan. A Japan; a far cry from its American counterpart, the [=TurboGrafx-16=], which held a distant third place during the Super NES vs. Sega Genesis console war. As a result, it enjoyed a variety of redesigns exclusive to the region along with expandibility options.



* 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".

to:

* The original UsefulNotes/Atari2600 had a wood look to it that was popular in the 1970s. TheSeventies. Throughout the 1980s theEighties 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 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.

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* The UsefulNotes/NeoGeoPocket and the UsefulNotes/{{Wonderswan}} UsefulNotes/WonderSwan got their respective Color revisions in 1999 and 2000 respectively. Because of this, SNK Creator/{{SNK}} skipped over the original Neo Geo Pocket in favor of the Color revision when they brought the platform to the west West in 1999. The Wonderswan [=WonderSwan=] Color was succeeded in 2002 by the [=SwanCrystal=] which swaps out the LCD screen for a TFT screen. The [=WonderSwan=] never left Japan in any of its forms.
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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. 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.

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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 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).visuals), but it was overall much better received because at least the games were actually visible on a more consistent basis (with the higher-quality graphics of GBA games benefiting especially well from a frontlight and backlight). The only real caveats aside from this is that the cartridge slot is on the bottom, which makes playing early motion control games difficult due to them being built for earlier top-loading Game Boy models (GBA motion control games like ''[=WarioWare: Twisted!=]'' had to include an auto-calibrate feature for this reason), and the headphone jack is removed entirely for no clear reason, leading Nintendo to release an adapter that plugs into the link cable port for SP owners. 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.

Added: 389

Changed: 2174

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Easy: Send the console in for some reconstructive surgery -- keep the functionality, but repackage it into a slick new design.

In order to move aging product and take advantage of late adopters whose primary concern is price over all else, as well as advancements in manufacturing, it's a common practice to put out a new version of its old products, especially video game consoles (which are half the size, fix any technical issues that arose with the original design, and costs half as much to manufacture as the original) three to five years after launch.

Thus the company gets those late adopters who want to dive into a huge established library without paying the sometimes-exorbitant prices of a brand new console. On the other hand, they run the risk of alienating those fans who bought the old version six months before the spiffy new model came out.

to:

Easy: Send the console in for some reconstructive surgery -- keep the functionality, but repackage it into a slick new design.

design. In order to move aging product and take advantage of late adopters whose primary concern is price over all else, as well as advancements in manufacturing, it's a common practice to put out a new version of its old products, especially video game consoles (which are half the size, fix any technical issues that arose with the original design, and costs half as much to manufacture as the original) consoles, about three to five years after launch.

launch. There are usually up to four reasons to do this:

* Size. Thanks to advancing technology, the same internal functions can be done with smaller parts, and a smaller system is always a plus. This is important for large systems like the UsefulNotes/NintendoDS or UsefulNotes/XboxOne, which were already large and may desperately need a new form factor to be appealing.
* Technical issues. Many systems, most infamously the UsefulNotes/Xbox360, launch with hardware issues that are solved in a redesign. The UsefulNotes/NintendoEntertainmentSystem pictured right is good example: the top-loader revision is much more reliable with cartridges than the original front-loading design.
* Cost. Advancing technology means the same functions can be achieved with cheaper hardware. Or the cost is reduced by ''removing'' parts: the [[UsefulNotes/PlayStation2 PS2]] Emotion Engine parts were removed to lower the [=PlayStation=] 3 price, while the [[UsefulNotes/NintendoWii Wii Mini]] removes Component, SCART and S-Video support.
* Added functionality. Sometimes minor features are added to the system to make it more appealing to new buyers. Examples include the lit screen of the [[UsefulNotes/GameBoyAdvance Game Boy Advance SP]], or Video Out port of the [[UsefulNotes/PlayStationPortable PSP-2000]].

Thus the company gets those late adopters who want to dive into a huge established library without paying the sometimes-exorbitant prices of a brand new console.console, while also getting to redesign the exterior to make it look newer than the launch system. On the other hand, they run the risk of alienating those fans who bought the old version six months before the spiffy new model came out.



* 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 [[CanonDiscontinuity Microsoft pretended the original never existed]]... until 2018 when they supported a re-release of the controller for the Xbox One for nostalgia.

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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 girth[[note]]The reason being that the circuit board was already designed by someone less-skilled and the shell had to fit around it[[/note]], earning it the FanNickname "The Duke"), Duke", Microsoft created an S controller for the Japanese market, who have smaller hands. The S controller then quietly replaced the original and [[CanonDiscontinuity Microsoft pretended the original never existed]]... until 2018 when they supported a re-release of the controller for the Xbox One for nostalgia.
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->''Nintendo taught me it's okay to be self-conscious about my appearance since they obviously were with the [[UsefulNotes/Nintendo3DS 3DS]] after changing it like 12 times.''

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->''Nintendo ->''"Nintendo taught me it's okay to be self-conscious about my appearance since they obviously were with the [[UsefulNotes/Nintendo3DS 3DS]] 3DS after changing it like 12 times.''"''
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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 UsefulNotes/SegaDreamcast received didn't live long enough to have any real redesigns, but it did receive 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. There was also the [[http://www.thedreamcastjunkyard.co.uk/2015/07/stars-spangled-box-art.html change of packaging design for North America]] about midway through the console's lifespan (which also included a redesign for the GD-ROM jewel cases, going from white to black).
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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, 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. 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 reboot--which changed the historical dolls' wardrobes in hopes that they would appeal more to current tastes, which was tastes--was released to mixed reception at worst, with some fans complaining that they look either too anachronistic or gaudy.gaudy for the characters' respective time periods. American Girl would later downplay the [=BeForever=] branding and revert to the old Historical moniker likely due to fan feedback.
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* Similar to the Lada example, the second-generation Mitsubishi Delica is still produced and sold in Indonesia and the Philippines to its day, where it is marketed as a utility or business fleet vehicle. It did receive some modest updates like a more rounded fascia, and in the Philippines, a Euro 4-compliant diesel engine (with the ride hight brought up somewhat to account for the newer powerplant, but is otherwise essentially identical to the model first introduced in 1979.
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* 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.

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* Creator/LeapFrog Franchise/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.
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** The Master System would be relaunched as well in North America and Europe with a budget-priced model known as the Master System II. This model featured a more compact design, but at the expense of a lot of features from the original such as the (admittedly unused) expansion port, the card slot (making it incompatible with Sega Card games and the aforementioned [=3D=] glasses) and support for A/V output (only RF was supported).
* 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 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''.

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** The Master System would be relaunched as well in North America and Europe in 1990 with a budget-priced model known as the Master System II. This model featured a more compact design, but at the expense of a lot of features from the original such as the (admittedly unused) expansion port, the card slot (making it incompatible with Sega Card games and the aforementioned [=3D=] glasses) and support for A/V output (only RF was supported).
* 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 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).supporting; later runs of the Model 1 had already omitted the port anyway). 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 Power Base Converter, Sega CD and [=32X=] add-ons, as well as certain games such as ''Virtua Racing'' and ''Gargoyles''.
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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 (the shoulder buttons and the start button 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/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 (the shoulder buttons and the start button 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 original redesigned U.S. controller.

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